I have decided, since the information for my RP, Scrolls of Gelbaron: The Forsaken Saga, would be too much for the OC (that plus I'm still working on things to add in the future), I'll place all the necessary information here.
Terrubane is one of the capital cities of Gelbeterron, and is the largest city in Gelbaron. This was the city where it was the host to the greatest mercenaries that had ever existed, from Galreth to Mercinus Greyback. Here, the crime rate is around 0.1% in every crime possible, with thanks to the mercenaries. This is also the city that is home to all of the greatest inventions ever created, especially to the engineer Mark Castle and the Castle family. It was with Mark’s father that the city was the first to have electricity and applications for it. The first kind of elevators have been implemented here, making it possible for the city to tower over the expanse of Garresch Rainforest. The city was founded by a man called Terranus Ar’ren Bane, who wanted to create a haven for individuals who could not enter the gates of Conuence. Ever since the founding of Terrubane, all of the poor people, living outside of the walls of Conuence, started to congregate at the new settlement, and started to expand. However, this expansion wasn’t let off without a price. The soldiers of Conuence noticed that there was a new settlement, and had started to wage war against the small city. Despite the massive army, and well trained soldiers, the new town had fended the attackers off, and became Terrubane’s first of many victories against its rival. The only battle that the Beacon of Hope had lost against was when the Galacteans defended the continent on the shores of Chalder and Galacteo Port. All of the city is of a run-down, slum like appearance, but that is only because of the last Werepyre attack during the Destruction of Terrubane. Before that fateful battle, it had the same beauty and presence as Conuence, with all of the sturdy, new blocks of granite and marble.
Silvæa is the second capital city of Gelbeterron. This city is based within the heart of Jaeltreg Forest, a mythical pine forest. The various elven races belong within these forests, and use the actual trees as the buildings. Most of the elves relax within their homes in the heart of the trunks, which was made by the magical traditions that runs within every single elf. When the first High Elf, Tal’lethra Giirl, discovered the location of where the city now stands, he cast a powerful spell on the grounds. Now, not only does each tree react to the ancient magics that the elves possess, but they also protect the entire city with a magical aura, which could be seen during the night. The virtually indestructible mantle can be seen as small balls of magic, which can regenerate their potency after every conflict. Some rumors that the ancient race, the Silvaneans used to reside around the area where the city was, and that the city was made on the foundations of the old capital of the Silvanean Empire. However, these rumors have been denied by the Elders, and nothing else has been spoken about it. However, there is one region in the city that is forbidden by everyone, save the Elders and the king of the elves. Although there was not a lot of wars that happened to Silvæa, but there is always skirmishes between the city and the nightmarish humanoids that reside in the Gateway.
Galbeez is one of the major cities in Gelbeterron, and it is twinned with Berenol and Chalder. Like Conuence, it is a city for the academia, though it is not as good as the capital. Galbeez is surrounded by a wall, which was built shortly after the time of Terrubane’s founding. Galbeez is a city which is known for its ancient landmarks, ranging from the castle that resides in the centre of the city, to the cathedral. It is also here where Terranus Ar’ren Bane was born and raised during his life. However, during the years of Terrubane’s growth, Galbeez has been a victim to a horrifying rise with the rate of the undead rising. The undead threat is under control, but by then, it was too late, as the news about the undead rising has already attracted a huge gathering of necromancers. They have set up a massive, dark tower that looms over the entire city, known as the Watchers Tower. Within this tower, all of the necromancers started to study, and raise nightmarish creatures of the night. Some of those creatures, that are rumored to have risen, include all of the Werepyres that have been slain during the Destruction of Terrubane, though whether they are real or not is elusive to the citizens. The tower is protected by all sorts of ancient wards, and it prevents any mages, that are strong enough to face the necromancer and beat them, from entering. Word has it that the head of the necromancers is a wielder of one of the three battlewands that the famed blacksmith created eons ago.
Chaldon is the other major cities in Gelbeterron, and it is twinned with Qucndel. This once beautiful city is the haven for all of the criminals of all sorts. Fights of all sorts are always occurring throughout the city, and it is a real hazard to all travelers that come here to try and stay here. The city was once a city for all of the travelers that come here from regions further south of the known map. It was the only stop that was there for the merchants, who could travel across the nearby mountain ranges, or try to gain access to the ocean from its small port. Chaldon is a subject to Werepyre attacks, and is ruined from those attacks, since the criminals didn’t bother with repairing the city of the damages. Mercenaries have tried to reach the city before and clear it of its inhabitants, but none have made the crossing across the small band of mountains, where the Werepyres reside. In the heart of the city, rests a shrine where the Forsaken Weapon Kolzucho rests. It was only when the sword was taken from the shrine when all of the events befell the city.
Pluviaire is another city within the realms of Garresch Rainforest. Just as the name suggests, the atmosphere is usually damp, and it always rains. Despite all of this, the city never floods, since it has adapted by building on higher platforms. In general, most of the travelers from Foliaris and rogue traders from Aureanus and Eoqusse use this city as a place of rest, before taking the daunting journey through the entire rainforest itself. Several people that live in Pluviaire worship the God of the Eternal Rain, Jestruaia, so that the rains continue to fall down in the rain forest. Some say that if the rain ever stops in Garresch Rainforest, the world is about to end. Even though it is nothing more than the local folklore, most travelers would wonder if those suspicions were true, since it rains everyday in the rainforest.
Foliaris is situated in the heart of Folia Forest. Like Silvæa, the big town is home to various forms of elves. However, unlike the second capital, Foliaris is not protected by a powerful mantle. Instead, it is protected from the various tribes that live on the outskirts, not to mention the various trees that 'walk' throughout the forest. Also, unlike Silvæa, the town uses tree houses as a place to live in, rather than use the trees themselves. The only building that is on the ground floor is the high council building, in which some of the most sacred items of Folia Forest are kept there, making it a very secure place in the forest, perhaps one of the most secure places in Gelbeterron. To the town folk, there is a rumour that there is a rare root that is inside that holds the key to cure anything that there is in the world and is able to find anything and anyone in the world, no matter if the wielder doesn't have an image of it in their head.
Aearia is one of the major ports that resides in Gelbeterron. Although it is much smaller than the Gelbeterron port, it is certainly holds a lot of beauty than the other major port. It is certainly quieter, mainly because there are less people moving into and out of the port than any other port. This usually makes the community small and friendly, where Gelbeterron is usually unfriendly. Various goods come and go through here, with the mayor changes being rare, since the mayors usually are diplomatic. However, the current mayor, Veldez Kelnes, is currently trying to be less of a diplomat and more of a tyrant, much like his father. Since his rule, there has been several disputes between mayoral candidates and even a rebellion against him. Since then, his main objective is to see if he can get something from Foliaris.
This port is on par with Celbaron Port with size, and trails behind it for the most activity. Gelbeterron port is the least attractive port out of all three of them, with all of the factories here, working on preserving all of the perishable items until they are ready to be transported to Terrubane and Galbeez. Due to all of the factory work, all of the hotels for all travelers are on the outskirts, further away from the factories and the factory worker’s homes.
Conuence is the capital of Celbaron and is the second largest city in the world, beaten by Terrubane by only a margin. This city is for the academia, and is known for the universities and various schools. The ambience of the grand city is immense, with the people that are there willing to talk to you, and the markets is bustling with activity, as the merchants and artisans haggle to passersby. Conuence used to be the capital of the world, until one member of Galbeez, Terranus, had created Terrubane. The city responded by sending over 500,000 soldiers over to where the actual settlement was. Only 1,000 of those soldiers had returned, leaving all of the injured and dead behind in Garresch Rainforest. Suffering this defeat, the armies of Conuence and Berenol sailed over to Galacteo, and placed a fortress on the coastline, near Galacteo Port and Chalder. Using them, they managed to thwart the armies of Terrubane, but was set upon, and lost against the Galacteans. The city is set near the coastline near Beloth Sea, on top of the cliffs. Parts of the city is actually set in the cliff side. This is the place where couples go and stay, since the sun setting over the ocean is one of the best views in the world, as the sun brings out vivid colours across the water’s surface. For everyone who had crossed the Celbarean Desert would think that Conuence as a utopia.
Salizærba is the other capital in Celbaron. The buildings here are literally made out of salt bricks that are brought in from the nearby salt planes. Just like Galbeez is to Conuence, this city is the same when it comes to mercenaries. Though most of the mercenaries here aren't as strong or as well suited for all terrain as those in Terrubane, it was a place where mercenaries trained to be specialized in fighting against enemies in the salt plains and the Celbarean Desert. When the sun is above the sky, depending on whether the dust from both the plains and desert don't kick up into the sky, the city looks as though the walls are made of metal, the sun reflecting off the buildings' surface. Even though the buildings are, literally, made out of crystals, they are able to withstand a brutal attack against the Werepyres. However, just like Chaldon, it too is home to thousands of thieves and murderers, in which the mercenaries are unable to clear of, which is ironic being that Salizærba is Celbaron's answer to Terrubane. Some say that there is a rare sighting of a large creature that roams around the area which the city is built in. However, no one manages to get a look as to what this creature is.
Berenol is one of the major cities of Celbaron, and is slightly larger than the other city, Qucndel. This is a place where all of those who are magically able reside. Al sorts of shops are set up, selling varieties of magical equipment, from small potions that could cure any injury, to orbs that carried powerful magical spells. Berenol is built in the same time that Conuence was being constructed, and didn’t finish its first stage until the founding of Terrubane. Unlike Galbeez or Chalder, Berenol does not have a wall surrounding the city. Instead, the location of where the city is used as its defense. The city was built in the heart of the Celbarean Desert, so the builders thought that there was no need of walls. People of the city get their water supplies from the massive network of caverns that was built underneath the entire city. Unfortunately, during the recent years, Berenol has been in the eye of thieves and murderers, who congregate within the alleys of the beautiful city. The supposed leader of the thieves, Zxenthio, watches over the happenings of the city, his eyes concentrating on a mythical weapon that is rumored to be resting.
Qucndel is another of the three major cities of Celbaron, being larger than Fisdemont, but being smaller than Berenol. The city was built for the sole purpose for people to cross the dangerous river that runs off from the Amroth Mountains. The banks of the river is lined with ferry transport within the city, since the rapids further down is filled with sheer drops and whirlpools. The city is built in a high place, since it is flooded every year, during the winter months. Small islands are visible to both banks of the city, though houses are not upon them. Forts are a usual sight on those islands, since they fight off any threat that happens to the city. The city is split into two halves, with only the river splitting the two sides. On the left side of the river, which is the one closest to Fisdemont, is home to the aristocrats, and all of the fair folk. This side of the river holds the laws and justice systems, and everyone obeys them. The other half of the city is home to the folk known as the Desert People. These are a vile, cruel group of people that swarm over to cities, and tries to kill any living thing that tries to cross the city and the desert.
Fisdemont is the final major city in Celbaron. Starting out as a small fishing community, it is the leading city for its seafood exports in the world, selling over 50 million tonnes of fish per year. All varieties of fish, shellfish and mollusks can be sold here to anyone. Fisdemont is also the leading city for its cuisine of all varieties, ranging from curries and oriental dishes, to Gelbeterron cuisine. All of the prices vary from little, for general people who goes through the city, to the most expensive, reserved for only the richest people in the known world. Fisdemont is also home to a small group of Drægar riders, though this species is smaller than the ones seen on Galacteo’s shores. These riders are the sworn protectors of Fisdemont, as it is a city that can be easily cut off from armies on land. These men are usually gifted with water magic, and only a few mages from Berenol get to join the prestigious group.
Malea is one of the less important cities and a major port in Celbaron. This, unlike Silvæa and Foliaris, is home to an elusive race called the Malous. They are gremlin-like creatures that are able to withstand the heat of the Land of the Malous. They are the ideal hunters of the region, being able to travel the entire length of the plains and not get a heatstroke without drinking too much water. Malea used to be a city made of the red rocks from the Amroth Mountains. However, due to the high, arid heat that these walls have to put through, they are cracked and, in some cases, black from it. There is a rumour from all of the nearest cities, mainly Qucndel, that there is a hidden evil that lurks in the heart of the city, making even the Malous tremble in fear.
Delevæno is another major port that is situated in Celbaron. This is, by far, the most beautiful port there is in the entire world. Everything about it is perfect. Although it is in the Celbarean Desert, it is on the outskirts of it, making it pleasantly warm and having clean air. The place is a basic oasis for those that have come from either Taelvera or Eoqusse before they make the journey into the Celbarean Desert. A few years ago, this port was known to catch a whole variety of fish that only will fuel the booming economy in Fisdemont. However, within the last few days, there has been reports of shoals of whales and fish disappearing altogether and even ships being attacked, leaving a reef of sunken vessels below the water's surface.
Another port in Gelbaron. This port is the best port in the world, with Gelbeterron and Galacteo Ports agreeing with the statement. Not only is the port is bustling with life, but it is also on par with Galacteo’s port for the most beautiful port. Although there are factories within, they are usually built exactly on the shores, and a bit further away from the harbor itself, so that it doesn’t spoil the view of the port for incoming travelers.
The capital of the cold Galacteo is set near the heart of the Icy Wastelands. Although the Wastelands are known for its freezing temperatures, Gelidaro is surprisingly in the warmer areas of it, though it's still colder than the temperatures of Galacteo Port. The walls of the cities, including the walls of the buildings inside the wall boundaries, are made of the hardest glacier ice, giving it a gentle blue colour. As the buildings get higher into the sky, snow forms on the outside of the walls, since the storms in the area are usually constant. As you wonder around the city, the markets are usually inside of the buildings, not wanting to get caught in the constant storm. However, the city is mostly known by the weapons that they produce. Even though some of the best swords that are produced now are in Galbeez, they are no match for the ice that the blades are made of in Gelidaro. The blades are frozen so much that no heat, save the heat coming from Mortalio Mountain and the Land of the Malous, could thaw them out. The most precious item that is produced in Gelidaro is the 'Northern Star', an icy star that stands in the heart of the city.
Much like most of the cities in Galacteo, Saphrisa is made of the same blue ice that Chalder and Gelidaro is made of. However, instead of the ice being one shade of blue, every single shade of blue is seen as you walk through the streets. Also, with each shade of blue being seen, there are a few buildings that can shine in every colour that is possible, depending on where the light is reflecting off of the cold surface. Much like Delevæno is for the Celbarean Desert, Saphrisa is on the outskirts of the Icy Wasteland, making it much warmer than any other city there is. Much of the views here is spectacular, especially the clear view of Taelvera and Mortalio Mountain crater that resides on the top of the island. This is also a place where all of the ice mages reside, controlling the cool environment that is over Saphrisa.
Chalder is one of the major cities of Galacteo. It was built before the armies of Terrubane and the armies of Conuence conflicted each other for the conquest of Galacteo. The city draws closer and closer to nearby sea, since it is built on top of a glacier. The city is built with the glacier ice from another glacier, and has a blue appearance to any travelers that come to Chalder. It is also one of the few cities that can be seen by Conuence, and shares the view over the ocean. Chalder is also the only city in Galacteo which can view the auroras that float over the skies at night, and is a spectacle for any traveler. Once, every 2500 years, the auroras change their colours from green and turquoise to every colour that is possible. No painter has painted a picture of the event, since it usually ends in one hour, so it could not be viewed by people who live anywhere else across the world. Another landmark that is in the city is the frozen ship that is used by the explorers, who have discovered the continent.
One of the many ports that are in Gelbaron. This port is much warmer than any other place in Galacteo, but it is still cold, reaching around -50 Fahrenheit. Like with all of the ports, walls surround both the city on the land and the harbors in the sea.. Like Chalder, it was built before the conquest of Galacteo by both Terrubane and Conuence, but the port was the key location that had won the battle against the two armies. However, in doing so, the entire Galactean Garrison was moved here, and protected the city, until the entire plaza where the fighting was blown up. Since then, a small percentage of people actually have a career as a soldier, since there is no one who would want to take the jobs available.
Flæris is the capital of Taelvera. It is set on the eastern edge of the Infernus Halo, acting as the safest gateway between the outer edges and ports to Taelvera and the caldera which the continent is named from. Unlike any of the cities in the entire world (save from the town of Pluviaire), all of the city rests on the metal poles that is resistant enough to go through the lava that makes up the platform that the city is made from. Strangely enough, the buildings are also made out of metal. However, the metal has a special property that it would stay at room temperature, no matter if it is above the fiery lava. However, once every ten years, the metal poles that make up the holdings of the platform are replaced, making sure that the city will not fall into the lava that is below, making it challenging to those that make up the workforce that is in charge of removing the poles and placing them back in. The symbol of the capital is the Steel Fire, an emblem that stands on the highest place in the city, where no man is able to reach it, unless you get the cranes to get it off the building.
If travelers manage to go through the fiery, yet dangerous, path through the Infernus Halo, then the next city they will come across before they get to Flæris is Igniquus. Unlike some of the cities that are in the world, this city prefers to keep its traditional roots, allowing their villas and open bath houses. The people in the city are very religious, supporting the fire god that is in the heart of the nearby Mortalio Mountain. Despite their undying loyalty to that god, they still have to face the brunt of the volcano erupting, which usually leads to the grounds near the city fertile for their crops. The leader of the city, Gerevende Malivenus, wants to expand the control of the caldera and wants to take control of the capital.
Liaut is one of the towns that has a port, which allows people from Saphrisa to arrive on the continent. Much like Flæris, Liaut is a town that is made of metal buildings. However, it is more run down than the city, looking much like the slums that the town is mainly consisted of. Many beggars wander the streets, wanting people to give them money to give them and their families a chance to survive in the world. On rare occasions, there have been groups of beggars that have tried to take down the town hall and try to get money that way, wanting the city and its citizens to fall into anarchy. However, the town guards that roam the city always repelled them, but not without a price with the guard numbers shrinking with every encounter with the beggars.
Taelvera, much like the other ports, is a bustling port that contains many merchant ships and market squares. This port is well known for the many rubies that leave, making it one of the massive exports that leaves the continent. It is for this reason that there are many warehouses that contains all of these priceless rubies, keeping them safe from any thieves that enter the port to try and take them back for their own profit. Much of the port has a similar look to Gelbeterron's port, but there is much less pollution.
Levia was built in the heart of the Plains of Irilkon, with the plains being a thunder plain. Due to the massive amounts of thunderstorms that occur every day, there has been some measures to keep the buildings and its people safe from the hazard. Each building varies in size, ranging from a size of a bungalow to a small apartment building. The only thing that every one of them has in common is the lightning rods that reside on top of each building. The mayor of the capital, Draymen Corea, has put regulations on the city, making sure that everyone is safe. Some of those things include no metal items on the person at all. Most of the people in the city disagrees with these regulations, saying that the man is trying to be a tyrant, and are trying to rebel against him, though the guards that are there stop them from causing such disruptions. There has been rumours that there is a creature that looms over the city or that it lives somewhere in the heart of the Plains of Irilkon. There is also a massive building in the heart of the city, though its purpose to the city is unknown to both the mayor and the people that are living in Levia.
This is one of the newest cities ever created in Gelbaron. Desumeno has a similar layout to Levia because it resides in the thunder plains. However, with there being less thunderstorms than the capital city, there is a relaxed set of regulations that make sure that, even though they are relaxed, the people living in the city does not get killed. Many of the outskirts of the city gets attacked from the creatures that live in the tors that encircle the city. These creatures are very similar to those that live in the abandoned Plains of Mercet, but they are resistant to electricity from the thunderstorms that are common in the plains. The mayor has even asked for people in the city to help resist the creatures and make sure that the city returns to normal.
Itur is the city port that rests on the south west of Eoqusse. Most of the waters around the port is crystal clear, allowing sailors to see the vast amounts of creatures that live in Kælgreth Ocean. The port contains nearly nothing but sailing vessels, since nearly everyone in the port lives in the calm waters of the port. There are a few buildings that are on land that serve as taverns and the many warehouses that are usually seen in ports. However, there is one area of the port that there is darkened waters. Everyone has no clue to how that area got there, since there is a no water pollution regulation in the port. However, everyone that has gone over to the water to investigate it has never returned, the locals simply calling it the 'Black Waters'.
Feraena is the city that is called the Fungus capital of the world. Much like Silvæa, the city is built into the fungus trees that are seen in the entire forest. Spores are usually seen in the air around the 'trees', though they are harmless to those that travel through the entire forest. The inhabitants of the city harvest the spores that are in the air and produce some of the unique foods that one would see in the entire world, ranging from Geelev Spore Soup to the famous Feraena Woodland Quiche. There has been a rumour that there is one spore that is somewhere near Feraena that is needed before the locals in the city can make one of their most extravagant dishes that would ever face Eoqusse and, possibly, Gelbaron.
Eoqusse Port is the newest port in Gelbaron, but it has grown in size through the century. All of the buildings may look run down on the outside, with various mosses growing on the side of every building. However, everything on the inside is literally different from the run down outside, looking like you walked from a slum into one of the luxury hotels in Fisdemont. Nearly everything that passes through the port, including Taelvera's priceless rubies, are stored in the warehouses here, though the merchant lord makes sure that no one is able to go in and out of them.
Glaciera is pretty much the city that is supposed to be the twin of Gelidaro, in Galacteo. Instead on having blue ice blocks that makes up the building, all of their buildings are completely white, reflecting the landscape that one would see on the icy continent. All of the individual houses that are on the outskirts of the city resembles igloos, though they are able to have two floors on the inside. Glaciera is the city that is most well known for the many tournaments that it hosts, some which are world-renowned. Everyone you would see in there is a born and raised warrior. One of these tournaments that are usually on once every 10 years is the Tournament of the Ice Tortoise. Nearly every warrior that is seasoned, no matter where they are in the world, wants to participate and win the Tournament. It is one of the only achievements that would allow them to place their names in the book of legends, ranging from Galreth to the newly anointed Warrior of Hope, Mercinus Greyback (who is the only legend that has not won the Tournament). Everyone is eager to fight any of the legendary warriors that have won the Tournament, including the winner of two consecutive tournaments, Petr Leroux.
Hiemaia is the only town in Aureanus and it is the one of the two ports of the continent. Unlike any of the cities in the two icy continents, which have either pure ice blocks or cool blue ice blocks, this city has a combination of both blocks, with the ice blocks used on the rooftops of the buildings. Most of the ice water-dwelling sea creatures that lives under the ice is usually caught in the port and is usually shipped off to Fisdemont to be sold there. However, there are a few things in there that has spooked the fish before they are caught, making people wonder if there is any monster that lives under the ice.
Aureanus is by far the smallest port in the entire world, since it is so isolated from any other civilization that is on the continent. Although it is a good place to stop between Hiemaia and Gelbeterron/Celbaron, leaving a few docks for boats to go and rest, there is nothing of interest at all. Generally used as a pit stop for ships, the mayor had thought it would be a good idea for the entire port to be converted to a massive fishmongery factory, which will cause water pollution in Kælgreth Ocean, which is against the ocean's regulations, set by the council in Itur.
Gateway to Gelbeterron
The Gateway, as many of the locals that live near the gigantic mountain range, is the largest mountain range in the world, both in terms of the area it covers and the highest mountains, with a few peaks reaching over 8,850m in height. Even the most experienced hikers that have lived still say that it would take at least a week to get from the outskirts of Garresch Rainforest to the outskirts of the Abandoned Plains of Mercet, depending on the weather conditions during the hike and the occurrence of Krimntaar in the region (which is usually rare to find a group of 5 Krimntaar in that region seeing that they are in the north of the range to try and reclaim Silvæa from the elves). The history in the mountain ranges are expansive and reside in most of the libraries around the world, especially in the libraries in Terrubane. One of them is the famous expedition to try and make path network going from one side of the ranges to the other so it is easier for merchants to get to the capital city from the Gelbeterron Port. However, there have been a few mishaps with various workers straying away from their paths and leading deeper into the heart of the mountains, where more dangerous creatures, ranging from hordes of Krimntaar and their Mountain Carrefær steeds to nightmarish creatures that are second only to the nocturnal Felidinæ that haunt the Abandoned Plains of Mercet. There is also a known fact that there is one Drægar living in the mountain range, though no one is able to find the cave that it lives in. Every 50 years, the large serpent flies over Garresch Rainforest to feast, usually terrorizing Terrubane in the process as well with its large presence.
Creatures in this area: Drægarian (?), Drægar (?), Krimntaar, Carrefær
Abandoned Plains of Mercet
The Plain of Mercet is an inland peninsula, with three of its sides surrounded by the Gateway. Compared to the mountain range, the plain is very tiny, being 1/10 of the size of the mountain range. Never the less, it is more dangerous than the mountain ranges that fills its views. In a time long before Terranus Ar'ren Bane had been born in Galbeez, a wandering sorcerer noted that there was a battle in the plain between various creatures, causing massive bloodshed over who was to live in the wood that was the most prominent feature in the plains. Infuriated by the unnecessary bloodshed, the sorcerer cursed the land to forever change its layout for eternity, allowing the forest to be rarely seen by anyone and everyone. This poses a threat to any passing travellers who wander through it, as their own location in the plains constantly change once the new day passes through the night (i.e. at midnight), to be in there forever if they are not aware of their location. The other thing that makes the plains dangerous is the creatures that roams them once the sun sets over the peaks of the mountains. The Felidinæ are creatures that have a body of a panther and a head of a hammerhead shark, with the skin being smooth as the rocks found in river towards the oceans. They hunt throughout the night in packs, killing anything that resides in their 'territory' and feasting on their own bodies until their bones are what is left. Only a handful of travelling warriors have managed to slay one of these creatures and lives to tell the tale of it, bringing their bodies back to Galbeez to show what these creatures are.
Creatures in this area: Felidinæ
Jaeltreg Forest(Geel [rhymes with eel]-tre-dge)
This forest is the most northern forest in the world, located north of the Gateway. It is also one of the largest forests in the world, with Folia and Garresch Rainforest being a similar size to it. The forest mainly consists of pine trees, suitable for being near the icy waters of Daergren Ocean and Galacteo. The forest is home to the city of Silvæa, where the majority of the elves reside and call the ancient city their home. Some have rumoured that the city is the original home of the ancient race of Silvæan, the race that is the creator of the branch of magic of the same name as well. People have guessed that towards the eastern side of the city and, indeed, the forest itself has the remains of when the race roamed free through it, but the elves have outlawed entry to the wood. During the time when the Krimntaar and Elves fought their first battle, the High Elf Tal’lethra Giirl had cast a spell on the ground, preventing any of the mountain people from entering the city and claim it for their own. Through the sands of time, that magic spread from Silvæa to the rest of the forest, leaving the mana 'orbs' to float free through the air of the forest and light up the forest during the night. Many creatures live in the forest as well, including a lot of the different species of Carrefær that don't like the climate in the Gateway. However, there is one species of creature that lives in the forest that also prevents the Krimntaar from invading the ancient city, which no one has ever seen or lived to tell others what it is.
Creatures in this area: Krimntaar, Silvæan, Carrefær, Draegarian (?)
Garresch is the rainforest of Gelbaron, a host to thousands of living creatures of all shapes, sizes and colours. The climate consists mainly of rain, which is expected in the forest. However, only the skies of Terrubane is the only place where rain does not fall except when a weather front is going over the Beacon of Hope. Because of the rains, there is a large network of rivers that meanders throughout the forest, their estuaries poking through the edges of the forest where Gelbeterron meets the oceans, whether near Terrubane or near Pluviaire. Besides the Drægar that flies through the skies every 50 years, the largest creature that crashes through the forest is the Tarren. They are massive, two legged reptiles that have smaller front appendages as arms. However, their teeth and surprising speed to get from one place to another is something to not underestimate, no matter of its disadvantage. Most of them range from 40-50m from snout to tip of tail, there is a rare occurrence of seeing these beasts growing to the size of 80-100m in length. It is because of this length that makes these large beings alpha creatures of their own herds. Despite the apparent threat of these large creatures and other animals in the forest, there are still a few tribes scattered throughout the forest, mainly in the central region, that rely on the rains and their hunting skills to survive the year and provide food for the tribes.
Creatures in this area: Tarren, Krimntaar, Carrefær
Folia Forest is the most southern forest that exists in Gelbaron. The forest mainly consists of deciduous trees, but the grounds are generally covered with a ground of bog consistency. However, the residence of the forest itself, mainly coming from the city that got its name from the forest itself, designed pathways and roads throughout the treetops. This is something that helps people coming from Aearia to get to Folia and/or to Terrubane via the Werepyre Mountains. Many of the creatures that lives in the forest have adapted to walk along the ground of the forest and help get their nutrients from the ground. Most of the creatures in Folia Forest are mainly herbivores, so there is plenty of food hunted by locals and then get traded with merchants to bring their products around the world. Most of the meat that comes from the forest has all of the needed proteins that the body needs, which is why it is valuable for merchants and are sold at a high cost. However, there is one species of hunter in the forest that eats both these herbivores and their humanoid hunters, which are rarely seen since they are able to camouflage themselves into their surroundings as if they were merely ghosts of the forest, which is why they are often called 'Spectral Lions', since their roars are similar to those of the Felidinæ in the Abandoned Plains of Mercet.
Creatures in this area: Werepyre, Spectral Lions
Originally called Valeferen Mountains, the Werepyre Mountains have the same area as the Abandoned Plains of Mercet, which is small, though larger than the Head of Celbaron and Amroth Mountains. The mountains themselves are dark and have a sinister appearance in the night to the nearby city of Chaldon. While the city was being built from the grounds of Folia Forest, which had the consistency as the rest of the forest, the lord of the mountains, Count Feleren Von Valeferen, conducted various experiments in his castle that was in the mountains. The products of these experiments, which were vile creatures that live in the mountains to protect thieves from going through the mountains and live in the city once it was built. On one, fateful night, he created a new race of beings that were a fusion between two creatures that he had created before to protect the city from both the thieves and those creatures that have defected from their purpose. The first Werepyre, Bloodfang Wingspan, saw the horrors that the count were performing and turned against him, turning the count into the creation that he had made himself. Since then, his castle had gone into ruin and the Werepyres live in the mountains, terrorizing anything that walks through their domain and destroy any villages that are inside the mountains as well, forcing those that live in them to flee for their lives. They all forgot the noble work that the Count was trying to do and terrorize the city of Chaldon as well, allowing thieves to enter the city due to the lack of guards that help protect the city.
Creatures in this area: Werepyres, Void Creatures (?)
The Celbarean Desert is the most expansive region of environment in the world, even stretching further than the Gateway to Gelbeterron by almost 100%. The range of temperatures that the desert goes through is enough to make anyone frizzle out, ranging from the blistering hot days to the freezing cold nights. There are a few creatures that live in the desert and have adapted to obtain water from it. One of those creatures is the Derreg Lizard. Although harmless to humanoids, they have serrated teeth to allow themselves to tear through anything that it sees as food. Most of these being use the lizards as a source of transport through the desert since they have webbed feet to distribute their weight on the sands and long eyelashes to keep sand out of their eyes during sandstorms. Another creature is the Derroneva Plant Spider. They are the main cause of each travelling party to have archers and spear men in their group. They are big, reaching about the same height as a Tarren and reaching the length of a large one in the Garresh Rainforest. They are able to disguise themselves in the desert by having spiny warts on their backs which resemble cacti that live in the desert. Each spider has a unique wart pattern on their carapace, making it hard to spot when they bury themselves under the sands to catch unaware prey.
Creatures in this area: Derreg Lizard, Derroneva Plant Spider, Kolvera Vultures
Head of Celbaron
The mountain range in the north of the continent is the smallest mountain range in the world. Most of the peaks have near sheer drop sides, making it rather difficult to get from the Celbaron Port to the capital of Conuence. However, there is one treacherous path that goes through the mountains that usually leads to the death of several hundreds of merchants every year. It is not uncommon for merchants to head to Fisdemont instead and brave the desert and the Desert People in Qucndel instead, since there are several large birds in the region as well that takes livestock from the ground to feed on.
Creatures in this area: Queldaemons, Belgerenith Nightshades, Kolvera Vultures
Amroth Mountains and the Volcano of Caern
Amroth is the second mountain range in Celbaron and it is the southern range of the continent. With the heat coming from both the Land of the Malou and the Celbarean Desert, the mountains are usually seen as sun-scorched and dry, leaving cracks and boulders in the mountains. It is also home to one of the few volcanoes in the world, the Volcano of Caern, which lies on the south of the mountain range. The volcano itself is one of the most fearful sights on the landscape, the jagged edges of the crater towering over the entire range itself, with it being seen as far as Berenol. Some of the most fearsome creatures, ranging from the small but quick Queldaemons to the gigantic and nightmarish Belgarenith Nightshades, roaming the many networks of tunnels which the lava flows from. It is said that this was the volcano that the famous blacksmith half-god, Callelotte, had found the materials needed to make the unholy weapons that has been written in the times. There is also a rumour that a star fell from the heavens above and landed somewhere in the mountain range, near the volcano, and was found by the blacksmith to use for mysterious weapons that have been lost in the sands of time, not even the ancient of books would know about. Some of the fearful Maloux reside here and hunt in the mountain ranges, catching any travellers unaware as they go from Qucndel to Malea.
Creatures in this area: Maloux, Belgerenith Nightshades, Queldaemons, Kolvera Vultures, Void Creatures (?)
Land of the Malou
The land is an expansive dry desert that resides on the south of the Amroth Mountains. It's very dry, humid-less climate make it nearly impossible to sustain life at all. Luckily, there is a small amount of animals that stray from the mountains to try and find the tough vegetation that could be seen in the desert and try to eat something before venturing back into the cracked mountains again. The Maloux are renowned for being the 'perfect' hunters of the region, with them being able to survive the intense heat while hunting their prey for several miles without suffering from heatstrokes. There is a rumour that the dry desert was once a beautiful forest of palm trees and sustained many animals that would roam inside of it in peace and tranquillity without fear of the nasty creatures of the nearby mountains and the volcano. However, it was rumoured that the fabled and mythological Meirdaerian Creatures of Gelbaron had originated from the palm tree forest, gaining their powers from unknown objects and was the likely cause for the forest to disappear completely and transform to the dry desert that it is today.
Creatures in this area: Maloux, Queldaemons
Pæla Ice Shelf
Pæla is the largest ice shelf that is known in Aureanus and, indeed, the world if the Icy Wastelands over the Genvero Strait doesn't count. Most of the shelf consists of just ice floating on the water, being held to Aureanus by only the ancient ice that is spread through a network of cracks in the rocks that the continent is resting on. A lot of the ice-dwelling creatures, namely the Pæla Ice Skaters and the Defrena Land Dolphins, roam on and under the ice of the shelf, without worry about the predators like an odd Derapheron or Gelvok Eels attacking them for food and all sorts. There is also a rumour that one of the Meirdaerian Creatures lives on one of the ice shelves, with the large Gelvok Eels getting scared off by something that appears to be a very big shadow within the depths of the waters under the ice shelf.
Creatures in this area: Pæla Ice Skaters, Gelvok Eels
Hiemalia Ice Shelf
Hiemalia is the smallest ice shelf in the world, being smaller than the Abandoned Plains of Mercet or the total areas of the Plains of Irilkon or Feraena Forest. The shelf is the only shelf that keeps the continent from splitting into two pieces and separates Aureanus Port from the rest of the cities that lie in the East, with the journey through the west leading to a certain death from the innumerable horrors that lives in that region of the icy continent. The shelf itself looks like it would break at any moment, with wooden footpaths being set in the ice to stop any travellers from falling into the cold waters underneath. Never the less, it is the most beautiful ice shelf that is around on the continent. The sun reflects off the ice in a multitude of colours never imagined and the life there is relatively peaceful. Despite this, there are a few creatures from deep within the expanse of the continent, mostly the notorious White Halergeth, that are terrorizing the ice shelf and, with their massive weight, pose a threat onto those that need the ice shelf for their daily lives.
Creatures in this area: Defrena Land Dolphins, Gelvok Eels, White Halergeth
Although it is demonstrated on most of the maps as being a circle of mountains that surrounds Mortalio Mountain, this is wrong. The Halo, as the inhabitants of the continent call it, is a massive ring of lava fields that burns through anything and everything that comes into contact with it. From Liaut, apart from going around the Halo itself to get to Flæris, is to navigate through narrow patches of land that are strewn throughout the Halo and try to get to the other side without falling into the lava. Another thing that travellers have to watch out for, apart from the very rare Belgarenith Nightshades, there are various undead, ranging from enflamed skeletons to the fearsome Fire Lords, which are created by an unknown presence of necromancy that plague the Halo itself, though there is no sign of a necromancer living somewhere in the area that Infernus Halo covers because of the heat getting to them very quickly through their black clothes and cook them from the inside. Apart from these treacherous pathways, Flæris is the other way
Creatures in this area: Fire Lords, Belgerenith Nightshades
Cogniata Plains is the area that is contained inside the Infernus Halo. Everything is pretty much a wasteland from the many eruptions that came from Mortalio Mountain, dusting the lands with ash and rubble from the pyroclastic flow. There had been various towns and cities that have been built within the plains, but all of them have been destroyed saved for their recent one, Igniquus. This city had witnessed one of the fierce eruptions of the volcano itself and held, despite it being a weaker eruption that the others before it. A known fact about the Cogniata Plains is that it is the remains of a caldera of a volcano that was the size of the entire plains and Infernus Halo. When Mortalio Mountain was formed, the massive volcano had a vent to spew the lava out and died away, though the lava seeps through the edges of where it used to be, which in turn created the Halo. In recent times, there have been many earthquakes, though no one knows what is going to happen.
Creatures in this area: Fire Lords
Ever since it had been created, Mortalio Mountain is the largest volcano in the world, almost rivalling the height of the highest peaks of the Gateway. It had been one of the factors that stopped the supervolcano from erupting ever again in Gelbaron several thousand years ago, which would cover the world in darkness and air-choking ash. Since then, the volcano had very violent eruptions that would level a city with no problem. However, Igniquus is the only city that withstood the eruption of the mountain. However, it hasn't erupted in a long time and several earthquakes have been happening throughout the plains that surrounds the mountain. There has been rumours that there is a mysterious creature that controls when the volcano erupts, but no one has been able to pass through the fierce Fire Lords that have been seen in the volcano.
Creatures in this area: Fire Lords, Belgerenith Nightshades
Without a shadow of a doubt the coldest terrain that Gelbaron has to offer. The expansive wasteland of ice and snow never rises above 20F and the record coldest temperature dipped just below -130F, which catches all but the prepared off guard and a guaranteed death. Most of the landscape that is seen during a clear day is the snow version of the Celbarean Desert, with the snow usually piling up in dunes, the sun reflecting in a dazzling white. During the winter period, the inhabitants would dare venture into the Wastelands and try to witness the auroras that line the sky with a multitude of greens and turquoises that anyone could imagine. Despite facing many creatures ranging from the Razvères to the gargantuan Galactean Slammers, the sight of the auroras are worth it and is sometimes a good proving ground to those that want to pass their village's local legend books. There have been claims that an occasional Drægars could be seen and that there is an elusive group of Drægarians that roam the Wastelands, trying to hunt the one beast that has driven the large serpents out from where they used to call home.
Creatures in this area: Razvères, Galactean Slammers
Much like the Ruined Mansion of Eoqusse, not much is known about the Ice Palace. Many rumours say that it belonged to the Meirdaerian Creature of Ice, which is why it freezing in the Icy Wastelands which the palace itself had just escaped. Others say that it is home to one of the most powerful mages in the world, despite the books saying that this mage lived over 500 years ago, just as Ice Elemental magic had been formed. The one thing that is definitely confirmed though: the Ice Palace looks nothing like a palace at all. Most of the place that the palace is on is strewn with many ravines of glacier ice, with what seems to be the remains of a fort of major importance residing in the heart of the ravine network. Although most of the old building is ruined and had turned into jagged boulders of blue ice, there is a massive network of tunnels that are said to be underneath it, though only a few of the surviving explorers having only 'scratched the suface' of what is at the Ice Palace.
Creatures in this area: Razvères
The most recent discovery of Galacteo, the newly named Genvero Strait is the strip of water that splits the landmasses that make up Galacteo. At first, early geographers thought that there was land underneath the Icy Wasteland, despite the sheer drops between the two now-know landmasses. However, during one of the surveys on some of the young Drægars migratory patterns between three days, some of them have been found on the other side of the continent and have discovered that there was a massive gap underneath the ice itself, which led onto the discovery of the strait. No one has yet to explore it because of the lack of technology that would get people under there.
Creatures in this area: Draegars, Derapherons
Feræna Forest is the smallest out of all the forests and, by far, the most unique forest that makes Gelbaron different from our Earth. Instead of the trees that would normally be seen in many woodland areas, all of the plant life that exists in the forest is made up of a variety of fungi of various shapes and sizes. With the forest being made of mushrooms, the air within the forest is thick with the smell of the spores thick in the air. The air is still clear enough for travellers to breath in, but it's thick enough for them to tire very quickly. The fog that could be seen near the haunted mansion is actually some of the spores that have drifted off from the forest and gives the mansion an eerie look to it.
Creatures in this area: None (for the moment)
The Plains of Irilkon
The Plains is the other plain that exists in the world besides the Abandoned Plains of Mercet. However, instead of it being the rolling hills that makes the latter plain its opposite, it is a plain of constant turbulent weather, ranging from many flashes of thunder to the booming roar of thunder that comes afterwards, the landscape filled with plateaus and tors. Despite it being a thunderstorm, there is hardly any rain present at all, which makes many scholars think long and hard as to how it is able to cause such things without the torrential rain pouring down on those travelling to Levia. A few of the things that lives in the Plains of Irilkon are the Tempestero Skyhunters and the Vulturo. There have been rumours that there are echoes of a horse calling throughout the plains, yet there have been no signs of one appearing to anyone travelling through to the capital.
Creatures in this area: Tempestro Skyhunters, Vulturo
The smallest on the bodies of water that are about, Eoqusse Sea is the world's only inland sea that has its own salt content. The waters in the sea is relatively peaceful, with little to no waves seen in the water at all. Despite it being not as salty as the oceans that surround the continent, there is no life that dwells in it at all. Heading towards the south of the sea, there is a view that catches the glimpse of all of the features of Eoqusse at once, even though they are vague to see over the distance. The mist-swirls that surrounds the Ruined Mansion to the north, the fungi forest and the airborne spores to the east, the unnamed plains to the west and the black, turbid clouds of the Plains of Irilkon to the south.
Creatures in this area: None (for the moment)
Much like the Ice Palace in Galacteo, not much is known about the Ruined Mansion. What is known is that it used to be owned by a rich aristocrat of Desumeno a long time ago, who used many slaves to build the building that is now derelict and almost in ruins. Many of the workers of the house died due to various, mysterious circumstances which now their souls remain. For those that have travelled across the Eoqusse Sea at night could see the ethereal forms of those that had perished, seeking out vengeance on those that they deem be the owner of the manor, which is often mistaken for those who seek the hidden treasures inside.
Creatures in this area: None (For the moment)
Like the name suggests, Solitude Island is where everything lives in a peaceful harmony, where humanoid races and the various creatures that could also be seen in Axehead Islands live in harmony. The emerald green canopy of palm trees are home to thousands of creatures ranging from the many macaws to the Serrated-Bill Toucan. While the image of the Axehead Islands taint its image, it is a rather notorious romantic spot and a rather perfect place for new couple's honeymoons as the buildings on the island are made of the same palm trees that grow on the island, which each tree is replaced for sustainability.
Creatures in this area: Serrated-Bill Toucan
The Axehead Islands are known for each island to be in shape of the head of a hand held axe. It shares a similar look as its neighbour, Solitude Island. However, in the last century, pirates have found the island useful to evade the navies of the various continents and use it as their safe haven, with the protection of protruding coral and rocks that come from the many small islands that are around the main island. Some of the buildings that could be seen on the coastline of each island are made of rocks and all the islands are littered with various rum and liqueur bottles of various beverages and regions. All of the pirates are usually fighting each other with a lack of a leader to guide them through thick and thin.
Creatures in this area: Serrated-Bill Toucan
The last of the known islands, the Unforgiven Islands used to be the same as Solitude Island and Axehead Islands. It is also the home of the demigod of craftsmanship, Callelotte, who had been the creator of many intricate weapons of various power and beauty. However, on one, fateful year, he had discovered something that would lead him to create the 16 weapons of destruction that were the Forsaken Weapons of Callelotte. As each weapon was made, the beauty of the island slowly went darker and when the seventh weapon, Galangdei, was created, each of the vegetation and animals that lived on the island began to die to some unknown reason until the blacksmith remained. The islands are also the last resting place of one of the greatest warriors that the world had ever seen, Galreth. Some rumours have it that this is one of the biggest portals that leads to the Void Plane and that many of the Void Creatures now roam the barren islands, hell-bent on destroying all those that reach the islands' shores.
Creatures in this area: Void Creatures (?)
The Great Sanctuary
The equivalent of Earth's Heaven, everyone on Gelbaron believes that this is the home of the Lady of Justice, the Light Ancient. Most religious people believe that if one was to live their life in good health and with a good will, they will reach the Great Sanctuary and join those that have followed the ways of the Light Ancient and see the god themselves. Most of it is depicted as a place within the clouds above, where everything seemed to be a place of absolute bliss, much like those seen in the finest hotels in Conuence. All the religions in the world point out that if one was to follow their religion, they will be able to get to the heavenly place, but that's is fictitious and only the Light Ancient decides who will walk from their travelling vessels into the place that she calls home. It is also written that it is the embodiment of Light Aura, the magic that is associated to the Mistress.
The Dire Chasm
Home of the Lord of Anarchy, The Dark Ancient, it is said that this is where all of the souls that have been tainted with evil would be dragged to spend all of eternity suffering for the crimes and sins that they have committed during their mortal lives. Rather it being a cavern of licking flames, similar to those of Earth's Hell, it is similar to that of the Great Sanctuary; the clouds that the place rests on being pitch black and electricity flashing from the ground up and hit the sinners in searing pain. There are also beings that are made from the very magic that the Dark Ancient is the master of to torture those that pass into this realm. All religions believe that those who don't follow their ways that they are damned to be sent to the Dire Chasm, but never realize that they are the ones who face the Dark Ancient when they close their eyes for the last time.[/hidler]
The origin of this humanoid race is unknown to all save for the few of the reptilian race. Much like their lizard counterparts, their skin is a similar colour as the Drægar, though they have been seen with black stripes on their back. Their heads are similar to the serpents, though their crests are at a standard length, not depending on how well they know Drægarian magic, as if it was their race's version of hair. They also have an ability to hide their eyes, which all of them are the same shade of blue as Daergren Ocean, behind a milky veil, changing the colour of their eyes to what seems to be a shade of red. However, in doing so, they will be left without sight to find anything that might pose a threat to them in their surroundings. To compensate for this, their crests detect the air move around them, being trained enough to block out speech of anything nearby, and use that as a sense of sight in their own minds. Similar to the Drægar, they are adept at using Drægarian magic, though it is not as potent as the serpentine creatures themselves.
Among all of the humanoid races, elves had been thought to be the most beautiful of them all. However, if one was to see a Silvæan, their opinion on the elves would change forever. The race seems to have an air of ethereal beauty amongst those living in Jaeltreg forest, their faces seem to make an elf's face seem to have flaws. Their distinct trait that is common to all of them is the addition of the Silvæan Gene, one which gives anything with it extra abilities. Amongst one of the rarer magics, the Silvæan Gene allows those to use Silvæan magic. Another thing that makes them stand out more is the absence of normal-coloured hair and eyes and are replaced with hair and irises of silver, which was the reason why they nicknamed 'the Race of Silver'. While those without the gene think it is a gift, those with it think of it as a curse. And it shows when in a battle of magic, Silvæans are usually the weakest in terms of resistance, with Mana magic causing massive damage to them. Also, they are considered to be a short-lived race, with the oldest recorded Silvæan being about 49 years old. However, with this curse, one high priest of the Silvæans had created a ritual, which the race call the Rite of Eternal Light, which there is a small chance that those who are about to fall to magic or to age would be able to gain immortality and all the needed resistances against all forms of magic save the origin of magic. One of these fabled beings that had ascended to immortality was a pure Silvæan called Menza Graeleth, the chosen warrior who was sent to defeat the Dark Ancient when he was about to take a hold of the world through yet another fabled artefact, whose name had slipped into the sands of time. No one has yet to see him and every humanoid that have heard of the battle believe that this is a myth.
Probably the closest relative to the Maloux in Gelbaron. The Krimntaar have a similar appearance as their Celbarean cousin, except some distinct difference that makes them stand out from them. The first thing that is different about them is that the gouge for their eyes is much shallower and smaller and there is a sinister red orbs that glow out from their resting place. All Krimntaar have crooked, rough skinned noses and have protrusions, made of hardened bone, at the joins of their limbs, making it known that they sometimes use them in combat as they are usually sharpened and honed to a tip. Much like their cousins, they have a nasty personality and are relatively vicious, especially towards the elves that call Silvæa their home. For decades, long into the history books, the Krimntaar and the elves wage war against each other, with the winner claiming the capital of Jaeltreg Forest. For the most of that history, the Krimntaar have been held back by the elves with their mysterious 'guardians' that remain hidden in the forests 'til this day. This race is well known for riding into battle on mountain Carrefær, sometimes using their horns as weapons themselves to aid them in battle.
They are the true masters of the forests up in the north of Gelbeterron. Their main appearance is in a sleek frame of a wolf, though the size of it is similar to that of a rhino. What makes them stand out from ordinary wolves that roam free in the forest is that they are able to grow antlers to dend themselves off from anything that poses a threat to their dens. The Carrefær that lives in Jaeltreg Forest are usually brown with the occasional grey back and their eyes beaming out a vibrant yellow colour with a bark-coloured antlers. Their Gateway relatives are usually black with a white underbelly and often have a slate grey antlers. Although they tend to get very vicious against those that will try to harm them, they are relatively peaceful creatures that allow humanoids to walk up to them and stroke them. The difference in personality with the two kinds of Carrefær is that the Gateway species often doesn't have a peaceful nature and tends to be sharp and have a short-temper. This is usually why the Krimntaar have captured them and use them as steeds against the rare Warg that live in the mountains, which are slightly bigger than their horned brethren.
Unless you are counting Belgarenith Nightshades as a humanoid creature, the Werepyre is one of the largest humanoids that exist in Gelbaron. Originally an experiement by Feleren Von Valeferen, a count that used to live in the now-called Werepyre Mountains, in order to splice two genes of his previous creations, named werewolf and vampire, together to create an ultimate creature to protect Chaldon from possible thieves and murderers from crossing the mountains to pillage the city. Having the ability to change a normal human being into both a vampire and a werewolf in one bite, the Werepyre had gained attributes that show both sides of its hybrid. Standing over 7 foot, they are a massive, beast-like wolf creature that is able to move at the same speed as a wolf at sprinting pace. Their wings, leathery like those of a vampire's 'bat form', span over 15 ft which allows them to fly or move faster along the ground than their running speed. When seeing this as the perfect creature to defend those in Chaldon from being picked off by the thieves crossing the mountains and a few of the rogue beings that he had created. However, one of the Werepyres, who was called Bloodfang Wingspan at the time (later renamed himself to Bloodfang Wingstride), had noticed that they were bound to rules that he knew that they shouldn't be under, since they are the 'superior race' than the small humanoids. This then brought about the end to the Count and the terror that resides in the mountains. The mansion still remains, though run-down and almost in ruin, as one of the homes of the Werepyres. Shortly after the downfall of Count Von Valeferen, the mountains changed their name to what it is to date. Personality-wise, they pretty much behave like most humans do when they are with their own kind. However, if they were around a group of beings that are much smaller to them, they will see them as a threat to their species and will turn hostile, hell-bent on killing those that it deems that threat.
They are the nightmares that dwell in the Gateway to Gelbeterron that surrounds the Abandoned Plains of Mercet. Although a lot of travellers had perished due to these creatures, only a handful of them survived and only one, Artemis Felidinæ, had managed to kill one of these feared creatures and had shown it to people in Galbeez, which later was named after her. Some would see it as a four legged creature that has for fins in the shape of a shark, a Felidinæ is more feline than a shark, it's body resembling in shape of a cheetah and being pure grey in colour. With no fur to keep it warm, it relies on the blood of its recent kills to maintain its body heat, though how it does that is unclear. The main feature of the creature, much like Artemis had shown them when she was alive, was the four prongs that jut from its skull in 4 directions (up, down, left and right), with no eyes visible to the human eye, hidden behind the 'visor' that makes up its face. It has exceptionally good eyesight at night, able to pick out any movement down in the valley, no matter how distant they are. However, this compensates in the being very sensitive to light, making them permanently blind if light was reflected from a dark grey object. Its teeth and prongs are razor sharp, able to take a chunk out of rock without difficulty, let alone flesh and thin sheets of metal that makes up traveller's armour. They are usually heard in packs of 4-5, making any creature/group easy to decimate.
They are the top predator in Garresch Rainforest, stretching out 25m in length and 9m high on average. They resemble therapods of the dinosaur ages, though it is mostly associated to the early pictures of a Megalosaurus, remaining on 4 legs on many occasions, with a rare sight being on two legs. There are usually rare sights of a Tarren being over 60m in length and 15m in height, usually called the Great One of the Forest. All Tarren travels in a herd of over 15 members, which includes some of the smaller members. They were named Tarren because one expeditionary, Harreld (pronounced Harold) 'Tarren' Kilvener had recorded over 50 different herds of the creatures during his lifetime during a period called the Migration, where the Tarren herds travel from the south of Garresch Rainforest up to the north, near Terrubane, for the change of seasons. While they are more of an all weather creature, they prefer the rainy seasons, which the north and south changes every half year. Although they appear large and fierce, they are not that territorial, though they can go on a rampage when they hear a loud sound in their vicinity. When something loud is heard, it is usually the alpha male that charges towards the source of the sound, while the rest of the herd trails behind to protect the females and the young ones from any harm that could hunt them in the absence of the alpha male.
Some people in the Folia Forest region fear these mighty beings. Everyone agrees that Spectral Lions are masters of Illusion magic, making them capable of making themselves disappear into thin air in a haze. Usually solitary beings, they are more the skeletal version of their jungle varieties, though much larger. Although they look like they are made of bones, they actually have a hardened skin that clings tightly around their actual bones. Inside the skin and hardened bone, hunters of the creatures would see the internal organs of the creature, making them more streamlined for hunting. The one feature that everyone who has seen one of these lions remembers is the aura that envelops their skulls. Although the aura doesn't encase their entire skull, the bright, yellow light can be seen clearly though their eye sockets, making them an eerie sight. The difference between a male and a female is that the aura also appears on the back of the male lion's head, as if it was a 'mane'. This is the only species of lion that has a specific distinction between the two genders (with the jungle lions being maneless altogether).
They are the people of the badlands south of Celbaron, primarily living in Malea. Much like the buildings in their city, their entire body is cracked due to the dry heat, the fear of dehydration no longer concerning the small race. Although humanoid, they tend to look similar to goblins in shape and facial features, save for their eyes being replaced by to deep cracks that seem to be going on for eternity, being black as they will ever be. In contrast, their skin colour can range from the reds seen in Malea to the blackness that is several shades lighter than their gouge-like eyes. Their facial features, apart the eyes, vary amongst the race: hooked, long noses or straight, short noses and their lips almost disappearing into their own faces or pursed lips that makes them look nearly unnatural. All the Maloux have a similar trait: vile, mischievous and cruel. In the badlands, they are usually hunters that travel in troups of at least 4-5 individuals, all hunting together to ambush any moving thing to bring back to their city to either torture or eat, relying on their cannibalistic ways.
Although they are extremely vicious, they are the common creature that people of Celbaron use to cross the Celbarean Desert. They are usually solitary in the wild, but in captivity and used, they are trained to work with the other lizards of its own species. They are sandy in colour, which aids them to hide against some of the bigger predators like the Plant Spiders and hunt for food. Their sharp, clawed feet are webbed so they are able to spread their weight on the easily shifted sands. Although the tame ones lack these, the ones in the wild also have spines that are able to defend themselves from the spiders, also able to project them like missiles against enemies. They also have a second set of skin that they could use as an eyelid, which is transparent enough to allow them to see through sandstorms. Although they seem to be very placid in nature, they are sometimes known to attack their own owners or riders. These creatures were first discovered by a desert being only known as Derreg, who was able to tame one and ride it across the desert, which is where the history of taming these lizards came into existance.
Derroneva Plant Spider
Perhaps the largest known creatures that call Celbaron their home. Mainly residing in deserts, they are definitely solitary and claim tens of square miles as its territory. During the day, they remain hidden underneath the sand, keeping out of the sun because of their photosensitive skin. At night, they travel from their hiding place for that day and find another one. While it isn't the largest creature in the world, seeing that Derapherons and Drægars are larger, they are able to swallow up a convoy of Derreg Lizards and travellers in one go. Their abdomens are able to open up for consuming its prey, leaving its actual head, which is extremely photosensitive, under the sand and only used for sight only. While they are massive and hard to defeat, with both their abdomens an carapace hardened to not allow even a bullet through it, one or two people have killed one of these throughout the past century. The first person who had claimed to kill one of these creatures was a woman called Derroneva, who was able to kill it by throwing her spear into the spider when it was opening its mouth to consume her. The spinnerets are usually on the surface and in the shape of cacti, which is the reason they are called Plant Spiders.
They are the smallest kinds of predatory/scavenger birds that live in the world, being only the size of an average man's forearms from one side of the body to the other. They are completely white, save for their neck, heads and feet. They have a pink neck and head, which is there for a multiple purposes, one of them being so their feathers don't get bloodied when they are feasting on a carcass of a dead creature and another being so they are able to take in as little heat as possible. Their claws are yellow scaled for the same reason: to make sure that they don't take in too much heat in their environment. The reason Kolvera Vultures are named like this is because sometime in history, these vultures suddenly became starved, with the lack of carcasses to feast on, and became man-eaters and started to pick out several members of the now deceased Kolvera tribe. Their efficiency to work in groups of 7-8, they were able to terrorize the village until their last member was killed and eaten. Even if they have had their appetite satisfied, they are still man-eaters to this very day, able to pick off any traveller from their Derreg Lizard and devour them.
Nasty little things that lives in the Amroth Mountains, staying well clear from the Volcano of Caern. Much like their neighbours, the Maloux, they are vile, malicious and cruel, but they are also cunning, able to scheme anything that. Usually living in colonies of about 50-100 individuals, they are the same size of a human hand and have a wingspan at least twice their height. They appear humanoid, though their legs are more dear like, resembling faun legs than human legs. They appear in a variety of reds and blacks, resembling much of the things that are in the Amroth Mountains, especially the Belgarenith Nightshades. They have horns on the top of their heads, twisting in various directions upwards. Their eyes seem to shine out from their small bodies, glowing a menacing red. Some of the much older Queldaemons often have beards that they are usually seen stroking when they are planning something against a fellow Queldaemon or a traveller that they have seen travelling the mountains that they call home. There have been rumours that they can be captured and, once caught, they would be able to obey everything that their captor tells them, much like the genies of old. However, with a lack of magic at hand, they usually improvise to make their master happy.
Pæla Ice Skaters
As the name suggests, the Ice Skaters mainly live on the Pæla Ice Shelf in Aureanus. Despite them sounding like insects, they have an appearance of a wolf. Most of their fur is of a slate grey blue, which allows them to be easily camouflaged against the shelf itself. Their blue eyes, despite being the same size of a dime, are able to see across half of the shelf without difficulty, making them efficient hunters. They are also stealthy on the ice, making no sounds as well, making them harder for their prey harder to detect them. Although they are wolves, they are not man-eaters or hunt for other mammals that usually live on the shelf. Instead, they are more shellfish hunters and exclusively hunt for fish that are underneath the ice, so they have a layer of fat underneath their fur to keep themselves warm when they go underneath the water. They got their name because, despite their size being similar to a Carrefær, they are able to tread on the ice shelf without breaking it. Because of their docile nature, they are often seen with fishermen, who hunts for those elusive fish that could be seen under the waters of the shelf.
Defrena Land Dolphins
The Land Dolphins are the common creatures that are seen on the Hiemalia Ice Shelf. Unlike what the name suggests, they are insectoid in appearance. Mostly resembling lobsters, they are around the same size of a dolphin, though their claws are known to grow much bigger than its tail length. They have strong tails, making them adept swimmers under the shelf, enabling them to hunt fish and, rarely, a Gelvok Eel. The only thing that makes them at a disadvantage is the poor eyesight that they have, making up with using their antenna to feel electric pulses that are in each creature around them. Usually in pods of 3-4 individuals, they use their thin legs to walk along the surface of the shelf, allowing them to hunt for shellfish that, with the shells, would aid their digestion. However, in going onto the surface, they are vulnerable to the White Halergeth, the natural predator of all the creatures on Aureanus. In order to protect themselves from these creatures, the Defrena Land Dolphins use their massive claws as means to fend them off, clapping them ferociously to make them flinch. They only use the claws as a last resort if the White Halergeth are unaffected by the snapping of their claws.
They are the only water-dwelling creatures that lives around Aureanus that are predators, save for the occasional Defrena Land Dolphin who has killed one or two of the eels. They are usually long creatures, reaching half the size of a Drægar and a height of only a metre. Their skin is a deep, navy blue with light blue spots, making them easily identifiable in the water. Although they appear to have no eyes once on the water's surface, they are indeed pitch black, allowing them to see in the dark waters under the ice. Occasionally, there is an Eel that has a single antenna that has a light on the end of it to attract prey. Inside their mouths, there are several rows of very sharp teeth that allows them to crack through the Land Dolphin's shell or an occasional White Harlergeth that strays into the water. Despite the speed that its streamlined body has, it has no means of protection if something fights back, so it has a sort of cautious nature and often retreats if there is more than one of its prey nearby that know it is there. Very vicious in nature otherwise, these are things that everyone looks out for when they fall into the waters, if they are so foolish to fall into the freezing cold waters in the first place.
They are the top predators in Aureanus, even fearsome enough to hunt for Gelvok Eels under the ice. They have a similar ancestor to the Derreg Lizards in Celbaron, though they have undergone evolution to allow them to adapt to the expansiveness of the continent of Aureanus. The main thing is that they are completely white and their scales are rough and dull, allowing them to blend perfectly with the the snows of Aureanus, completely hiding on the snow. Despite the Derreg Lizards having legs that allows them to spread their weight on the sand, the White Harlergeth has no legs to speak of as well, allowing them to move towards their prey without a sound at all, thanks to their smooth underbelly. Their fangs are very sharp and allows them to spit venom over 30 ft from where they are, with their target not realizing it until it is too late. Their eyes are completely white as well, save for the black that makes up their pupils. Being over 20ft long on average and 1.5m in diameter, the only thing that allows someone know that they are there is the rattling sound that they make when they rub their scales against each other, producing a blackboard-scratching sound.
They are the only species that are not really alive at all. Although the Belgarenith Nightshades on Taelvera are the largest on the continent and the world, the Fire Lords are the most fierce, the only species that actively hunts the Nightshades. They are humanoid skeletons, standing at 6 ½ ft high on average, their bones are modified to allow them to fight these giant beings. For one thing, their rib cage has fused together, allowing better protection against chest blows. Each segment of their spine has spines of them that point upwards to protect the Fire Lord from back hits, especially a collar on the back of its neck that somewhat protects the spine. Their skulls have their teeth elongated, allowing them to bite in case it comes to real close combat and their weapons are useless. Their forearms have hardened and changed shape to allow them to have different attributes. Its left arm has grown wider and the two bones, plus the hand, fuse together to form a hardened shield, with the place where the tips of the fingers growing sharper to use the make-shift shied as a weapon as well. It's right side has widened as well, although one of the bones in the forearm is removed and grown larger to transform into a sword. Sometimes solitary, they rarely form pairs when a Belgarenith Nightshade is seen.
Often called Were-bears to the locals of Galacteo, their appearance make it look like a giant, humanoid bear, though they are actually are bears. Their fur is pure white, allowing them to appear and disappear in the constant blizzards that are in the Icy Wastelands. Their claws are sharpened to allow it to cut through armour like a knife through butter. They are the same size as a Werepyre, though they prefer to walk on all 4 legs, which allows them to travel fast. They rarely roar, though with the constant sound of wind during the constant blizzards, the roar isn't needed. Their eyes are adapted so they could see 100 yards through the blizzard, which is enough for them to hunt prey with. The only thing that they fear the most is the Galactean Slammers, which is much larger and fiercer than the Razvères. One of the clans in the Icy Wastelands, the Razvèrians (where the name of the beasts come from), usually hunt these creatures for their fur and their meat, which is supposed to have a property that allows the eater to be stronger, though that's the clan's beliefs.
The largest creature that is on the Galacteo continent. They are reptiles that are warm-blooded to keep themselves alive throughout the hostile environment. They are much smaller than their Gelbeterron counterparts, the Tarren, they have a sail on their back, which allows them to sense any heat from its prey in the surroundings and pinpointing its direction and distance, making it more efficient than sight and smell alone. Their snout is much longer, honing two rows of long, sharp teeth to rip even the thick-skinned Razvères in half. Their scales are white with blue stripes, making them distinguishable in very close combat, where it is usually too late to fight back. They rely on stealth a lot, which suits them in this environment because the wind makes their stomps inaudible. The Slammers are named so because they have a club on the end of their tale, which has two barbs on either side of it to allow it to kill anything on first strike of its mighty swing. Nothing, apart from another Slammer, can kill a Slammer, though there are very rare circumstances where a humanoid has killed one and brought back one of its turquoise eyes back as a trophy, since it is too large to bring back.
They are the eyes in the sky that hunt anything and everything on the ground, though there have been rare killings of Vulturo on the ground. They are birds of prey that have a sharp eye and even sharper claws. They fly throughout the darkened skies of the Plains of Irilkon, always hunting prey for their plump offspring. Their beaks are sharp enough to cut through steel armour, allowing them to break under the rib cage of humanoids to get the offals underneath for their offspring. Their feathers are black with blue speckles, with their feet being pitch black so they can't be seen in the sky until a lightning bolt streaks the clouded sky. They are fairly large birds, just so they are able to bring back its prey to offspring, which are usually in an abundance of 5-10 chicks. Sometimes solitary, it is not uncommon for them to be paired for parenting. It is uncommon for someone to see a flock of Tempestro Skyhunters in the sky, which meant that they have planned something, since they are very intelligent and have a good temperament with each other.
Although they are very rare to see in the wild, the Vulturo are very dangerous, even to a swooping Tempestero Shyhunter. They are feline in shape, but that all ends there. Their entire face is completely blank, showing no place for the eyes at all, much like the Felidinæ in the Abandoned Plains of Mercet. The back of their heads are a mane of what seems to be scale hair, moving like snakes being held at the tail. In truth, the hairs on the head act as tongues, allowing the creature to smell out any prey in its surroundings. They have short, black fur and their hair on their head is a light grey with dark blue circles. Their teeth are black as well, just so they remain in the dark until they have gotten their fangs around their prey. Usually hunting in groups of 3-4 individuals, they are known to attack Desumeno. Because there are regular lightning bolts striking the ground, they have grown to become more resistant to electric magic, making it a major problem to the city. Some people have seen an occasional Vultura (singular for Vulturo) able to bring up a ball of electricity in its mouth and fire it, though people say that this is just a complete myth.
Although there have been sightings of dragons within the world of Gelbaron, they are usually hunted by the much larger, faster Drægar. Normally living in caves in any region in the world, they are a more aquatic race that originally originated from the depths of the Genvaro Straits, where colonies of the majestic beasts are. When they start out from their eggs, they have one set of wings on their back and two sets of fins nearer their bellies, usually segregating their bodies into 4 equal lengths all the way down their serpentine bodies. As they age, their lower fins slowly develop into wings themselves, though still serving the role as fins. When the time is right, they will leave the waters for the last time and the fins will develop very quickly into wings, giving them 3 sets of wings to hunt for prey in the wide world. Their serpentine bodies are usually blue in colour, extending up to their Oriental Whip Snake-like head (which is commonly streamlined) and the whip-like crests that extend for most of their body, depending on one factor: the potency of their magic. They are the creatures that are most known for creating the most powerful of mantles from their vast knowledge of Drægarian magic. The more powerful an individual creature's magic is, the longer their crests are.
Arguably the largest monstrous humanoid that resides in Gelbaron. Overshadowing the size of the Werepyre by at least double the size, they are beings of smoke and fire, mainly residing in the Volcano of Caern. Their appearance generally is a minotaur, though it has wings which enables it to be feared throughout the small area of the Amroth Mountains and the expanse of the Infernus Halo. The flames rise all along its back and sides, with smoke filling in the places where there isn't any flame. While travellers are unable to distinguish the body features, their bat-like wings are instantly recognizable, being one of the few things that aren't too affected by the smoke and flame. They are very solitary, attacking anything, even another Belgarenith Nightshade, in the mountains. No one knows how long these fearsome creatures live for, but they know that no one has yet to kill one. They are often known to use fire and shadow magic to conjure weapons from the Shadow Realm and turning them aflame, making them rather intelligent beings. Everyone who has seen a Nightshade and lived to tell the tale would definitely say that the ones in Taelvera are much larger than their Celbaron counterparts, mainly because the Nightshades in Taelvera have a larger area and are often hunted by Fire Lords just for their own amusement or to dominate the Infernus Halo. Although they appear to be very vicious and almost unbeatable, there have been tales of some warriors, including Galreth, fighting in battle alongside a Belgareneth Nightshade. Most people believe that they are mostly warring creatures that, if defeated, are willing to serve the person who had defeated them until that being has died.
Although the Drægars are the biggest of all the sea creatures, these creatures are the fiercest of them all. With a bad temperament, they have been known to sink merchant ships that leaves some of the ports in Beloth Sea (more commonly Delevæno). No one has able to kill one of these ship-sized creatures, only a handful of survivors are able to live the tale of what they actually look like (although most of them seems to be exaggerated). The only thing that they have in common is that the Derapherons is a three-headed shark , in each has a neck to make them able to attack in three places instead of one place. Although they are fierce and short-tempered, they are able to think clearly and intelligently while they are attacking and not act like some beast that just attacks for the sheer hell of it. Although they are solitary beings, they come together only to mate, with a relationship lasting only a week until an infant is conceived. Unlike the Drægar, they have a much softer skin, so anything can penetrate it. However, their blubber underneath serves as a barrier and an insulation layer, so they can venture out to any of the other oceans that are near Beloth Sea.
Meirdaerian Creatures (brief)
Not much is known about these creatures, since there are only a handful of books that exist in the entire world and even then, they are extracts of what these majestic creatures. What most of these books can definitely say is that there are 6 of these Meirdaerian Creatures that exist in the entire world, never needing to reproduce and never to fade into the sands of time due to age. Each of these creatures represent 6 of the 8 elements of Elemental magics and are indisputably the best of these magics, able to defeat everything that are in the same magic school that they are in. A few scholars dispute that all of the creatures are mammals. A few more dispute that they are birds, with an occasional scholar believing that they are more aquatic than what everyone believes. Whatever the conclusion to what these beings are, everyone can agree that they all used to live in the Land of the Maloux when it used to be a palm tree forest, but decided to spread out once everything around them was dying. Books also read that there is a hierarchy of which of these creatures are the strongest, with most of them believing that the Fire Meirdaerian Creature being the strongest of them all and the Electric Meirdaerian Creature being the weakest of them all. There have been theories that each of these creatures lives on the continents on the world, each representing their continent with their attributed magic, though this theory has been put down on many occasions. There have been stories spread around the world where someone was in danger by some of the fiercest creatures on the continents (the Belgarenith Nightshade, Fire Lords, White Halergeth, Galactean Slammers, Felidinæ and Vulturo being the most common of all of the stories of each of the continents) and an unknown creature had saved their lives on those occasions, though no one has been able to identify what these creatures are in appearance, so they are usually said that they are the Meirdaerian Creatures. There is even an abstract theory that these creatures were created from the very orbs that the Dark Ancient had sent down all those years ago and were turned to have the sentient and good natures that the Light Ancient had given them to counter their darker natures. If the latter theory is true, then another theory is said that when all of these creatures were to br brought together, the person who holds all of their Life Orbs (which are the Dark Orbs themselves) and are able to control all of the continents with undying ease.
They are among the most unusual creatures that live between Gelbaron and the Void Realm, one realm that only a few beings are able to return from. They don't have any particular shape at all, though their entire body is made completely out of Void matter. They usually take the form of a human, though their eyes seem to go red. They are able to travel through the world very quickly by cutting the fabric that makes up Gelbaron and entering into the Void Realm that way. The hole that is left usually repairs in a matter of minutes, though anything that is loose will be sucked into the Void. They are able to conjure Void magic without difficulty and sometimes fashion weapons and armour out of the magic as well, making them very hard wearing. A few say that a warrior, Zeltair, was one of the warriors that had entered the Void and re-emerged from it a Void Creature, who was later defeated by the combined forces of Menza and Galreth, though the stories are considered myths since no one has encountered Menza, who had turned immortal several thousands of years ago.
Probably one of the smallest birds that could be found on the islands in Aranth Ocean. Being half the size of the average man's forearm, they are one of the most common birds to be seen in the area as well, even more prevalent than the common parrot. Just like the Toco Toucan, they have a black plumage with the front of their neck white. Their beak is orange, though it has more of a curvature than a Toco Toucan. Their eyes are completely black, though the skin that surrounds the eye is a periwinkle blue with red feathers surrounding that, making it more distinguishable from some of the other Toucans that live on the islands. What makes the Serrated-Bill Toucan different from other toucans is that the bill is more jagged on the top half of the beak, making it seem to be serrated. However, the beak can be stroked in either direction as the bill is not sharp at all. The inside of the bill is very smooth and curved, not following the serrated pattern that the bill has. They are so common that it's not uncommon for pirate captains that call the Axehead Islands home to have one as a pet on their shoulders instead of parrots.
In all of this, Gelbaron has become a world where magic and technology has come hand-in-hand (the latter being not as developed as the former). Magic is an unnatural entity that have unknown origins. Some myths have said that they originated when the two supreme deities, known only as the Light and Dark Ancients, with every magic coming from either one of them. Others will say that each of the children of the Ancients had created their own specialized magic to personify them as a person. Whatever the true origins of it, it permeates throughout the world. While magic has been around for eons, it had only been within the past few millennia that there had been people who were able to utilize this power. At first, the few who had begun testing them had been killed due to unknown circumstances, but soon, they had managed to reign the newly found magic and had begun to craft their own spells.
As the first few decades have passed since people have begun to successfully use magic, they started to see that there are limits that even it cannot break (similar to special relativity on Earth). They started noting these limits down (and even noted down what happened to those who used too much magic) and called these note the Precendentas Arcana (Precedents of the Arcane) for future generations to abide to, lest they face a fate worse than death.
1. Everyone has the potential of using the arcane
Within every living being that exists, there is a reservoir for magic to exist. While no one has an idea on what this is called, it is not uncommon for it to be called spirit. It is this that allows for magic to happen. The size of the spirit in an individual varies, with the constitution of a person shortly after birth being a good indicator (someone who is healthy and resisting many diseases having a bigger spirit than those who were born sickly). While it is possible for people to build up the size of their spirit, one can only train up to their maximum potential (which is normally 150%, whereas at birth it is 100%). However, to become a magister, saying the ancient arcane language (whether on purpose or accidental) is more than enough to allow them to tap into their spirit and allows them to cast magic (though there's another factor as well tying into allowing those who can cast the magic, but that's another story).
2. Something can't be created out of nothing.
This is the first thing that had been noticed while creating the first ever precedent. Despite what this says, it means something completely different. A magister (Gelbaron's mages) cannot simply cast a spell at will. They need to visualize what is it that they want the magic to do (whether it is creating a mantle or casting a ball of magic at the enemy) and focus on that, citing the exact words of the spell in order for it to come into fruition. If one was to simply cast the spell without having a clear idea on what they want for the spell to do, then they will pay heavy consequences (see Precedenta 5 for the cost).
3. Life can be preserved, not created
Healing magic is in existence (especially from the light element) because of this precedent. Various wounds can be healed up until a certain point, depending on the caster (see Precedenta 6). However, no matter how strong the mortal caster is, one cannot create life from nothing or bring back those from the dead. Even though necromancy is believed to be the magic to bring back the dead, it's simply allowing magic to manipulate the inanimate object (as the object doesn't have life, this bypasses Precendenta 5). This is also true for creating golems. Only the Light Ancient is able to bypass this magical precedent (though this is only a rumour as no one has encountered the deity), though the most likely thing to bypass this is users of the good side of the origin magic, but there are few and far that can use it.
4. Spirit can be stored or transferred
This precedent was stumbled upon by pure accident when one magister had managed to place some of his own spirit into a simple looking gem. Throughout the world (especially in the mountain areas), there are certain gemstones that have the ability to successfully store the spirit without the energy from it dissipating from it. These gems are called mana stones, and many powerful magisters can wield these stones to perform powerful magics before using their own spirit (as the spirit is restored to the level of the caster, no matter if some of this spirit is used to fill these magical reservoirs). However, mana stones are normally rare, which is why it is uncommon for magisters to cast very powerful spells like they were nothing.
5. Every arcane action has a consequence
It is normally common knowledge that whenever magic is used, some of the spirit is used to perform it. However, the more magic is used within a period of time, the more of the spirit that is used to make it. There are various stages where the magister will know at what level their remaining spirit is. The first stage is, when 90% of their spirit remains, when they start to have minor headaches that would carry on until their spirit level goes above this threshold. The second stage, falling below 75%, they have been focusing on their magic for so long that they frequently start to have nosebleeds (the intensity of the nosebleed depending on how far below this threshold they are). Falling below 60%, they fall into the third stage, where they start to feel lethargic and start to feel weak in all of their limbs. The forth stage, when their spirit is below 45%, the senses begin to weaken (the severity of this stage noticed in further stages). Falling below 30% (which is usually the signal that the magister should stop using magic, but is often ignored because of the next stage), the fifth stage begins to kick in where the magister starts to become forgetful, more often than not falling under a stupor. The final, and fatal, threshold is reached when they fall below 25%. Unlike the other stages, this is the stage that, no matter if you use magic or not, a magister's essence is so weak that their very own spirit starts to leave their body. Once past this threshold, no one would be able to save the magister from losing their spirit complete and turn 'hollow'. A hollow being, simply known as Hollow, then begins to crave the taste of flesh, their only knowledge being that the possible area where the spirit is kept is in the brain. They are unable to think, unable to sleep and they will not stop, even at one brain, until the shell is destroyed by a powerful form of the thing that had made them what they are (only Void and Aura magic are capable of destroying Hollows, though they run the risk of turning their users into Hollows themselves).
6. Manipulation of the mind is forbidden
It is possible for the mind (and therefore spirit) to be tricked into thinking that something's there (therefore the existence of Illusion magic), but no one can successfully manipulate a living person's mind onto their own will. While there are many possible explanations for this, the simplest one being that the spirit of the victim will outright reject it. The end result for the caster will turn them into a hollow being outright. However, the only thing that seems to bypass this is the dark side of the origin magic, however, there are few and far of users of this form of magic.
7. A spell is only as powerful as its caster's intelligence
Pretty much what it says on the tin. This also ties in the initial constitution of a person at birth. Not only will a person with a strong constitution at birth will have a larger spirit, but they are able to add strength to the spell in question. However, this can be overcome quickly if a weaker person has a lot of knowledge, intuition and wisdom. 'Knowledge is Power' sums this up.
Mana magic is the simplest form of magic that is in the world, therefore the most common. Once a person has spoken the ancient arcane language (it's usually the rite that is on the first page of every book of magic), they will gain their magic, though it will take years for them to reign in their newly found powers. Every simple spell imaginable, ranging from creating a light source to creating magical shields around the body (or a mantle), can be formed with this area of magic, though the effects of the other areas of magic add their specific specialities to them (e.g. a light source will freeze the air with ice magic). As this is the simplest form of magic that is in the world of Gelbaron, it does not use up a lot of spirit, meaning that a lot of spells can be cast by this (however, each spell will have a different cost). However, once a specialization magic school has been taken, that school will add some of their cost to the mana spells. The easiest way of telling when pure mana magic is used is the energy that is expelled shines in a very white light that has a blue tint to it (think of it as a xenon light that shines at 8000K).
After mana, Elemental magic is a common magic to see. Unlike mana, it is the most diverse of the magic schools, since there are more than one element in it. When a person learns on what their inner element is, their mana changes from pure mana magic into that element, each accent of mana magic being amplified by the element. Each of the six continents represents one of the first six elements that are available. Despite there being six continents in Gelbaron, there are 8 elements that are in the world. These elements are Fire, Water, Earth, Air, Ice, Electric, Light and Dark.
The most common element of this magic is Earth, which represents the tall mountains of the Gateway to Gelbeterron. Although mainly used for defence, since stone is one of the hardest materials to be summoned from the area around, it can be used as an offensive magic, ranging from summoning stalactites to hurl at your opponents to creating stone golems that are loyal to their creators. Some would say that it is the hardest element to control, since it takes up a lot of strength and willpower to just bring the earth to them. However, the Earth magisters say that the actual use of the magic itself, not the summoning of the magic, was the most draining of them all.
The next common element is Fire, which represents Mortalio Mountain and the Infernus Halo. Everyone in the world knows that this is the most offensive element that is in the Elemental, with the majority of the offensive mana attacks, like meteors and energy cones (where magic is sprayed in a triangle pattern from the user's hand, can be amplified tenfold with this magic's burning capabilities. Unlike the other magisters in the other Elemental groups, Fire magisters are able to cast many spells without them taxing their magic reserves. However, if one was to use one hand for a Fire Cone and one for Fireballs, then their reserves tire quickly, since the cone continues to take magic from the user's body.
The next element, Air, represents the expansive air that envelops the sands of the Celbarean Desert. Unlike Fire, Air magic is not as powerful in offensive magic and unlike Earth, it is not as powerful in defensive magic. Instead, it stands in the middle of the two elements, making it a balanced element. It has the defensive magic that Fire cannot have, like a shield of pure wind, and it has the offensive magic that Earth cannot beat, like focusing a slash of a blade to a sonic cut through the air. Some magisters of the other elements notice that Air magisters are faster than anything that walks on two feet, save for the elusive race of the Drævarians and a few elves.
Water is the final element that sums up the 'big four' of the Elemental magics, which is seen in the cold waters around Galacteo. This is the magic that mainly deals with support magic, ranging from blinding enemies with a downpour to purging water toxins from anyone's blood stream. Despite this, Water magic is unable to heal anyone's injuries, which Light can. People could tell if someone uses this element is that their personality is calm, which represents the calm waters that are Aranth Ocean. They are usually slow to anger, which is the complete opposite of Fire.
One of the uprising groups in the Elemental magics is Ice, the blinding landscape of Aureanus it represents. This is a blend of a few of Fire's offensive capabilities, like creating a wave of ice needles sent straight for the target, and Water's support abilities, using the cooling effects of. However, unlike the two, this also has the ability to either be defensive, like Earth, or have the ability to heal, like Light. That depends on the type of person that wants to train in the magic. Even if Galacteo represents Water, Ice users is not uncommon on the continent.
Electric magic is an unusual element, which represents the electrifying Plains of Irilkon. It has the offensive capabilities as Fire Magic, with sending bolts of lightning being an example of this, but it does not cause as much damaged on initial contact. However, as more time is spent on using a particular spell, the more damaged that the subject will be dealt. Also, as Electric magic is very quick to cast, it is often that multiple spells are cast in a short space of time, allowing for groups to be suppressed. Much like air, Electric magisters are also very quick on their feet, almost surpassing Air magisters in terms of running pace.
Out of all of the elements, Light is the least common magic of them all. While there is some forms of attacking magic that can be conjured, for example intensifying light into a form of cutting light, this is probably most well known for the use of this element to heal injuries. Often mistaken for one of the ancient magics, there are a fair amount of things that this magic could heal, despite there being scars in the place of the wounds. However, it cannot heal any fatal wounds or bring people back from the dead. It is rare for the opposite to happen, but Light magisters usually use the magic to do good, so they are often use the magic in churches or holy places.
Dark magic is some often mistake for necromancy and shadow magic. It is the most diverse of the magics as it can take the form of all of the elemental magics. However, all of the spells that it can do is considerably weaker than the other elementals in order for it to get the diversity that it has. More often than not the Dark magisters are confused with the other Elemental magisters due to its diversity, but there are some key differences between them, for example they cast flames that are near-pitch black compared with the varied warm colours of the flames that Fire magisters used. Another thing that gets them confused with necromancers and shadow users is that they are often depicted as people of evil.
Often called druidic magic, Nature magic does use what it's name represents. It allows the surrounding environment to control what the effects of the magic is. They sometimes used the magic to control all of the objects that are in the environment that is around the Nature magister. However, while this form of the magic is relatively powerful (using the environment around their opponent against them allows them to use most of the elemental magics, depending on the continent that they are on), the magic is often used to transform themselves into many creatures that there are on Gelbaron, size dependent. While they cannot transform themselves into large creatures like the Drægars or Belgarenith Nightshades, they can transform themselves into creatures that are on their continent and use these forms to their advantage. However, the creature's weaknesses are also applied as well, which is why Nature magisters are often killed during a magister duels.
Illusion magisters, simply known as Illusionists, are able to cast spells onto their targets to deceive them about the area that they are in. The illusions that they can cast are then used to either change the situation that they are in around to their advantage or use it to escape from their target and live to fight another day. One of the ways that they can create illusions is to cast the magic into the target's eyes so that their eyes see these illusions. This form of illusion is only simple so that they can escape their opponent as only their sight is affected; all of the other senses remain unaffected by this. The other form, which is normally used by more adept Illusionists, is to cast the spells into their target's minds so that they think about the illusions. This form affects all of their senses. The most powerful of illusionists are able to allow the illusions to cause harm onto their target, though the injuries that are caused either by the Illusionist themselves or from self-harm. This certainly gives an Illusion master an advantage over other magic users because of their weakness to melee attacks. However, their only disadvantage in using Illusions is that they are visible to all magic users; their entire bodies glow faintly, allowing them to use their magical spirit to make the illusion happen.
Shadow magic is the manipulation of the shadows themselves to do what the magister wants to do. While magic can't be formed out of nothing, as per Precedenta 2, shadows are very abundant in the world, so they can then be manipulated to do what the magister wants to do. The things that the shadows could be used for can vary between to use them to cast 'shadow bombs' and place the shadow to another place to forming shadowy 'hands' that can be used to attack or hinder their intended target. However, the one spell that is mostly associated with this magic is referred to as 'shadow-jumping'. As there are shadows available in the world, one can have the ability to move from one place to another with ease. Instead of just teleporting, Shadow magisters uses the shadows to enter an alternate reality that is only known as the Shadow Realm. It is through this realm that they can then teleport themselves to other areas. There is only one catch with them teleporting; they have to be within the visual range that they were in before the jump. One can also use this to rest in the Shadow Realm, as shadow-jumping uses a lot of spirit, before reaching another place. However, there are two things that magisters have to consider before they rest there. Tens of minutes that someone rests in the Shadow Realm, an hour would pass in Gelbaron, which would cause them to be younger than they appear (though there are various side-affects to a Shadow magister's health if they rest in the realm frequently, often allowing them to die at a young age). The other thing that they have to consider is that while they are resting for a long period of time, an unknown being called the Shadow Fiend will have a likely chance to find a resting Shadow magister and will reap them from its realm. Dead bodies have been found throughout the world with massive claw cuts onto their bodies, often without any reason.
Necromancy is the darkest arts that one can learn in public. It is so evil, no matter if a necromancer's intensions are good, that anyone that knows this magic is executed on the spot without any trial at all and is outlawed throughout the world bar Galbeez, where the necromancers have a near-complete control of the city. The mayor of the town cannot be blamed, since they know that necromancers are able to raise the dead to do what they want to do. Some also thing that they are able to summon an entire army of undead that would lay siege to any town, no matter what their forces are. However, since they are beings of true darkness, they are extremely vulnerable to light of any sort, leaving their skin complexion bone white. As the stereotypical necromancers in fairy tales, they dress in black. However, their articles of clothing are various on who they are, ranging from black leather tunics and black cotton pants to a black cloak that covers their entire body. Only the powerful necromancers that exist are able to summon liches and dracoliches for their needs. However, these beings are unable to be controlled because they, for unknown reasons (but it might have something to do with Precendenta 3), are able to convert themselves to the undead and still retain their consciousness.
Void magic is the least known magic due to the lack of records. Some scholars will say that Void magic is the most primal form of Shadow magic and some even claim that Void magic the entity that had created all kinds of magic onto the world. Even though Void magic is one of the hardest magics to control, it is neither of those. It is, in fact, another form of magic that has spilled out from one of the place where it is abundant into Gelbaron, like an infestation. With the unpredictability on what Void magic could do, it is one of the most powerful magics that is used in the entire world, second only to the true origin of all of magic that is around. All of the offensive magic that the Fire and Electricity elements know are combined into one, allowing tremendous power at a small cost of the user's magical reserve, though the cost to use it is vastly greater than Electric. Also, similar to Electric in the Plains of Irilkron, if one was to fight in the Void itself, a plane that is between the world and the Land of Shadows, there is no cost to using the magic at all. However, with the tremendous power and ability to cast it without much penalties. Even for the most experienced magical users, there is a likely chance that the magic will overcome a magister's spirit and turns them into a Hollow. Also, if two Void users were to come into contact and cast Void magic against each other, the effects of the two magics will cause the entire space where the collision took place to open up a rift into the Void, which would suck them into the vastness of the Void, where nightmarish beings live. It is for this reason that there are so few Void users in Gelbaron.
Drægarian Magic does not have a lot of information that pertains to it, much like Void magic. While it is often seen throughout the world, especially Galacteo and Gelbeterron, no standard people are able to wield it but only the Drægarians, the lizard people of the Drægar, are able to use it without penalty (though they still abide to the Precedentas Arcana). The majority of the magic is purely defensive, especially since Drægars use the magic to survive the crushing depths of Daergren Ocean. One form of defensive magic is creating a mantle that is able to cover scores of metres to protect them and the beings that are around them. On a personal level, they are able to create a form of mantle that is invisible to all (including all magisters) that makes it seem that their scales have been toughened to the strength of diamonds. While it's defensive magic is well known, the one manipulative magic they do have is controlling an opponent's body. While it seems that Precedenta 6 is broken, the magic is actually a form of blood magic (which can be done with Water magic, but the cost is too much to consider using it), manipulating the liquid that way to do what they want. However, for this magic to be used, the blood of the thing that they want to control needs to be tasted (within their bestial nature) in order to get a sense of it. Apart from the origin of magic, all forms of magic, even Void magic, is unable to break through the defensive nature of this magic. While the form of magic is hard to detect through a magical sense, it is visibly seen when the Magical Eye of the Draegar, a mark of ancient origins, appears on their forehead.
Silvæan magic is another rare magic in Gelbaron. However, unlike Void and Drægarian, it is a more well known magic that there is as the Silvæan race and the scholars have been able to discuss the origin and the details of the magic. Much like Drægarian, only a few people are able to wield it, notably those that have the Silvan Gene. This gene is a specific trait that allows the Silvæans to have their most notable traits, specifically the silver hair and the silver irises. Silvæan is a great supportive magic as the main thing that it can control is the metals (a property that Earth magic cannot control). This means that they are able to allow metals of other weapons to be soft to allow them to be destroyed easily or allow metal-tipped arrows to be controlled so that the arrows will sail past the enemies. However, any of the precious metals or metals that contain magical properties that were obtained through the melding of steel and kræon ore (or by other magical materials as well) are impossible to manipulate as they absorb the magic. The signature spell that they have is its teleportation. In a puff of silver smoke, they are able to move anywhere in the world as long as they have an image of their own destination. The one thing it cannot do is heal injuries of any sort, still needing to rely on Light or the good side of the origin magic to do so. However, the only thing that allows them to cheat death is if they do the Eternal Light ritual, where only the origin of magic is the now-immortal Silvæan to be injured. However, the success of the ritual is very rare that only a handful of Silvæans have been able to become immortal.
The least known magic of them all, but it is the most powerful magic that exists in Gelbaron. From all of those that know it, all of them will know that Aura magic is the embodiment of magic itself and is the true 'origin' of magic. Much like the latter two of the Elemental magic, there is two types of Aura: Light Aura and Dark Aura, as well as Neutral Aura magic, following the same vein as Mana magic. All of them are able to, if used offensively, go through anything that it comes into contact with, as if it was made out of nothing. However, this magic uses tremendous amount of the energy that someone's body has that even one spell would turn them into Hollows. Not only that, but it will also drain the spirit that is in a wide area, causing areas of death in them. Also, even with knowledge that it could turn anyone into 'empty shells', there is another problem that even experienced Aura users have; if there is not enough Aura magic that is in use and it being so concentrated, it will turn into any form of magic depending on its surroundings. Some would say that it would need godly magical reserves or a vast amount of mana crystals on one's body to be able to bring the concentration up and able to use many spells. This is why that even for the few that know Aura, even fewer are able to use the magic.
Neutral Aura is the central and more common type of Aura that is seen. Much like all of the Aura magics, it takes on the same appearance as Mana magic. However, the key differences between them is that the strength of the spells are strengthened tenfold and the colour of the magic is different. For Light Aura, the colour is completely gone and appears as pure white, though some have said that it had a golden edge. For Dark Aura, the centre of the magic is the darkest of all blacks and is lined with a gradual change to the purple that is associated with Void magic. For Neutral Aura, the colour is typically a light grey that have a golden edge on the outside, probably notifying the balance between the two Auras. The colours of the Aura also allows for the difference of spells and shows what the Aura magister's history: Dark Aura if they have done far more bad things than good in their past, Light Aura if they have done far more good things than bad, while Neutral Aura covers the ground between the two, the colour attributes of either side to affect its appearance dramatically.
Light Aura has the ability to heal, much like Light magic, but it is able to cast many spells that the Elemental magic is unable to cast. Unlike Light Magic, Light Aura is able to bring back people from the dead without the caster to control that being's body and spirit, somehow bypassing Precedenta 3. However, to do so, they need to use the magic shortly after that person has died, that way the person's spirit is nearby to be returned to their rightful place. The only being that is different from this rule is the one that embodies the entire power of Light Aura and the Mistress of Justice, the Light Ancient. She is the only being in the entire world, wherever she is, that can bring back someone from the dead long after that person has drawn their last breath. Apart from that, all of the spells of Light Aura follows in the same vein as Neutral Aura.
Dark Aura embodies the full might and power of Aura's terrifying power. Nearly all of the attacks that this has is able to decimate something that it comes into contact with. The Dark Ancient, the most known user of this magic, is able to bring about the destruction of entire armies, even change the landscape with one attack. The only thing that this magic is able to, which Light Aura is unable to do, control objects both mentally and physically, which somehow bypasses Precedenta 6. It is able to control the dead bodies around the Dark Aura user, much like necromancy. However, if used correctly, a Dark Aura user is able to control the living as well, no matter what the will power that person has. In doing so, however, the magic user must place a part of his own 'magical spirit' into that person, so it can be controlled. If their 'puppet' was to be killed by any means, that part of their spirit vanishes into nothing and cannot be replaced.
Aura magic is rather unique, since that both Light and Dark Aura counter each other and Neutral can counter itself and the other two and turn into nothing. Light Aura against Light Aura will amplify the effects of the spells used, much the same happens with Dark Aura. Void magic, although it reacts with another essence of Void magic touches it, cannot create any other types of magic. However, Aura magic does create other areas of magic when they collide with each other, even though the result of both of them hitting each other is so violent that even rooted trees would be blown away by the end result. This can, essentially, allow for the spirit that had been taken by nature itself to be given back their spirit again, though nature has to begin at their natal stage. It is for that reason which Aura magic is known as the origin of all magic and, perhaps, everything in Gelbaron.
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Kal de Tolorande
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