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Aanar’

Barl
The Beastmen
Beastmen

Deep in the Heart of the Forest of Unthor live the incredulous Beastmen. Baying
in the morning light with serrated teeth showing and hot, rancid breath visible.
The Beastmen are a horrific sight. Crude, primitive throwing spears and knives
are the weapons of choice, fashioned from the wood and stone that surrounds
them. Beastmen culture is bathed in tradition and superstition. They feel they
have a strong bond with nature and the Earth thus their God rules over all land
and, in their beliefs, will banish all air and sea dwelling races to the ‘Great
Dredge.’ Beastmen, as a race, are an entirely peaceful society to land dwellers
despite being ruthless and carnivorous killers on the battlefield. They feel a
certain similarity with them. As though they exist upon the same plane as them.
They have a special tie to the Nomadic Hurn tribe.

‘The Dredge’

The Dredge is a huge underground labyrinth underneath the Beastmen’s


dwellings. Made by the many creatures that inhabit it, hundreds of years
previous. These creatures live within the Dredge to this very day and are well
respected and feared by the Beastmen. These creatures are the Dredge Wolves.
Huge, voracious, Lycan creatures that feast on only two different forms of
sustenance: Beastmen traitors and each other. That being, only the largest and
strongest of these monsters survives the Dredge.

A common rite of passage for some Beastmen is to tame one of these, most
savage of animals. These Beastmen are known as the ‘Handlers’. Beastmen who
are known to tame wild aggressive animals and bring them to heel. Beasts that
are commonly tamed include the Mastodon, Woolly Rhino, Sabre- Toothed Tiger,
Megatherium and, of course, the Dredge Wolves.

BANTHOR – Leader of Beastmen.


His sabre teeth, curling long horns and razor sharp claws all add up to one thing.
Banthor is the ultimate in hand to hand combat. Standing almost 2 times the
height of a man, Banthor is, quite literally, a beast. Choosing, while in combat, to
be aboard his bull-drawn chariot and seldom carrying any form of weapon.
Choosing instead to hack and slash with the very ‘weapons’ he was given at
birth. Speeding past, tearing flesh from bone. Legend tells of Banthor ripping the
heart from an adolescent Troglodon after besting it physically. Born to parents,
Tendor and Sabor, Banthor lost his family at the age of 6. Both trampled under
hoof of a Troglodon stampede. Left orphaned, Banthor brought he, and his
younger sister Sennanor up himself, killing wild animals and straggling travellers
through the Forests of Unthor on their way to and from Xian and Gapraxia.
Growing ever stronger, Banthor began planning to overthrow the head clansmen
of the Beastmen at that time, Teebor. On a celebratory night, Banthor clasped
the head of Teebor and plunged his razor sharp talons into the chest of the
clansman, ripping his heart from his torso. Holding the still beating heart aloft in
his hand, he bellowed, “I AM NOW HEADSMAN! Tis my right as slayer of Teebor.”
From that day forth Banthor led his Beastmen into battle, gutting every enemy in
his path, proving himself time and again as true headsmen of the Beastmen.
Thwarting all manner of rebellion, revolution and treason.

Troops of the Beastmen.

Leaders

Banthor on Bull Drawn Chariot with Second in Command Heenok.

Overlord of the Beastmen. Agile and deadly on his feared vehicle. Goring all that
dare stand in his way. Banthor and Heenok tear across the battlefield ripping all
asunder.

Champion of the Beastmen, Tangor.

His huge Musk Ox head lends to his imposing stature. Tangor arms himself with
the rusted blade of Harranor entrusted to him by his father. He also chooses to
fight in heavy armour plating which renders arrows and projectile weapons
useless. He also drags behind him the half devoured corpses of the unfortunate
folk that have gotten in the way of them.

Fenrir, God of the Ground.

The mighty one, the Grand Solemn Beast. Fenrir rarely makes itself known, Deity
that He is. Rest assured though, when this Lycanthrope decides to rear its head,
only terror, destruction and death will ensue. Capable of felling hills and
mountains with a single, mighty, blood-curdling howl, He is also capable of
breathing life into the rocks of the Earth, giving rise to the almost impregnable
Golems.

Main Units

The Bovinus
These cow and bull like strains of the Beastmen make up the staple ranks of
their armies, Trundling towards their enemies with only one purpose. The
Bovinus are large, lumbering beasts capable of withstanding a lot of damage.
Their ranks are solely the male bulls of the herd but cows have been known to
join their ranks. Within their herds there is usually a champion, carrier of the bull
horn and shaman.

The Equinus

The Equinus are the more agile counterparts of the Bovinus. Used as scouts in
skirmishing missions. The Equinus are capable of speeds that rival that of the
Centaurs, yet still sustain a lot of their Beastman power. They work strongly as a
team and are very intelligent, for Beastmen.

Lunar Brethren

Wolven Warriors, disciples of Fenrir. They have an insatiable thirst for blood and
war, using highly complex hunting strategies to take out each and every one of
their enemies. The Brethren have a special bond with the moon, as their clan
suggests. During nightfall, especially during the time of a full moon, they become
extremely enraged and almost impossible to stop from advancing.

Wild Beast Handler

Handlers are well trained in the taming of the vicious fell creatures that roam the
woods and harsh environments around Unthor, Beasts like the Mastodon or the
Sabre Toothed Tiger. They are either seen riding their deadly slaves or walking
alongside them, commanding from the sidelines.

Minotaur

The Minotaurs resemble the male Bovinus closely but bear far more body muscle
and much larger weapons than them. Weapons like small trees and huge, great
axes. Minotaurs have been known to charge in groups of 6 to 8 in a destructive,
snorting row.

Creatures associated with the Beastmen.

Mastod on.

Considered by most Beastmen as the ‘Lowly King of the Forest.’ With mighty
tusks and long trunk capable of carrying felled trees and reducing stone houses
to rubble, this haired monstrosity overwhelms battlefields when led into battle by
handlers.

Woolly Rhino.

A woollen version of its plain-grazing cousin. This short-sighted Beast has such a
temper and once it begins charging no one is safe, not even its handler. Highly
unpredictable in its mental state it is not uncommon for Beast Handlers to be
fatally gored whilst rearing this creature.
Sabre-Toothed Tiger.

These large felines are tough to raise and tame. Handlers having to steal newly
born cubs from the pride of the ‘Sabres’. If they are not mauled and eaten in the
process and if they manage to raise the cub properly then the rewards are
insurmountable, A loyal beast that will defend you with its very life.

Megatherium.

This being a huge sloth with massive serrated claws tearing flesh from bone and
ripping apart tough steel armaments. Though shambling and sluggish the
Megatherium is a deadly living weapon much sought after by the Handlers of the
Beastmen.

Dredge Wolves.

These are wolven creatures born within the ‘Dredge’. A huge labyrinth
underneath the Forest of Unthor. Only the strongest of these monsters survives
in this hellish place. The only sustenance that Dredge Wolves receive is
Beastmen criminals, Prisoners of War and each other. As a result, only the
strongest and largest of these creatures are led into battle either by the Handler
or via a chariot with a Handler and Bovinus Warriors.

Lizardmen

Lizardmen

The Lizardmen live off the coast of Aanar’ Barl and are the longest surviving race
in the region. Even surviving the Grand Pelt over 6,000 years ago that destroyed
the once great nation. The Isle of Torrent is almost overgrown with undergrowth
and vast canopies. Huge rainforests litter the entire island and as a result the
Lizardmen have flourished. Many cities spatter the island with thousands of
`sxq\different warring tribes jostling for position and rights to food, water and
rich areas to build upon. Recently though the leaders of the tribes have united
and discussed the coming ‘War to End All Wars’. They fear that their way of life is
in a great deal of jeopardy from other cruel races. The leader of the most
powerful tribe was elected to lead the reptilian masses into conflict. His name is
Nazomi, Great Protector of Torrent. Part of the Chamelon, a race designed for
stealth and espionage.
Tribal Culture

Since the day that the Lizardmen first stepped upon the land, there have been
tribes. Their first age was that of the ‘Dinosty’, the original ancestors of the
Lizardmen. These proud races ruled for many millennia before the Grand Pelt
that obliterated their society. Some races did survive this catastrophe and began
to rebuild. 6,000 years later and many other races of Lizardmen have evolved or
emigrated to the Isle. Still warring with each other they are now a nation to be
feared.

Nazomi – Great Protector of Torrent

Nazomi, of the nation of Lizardmen is the chosen Protector of Torrent, after the
Grand Meeting forced a democracy onto an island that was at war with each
other. Their instincts to survive were far greater than that of the petty feuds
between tribes and so all of Torrent is now united. They are united due to the
impending ‘War to End All Wars’. Nazomi now stands as champion of all Torrent,
in charge of all military and political moves for the greater good of Lizardkind.
Nazomi is usually seen charging into battle on his faithful steed Tendai, a
Quadroceratops left by his herd as an infant. 2 huge powerful horns jut from its
forehead and 2 from its nose. Quadroceratops’ are notoriously robust, sturdy
creatures, capable of demolishing walls in a single charge. Nazomi’s weapon of
choice while in combat is the serrated dagger called the ‘Carnivorous Tooth’ and
a long whip that secretes a lethal poison known as the ‘Purple Tongue’. The
poison that is secreted from the Purple Tongue is actually formed from the whip.
This phenomenon has never been explained and so it is thought that the Purple
Tongue is a living weapon. Nazomi belongs to the Chamelon tribe that lie on the
Western side of Torrent. The Chamelon are able to blend into their surroundings,
using their in-built cloaking ability. To this effect, the Chamelon are masters of
disguise and are highly adept at hunting large animals for prey. Ironically
though, the Chamelon have a staple diet of birds and small mammals. The
Chamelon use their seven foot highly adhesive tongue to capture food lightening
quick.

Troops of the Lizardmen

Leaders

Nazomi – Great Protector of Torrent.

Nazomi is seen charging into battle on Tendai, tearing into his foes with the
‘Carnivorous Tooth’ and causing venomous mayhem with the ‘Purple Tongue’.

Tzezari – Advisor to the Protector (Komodo Champion)

Tzezari would be Great Protector had it been for him being defeated by Nazomi
in combat. Tzezari is part of the, now disbanded, tribe Komodo, known for their
brute strength and towering size as well as their thirst for blood. The Komodo
tribe was disbanded almost immediately after Tzezari was defeated by Nazomi.
Now only a few of these behemoths can be seen hunting the Grand Tyrants as
meals or trying to fell an old Quadroceratops. Tzezari is highly proficient in the
use of maces and his weapon of choice is just that, the ‘Ankylotail’. This being a
crudely made chain housing a massive rock, larger than a man’s torso. It is
eroded slightly by Tzezari dragging it across the ground.

The Ungar – Prophets of Torrent

Those that speak the will of the future. Rumour has it that the Gods themselves
converse with these most accursed of beings. Completely blinded by the
plucking of eyes from their sockets during the ‘Ungarn Trails’. The Ungar have to
be led into battle despite them already knowing the outcome of the battle. They
cannot see the present or the past but can see the future. If an Ungar is seen
being led into battle on occasion the opposing army will retreat, believing it to be
moot to attempt to defy space and time. The Ungar will always give the initial
charging yell based on the outcome that they have already seen.

Main Units

Gekko

The Gekko usually make up the largest part of a Lizardmen assault, being the
only large city left in Torrent. Gekko are a very plentiful tribe, coming in many
colours and shapes. They use mainly swords and shields but have been known to
use bows, hatchets or even the ‘Raptor Claw’ a dreaded sickle like weapon made
to resemble its namesake.

Anole

The Anole are very small in size but in sheer numbers, make up for their
diminutive stature, swamping a battlefield in their thousands. A body count in
one battle estimated the total felled Anole at well over 600,000. They can turn a
grey stone landscape completely green in minutes choosing to fight with daggers
and small clubs

Axolotl

These beings spend their lives in the water, being highly adept with magiks and
having the unusual ability of shooting water from underneath their tongue.
Axolotl usually appear in groups of 3 to 5 and provide sought after magik support
to other troop types.

Chamelon

The Chamelon are highly skilled stealth fighters capable of slipping into an
enemy stronghold completely undetected. As well as raptor claws and scimitars
as weapons they also have the ability to spear their enemies with their huge
tongue, lightening quick and near impossible to evade save for the God of time
and space himself.

Komodo.

Usually only 1 or 2 of these behemoths will be seen ambling with the reptilian
masses due to their hatred of one another. There are a variety of weapons that
the Komodo choose to use, ranging from Great Axes to Obelisk-like spears. Their
temper and rage are known and reputed worldwide and are even feared by the
Lizardmen themselves.

Raptor Riders

Raptor Riders are elite Gekko that have been trained in the skill of ‘Raptor
Riding’. These terrifying steeds are capable of horrendously high speeds and
devour anything that is not cold-blooded, with large serrated claws on each foot,
they gore their prey, spilling offal and internal organs across the ground, much to
the delight of the Gekko rider.

Creatures associated with the Lizardmen

Salamander

The Sacred Reptile. The Salamander lives in the stifling hot caves to the North.
Usually led by a small posse of Anole, this lizard dwarfs even the Komodo. The
Salamander is capable, due to sacs within its lungs, of igniting the very air it
breaths causing widespread destruction.

Basilisk

A frilled, colourful reptile, no taller than a man but perhaps one of the most
deadly beings within Aanar’ Barl. It sprints with such pace that it is very hard to
track its movements. Able, even, to sprint over rivers and lakes. Its danger
though is not only its breakneck running speeds but in its enigmatic face, to gaze
into this monster’s face is to acquit your soul. Your mortal coil is given up and
you shall slowly petrify, becoming nothing more than a statue, once alive.

Gila Monster

The Gila Monster is a huge four legged reptilian behemoth made entirely of rock
and can withstand an impossible amount of physical and magikal damage. The
Gila also secretes a noxious gas and deadly poison from between the cracks in
its eroded skin. The Gila menace wiped out the entire Garial race, an ancient
amphibious crocodillic race at home on the land as well as in water. The Gila
rampaged across the coast, eventually reaching their coastal harbour town and
destroying every last one of the unfortunate reptiles. The Gila Monster is
incredibly difficult to tame due to it out living several generations of Lizardmen.
It must be passed down from generation to generation.

Grand Tyrant

On rare occasions, in the first breaths of morning, these Kings of the Rainforest
can be heard cacophonically calling to one another in an attempt to be crowned
the King of Tyrants. On very rare occasions these most royal of predators can be
seen following the ‘Scaled Horde’. Sure that where there is war, there is blood
and so food. Drawn to this, the Grand Tyrants loyally follow the Lizardmen and
fight for them, strangely not attacking them. Some believe that this is a silent
thank you for providing them with the sustenance that they receive as a result.

The Realm of Man

The Realm of Man

Men, led by the King Heronius XXIII, have policed the region of Aanar’ Barl for
over 1000 years, declaring rules and regulations that befit them. King Heronius
became so after his brother, King Karnel XIIV went missing after a routine
scouting mission advised by Heronius. As King Karnel did not birth an heir,
Heronius was made King of Gapraxia and Governor of all Aanar’ Barl. His deceit
and subterfuge has driven the inhabitants of Gapraxia to poverty-stricken
despair. They wish for a New World Order and many revolutionary splinter
groups have formed and are plotting to take power from Heronius. The Realm of
Man believes in the one true God, God of all, who loves all. They believe that he
is forgiving to the heathen and will accept them into heaven providing they
denounce their beliefs just before they die. The Grand Cathedral of Almighty
God, one of the most decorated, ornate buildings within Aanar’ Barl, stands
proud within the walls of Gapraxia.

The Gapraxian Depression

During the second season of King Heronius’ rule, the amount of poverty and
hardship had begun to be noticeable. Theft was a major problem as too murder.
By his fourth season Gapraxian streets were in disrepute but the Grand
Cathedral of Almighty God and the Gapraxian Palace were made more and more
decorated. Heronius continues, to this day, to raise taxes and increase fines,
imposing his will with an iron fist. He pays his knights a lot of money to act as
mercenaries and bounty hunters, to this end, becoming a knight of the King is
the easiest way to an easy life, despite the high fatality rate. They remain loyal
to the King due to their high wage.

King Heronius XXIII – Governor of Aanar’ Barl

King Heronius Entor-Galabrea is King of all Gapraxia as well as spokesman and


governor for the region of Aanar’ Barl in the Grand Senate. King before Heronius
was his brother King Karnel XIIV, much loved and respected by his subjects, King
Karnel was pronounced dead after he did not return from a routine scouting
expedition to the dark lands of the 8 Warmongers, Saben-Sen. Karnel’s brother
had advised this mission in order to gain valuable information about the 8 feared
figures of terror. Alas, nothing was heard of the King for almost a year and so,
due to Karnel not birthing a son or daughter, prestige and Kingship passed
sideways to his brother. To be sworn in forcibly as King Heronius Entor-Galabrea
XXIII. By the second season of his reign Gapraxia was a land in turmoil, wrought
with famine and degradation. The ‘Gapraxian Depression’ had begun, driving
thousands to theft and murder and, in extreme cases, cannibalism. Thousands
were executed for these crimes. The realm of men suffered horrendously while
the monarchy of men flourished as the Grand Cathedral of Almighty God and the
Palace of the King grew more and more ornate. Heronius is despised by his
people yet loved by his epic army of knights. Thus, he rules with a heavy hand
and any smell of treachery is dealt with swiftly with the death penalty.

Troops of Man

Leaders

King Heronius XXIII

Although rarely seen in battle, Heronius is always seen on his heavily armoured
horse ‘Dorodon’. Heronius is also led into battle by his personal bodyguard unit,
the 494th Battalion, ‘Iron Tyrants’. The most elite of cavalry decorated with
diamond-encrusted armour and imported blunderbusses from Xian. Heronius
uses the sacred ‘Heldare Blade’ cloaking himself in a hardened magikal barrier
with only the Heldare Blade passing through to strike down foes.

Nebrania of the 494th Battalion, Iron Tyrants

Nebrania is the highly decorated champion of the Iron Tyrants, usually leading
troops into battle in Heronius’ absence. She carries her ‘Chain of Divinity’ so as
to give her protection in battle. While her battalion carry blunderbusses, she has
been honoured with the dreaded ‘Pyrobus’, a modified blunderbuss that spits fire
as well as white hot ash invented especially for Nebrania.

Pope Lestor Menora – Grand Priest of Almighty God


Pope Lestor is, or at least believes that he is God’s representative on the Earth.
As the religion is the most popular across the region of Aanar’ Barl he leads
many people, both in and out of battle. He carries the ‘Holy Sceptre’ into battle
and uses many holy magiks to combat adversaries. His most bloodthirsty reign
of terror came when he led the crusades to the south of Aanar’ Barl, bringing
Almighty God to the people of Xian and slaughtering ‘heathens’ who refused to
convert.

Tehbraanus – Advisor and High Sorcerer of Gapraxia

Tehbraanus advises King Heronius on tactical decisions and providing Gapraxian


gentry with their apothecary needs. Tehbraanus is the brain behind Gapraxia’s
more unconventional but effective battle tactics. He uses the ‘Terabulus Staff’ on
the battlefield and is usually seen casting sickeningly powerful spells including
his own perfected spell, ‘Turncoat’ where beings within a 50 foot radius are
literally turned inside out. Tehbraanus is violently perverse in his nature to the
effect that he experiments on Gapraxian subjects.

Main Units

Gapraxian Infantry

The main force behind the war engine of Man, attacking in their tens of
thousands with all manner of weapons, heavily armoured with fine Gapraxian
helmets, shields and ornate gauntlets. Through Tehbraanus’ advisory, the
soldiers of Gapraxia have many unorthodox fighting tactics. The ‘Mollusc’
formation includes raising shields above their heads and in front of them so that
it is extremely difficult to penetrate with arrow volleys. Another is the ‘Mirror’
where they reflect their shields from the sun into the eyes of their advancing
enemies, blinding them instantly. These unorthodox but clever tactics have
earned the Gapraxian army a lot of renown, regarded as the finest army in
Aanar’ Barl.

Cavalry of Gapraxia

With loyal steeds under them, the cavalry of Gapraxia race into the heat of the
battle, providing much needed speed to the sheer strength in numbers of the
infantry. The cavalry are usually equipped with lances or large swinging axes
with only the most elite of the cavalry carrying swords and scimitars.

Gapraxian Prisoners – ‘The Wastes’

Known as ‘the Wastes, they are the underbelly of Gapraxian rule. These vicious
killers, etc are used as fodder, cast to the frontline and, in effect, thrown to the
lions. The Wastes, though not equipped with armour (only leather jerkins and
scant pieces of discarded knight attire), have a surprising amount of durability,
capable of withstanding 3 to 4 arrow wounds or a severed limb.
Knights

Knights are found in battalions such as the 64th battalion ‘Vermillion Wastelands’
or the 704th battalion ‘Crimson Dragoons’ and usually colour coordinated to
match their names. The knights provide brute power and strength to the
Gapraxian Empire. Headed by a ‘lead knight’ and usually armed with powerful
double-handed armaments, knights use very similar tactics to the infantry but
the difference lies in their armour being much tougher.

494th Battalion ‘Iron Tyrants’

One of the only knight battalions to be on horseback. Lead by Nebrania, these


most elite of units use the imported weapons of Xian. They choose to ride
through the ‘no man’s land’ during battle, picking off any foe they can from a
safe distance or using scouting tactics to pre-empt an attack. The Iron Tyrants
are a formidable force to be reckoned with and with diamond encrusted armour
on both themselves and their horses; they are a terrifying sight to see on the
field.

Brutes

Huge monsters of men, born with a disease that does not prohibit growth. They
are constantly growing. Their weapons of choice include shows of strength such
as double-handed weapons held single-handedly or carrying uprooted trees as
clubs. Their most powerful member carries a special weapon, a Xian War Engine
gun, capable of firing through a modified trigger, thus able to be carried into
battle.

Priests

These holy men and women have devoted themselves to Him. They are led by
Pope Menora in their eternal quest to bring the word of Almighty God to Aanar’
Barl. Priests believe that non-believers are stains upon His great world and that
these stains must be cleansed. Priests, many of which are insane, violent killers,
saved from the guillotine, are highly aggressive in battle, forcing their will upon
foes in an attempt to convert the ‘heathen scum’. If this doesn’t work they rend
them asunder with their ‘Blessed Blades’.

Other Units Associated with Men

Gapraxian War Engine

A large, tracked, Gapraxian machine closely related to the Xian version that
rumbles into the battlefield armed with huge scything blades and miniature
‘Flatliner’ hammers. They also sometimes, in the higher ranking, richer armies of
Gapraxia, the war engines can be equipped with large Xian War Engine guns and
mortars as well as a massive modified version of the Pyrobus engulfing the
battleground in flames.

Siege Engine

These are large wooden towers, holding hundreds of waiting troops. They are
pulled by the shear might of the Brutes. These ‘Towers of Terror’ are used to
assault castles and other buildings. Siege Engines are highly durable but can
catch fire and if a big enough Mastodon or Troglodon hits it, it will shatter.

Fortificator

The arduous work and toil of thousands of inventors and workers. This
stupendously large machine carries enough material to create buildings. In its
simplest form’ this machine is a movable, industrial, castle builder. Motoring
along on over 1000 wheels, the Fortificator has many devices and arms that lay
stone after stone until, only a few hours later, a castle has been built, truly, a
wonder to behold and the most innovative creation of Gapraxia.

Flatliner

Usually used in direct conjunction with the ‘Fortificator’, the Flatliner resembles a
huge semi-circle with a smooth flat bottom attached to a powerful downward-
thrusting motor. When the authorisation is given, the Flatliner begins pounding
the ground around it until it is perfectly flat and easy to build upon. Sometimes
though, Gapraxian Engineers will take these destructive behemoths into battle to
use simply for the obliteration of enemies.

Trebuchet/ Catapults/ Bolt Throwers etc

These ancient heavy fire power devices are commonly used in a Gapraxian
Assault, used to turn castle walls to rubble and larger enemies to scattered body
parts across the battlefield. Trebuchets and catapults can be loaded with
different types of ammunition, for instance, boulders, flaming bales of hay that
cause it to rain fire from the sky even resorting to firing the corpses of ally and
enemy alike to break the morale of troops. Bolt Throwers are loaded with large,
lance-like spears which can be set on fire or tipped with venom.

Rhythian Whale Folk


Whale Folk

The Rhythian are an elusive people, living over 2 miles under the ocean, off the
coast of Giron. They rarely venture to the surface, their huge frames and lack of
legs hinders them upon the land whereas in the water, they are as graceful as a
flock of seabirds migrating. Spirituality is the main focus of the people of Rhyth.
A respect for the living and the dead is of the utmost importance as well as a
respect for Father Yenoo, Creator of Seas. A peace-loving race, they took a vow a
long time ago that they will only fight is it is absolutely necessary. The song of a
Rhythian is sweeter than the 1st apple of harvest. Unsuspecting ships have been
run aground in the past due to the ‘deadly chorus’ as it is known.

The Great War of Oceans

Around 800 years ago, an epic war raged under the waves between the Rythian
and the, now obliterated, Hydroponos (a huge, ancient, long necked, aquatic
race that ruled the seas along with the Rythian Whale Folk before the War ). The
War destroyed 50% of all marine life in Aanar’ Barl. The hellacious battles
ravaged the sea for 325 years until Father Dorsoo wielded the ‘Staff of Oceans’.
This most powerful and manipulative of weapons brought about the downfall of
an entire nation. After the War was ended, the Rythian were overwhelmed with
guilt and ultimately made the vow against any violence unless completely
necessary.

Leader

Father Dorsoo

The gentile race whom live beneath the western sea of Aanar’ Barl are headed
by Father Dorsoo. He is hugely popular among seafarers for his knowledge of the
ocean. Measuring 40 hands in height, Dorsoo is the largest of the whale folk in
Rhyth save for Yenoo. Born almost 600 years ago, his vast age is unique among
the whale folk as their usual life expectancy is around 120 years. Thus,
knowledge of 600 years of oceanic history is a tremendous boon to the
Rhythians. Extensive knowledge of the sea allows for information on countless
treasures sunken with ships but, alas, as the Rhyth folk have a huge respect for
both the living and the dead they will not share these secrets of the deep. Father
Dorsoo is alleged to be the brother of Yenoo, creator of the seas and main figure
in Rhythian religion. Dorsoo never speaks of his relationship or link with the great
‘Warrior of the Deep’.

As pacifistic as the Rhythians are, Dorsoo has only one weapon, The ‘Staff of
Oceans’ which can part whole seas and manipulate the very inhabitants of the
Briny Deep., only inciting this action to protect their homeland. As is well
documented by sailors and pirates alike, the ‘deadly chorus’ is a potentially life
threatening thing while seafaring, luring mariners into a hypnotic trance and
smashing them on sharp rocks. Dorsoo fought in the ‘Great War of Oceans’ over
300 years previous against the now extinct Hydroponos. All that remains of the
Hydroponos is ruined, abandoned cities with the remains of their ornate and
beautiful architecture and remnants of their history. Post-war, the Rhythians,
including Dorsoo vowed to only fight when highly necessary.
Troops of Rhyth

Father Dorsoo (Oceanic Guardian)

He was named as ‘Oceanic Guardian’ 450 years ago. The ‘Seakeeper’ rules all
with a pacifistic ideal of peace throughout the Oceans of the World. When Dorsoo
fought in the ‘Great War of Oceans’ he used his ‘Staff of Oceans’ to control the
surrounding marine life and destroy the Hydroponos. Now, they have vowed
never to fight unless completely crucial.

Aquana (Spirit of the Waters)

She has not been seen since the ‘Great War of Oceans. Aquana is the divine
spirit sent to protect the World’s Oceans alongside Father Dorsoo, she is said to
have been discussing with the venerable Father Yenoo the fast approaching ‘War
to End All Wars’ and the steps they should take to defend the oceans against it.
Aquana is highly concerned about these times. She uses highly powerful water
magik to drown her enemies but only ever to protect her homewaters.

Father Yenoo (Warrior of the Deep)

Yenoo, synonymous with the sea, alleged brother of Dorsoo. Father Yenoo is
prophesised to return to save the oceans from a great pain. He is said to be
carrying the ‘Leviathan Blade’, made from the ancient, hardened bones of the
water dragon. Father Yenoo is said to cleanse the seas of all disdain.

Main Units

Rhythian Defensive Force ( Gobi Class)

These basic units of Rhyth build large tunnel systems and huge sand and silt
structures to protect the city from foes. They have a peculiar ability whereby
they have superheated breath that fashions the sand into a hardened, glass type
material suitable for placing as a roof on the entire city. These are the first line of
defence for Rhyth. They use moderately powerful water magik to dispatch
adversaries, also using their breath to superheat the water around them and
scold enemies. Through the vow of non violence, these former troops are now
builders and have mastered their craft because of it.

Rhythian Knights (Grouper Class)

Usually the main offensive of Rhyth, these warriors come monks have devoted
their lives to Yenoo. Trained in many ancient arts of fighting when adorned in
their armour, they wear garments fashioned from the shells of the Ancheleon
and the Barani. The Ancheleon is a turtle-like creature, among the oldest beings
in the ocean and the Barani is a clam-like creature with an incredibly thick, tough
shell.

Dhol (Bottlenose Class)

The Dhol are the streamlined, scout type troops of Rhyth. They swim at
extremely high speeds and use this ability to ram into enemies, causing
maximum damage. To protect themselves from injuring themselves during their
attacks, they wear helmet-like armour fashioned from the toughest parts of the
Ancheleon shell.

Phirankh (Pacu Class)

The Phirankh are smaller carnivorous troops that dine indiscriminately on


enemies. Although, due to the pacifism of the Rhyth folk, the Phirankh are rarely
used as a troop type or integrated into Rhyth society, banished to an outer
suburb of Rhyth because of their malevolent ways. When Phirankh attack they
attack in packs of 10 to 20 and strip the flesh from their victim in a matter of
minutes with their razor sharp, serrated teeth.

Fugu (Porcupine Class)

The Fugu are large, hollow, colourful troops that move slowly, meandering the
battlefield and ambling toward the enemy. When the Fugu are near enough to a
group of enemies they inflate instantaneously and fire highly toxic barbs that
pierce the toughest of armours. The holes caused by the projectiles allow the
Fugu to deflate back to its original size and more spines pop into the holes
created, almost like a gun reloading.

Creatures Associated With Rhyth

Marine Life (Manipulated)

Using the ‘Staff of Oceans’, Father Dorsoo controls the plethora of poisonous
Jellyfish, Squid, Fish, carnivorous Sharks etc. These creatures are under
command to protect the ocean and to attack any danger or threat that may
harm Rhyth or the Sea in general.

Barani

The Barani is a very large clam-like creature that is used to create the toughest
armour that the Rhythians use. The Barani is also used in battle to transport
troops in its almost impregnable insides, giving them a huge amount of
protection. The Barani have no natural predators so they live for an extremely
long time (almost 300 years) and are only able to be cultivated for their armour
after they have perished. Barani are allowed to stay within the walls of Rhyth in
exchange for their services during conflict.

Megalodon

‘King of Sharks’, ‘God of the Waves’, The Megalodon is the most feared entity in
the seas. Its teeth measure1 foot and it has a total length of nearly 150 feet.
Only one is purported to exist under the fret and that is the reason it is named
the God of the Waves. Using the Staff of Oceans, Dorsoo may call forth this
behemoth of the seas to devour any and all adversaries in its wake. It is so
feared by the Lizardmen of Torrent that they have become indigenous to
Torrent, unable to leave the Island for fear of the Megalodon attacking their
ships.

Glyshtyn

The Glyshtyn is a peculiar, puzzling being, an amphibious animal with thick,


shaggy hair which should inhibit it from swimming gracefully. The Glyshtyn
secretes 10 times the amount of lubricant that sticks to the hairs and almost
‘greases’ the Glyshtyn’s body to allow it to swim like a regular aquatic creature.
It has a long beaked snout filled with small teeth that are ideal for fish eating.
The lubricant that the Glyshtyn secretes has more than one use. It is also highly
venomous and can fell a Gobi class warrior in a few minutes.

Karkinos

The Karkinos is a huge, carnivorous, 30ft arthropod resembling a crab that trawls
the ocean floor looking for carrion. It is not just a scavenger though as it has a
claw-span of 10ft and sports thin pin-like protrusions that help disable its prey
quicker. The eyes of the Karkinos are highly developed and can sense heat and
detect diffusing smells in the air.

Divine Mothers
Divine Mothers

These mysterious sirens dwell in the invisible town of Serenity. Strangely, there
are only ever female members of this race within the walls of their cities, yet
they give birth without need of men. As a result, they are a closely knit group,
venturing outside Serenity only to harvest herbs and medicinal vegetables for
alchemy. Their medical abilities are well renowned within Aanar’ Barl and are
required to help out within many of the primitive medical facilities.

The Divine Mothers will generally never fight but there are small sections of the
already small community that will die for their city. The most powerful of them
being the ‘Arolla’, these are the warrior women of the Divine Mothers and are
capable of tearing through whole armies with their massive, double handed
maces and battleaxes. You may only enter Serenity if invited by one of their
inhabitants thus; Serenity is a largely unexplored environment. Queen/ High
Priestess Nefari presides over the town and also is one of the Arolla.

Divine Births

The origins of their amazing ability to reproduce without the fertilisation of a


male is vastly speculated and theorised. As the Mothers believe in much the
same God that the Realm of Men believe in, it is believed by Serenitians and
Gapraxians that they have a special role to play in the plan that He has and thus
figures and statues of Serenitians are classed as very strong fertility giving relics.
The Xian people, who subscribe to a far more scientific way of thinking believe
that Serenitians are an entirely asexual new species, that they have both sex
organs and are therefore hermaphroditic. The Great Mage Clan of Storan Peak
also subscribe to this thought, using religionless alchemy and science to produce
magik as opposed to faith in a higher power. Many other schools of thought are
given to explain this phenomenon by the Hurn, the Taramillan and many other
races.

Queen Nefari

Emporeress and Grand Chieftress of the Divine Mothers, Nefari presides over
Serenity, ‘the invisible city’ a city comprised solely of women who can, for
unknown reasons, asexually reproduce. These women are known throughout
Aanar’ Barl as the Divine Mothers for their unusual trait. Celebrated throughout
Aanar’ Barl and the World for their adept ability with herbal medicines, remedies
and potions mixed by the folk of Serenity is much sought after, being able to
heal any and all ailments. They are also highly successful agriculturalists, being
able to farm pretty much any land form that is within their walls. These walls are
strong magikal barriers that only Divine Mothers can pass through unless a
visitor to Serenity is invited to do so by a Divine Mother. It is impossible for an
outsider to trespass upon their land. The women of Serenity are referred to as
the ‘Ambana’ or ‘Cultivators of Earth and Plant’. There are elite soldier ‘class’
women of Serenity which are named the ‘Arolla’ or ‘Warrior Mothers’. Queen
Nefari is one of these women. Despite the Ambana being highly peace-loving and
docile, the Arolla can be, if pushed to limits, very bloodthirsty powerful hunters
or warriors capable of felling almost any foe with their sheer size and speed.
When in battle, Queen Nefari will always carry her huge skull staff made from the
skulls of men, animal or lizardman that has been as unfortunate as to get in her
way as well as her overwhelming double handed battleaxe that she chooses to
wield single-handedly in order to show off her physical prowess.

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