Capella

Slayers of Capella

Descriptions of the known Slayers of Capella.

Watcher's Journal

Journal entries from selected watchers.

Gate Key Items

These are the items that comprise the keys to shut the gates that have opened around the world to the planes of hell.

Cultural Profiles

These are the countries, you can read down the page, or click on specific names to read about a particular culture.

Zakella Andrazoa Jentala Lagone Kadira
Boreus Anatross Krazerite Pukmetz Alkyra
Kantira Mytron Colariss Viafra Kiamana
Etosh Zetark Wellscorn Ziunal Quintal
Esramia Itraya Traninsa Sarata Venzar
Hoph Mordral Sesqual Noclasian Egala
Syadraya Yat Quidoc Lindrell Grayl
Viteran Empire Basora Kribdala Zilar Capella

Country: Zakella

Main Race: Zakellans (Human)

MaleFemale
Average Ht: 7'0" 6'5"
Average Wt: 200 lbs150 lbs

All Zakellans wear weapons in public and the biggest disgrace is to be stripped of weapons. This punishment is very rarely used as most crimes are punishable by death. Zakellans do not live to be very old as most die in wars or personal conflict. All laws are set by one individual called a Lord or Leader of the thirteen Tribes. Orders are issued to individual leaders of the tribes and then dispersed to the masses. Attrition is the only way to become the Lord. Lords in the past have been male or female and even 1 who was not Zakellans. Zakellan History is full of civil wars and long years of conflict with other races.

Armor: Usually Leathers or at the most Chain mail, highly decorated with colors. Zakellans are the masters of guerrilla warfare. Rarely do they use horses. Being plains warriors, the use high grasses to conceal themselves, preferring to stalk and surprise opponents and prey rather than outrunning them.

Main Weapon: Klee-ot - A boomerang with sharpened front edges. (1d8/1d10), may use other weapons.

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Country: Andrazoa

Main Race: Andrazoids (Human)

Average Ht: 5'4"
Average Wt: 150 lbs.

Andrazoids are a hermaphroditic race that inhabits a section of the arctic. Their appearance and dress are akin to Eskimo's. Polygamy is a common practice if you can afford it. To take another spouse, you must prove tot the community, that you capable of taking care of the basic needs of all your spouses. Sex between all members of the family is encouraged. Infant mortality rate is over 50% due mostly to the harsh climate, therefore the more pregnancies the better the chance of living offspring. Children are considered family property. They address their elders as "Tapi" which is Andrazoid for Parent. Government is left to the elderly who are supposed to be more wise than the rest and because the elderly are unable to hunt. The main diet is seal, whale and ice snake.

Despite looking non-threatening Andrazoids are quite capable of defending themselves. Many tales are told of Andrazoid clans defending their homes against invaders, but the greatest tales are the battles with their most feared enemy, the white dragon. Stories are told around campfires of expeditions that have destroyed white dragon lairs.

Main Weapon: Harpoon

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Country: Jentala

Major Race: Jentalans (Gnome)

MaleFemale
Average Ht: 4'0" 3'8"
Average Wt: 65 lbs60 lbs

Known as cannibalistic Gnomes, Jentalans have gotten a bad reputation as the terrors of the desert. The harsh climate of the Jentalan Desert claims far more lives than the Gnomish Dwellers there. With Temperatures rising into the 120's. It is little wonder that so few outsiders return from Jentala.

The Jentalans are a lighter race of Gnomes. Poor nutrition has lead to a yellowish complexion, that has given the Jentalans a natural camouflage.

The Jentalan dies includes anything including their own dead. Food is very scarce in the desert and everything is used. Bone chips are used for weapons and cutting tools. Jentalans are not known for their hospitality and can be quite hostile especially if they believe that you have water, which is their money.

There is no government of Jentala, but leadership is done on an individual basis.

Armor: Jentalans wear little clothing, mostly cloaks of loose fitting material. Jentalans use any weapon available. Tribal warfare is uncommon, but attacks on caravans almost assured. Jentalans use surprise and hit and run tactics preferring to attack and take what they need and then slip away.

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Country: Lagone

Main Race: Lagonians (Halfling)

MaleFemale
Average Ht: 3'2" 4'0"
Average Wt:85 lbs50 lbs

Lagonians are a race of Halflings that live on the largest Island in the Southern Sea. They are a matriarchal Society. They in their long history have never been at war. Lagone is not a strategic base nor does it have mineral wealth. It is though the most beautiful plains area on the planet. A fact that the Lagonians have taken to their best advantage. Tourism is the major source of income for Lagonians followed closely by farming. Due to tremendous harvests, both recent and in the past, Lagonians have had need for a large shipping operation. This has led to a great deal of ship building in general. Lagonian built ships are worth double the market value as compared to a ship built by another race. Lagonian woman are the ship builders and rulers of this society. Though considered a peaceful and benevolent race. Lagonians are quite capable of massing a huge fleet of ships to defend themselves against invasion. Due to millennia of sailing and living near the ocean. All females and some males have developed webbing between their fingers and toes, making them easily recognizable.

Armor: Leathers

Weapons: Belaying pins and Hammers.

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Country: Kadira

Main Race: Kadiran (Dwarf)

MaleFemale
Average Ht: 4'5" 4'0"
Average Wt:150 lbs 125 lbs

The Kadiran countryside has been racked with several wars. 347 to be exact, none of them their own. The Kadirans live a life of peace and pacifism. They refuse to bear arms against anyone. Because of this, the country has been invaded and conquered 347 times in their thousand-year history. After invasion, it is business as usual for the Kadirans, they continue with small mining operations and smelting ores, which they ship or "sell" to the invading country. For most invaders, the pacifistic attitude is intolerable and soon after invasion, the conquerors leave knowing that if they need the ores again, they can just retake it. Kadira is unlucky in that it is rich in ores and has strategic importance, therefore everyone needs it, but most are not willing to try and hold it. It would be a drain on forces and supplies to keep fighting off others. Some invaders have tried to subjugate the Kadirans, but the killing or forced slavery has shown that output of ores reduces dramatically.

Kadiran extinction is possible by invaders but the mining techniques of the Kadirans would be lost. Kadira supplies iron ore to the rest of the continent and no one would like to see that supply cut off. This is also why no one controls Kadira for very long.

Weapons: None, to bear arms against someone is punished with banishment from Kadira.

Armor: None, but they make some of the best metal armors in the world.

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Country: Boreus

Major Race: Ariel (Human)

MaleFemale
Average Ht: 5'10" 5'8"
Average Wt:175 lbs 130 lbs

Ariels are a race of winged mute humans. They live their lives in the air only landing to sleep. Ariels dance in the sky all day, soaring on air currents. They do not seem to eat for no one has ever seen them. They seem to be able to live off of the dancing they perform. Many scholars believe that the dancing they do is also a form of communication. Ariels are capable of spell casting, though it is unsure if they can do it on an individual basis or a group project. Though two things are sure: The Ariels can imbue anyone with the power of flight for a limited duration. This gives the recipient a pair of wings similar to the Ariels. When imbued with this power of flight, some individuals have temporarily changed behavior patterns. The flight lasts for no more than 12 hours though there have been claims of up to 40 hours. The behavior shift never lasts for more than one month. These powers do not seem to function when the Ariel is on the ground, only in flight. Ariels seem to be capable of understanding common, but are incapable of answering in the same capacity.

Ariels are capable of fighting and killing but prefer to leave enemies, alive but stripped of all equipment. Their aerial tactics are remarkable and no race is more adept at aerial combat.

Weapons: Any, Bows common.

Armor: Any, Usually chain mail.

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Country: Anatross

Main Race: Anatrossians "Trossians" (Human)

MaleFemale
Average Ht: 5'6" 5'2"
Average Wt: 200 lbs175 lbs

Trossians are an anarchistic race. Trossians have no form of government that is apparent. Laws are non-existent and no Trossians follow any law of any country. Laws of other countries are followed by accident. Trossians do what they want, when they want to. Trossians kill each other and anyone else that gets in their way. Death is common on the streets, so much so that one of the major jobs in Anatross is Undertaker. Most Trossians carry with them everything they need. If it is left lying around, someone else will take it. Trossian appearance can be quite frightening. Though basically human, they have a series of ridges or spines running from the knuckles on their hands to the knuckles of their feet. The head and face is human looking except for yellow pupils. The spines have been speculated to be a form of body armor or hand-to-hand weaponry.

Armor: Any

Weapons: Any. They favor weapons that inflict pain on their victims as they are killing them. Surprisingly, Trossians can be good companions on adventures. Their chaotic nature has turned the tables on many foes for they do the unexpected. Though the benefits of such an anarchistic person may not be that great as to include such a person on an adventure.

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Country: Krazerite

Major Race: Krazerites (human)

MaleFemale
Average Ht: 4'5" 4'2"
Average Wt:65 lbs50 lbs

Krazerites are a small, mousy-looking race with incredible reflexes and agility. Their system of government is highly organized. Their income is taxed. Krazerites do not seem to mind. Assassination is a very well respected practice, with 1/4 of he population practicing the trade. Spy networks are also a central part of Krazerite society. It is the presence of spies that keep every Krazerite paying taxes. Tax fraud is the highest crime in their society, in fact, it is the only crime. Those found guilty are condemned to mining duty. The location of the mines is secret, as well as what mineral is mined. The government parades the dead of the mines around to discourage crime. These bodies are horribly deformed, apparently due to exposure to some kind of toxin. It is whispered that these prisoners are not even doing mining, but are being experimented on by the government. Either way, it is a good incentive to keep up on taxes. In return for their taxes, the Krazerites enjoy the best health care, education and general standard of living in he world. A fact they take great pride in. All Krazerite children are required to go to school.

Armor: mostly leathers

Weapons: Any

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Country: Pukmetz

Major Race: Metzians (or Pukers) (human)

Female
Male
Average Ht: 8'0" 7'6"
Average Wt: 350 lbs290 lbs

Metzians are a race of tall humans who live under the rule of a tyrannical Wizard Ruler. Life is hard for the Metzians. Starvation claims approximately 100 lives per day. Deaths also occur due to murders and ritual slayings. All this death is attributed to the Wizard King. As a result of all this constant danger, the Metzians have learned to hide within their own country. They have learned to use illusion to create camouflage for themselves, making them appear to be a part of their surroundings.

Armor: Any, but usually none

Weapons: Any, but usually none

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Country: Alkyra

Major Races: Alkyrans

Female
Male
Average Ht: 6'0" 5'10"
Average Wt: 185 lbs165 lbs

Alkyrans are bipedal cat creatures who walk upright. They have no tails. They have opposable thumbs and hands similar to humans. They are very strong and naturally dexterous. They can leap great distances like many felines. Their fur colors come in a wide array of colors and patterns. They live in pride like formations of around six adults and their offspring. All adults are allowed to breed with any other adult in their own pride, and usually do. This creates the most genetic diversity. Though some Alkyrans are adventurers, they may not be seen by the family for years on end, or possibly never again. A place is still set for these absent pride members during holiday celebrations. Upon reaching adulthood, Alkyrans leave their pride of origin and find a new pride to join. Cities are rare in Alkyra, but small towns are common. The most common formation is about five pride groups living a comfortable distance apart. This arrangement is more for safety than a need to be social. All Alkyrans are trained as warriors when young, though some stop progressing these skills in favor of other professions.

Armor: by class

Weapons: by class

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Country: Kantira

Major Race: Kantirans (halfling)

MaleFemale
Average Ht: 3'0" 2'6"
Average Wt: 50 lbs30 lbs

Kantirans are the natural druids of this world. They live in harmony with the woods. They live in complex burrows in the earth, and keep burrowing mammals as pets, such as badgers, gophers, and rabbits. They tend to live alone, or with immediate family only. Their burrows are a minimum of 1/2 a mile from their neighbors. They prefer solitude and the peace of nature. They are independent, and do not readily call upon others for help. Some might consider this a downfall of their culture, but in truth it is not. The Kantirans are more than capable of defending their territory. It is said that as powerful druids, the very land would resist intruders. It is also said that the Kantirans can bring back the dead. In fact, they do have the ability to bring animals & plants back, and restart their cycle of life. This power doesn't extend to the more "intelligent races". A Kantiran will always be accompanied by animal companions.

Armor: as druids (any natural)

Weapons: as druids

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Country: Mytron

Major Race: Mytronians (dwarf)

MaleFemale
Average Ht: 5'5" 5'3"
Average Wt:200 lbs125 lbs

This race of dwarves inhabits the mountains of the south-ea stern continent. They have not had much contact with other cultures. What little is known about the culture is related here. They place their dead on flat beds, mounted on poles around their homes. At first, outsiders thought this was to speed the decay process. This has since proven to be wrong. Mytronians ingest chemicals just prior to death that inhibit decay, and exposing them to air is part of the preservation process, and part of the celebration of death. Their belief is "Know me, by knowing my ancestors". The dead outside a home is a welcome to visitors, who are expected to pay homage to each ancestor before finally reaching the live inhabitants of the home. This can be a lengthy process indeed for an old family. This culture doesn't value hurrying, so that is not a problem. Though the Mytronians have an official ruler, this post is larger an honorary one for great heros. The real power is held by the council of elders. The twelve oldest families each have a seat, and they make the actual decisions of how the country will be run. Mytronians are very skilled in the arts of necromancy. By percentage,they produce more mutants than any other country.

Armor:any, of their own making

Weapons: any, of their own making

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Country: Colariss

Major race: Colarians (halfling)

MaleFemale
Average Ht: 3'2" 3'0"
Average Wt:60 lbs 45 lbs

Colarians are a race of arctic halflings. Due to the harsh temperatures, Colarians have evolved into being cold-blooded, like reptiles. However, unlike reptiles, they do not become sluggish in the cold, they love cold weather. They do have the ability to hibernate, if they chose, or when the temperatures get too extreme even for them. Actual temperatures can reach -100 F in the dead of winter. They live in large colonies of 50-100, in underground stone caverns. If no suitable rock ones are available, they will use caverns made of snow and ice. They are a very happy-go-lucky race. Many adventurers, lost in Colariss, have been saved by these people. Their hospitality and generosity can and sometimes is abused by others. They tend towards being very peaceful. They don't usually have to expend much energy defending their territory, since the cold tends to discourage less adaptive races.

Armor: Any, but primarily leather

Weapons: Any, but primary made of bone.

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Country: Viafra

Major Race: The Visp (human)

MaleFemale
Average Ht: 5'8" 5'6"
Average Wt:150 lbs130 lbs

The Visp are a humanoid race who have developed antennae as sensory organs. These antenna can "smell" at up to 20 times the acuity of a human's nose. By and large, the Visp abhor violence. They are not 100% pacifists (like the Kadirans) but they will exhaust every other channels before resorting to physical conflict. If attacked, they will fight back. They despise the acts of "wanton slaughter" of insect-kind which is perpetrated by other humanoids. If in the company of a Visp, it is advisable not to kill a bug unless it is substantially harming you. Visp can communicate freely with most insects and arachnids. Their language is a series of hums, very difficult for other races to learn. A few do know other languages, but tend to find vocalizing a waste of breath.

Armor: any

Weapons: any, but prefer none.

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Country Kiamana

Major Race: Fire Elves (elf)

Both
Average Ht:5'3"
Average Wt:110 lbs

These elves inhabit a chain of volcanic islands. They revere the volcano as the ultimate work of the fire god, and they are his servants. They have very thick, heat resistant skin, and their hair is almost metallic in texture. They are able to withstand the intense heat of lava during an eruption. They try to avoid being in the direct path of an eruptions, since like other creatures, they could be swept away in it's path. Their buildings are all made of heat impervious tiles, and anchored to bedrock. They are so in tune with the volcanoes that they can predict an eruption to within a few hours. They secure themselves and livestock inside prior to an eruption. They take no damage from normal fire, and save for 1/2 or none when exposed to magical fire. They are unused to cold, and save for all or 1 1/2 damage if attacked with cold. They are uncomfortable in cold climates as well, if they travel. They are a very artistic people, preferring the forms of sculpture, pottery and flame art.

Armor: Any, but prefer their own metalwork, enchanted to resist heat.

Weapons: Any metal, usually enchanted too resist heat.

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Country: Etosh

major race: Etoshians (gnome)

MaleFemale
Average Ht: 3'2" 3'0"
Average Wt:90 lbs 75 lbs

This race is savannah and jungle based. Their culture is closely intertwined with their lion companions, which they ride. Their tribes are comprised much like lion prides. The strongest or most clever are the alphas of each pride. At birth, an Etoshian is paired with a lion cub. They are raised together, much as if they were twins. As they develop, they tend to acquire similar traits and habits. For example, a strong lion who becomes leader of his pride is usually followed by their gnome becoming leader of his/her pride. In a strange quirk, the Etoshians eyes look very much like those of the lions. They have a feline pupil, and are able to see fairly well in the dark. The life spans of both the gnomes and lions is about 75 years. When one half of a pairing dies the other is almost sure to follow shortly, as the trauma is to great to be survived. Rarely, if a cub or child dies young, a new pairing may be attempted. In effect, Etoshian children have 2 complete sets of parents, one set gnome, one set lion.

Armor: tawny leathers

Weapons: lions, natural, gnomes claw gauntlets

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Country: Zetark

Major Race: Tarkans (human)

MaleFemale
Average Ht: 6'4" 6'4"
Average Wt:175 lbs 145 lbs

Tarkans are a tall, beautiful race who chose to hold onto a primitive hunting-gathering society in the jungle. Children are taught to hunt at a very early age. The entire village is able to pack up and move in minutes. Long forays into the thick of the jungle are not uncommon. Many other races assume that Tarkans are stupid, due to their lack of "civilization". In fact, the opposite is true. Many cocky intruders have been surprised to have weapons or magic items disarmed and used against them. Traps, trip-wires and snares are used to capture small game, and are usually tended by children.

Armor: hides or leather, but usually none

Weapons: Any, but usually low maintenance weapons or those impounded from enemies.

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Country: Wellscorn

Major Race: Triats (human)

MaleFemale
Average Ht: 6'0" 6'0"
Average Wt:175 lbs145 lbs

It is assumed by other races that the Triats were biologically engineered to be a perfect human race. They are strong and agile, and make great fighters. Unfortunately, their designers did not put much emphasis on personality, so they all seem to have the same one. It is an arrogant personality, to the point of egomania. Not only do Triats believe that their race is perfect in every way, each one believes that he or she is THE BEST example of their race, and that no other individual can defeat them in combat. This personality flaw is largely responsible for the slow death of their race. Birth rates are low, since nobody is good enough to wish to settle on a mate, and many Triats die in fights with other Triats. It is widely thought that the Basorans are the likely creators of the Triats, since their former technological level could have permitted such feats. The Triats have no creation myth of their own. They do seem to have an instinctive hatred of the Viteran Empire, and it has been speculated that they may have been created to defeat the Basorans long-time nemesis. The Basorans to not claim responsibility for the Triats, but are not sure of the facts themselves, since so much information was lost since the time of their defeat by the Empire.

Armor: Any

Weapons: Any

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Country: Ziunal

Major Race: Ziunals (elf)

MaleFemale
Average Ht: 5'0" 5'3"
Average Wt:135 lbs110 lbs

Ziunals are elves who's culture holds to a rigid caste system. Their rank is indicated by the size of the dot on the back of their right hand. Color seems to be irrelevant, and a matter of taste. Ziunals all bow to their superiors, and expect to be bowed to by their inferiors. There is one ruler of the country, which may be male or female. In either case, the ruler is addressed as Exalted One. Ziunals believe that other races who do not have caste systems are therefore inferior, and treat them accordingly. They would never harm a superior, but think nothing of killing inferiors. Ziunals are very anal retentive about rules and customs. They have a reputation for being cruel, callous and downright mean. Ziunals have no trade with other cultures, and usually follow an isolationist policy with regard to foreign relations.

Armor: any type, but always of Ziunal make

Weapons: any type, but always of Ziunal make

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Country: Quintal

Major Race: Quintalians (human)

MaleFemale
Average Ht: 5'8" 5'6"
Average Wt:150 lbs 110 lbs

Quintalians are the undisputed thinkers of the world. They have very high intelligence, and produce the highest number of mages. They appear to be a rather new race, only now approaching the level of technology of the Basorans. If they are not interfered with, they will probably surpass the golden age of the Basorans. They have a democratic system of government, in which every member of the society votes on the best course of action in all major national decisions. They rarely adventure, since they tend to prefer a contemplative, safer existence at home. Some Diviner Mages help plan adventures, and sometimes venture forth to assist. There are some rogue Quintalians who have turned to murder and pillage. These are stopped by Quintalians whenever possible, since they feel they have somehow produced these cunning monsters, they should help to eradicate them. All Quintalians have bright yellow hair.

Weapons: Usually prefer spells, but may use any as per any race

Armor: Usually none, due to spell casting, but may use any as per other races

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Country: Esramia

Major Race: Datric (dwarf)

MaleFemale
Average Ht: 4'5" 4'2"
Average Wt:220 lbs 175 lbs

This race of dwarves inhabits the southern, sub-arctic seacoast region. They live in very dark caverns, and only emerge to the surface by night. They have night vision, instead of the infravision that most dwarven sub-races have. They are almost totally blind in bright sunshine, however. The most unusual thing about the Datric is that they have two mouths. The second located across the first mouth, sideways. It is speculated that the extra jawbones help them to crack the shells of seafood. They must dislocate the first jaw socket to get the second one working. Since their main staple is seafood, they are at home in the water. They have an extra layer of fat that allows them to withstand wading in cold water, and the cold climate of their country in general. Their government system is tribal, with clan chiefs leading each small group.

Weapons: Any non-wood

Armor: Any, though mostly hide

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Country: Itraya

Major Race: Trayans (dwarf)

MaleFemale
Average Ht: 4'2" 4'0"
Average Wt:175 lbs 140 lbs

Current Trayan culture may be characterized as "in support of the under-dog". Once under-dogs themselves, the current government stages a successful coup over the elite ruling class about 75 years ago. It was an unusual overthrow, as the early confrontations were largely without bloodshed, then, just as the ruling class had started to negotiate with the workers, nearly all the elite families were slaughtered in their homes. It was assumed that a faction of workers had done so, though none claimed the deed. In the absence of government, the coup took place and the workers stepped in to fill the leadership void. The government has been running relatively problem free since that time. Now that the government feels well-established an prosperous, it has taken up the habit of helping other victims of oppression., Their current project is the Basoran people's fight against the Viteran Empire. They are a highly emotional people, who show their feelings and act passionately to back them up, especially their feelings about subjugation.

Armor: Any

Weapons: Any

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Country: Traninsa

Major Race: The "Ape Men" or Xyxeylolgeta

MaleFemale
Average Ht: 5'2" 5'1"
Average Wt:360 lbs 310 lbs

Known to others at the Ape Men of Traninsa, they are unequalled in strength. Stocky and amazingly strong, they can uproot trees with their bare hands. They are not very smart, and a bit slow moving on the ground. Despite their size, they are capable of brachiating through their sturdy native trees to traveling quite rapidly. They are able to construct primitive stone tools, though very little spell use. They have shamans. They tend to be a gentle people, with the occasional rogue. They will fight if attacked, and will enter a berserker rage if attacked by fire. Their continent is lush with plant-life. The herbs found there are a storehouse of healing. Advanced herbalists from around the world have been known to study extensively while living with the Ape Men, and learning from their shaman.

Weapons: Any primitive

Armor: None

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Country: Sarata

Major Race: Saratan (gnome)

MaleFemale
Average Ht: 3'0" 4'0"
Average Wt:140 lbs 140 lbs

Saratan are a matriarchal society of gnomes. There society is average gnomish one, except that all members of the race have telepathic and empathic talents of various strengths. Talents vary on a seemingly random basis. Talents include such abilities as mind reading, impressions from objects, premonitions, etc. Rulers are voted in, but tend to be chosen by who is the strongest telepath. There is a counsel of eleven leaders, majority rules on decisions they make. Conversations between citizens range from gnomish speech to mind communication by those capable. Saratans are sought after "advisors" for other countries. Many of them are diplomats.

Armor: Any

Weapons: Any

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Country: Venzar

Major Race: Venzarese (halfling)

MaleFemale
Average Ht: 3'6" 3'2"
Average Wt:110 lbs 85 lbs

The Venzarese are a race of halflings that believe that blood is the source of all life. The rites that have evolved as a result include drinking animal blood at meal times. Blood may come from livestock or wild animals. The naming rituals of babies, the dedication of new buildings, all are anointed with a blood sacrifice of an animals. When an important state occasion arises, such as the birth of a an heir to the King, or a temple dedication, the sacrifices are those of sentient beings. These may be captured enemies or fellow Venzarese, depending on availability. 2000 people of varying races died at the last birth of a king. Venzarese inhabit the driest desert on the world. They have a hard time obtaining enough water for their livestock, let alone themselves. Almost all Venzarese worship the water deity, and progress to first level so that they can create water. Blood drinking may be more of a survival skill than the barbaric ritual that most outsiders view it as.

Weapons: Any

Armor: None, usually but might wear light leathers if appropriate.

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Country: Hoph

Major Race: Hophans (elf)

MaleFemale
Average Ht: 5'6" 5'4"
Average Wt:140 lbs125 lbs

The Hophans are an unusual burrow-dwelling race of elves. They live in shallow burrows, connected by elaborate tunnel systems. They are appalled by those who eat flesh. They are not only herbivores, but can digest leaves and grass. They are extremely fast, running three times faster than those comparable races. Despite their diet, they are willing and able to kill those who attack them. The other unusual trait of Hophans is that they have retractable claws in their feet. Hophan culture is a relaxed one, spending most of it's time foraging and talking. The Hophans oral tradition is probably the richest in the world. They still keep alive many tales and legends lost to other cultures. They love stories, and are eager to welcome bards or others with tales to tell.

Armor: any

Weapons: any

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Country: Mordral

Major Race: Mordralians (human)

MaleFemale
Average Ht: 5'0" 4'10"
Average Wt: 150 lbs110 lbs

Sometimes called the "bane of Capella" this race is the most reviled on the world. Their appearance is disgusting to other races. Their skin is a sickly pale green, and usually is matted with debris and filth, since they never wash. Beyond these off-putting personal traits, their economy is built on slavery. They capture, buy and sell members of other races. They usually market their captives as laborers and prostitutes, but occasionally contract out to find spouses for paying clients. Some unlucky slaves are not sold, but retained for use by the Mordralians themselves. In these cases the life expectancy is very low. Mordralians have not had success in breeding slaves, since they do not take care of them well enough. As a result they have to conduct frequent raids to procure new stock. In a perfect world, the Mordralians would cease to exist. Indeed, periodically other races have attempted to destroy the Mordralians. Attempts have failed, as it seems that the Mordralians have a secret benefactor who keeps them supplied with arms and equipment enough to repel attackers. They are avid smugglers as well. "If it can be bought, it can be bought in Mordral" is a well known Capellan phrase.

Armor: Any, but usually higher than average quality

Weapons: Any, but usually higher than average quality

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Country: Sesqual

Major Race: Sesqualish (elf)

MaleFemale
Average Ht: 5'0" 4'10"
Average Wt:125 lbs 90 lbs

The Sesqualish have developed the unique ability to turn themselves into stone. This ability evolved to survive the raids from the Noclasian neighbors to the north. The Noclasians feed on every living thing, but rock survives. This ability has undoubtedly prevented the extinction of the Sesqualish. They are unable to move while in stone form, but they can stay that way for some time, until the raiders have retreated. Sesqual is a jungle country, though it lies beside desert. Year after year the Noclasians decimate more of the jungle, and the Sesqualish spend the rest of the year trying to repair the ecological damage. Slowly the jungle is getting pushed back. If things continue as they have, the jungle will eventually be entirely destroyed. The Sesqualish way of life would then be at an end. There is unrest in Sesqual, and most predict there will be war, as the Sesqual are being pushed to the limit of what they can stand from their Noclasian enemies.

Armor: Any

Weapons: Any, bows preferred.

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Country: Noclase

Major Race: Noclasian

No Gender
Average Ht: 7'9"
Average Wt:450 lbs

Noclasians are an insectoid race that resemble a giant, upright cockroach. They have extremely ravenous appetites. On an annual basis, they raid Sesqual, devouring all life they encounter. Why on a yearly basis? Some speculate that there is some encoded migration pattern that draws them to a point in Sesqual. After all, they war with Zakella at any time of year. The Zakellans raid them frequently to keep their population down to a manageable level. Noclasians are a primitive race, who hunt and gather to meet their formidable dietary requirements. They must eat half their body weight in food daily. They can and will eat almost anything, including each other. They have four legs and two arms. They travel very rapidly. They are not a very intelligent race. They are very strong. They are reviled and hated by other races. They are mostly only dangerous to Sesqualians.

Armor: They have a tough carapace, but sometimes add to it with hides and shields.

Weapons: Primitive and missile weapons.

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Country: Egala

Major Race: Egaleds

MaleFemale
Average Ht: 6'0" 5'6"
Average Wt: 175 lbs125 lbs

The Egaleds do not eat in the manner of most other creatures. Instead of ingesting nutrients, they live by draining the electrochemical energy from others. Most Egaleds drain the energy of small animals to live, rarely killing them. Some call this race "life vampires". They are a peaceful race who has been branded as horrific simply because they are different. They use their mouths for communication. They do not have a digestive tract, though they do have a urinary system. They must drink water, but do not need as much as typical humans. Though their normal diet is small animal energy, they are able to live from each other's energy for a length of time if no other sources are at hand. Egaleds are incapable of "overeating" extra energy is returned to the victim. The Egaleds are ruled by a Monarchy. They follow a strict moral code.

Armor: Any

Weapons: Any

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Country: Syadraya

Major Races: Syad and Drayans (human)

Sy MaleSy FemaleDrayan MaleDrayan Female
Average Ht: 1'0" 1'0" 5'8" 5'6"
Average Wt: 30 lbs 30 lbs 160 lbs130 lbs

The Syad and the Drayans were originally two separate races. They Sy were small, smart and weak. The Drayans were large, strong, and didn't like making decisions. Originally the Syads rode on the shoulders of the Drayans for convenience of both races. By now, the Syad have evolved into large heads, while there bodies have reduced to to simple tentacle-like limbs with suction cups that clamp to the Drayan. The Drayans are now bodies, and their heads have reduced to tiny doorknob-sized skulls with just enough brain capacity to run the vital organs of the body, but not much more. Their symbiotic relationship is now supported by evolution. If one of a pair dies, they can be refitted to a new partner. They communicate telepathically, allowing them to function as a single entity. The Drayans are now kept in virtual slavery, or like pets. They are bred for strength, and those that become too infirm are destroyed. Getting along with Syadrayans is an uneasy business. They are quick tempered and prone to attack. They are ruled by the smartest of the Syad. A council of between 5 and 15 compose the ruling board.

Armor: Any

Weapons: Any

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Country: Yat

Major Race: Yatarans (gnome)

MaleFemale
Average Ht: 3'6" 3'4"
Average Wt: 100 lbs100 lbs

Yatarans are a race of egg-laying gnomes. Their parental duties are light. They lay many eggs and bury them in mounds of snow. They will hatch within 3 years. The hatchling remains in the mound of snow, in a sort of suspended animation, nourished by the contents of their eggshell for another 10 years. Those who survive this process (about 1%), emerge ready to join their people with a little training. Yatarans believe in survival of the fittest. They are quite warlike and derive pleasure from conducting raids on the Viteran Empire, who they consider buffoons. They have immunity to cold. The Viterans consider them to be beneath their notice, so have not yet eliminated them. Due to their low birth rate, they haven't become much of a threat to other countries.

Armor: Hides & leather

Weapons: Any, but ice daggers are popular.

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Country: Quidoc

Major Race: Doceri (elf)

MaleFemale
Average Ht: 5'0" 5'6"
Average Wt: 125 lbs150 lbs

The Doceri are elven plainsmen. They live off what they hunt. The follow the migration patterns of various herd animals in their domain such as antelopes and buffalo. Some train antelopes to serve as mounts. The women are the primary hunters, but this is not a hard and fast rule. Duties are shared equally, according to what each individual does best. The people trade themselves between tribes to make things work out. For example, if one tribe had two healers, and another two beast riders, they may swap so that each group had a healer and a beast rider. Tribal leaders are charismatic individuals who's skills include managing things to make the tribe strong and balanced. Logic is their cornerstone. They consider their emotions to be a private matter, not to be shown in public. Positive emotions may be displayed in public if so desired by the individual.

Armor: any

Weapons: any

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Country: Lindrell

Major Race: Lindrellians (dwarf)

MaleFemale
Average Ht: 3'10" 3'9"
Average Wt: 125 lbs115 lbs

The Lindrellians migrated from the mountain to a forested region. While the reasons for this shift is unknown, it has been speculated that they were chased out by some enemy, or perhaps their mines were tapped out. Whatever the reason, the now forest and plain dwelling race is split by civil war. One group, holding to old traditions of mining practices a very destructive form of mineral procurement called strip-mining. This practice leaves the land behind it unusable for long periods of time. A large faction of the population, the portion that enjoys their newfound status as surface dwellers, objects to the practice, and tries to stop the miners destructive practices. As a result, a revolution is underway. Some attempts have been made to negotiate peaceful settlements between the two sides, but so far little progress has occurred.

Weapons: Miners - Picks, Conservationists - bows

Armor: Miners - Metal, Conservationists - leather

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Country: Grayl

Major Races: Graylites (halfling)

Both
Average Ht: 2'0"
Average Wt: 60 lbs

Graylites are a small in stature race of halflings who have an overpopulation problem. They tried limiting reproduction and even sterilization, but these tactics had limited success. This did help somewhat. The older segments of the population seemed to have a lot of health care demands. The government came up with a plan, and injected a magically timed tablet into each Graylite. When the turn 80, the tablet releases it's poison and kills them. Graylites have adapted to this by creating elaborate and lengthy funeral rites that take place just prior to the anticipated death. These celebrations are more about life than death. The Graylites have a communist form of government, but of the worst kind. They all work for the government and take what they are given. All aspects of life are controlled by the government.

Armor: Any

Weapons: Any

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Country: Viteran Empire

Main Race Viterans (elf)

MaleFemale
Average Ht: 5'4" 5'0"
Average Wt:125 lbs 115 lbs

This culture is extremely warlike. Their major purpose is to conquer or destroy this world and beyond. They believe in the concept of manifest destiny. They believe that they have a right to all of the land, and that others who may be living on it are mere challenges to be eradicated. They believe other races were placed on the earth simply to give them others to conquer. Nothing gives them greater pleasure than to destroy an entire race, and claim victory. Viterans live extremely regimented lives. at age 120, barely into adolescence, they must join the army in which they just serve at least 200 years, or until death, whichever is first. Killing those of other races is actually considered acts of mercy. Killing another Viteran is considered murder, and will result in the murderer's execution, along with his/her entire family. The logic behind this is that if a family creates such an abomination as a murderer, they should not be allowed to continue their line for fear of further aberrations. Viterans are easily distinguishable from other elven races, since they have four arms. Viterans will go out of their way to kill a Basoran person first if one is available. The hatred between these two races is legendary.

Armor: Any

Weapons: Any

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Country: Basora

Major Race: Basorans (human)

MaleFemale
Average Ht: 6'0" 5'6"
Average Wt:175 lbs 135 lbs

The Basorans are a conquered race of humans. Their former country is now part of the Viteran empire. Those who could fled into the uncharted arctic wilderness to their north. Their they live as best they can. Survival in the arctic terrain is their biggest concern, however, recovery of their homeland is a never far from their minds. They often conduct raids into the hated Viteran Empire. It is due to the interference and resistance from the Basorans that the Viterans are having so much trouble with their "manifest Destiny" since they have been unable to totally obliterate them. Basorans were once at the peak of technology on this world, they have reverted to an almost primitive state. The old technology is still around, but some of the knowledge of how to repair or work it is lost. Their culture is a mish-mash of old and new. They feel they must destroy the Viteran Empire, not only for revenge, but to prevent them from ruling everything there is. It is deeply ingrained in every Basoran that fighting the Empire is their duty, even though they know most will probably die in the attempt. They are on the verge of extinction, probably only about 2000 remain.

Armor: any but mostly hides

Weapons: any, but mostly enchanted

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Country: Kribdala

Main Race: Dalite (Human)

MaleFemale
Average Ht: 5'6" 5'0"
Average Wt:165 lbs 130 lbs

The Dalite have the typical human attributes, the exception being that their skin is a deep blue in color and no body hair anywhere. This characteristic is believed to have been by mineral present on the island that they live on. It seeps into the plants that they consume and after time, causes a bluish cast to the skin, even to non-Dalites, though not to the extent that it has in the indigenous people. The Dalites are a highly religious people. The island and government is ruled by the High priest or priestess of the Dalite religion. Kribdala is the name of the entity or energy being that they worship. Kribdala is usually represented as the Earth or the flowing wind. All Dalites carry a small amount of soil with them when traveling out of their country. Their beliefs are not to take life unless necessary for defense. They are a peaceful race that has evolved far from the rest of the continent. Dalite lifespan has been remarkably extended well past the normal human range. It is not unusual for them to attain ages of 250 and some even close to 300. Almost 100% of Dalites are clerics of the Kribdala religion. This is what probably attributes to the long lifespan, you are never more than 2 steps away from someone that can heal you or cure you of any illness. They are herbalists and potion makers extraordinaire. Some who have visited them have reported seeing remarkable events. Weapons drawn that seem to fly out of peoples hands. Unusual feats of Strength and many other things. Most have been attributed to the potions that they concoct but some believe that these skills may be inherent or somehow summoned when needed. They are a very tactile and sensual people preferring flowing wispy robes and not much else.

Armor: Any

Weapons: Blunt is preferred to subdue, but no weapons is restricted by the religion.

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Country: Zilar

Main Race: Zils (Human)

MaleFemale
Average Ht: 6'0" 7'6"
Average Wt:175 lbs 350 lbs

Zils are an Anubis Headed race. Sleek dog like heads atop a human body. They live on a very small island in the northern sea. It would be extremely cold and snowy but the hot springs that dot the island have radically changed the island habitat. It is a warm and steamy country, perpetually fogged in by the mist that it creates. It was long thought to be just a strange anomaly in the sea and no land on it. The Lagonians charted a path to it and found this isolated race. The race can only be described as eternal optimists. Nothing ever seems to get them down. They are an extremely playful race, preferring to practice combat skills at any opportunity. Combat is almost always non-lethal. Cultural differences have led to some interesting situations. Zils giving advice to their opponents on how to become better fighters, giving pointers whilst in combat. They make the assumption that all fighting is usually just play fighting. It has been their armoring skills that have made them such a resilient race. They have a method of full body armor that is remarkable and instantly summoned from bracelets and a necklace that they all carry. This armor is form fitted to the Zil. Other races have paid for the armor to be fitted and can be. But the armor conforms to the body shape that it was originally molded too. Hence gaining weight can be a painful experience, when the armor is called into effect. Zil government is a lead by a council of respected elders usually 35 individuals. The Zil woman are the better fighters and the larger of the species.

Armor: Form-fitting metal armor, made at the time of ascension into adulthood, approximately age 21

Weapons: Any, but many prefer to bludgeon their opponents.

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Country: Capella

Major Race: Capellans (unknown)

Capella is the world's great mystery. It stands alone on an island, and is off limits due to it's deadly effects. It is said that 4601 years ago, the Capellans withdrew from the world, leaving behind only bits and pieces of technology and magic behind as clues. Prior to that they were the world's greatest power, leading other countries by applying economic and political pressures to promote equality and peace. They were said to be highly advanced in both technology and magic, but nobody remembers what they looked like, or has a definitive history of what happened. Their island is surrounded by a magical shield that prevents outsiders entering it. Seventy-five years ago, the Quintalians claim that they found a way thorough the shields. They sold the secret to the Viteran Empire, who wanted to mount expeditions to Capella. The Viterans never stated what, if anything was learned. Rumor has it that all their expeditions were lost after penetrating the shield. The mystery remains, and only fragments of legend remain as clues to the fate of Capella.

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