The Erxelar: The Erxelar of the Ernton Conclave are a peaceful group of anthropomorphic elephant monks. The Conclave rests dead center of the border between the north and the central plains. It is the last friendly stop along the way to the Northern Calderas. The monks are glad to help any and all travellers in need of their assistance, freely giving of themselves, for it is their belief that their god helps those who help others.
The Rhox: The Rhox, like their cousins the Erxelar, are a group of anthropomorphic animals, yet not elephants. The Rhox are a more violent band of rhinoceros. They do not live in a single place like the Erxelar, instead on the move constantly, nomadic and moving along the border, never going too far each way. While more violent, they will not just murder carelessly, only killing when they themselves are attacked. They will, however, rough someone up if they so feel the need. On that note the Rhox are very short sighted like their four-legged cousins, so most do not use ranged weapons but merely close combat weapons, if one happens to attack one or a group it might be easier to diseued them by using ranged weapons.
The Children of the Fang: The Children of the Fang are a race of humanoid creatures with thick green skin and horny protrusions all along their backs. They also possess a pair of large, bull-like horns, hands possessing five claw-like fingers. They are not normal hands, however, for they possess only three true fingers and two thumbs on each, as well as only four toes on each digitigrade leg. Fierce but not quite smart, any Fangchild can be a deadly opponent unless outwitted, which is easy to do. One could stump a Fangchild by merely telling a riddle, though this is not advisable for the Fangchild might become frustrated and attack with more ferocity than before, seeing it would likely have a headache and blame the riddler for giving it to them.
Griffins and Mistral Chargers: The griffins of Lendria, whilst mostly benevolent, will attack if one approaches their young who have not yet attained flight. The lion/avian hybrids are a fierce lot, though if one can manage to befriend one, they are loyal companions. Griffins can be found anywhere, yet are most numerous in the mountains where they can roost up high and keep their young cubs safe from predators below. At a time merchants would capture young griffins to sell to royalty as pets, but one event where the griffins formed a direct assault on one royal family to rescue their kin was the breaking point in which the merchants refused to capture any more of them. The Mistral Chargers, on the other hand, are always ornery, found literally everywhere, herds of them roaming all of Lendria. The Mistral Chargers are called such for their tendency to hide in the pervasive mists of the Lendrian early morning, charging anyone who wanders too near. Only if taken young and trained can a Mistral Charger be used as a companion, the largest of them achieving the size of a draft horse. It is easy to distinguish a Mistral Charger from a regular horse, though they hold the same body and form, the Mistral Chargers have sprouted wings from their shoulders, large feathery wings that usually hold the looks of a hawks, powerful and able to gain speeds for short distances.
Lendrian Wurm: The Lendrian Wurms, while rare, are by far one of the most dangerous opponents one could face. Most common on the plains, but there are other types of wurms for each terrain type in Lendria. The most dangerous of the wurms are the Southern Frostwurms, a type of wurm capable of exhaling its freezing breath in cones of intense cold. The most common wurms are upwards of fifty feet and at least one ton, though the largest wurm on record took the measurement taker an entire day’s ride to move from its tail tip to its head. The battle to kill that wurm had been fierce and no wurm that large has been found since. All of the wurms are similar aside from size and color, they appear like giant worms though with a twist of a lot scarier than your average earthworm. First they have large segment plates over their long snake-esque bodies, different species might have added attributes, some have thinner plates, some thicker, and some with spikes added to them. Also they have eyes though small and beady that can see blurred images, just enough to know what to attack and how to eat it. Along with that they have giant maws that open up to reveal that they are fully capable of shredding you to bits with their serrated teeth which resembles that of a shark's with rows of teeth.
Boldwyr Giants: The giants of Boldwyr, a small citadel in the mountains, living in a somewhat strained coexistence with the dwarves, are a race of gigantic, red-skinned humanoids with white hair being most common. The largest and oldest of the Boldwyr giants attain a height of upwards of fifty feet, between twenty and thirty for younger giants, though there are exceptions. Grimwaer, the giant lord, is by far the largest of them all, standing a full head taller than even his advisors. Unlike speculations, giants are not mindless brutes, rather they have a very organized society and are smart, though not on the genius level most of the time, so outwitting them would not be the best way to handle the situation.
Narcomoeba: The Narcomoeba are a rather odd race of creatures. Resembling airborne jellyfish, the narcomoeba are pure illusion. However, if a narcomoeba touches the bare flesh of a creature, it will scan its memories, for it is a living memory itself, and take the form of its most horrid enemy, making itself solid. The only way to kill a narcomoeba without trouble is to use any type of attack that can affect physical beings or to avoid the creature all together. They are not an aggressive type of creature, they thrive on basic instincts, they have no apparent reason to do anything, though they may accumulate an aggressive memory and attack unprovoked.
Lendrian Wraith: Most commonly found in dark alleys in the cities of Lendria, the Lendrian Wraith is the physical manifestation of anger and murder in a city. If, however, truly abominable crimes are committed elsewhere, wraiths can form there, as well. Nearly impossible to fully kill without an exorcist, the Lendrian Wraith is unaffected by weapons not blessed or enchanted. It can, however, rend flesh from bone with its wickedly curved claws. The most common form of a wraith is that of a humanoid figure in a dark, hooded robe missing its sleeves, the hood up to cover its skeletal face. All that can ever be seen without jerking down the hood is its skeletal jawbone, the hood holding a supernatural darkness that will not disperse. Most times a wraith has no legs beneath its robe, instead floating along.
Needlespire Arachnids and their cousins: The mountain called Needlespire houses a race of gigantic spiders, spinning their webs between the large peaks. With even the smallest of them larger than a man, the Needlespire arachnids are no laughing matter. These smallest arachnids, however, guard the hatcheries to guard their young until they are large enough to guard the next generation themselves. They do have cousins spread far and wide all across Lendria, though they do not always approach the colossal size of the Needlespire originals. These race of spiders are a direct threat to merchants who wish to cross onto the western cities that run along the coast of the ocean to trade goods there, many merchants have dared to go through in hopes of riches but most never do return as they get trapped within the webs of these spiders.
The Merfolk: The Merfolk of Lendria are numerous and diverse, ranging from beautiful human upper bodies with fish-like lower halves to horrid amalgamations of fish in a human-esque upper frame. The latter type commonly resembles catfish with the protrusions upon their face. They inhabit all of Lendria’s freshwater lakes and rivers, though they do have cousins who have adapted themselves to the single ocean on Lendria’s surface, for Lendria consists of mostly land which makes the Merfolk rare and it is considered a blessing to see one, though some claim it is a curse for those of the religious nature claim that they are demons that should be purged from the world, thus dwindling their numbers greatly.
The Nezerites: The Nezerites, named so for their progenitor, Nezeriel, the Lord of Vermin, are a race of anthropomorphic rat people. Skilled in the ways of the shaman, the Nezerites commonly channel the abilities of their patron spirit animals, even if they do resemble animals themselves. The older Nezerites generally are revered by the younger generation, though there is a shared animosity between generations significantly close together. Many Nezerites can also use their long pink tails as weapons or as a separate grabbing appendage. Unlike other races who use heavy armor, the Nezerites commonly construct their armor from the ironbark tree, called so for its properties resembling iron…it is hard to burn, hard to work, and hard to cut. The shamans of the Nezerites use staves for weapons, the more powerful Nezerite shamans possessing those made from the bones of their ancestors. All Nezerites possess digitigrade legs, making their homes in the swamps.
Dryads: Unlike dryads of mythology, the dryads of Lendria are more akin to sprites, save for the Ivy Hair Dryads. All other races inside the dryad race attempt to trick, pester, or generally just aggravate any being they come across. With their knack for disappearing directly into trees, the dryads can effectively avoid any confrontation up close or even at range. The Ivy Hair, along with their close cousins the Children of the Fern, are the most human, possessing soft, fleshy bodies. The only differences are their luminescent eyes, of any color of the rainbow imaginable, and their long, flowing waves of ivy for hair, commonly so long that the tips brush the ground. The Children of the Fern greatly resemble them, yet instead of having graceful ivy falls, their hair consists of large ferns sprouting from their skulls. Other dryads look even less human, from having wooden growths along their flesh all the way up to consisting of living bark themselves. Due to a dryad’s innate magic, wherever one goes, small bits of nature grow, leaving a graceful fall of leaves, even if they have none on them, in their wake, as if wind had blown through a forest.
Centaurs: The centaurs of Lendria, aside from the Rotok Clan, are innately peaceful, living in nomadic tribes all around the land, sticking to no one area for long. Their only commonality is that they avoid the mountains. Unlike goats, no matter how graceful a centaur, they find it extremely difficult and annoying to navigate the winding, gravel-strewn mountain paths. Out of all the centaurs, however, the Rotok Clan is the most inhuman. The Rotok commonly sprout massive antlers from their skulls, a race of centaur descended from a merging of warhorse and man. The largest of them can have antlers that can and likely have killed people, possessing sharp points along the entire lengths. On top of the antlers, the Rotok’s human-like upper half is commonly tinged green for reasons unknown. Unlike their peaceful cousins, the Rotok take up residence on the border of the forests and swamps, only ever showing themselves when they wish to raid.
Spirits: Lendria is a magically charged planet, which often results in spirits being produced from even the smallest of efforts. According to the Nezerites, if one snuffs a candle without first saying a small prayer, a vengeful spirit is created from the “soul” of that candle. The kithkin can verify this fact, however…their fields are commonly watched over by spirits that have been seen. The spirits of the fields are always of uniform nature, as well. If one were to judge the spirit by man sizes, it would be seven feet in height, yet it has no true body if it does not will it so. It is surrounded by floating lanterns to light its way, red ribbons falling from those lanterns. On its head it wears a massive straw hat, the diameter of that hat being much greater than the width of its own body. It wears a white robe, possessing black hair that falls to the very ends of its robe. If it wishes itself to have a body, the spirit of the fields is not truly seven feet tall…it is merely the length of its robes and hair that make it seem so in the air. It commonly carries a scepter in one hand and a sickle and bucket in the other. The spirits of the field, whilst beautiful and rare, are not unique, for each spirit is exactly as the next.
Olisex Wizards: The Olisex Wizards, despite being oddly named, are a race of intelligent beings innately gifted with the ability of flight without wings. Whilst the wizards can master spells of any school, they most commonly have adapted themselves to wind magic to compliment the fact that their home is a floating palace normally hidden above the clouds, though it can be seen on cloudless days as a brilliant crystal castle in the sky. The Olisex Wizards are not named such because that is the name of their race, but because the creator of the castle was called Pontifex Olisexius Baeli XVIII. In truth, the Olisex Wizards have no true name for their race, for they are mostly secretive and prefer to stay inside their castle. As a testament to their progenitor’s skill with wind magic, the castle never needs to be managed, the place also massive. In relation to cities upon the ground, it is four times their size. As a race, the Olisex Wizards are most commonly pale-skinned or possessing flesh that is almost baby blue. Their hair is only ever two colors, black or white. The true defining feature of an Olisex Wizard is their rabbit-like ears that lay from the sides of their head rather than on top like a true animal's. They do not have any supporting muscles, so they droop constantly, often being worked into a wizard’s hairstyle to keep them out of the way. With wind magic, the Olisex can be dangerous from their castle, for they can pull all air from beneath a creature’s wings and send it into a freefall instead of allowing it flight. The most famous of the Olisex is Akasha, the Mirror Seer. Using her twin mirrors Yanki and Yanku, Akasha is capable of telling the future, yet she does not stay with the Olisex Wizards…despite being the most powerful, she is also the most unlike them, living the life of a hermit. Yanki sees the future as it will be. Yanku sees both the past and the future that could be.
The Aviaen: The Aviaen as a race is a broad term, for their subraces are many, but as a rule of thumb, if one hears the name aven, humanoid birds should come to mind. The Aviaen have no true defining features to distinguish them from other magical races aside from the Fateshapers. The Fateshapers of the Aviaen are capable of something no other race is capable of…a rejection of fate. Some call it blasphemy, but if a Fateshaper is present, as an example of their powers, the Fateshaper could take a man whose head has been ripped off, sew it back on, then perform their rites and incantations and the wounds would heal before the eyes of the onlookers. This, however, would drain the Fateshaper so badly that they would need to sleep for days on end just to recuperate.
The Planet Lendria:
Lendria itself is a single massive continent divided by a vast spider’s web of rivers, dotted with ponds and lakes that would put other realms’ lakes to shame. The only other source of fresh water on the entire planet is the ice of the Southern Glaciers. If one takes a look at the planet when facing the center of the plains, then spins it one hundred and eighty degrees on its axis, one would find the one and only ocean upon the entire planet that houses Lendria.
To the far north, at the very top of the planet, the calderas of the north rest, bubbling and boiling even the air there. Dotting the north are volcanos that continuously spout ash and smoke into the air which causes the air to become thick with the noxious fumes so that only the hardiest could survive. Between the massive volcanoes the earth crumbles into pools of molten lava like lakes and rivers perversed with heat that suffocates most plant life and life itself. Here lives fire spirits who thrive on the heat, burning everything in their wake as they hop from lava pool to the next along with Fire wurms to make themselves completely at home in this fiery wasteland that holds a giant, ancient evil within the depths of the molten lava.
To the south, the glaciers sit pristine and white as the day they were frozen, untouched by man or any creature, or so people think. Towards the south, when heading towards the glaciers, the land begins to break up into small islands of land between the large rivers that cover Lendria, becoming colder and grimmer the further one goes. However, in the dead south it is capped in ice as far as the eye can see, just like the north, only the hardiest could survive in such climates such as the Monks and frost wurms along with dark secrets that were better left undisturbed.
To the west lie Lendria’s great forests and swamps, the border being split on a jagged diagonal running from the northeast to the southwest. The forests and swamps never truly depart from one another, however, for many trees grow inside the swamps and there are many noxious pools of swamp gunk dotting the forests themselves. Most of this land in sunken in with water or mud along with the occasional quicksand that devours up any traveller stupid enough to lurk into the great swamps. Inhabiting these swamps are the Rotok Clan of centaurs, Devkarin elves, Nezerites, Fangchildren, a few dryads, hags, and maybe a small swamp wurm, small in comparison to the Frostwurm cousins.
The central plains are truly a thing of beauty, long, wavy grass almost always making waves as if it were a vast ocean. The grasses are both help and hindrance to the kithkin, for with their short stature, it makes it ideal to hide inside, yet also has a tendency to get in their way. Also these plains that hold barely any trees and a scant few rocks for protection is the home to the Leonin tribes, a few regular centaurs, maybe a group of griffins, along with the spirits of the grasslands.
The mountains housing the dwarven kingdoms and the goblins they protect lie to the east, rising high into the sky. The highest peaks reach up into the clouds, disappearing into them on all but the most cloudless of days. This rocky terrain is home not only to dwarves and goblins, but also the Needlespire spiders, a few griffins, and the society of Boldwyr giants.
Not only the land is inhabited by these creatures but the skies are just as filled with beings as is the land, ranging from the clear skies of the plains to the storm clouds surrounding the mountains to the ash hewn skies all the way to the dark skies of the south. In these clouds thrive the Aviaens, Mistral Chargers, as well as the floating castle that holds the Olisex Wizards.