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Fantasy Haelorin Lore - The Bronze Aeons

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StormWolf

Elder Member
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Before time, before stars, and before life, there was Darkness nigh unfathomable; shadow all-consuming, stretching across all planes and dimensions. It was simple, pure, and for untold aeons, it was peaceful. Unchallenged and unchecked, the Darkness burgeoned and reveled across all the Sea of the Void. One by one, gems shone in the mantle of eternal night, stars bursting into glorious life. Some burned away the darkness, revealing realms long buried, while others lights were weak and flickered in vain, only to return from the darkness from which they attempted escape. Stars burst to life across the Darkness, those sparkling gems beyond counting, one freeing a solitary and shimmering world from the bleak tides, a world with a destiny yet to be wrought, a world of great miracle and madness.

Our World. Haelorin.

The stories tell of a golden age the followed the First Dawn, long ago; when prosperity, civilization, and wonder spanned the world. It was a hopeful and beautiful era; a time when the gods walked among mortals, and where wonders of magic and miracle were as common as the breeze. Great gold-domed temples served as true houses to the divine, where they would perform miracles both great and small for pilgrims and devotees. To many, this was the age of paradise, hopeful as it was beautiful.

But it wouldn’t last.

With the cohabitation of mortal and god, it was a guarantee of life after death. Such was the truth that the gods bestowed upon their people, but darker and uglier truths remained that many, even the gods, refused to mention. If gods exist, then so do devils. If gods live and breathe, they too can die. Though the slaying of a god is no trivial thing, the nature of mortals is the cruelest knife, and thought the truest arrow.

It is the nature of beings beholden to thought and ambition to covet whatever they do not have. For many, this was Divinity. Godhead. The smoldering, cosmic spark that gives a god their great powers. Some feared the gods for their terrible miracles of wonder and wrath, others sought to make that power their own. Such began the Age of Calamity...


Races of the World
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The average Ajaba views the virtues of work and self-sufficiency with distaste. Ajaba with leadership skills or who tire of sharing the fruits of their labors frequently break off from the pack alone or in small groups to fend for themselves. Sometimes, a male Ajaba foolishly announces that he believes males are more fit to lead, and necessarily sets out on his own until he can find a new pack or the controversy is forgotten. Ajaba who possess the will to face danger make excellent adventurers.

Ajaba society is generally a matriarchal, caste-based tribal culture. Their beliefs are deeply shamanistic, sharing roots with animism and ancestor-worship. Female Ajaba are, on average, notably taller than their male counterparts with denser muscle. Their society, by extension, put great honor in motherhood and child-rearing. It isn't uncommon for a particularly renowned matron to have multiple mates, keeping them as living status-trophies.
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Nkosi are a race of humanoid felines with a strong sense of pride and honor. Originally an esteemed society hailing from the fabled ruins of Ulthar, they have taken to a nomadic existence, though many Nkosi have moved away from tribal life and attempted integration in large cities, although some still hold true to the old ways. Hailed as brilliant warriors, many armies have crumbled under the might of Nkosi. Nkosi hold pride, honor, and family as the most important aspects of life, and as such defends each aspect with his or her life.

Loyalty to the Pride or group is hard-wired into all Nkosi regardless of gender. It is fine for a Nkosi to bully his or her Pridemate, but heaven help an outsider who attempts to do the same. Nkosi favor gods of animals, freedom, magic, the hunt, nobility, and glory. They count among their members a special kind of inquisitor known as a N’dau, a divine hunter who consumes the essence of her prey. They are a people are great mirth and melancholy, knowing full-well that their Mother-Goddess is dead and their homelands lost, but they endure and in some instances, thrive.
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These are the most common nationalities of human one might encounter between the great Vast and the Eastern Ocean, glittering like a mantle of stars. Those resident to the vast expanse of Sutheyrah - the cradle of Man-Folk - are typically of a darker complexion, from ruddy to bronzen, to black as ebony. Those from the seas and coastal regions are often olive-skinned, and the northrons from the grim hills and frost-rimed fjords are of a fairer tone, though the barbarians and raiders from these far-flung realms are often gnawed by the sun.

Azimba: Also known as the “dwellers in the cities of stone” by their tribal neighbours, the Azimbans have an old culture centered around their stone fortresses and bird-worship. The black warriors of Azimba are tall, strong and proud, known for their discipline in formations with shield and spear. The men are usually shaven-headed, and the wearing of brightly colored robes, where the women are often seen wearing their waving manes up in scarves or decorated with colored string and beads. Feathered plumes are common as signs on status among both genders.

The god of the Azimbans is Jul-Juggah, a reptilian bird-god that must be propitiated with human sacrifice. His feather-cloaked priests know the secret spells to summon lesser winged lizards, survivors of a lost age.

Bhangari: The mysterious eastern realms of Laksha, Ghoma and Azjan are inhabited by a multitudinous people known for their fierce warrior castes, master craftsmen, skilled herbalists, and ranks of ascetic priests. The Bhangari live in great walled cities and build temples that soar to the sky. Bhangarians are of average height, with golden skin and delicate features. The men keep their black hair cropped short and dress in simple cotton garments, while the women wear colorful silken gowns and weave their hair in long braids. The armies of Laksha, Ghoma and Azjan wear medium armor decorated with silver and gold; the officers have turbans set with feathers or gems to denote their station.

Not much is known about the cults of the east. The cult of the ape-god Mammon originated in the land of Laksha, and there are several cults that worship aspects of the elephant.

Calbann: The Northron realm of highlands and hinterlands, lochs and glens. Its people as fierce as the famed storms of their land, vibrant with beast-like vigor. There’s nothing a true son or daughter of Calbann loves more than a free land, a fierce song and a well-fought battle. The Calbannach are a tall and pale race, whose fair skin is so often seen painted before battle. While tribal chieftans or Bann’s may reside in stony keeps, the common Calbannach will live in wooded huts with peated roofing, tending their herds and fields from sunrise to sunset.

Unlike many cultured peoples, the Calbannach do not worship gods as priests and cultists of the south may define then. Theirs is a druidic way, paying dutiful homage to the spirits of the wild, coaxing their faerie nature for boons of fertile body and harvest, for mild winters and long summers.

Cairon: A great peninsula girdled by the gleaming gems of the Halcyon islands, it's great kingdoms consolidated under the one great leader, forming the Caironite Empire. Through political shrewdness and military might, the Caironite Empire once spread its influence to every corner of the known world, its scarlet-cloaked legions found posted at every city with a wall and cobbled roads. Yet in the hands of degenerates, their borders have faltered. Caironites are a short people, olive skinned with bright eyes and curly hair.

They value loyalty to their Imperator over even those of their gods, as they believe that the Imperator is the orator of the gods themselves.

Daka: The Daka are the pygmies inhabiting the Silver Isles of the Eastern Ocean. They live in jungle caves and know the secrets of the rare lotus herbs that grow only on their islands. Short of stature (even adults are rarely 5 feet tall) with curly black hair and dark, wrinkled skin; dressed in loincloths and jewelry of feather and bones,and armed with hunting bows and blowpipes.

The Daka worship as gods the monstrous slugs of colossal size that inhabit the marshes and swamps of the Silver Isles.

Halcyona: An archipelago of sunny, fertile islands, Halcyona produces both fearsome warriors and sagacious philosophers. Its people are olive skinned and dark haired, each island a kingdom with a crown all its own, known for its tall tales of hero-kings. Differences from city-state to city-state are nuanced, as Halcyonians worship the same gods as their neighbors and build in the same fashion. They are unified by a nautically centric culture, the silk-sailed ships carrying tricks of trade with mercantile, and new songs on their lips.

Halcyonian gods are a fickle bunch, ruling contemptuously from their great mountain. They are numerous, greater and lesser, often attributed with elemental forces of nature and the primal urges that burn in the hearts of men. Chief among them is Matrivus, king of the gods, lord of wind and justice.

Ikunas: The cannibalistic tribes of the Ikuna lands are a constant plague upon the neighbouring nations. From their homeland south of the Hills of the Dead, between the jungle and the coast, the Ikunas wage a war of terror upon the Yar-Ankhemi, Azimbans, Zorabbi, and anyone venturing into the southern waters. Few dare go into these lands; likewise, an Ikuna raiding party on the warpath is something best avoided. Black-skinned with wavy hair and slightly green-tinted eyes that give them a preternatural, fearsome appearance. The Ikuna warriors are heavily muscled and move with pantherish grace, clad only in loincloths of beast-hide. The women, who are often shamans and tribal priestesses, adorn themselves with necklaces of bone and teeth.

The Ikunas worship several tribal gods, some of which are simply deified serpents, giant bats and great lizards from the nearby jungles of Yalotha. But also on the blood-stained altars in the witch-houses of the Ikuna are grotesque idols of older demon-gods and grinning, inhuman skulls of unnatural proportions.

Jairania: Dwellers in the desert-cities of the west, the Jairanians are renowned as master craftsmen, breeders of fine horses, and cunning thieves. Mercenaries from the cities of Jairan are employed across the continent. Light brown skin, deep brown eyes, wearing loose pants and short vests, their dervishes making one of the most famous war-dancer casts in the world.

Various grim gods are worshipped among the Jairanians, including Yadar, Othabbhon, and Al-Tawir.

Khaziik: Conquering horsemen of the Great Steppes, the Khaziis are a proud people, and justly so. From humble nomadic roots, they have established an empire with glittering cities stretching from the Eastern Sea to the deserts of Jairan, and scores of caravans bringing tribute and loot to the proud nobles of Khazabad. The ruling warrior caste consists of mounted archers riding magnificent purebred horses into battle. Tan-skinned, brown-eyed and black-haired, the Khaziis are generally lithe of build, although large individuals certainly exist. The men sometimes wear turbans and grow long moustaches or beards. The women usually wear veils and robes.

The Khazis primarily worship Yadar and Nhakhramat, neither of which are native Khaziistani gods, but whose cults have replaced former elemental and ancestor worship. Some cults of their old beliefs remain, but remain cloistered against the ever growing influence of the Great Khazad.

Khazraj: The nomadic tribes of the northwestern desert are descended from Khaziik stock. Calling themselves the Khazraj, they are a free-willed, fierce and stubborn lot; a constant menace to caravans and travelers. The Khazrajites are physically identical to the people of Khaziik, but of a slightly darker tan due to their exposure to the desert sun. Adult men usually grow thick, black beards, and wear white khaftan robes and silver-hilted scimitars.

Chief among the gods of the desert is Al-Tawir, the Ancient One, although his name is more often used in curses than in prayer. Still, the nomads fear the Lord of the Empty Wastes and make small offerings to avoid getting lost or suffering from hunger and thirst.

Khora: The Isles of the Sea Reavers are inhabited by dangerous men and cunning women from many nations, and their couplings have brought forth many who are born as natives of the isles, in the fortified pirate-city of Khora. Such children usually inherit the worst traits of both parents. The skin-tone of Khorans range from the icy white of the Njord to the night-black of Ikunas, but is usually somewhere in-between. They dress in gaudy pantaloons and adorn themselves with gold earrings and ivory-hilted knives pilfered from burning merchant-vessels.

The gods are more feared than worshiped in the lawless ports of Khora, but even the Sea Reavers occasionally offer sacrifice to the gods of the sea and the sky. Akhlathu, the god of twisted fate, is also a popular patron of many pirate crews.

Lamu: The men of Lamu are regarded as a degenerate and evil people by other nations, a belief that mainly springs from ignorance, but is strengthened by the fact that the Lamurans have unnaturally keen eyesight in the dark, and that they worship many weird and loathsome gods in the isolation of their remote hill kingdom. Gaunt of build and pale-skinned, with long flowing hair, although the priests are often shaven-headed. The Lamurans dress in flowing robes and wear distinctive tall caps, often wound around with turbans.

The cult of Yog-Kamoth is best known, but a multitude of other deities is worshipped.

Mazania: Hidden in the Halcyean Sea rises the moss-grown palisade walls of the Mazanians, a matriarchal society whose female warriors raid into the surrounding lands for male slaves. The jungle kingdom is ruled by the black sorcerer-queen of Artyscera, the forbidden city of the Huntresses. Female Mazanians are all stunningly beautiful, since all girls with the slightest physical flaw are quickly abandoned in the jungle.

The gods of the Mazanians are not well-known. Some say they worship female snake-beings, that their queen is a goddess in the flesh, yet others insist their queen is the thrall of a male demon-god.

Nabastis: The sun-drenched land of Nabastis consists of a collection of city-states ruled by petty merchant-princes with their own armies of bronze-armored pikemen. While the interior terrain is dominated by rolling hills and forest-covered mountains, the coast has sandy coves nestled amid jagged cliffs. The cities along the coast are centers of trade and are protected by fleets of trireme galleys. The great city of Khargamum is well-known for the temple of Apsis, with its vast library-halls, founded by the scribes and philosophers of ancient Halcyona and Totha. Bronze-skinned, with gleaming white teeth and curly black hair, and short of stature. The Nabastisseans dress in brightly colored robes, and don breastplates and full helmets when going to war.

The Nabastisseans have few gods of their own, but tolerate the temples of foreign gods to be built in their cities. The coastal peoples usually make small offerings to the gods of the sea before setting out on voyages of trade or war.

Njornheim: The unforgiving fatherland to the two Njornic races inhabiting the Far North, the Njorn, also known as Njornheimir, are northern tribesmen inhabit the bitter wastes at the edge of the world. In each generation, there are always some njorn who leave their ancestral lands to escape the ancient blood-feuds of their clans and explore the decadent empires of the south. Revered metal-workers, reavers, and sailors of the untamed, uncharted seas, Njornheimir have proven time and again their worth as mercenaries. Many a king, priest, and emperor has had their palace guard comprised of these fiery-tempered northrons. Bisected into two distinct races, the Njorn of the west are the fiery-haired Aeskarn. Loathsome sea-raiders reviled the world ‘round. Locked against the moody hinterlands of the Cablann, Tarin, and Isthir lies Vaernor, homeland of the golden-haired Njorn, who jealously guard their secret of runes.

The Njornheimir revere the Moon-Goddess, the Wolf-God, and the Skull-God

Meirikand: The Meirikandar are tall and slim, their tawny skin fairer in the north and bronzen in the south. Their hair too ranges regionally, from ruddy auburn to nearly black. Lighter hair is less common, even freakish. For such individuals, it is not uncommon to dye their hair the appropriate color with henna. In some cities, it is common for both men and women to pluck the hair on their bodies to maintain a youthful appearance. The Meirikandar typically have hazel, brown, or amber eyes, and both men and women frequently accent them with dark makeup. Among the elite it is viewed as a mark of wealth to be slightly portly. Individuals owning land or property shave their heads bare as a mark of status.
The Meirikandar have two surnames: their family name, and their city or region of origin prefixed with “de” or “d’”. For example if Diego Ferrer were from Castora, he would be Diego Ferrer de Castora. Eunuchs are then preceded by their respective Damiin cast, Ien’ or Il’.

The Meirikandar are monotheistic, worshiping the Dawnfather, Pelanos.

Shoma: The kingdom of Shoma is rich in gold, to the extent that even the king’s great herds of cattle wear golden ornaments. There are many skilled artisans and goldsmiths among the Shoma. Outside of the capital city of Katanga, the land is peopled by semi-nomadic tribes. Dark brown skin, with close-cropped curly black hair. The Shoma dress in simple loincloths, but even commoners are often adorned with golden jewelry.

Nataka, the ivory woman, is worshipped among the nobles and upper class, while various tribal gods are revered by commoners.

Susrah: The fertile plains of Susrah are home to a race renowned for their skill in war and their religious devotion. Broad-shouldered, with hooked noses and black, curly hair, the Susrahnites are dressed in flowing robes. The men braid their long beards. The women are lithe, wearing golden armbands and necklaces of pearl; they are prized as slaves in Taraamite seraglios.

Nowhere, except perhaps in Yar-Ammon, can there be found as many gods as in the city-states of Susrah. Above the hundreds of lesser gods arise the names of greater deities such as Baal-Khardah, Belet-Lil, Mag-gash, and Yammosh.

Taikang: The realm of Taikang is near-mythical, a land of teeming yellow masses, bamboo towers, and serpentine dragons. Few outsiders have ventured here, but merchants who brave the unknown can make a fortune when they return with caravans of silks, lotus flowers and painted ceramics. Lithe and yellow-skinned, with slanted eyes and long, black hair, both men and women dress in silk if they can afford it, although the commoners often wear little more than a loincloth.

The chief god of the Taikangians is Wa-Ying, the so-called “Emperor of Hell”.

Taraam: The plains and highlands of Taraam are inhabited by a people known both for the sophistication of their culture and their talent for intrigue. A caste of mounted warriors is the backbone of their army, which threatens the lesser cities of Susrah and Nabastis with destruction unless tribute continues to flow into the thousand-columned palace of Achad. Taraam’s royal palace is a also a place of thousand intrigues, where the eunuchs and priests of the court wear coats of golden brocade and baggy silk pants, great scimitars always at their side. Male Taraamites usually favor short, trimmed beards. Warriors carry straight short swords and lances, and dress in robes decorated according to their status, with the king’s personal guard wearing gold-trimmed robes and circlets of gold, in the fashion of princes. Women are seen dressing in golden girdles worked with opal and amber, swathed in gossamer-thin silks and satins

Ahyada, the “high god”, is the chief god of the Taraamites, served by an influential priesthood of astrologers and omen-readers.

Yar-Ankhem: Also known as the “Empire of tombs”, Yar-Ankhem is a land of triplicate kingdoms and their vassals, covered with desert, girdled by the sacred River Nuria, and haunted by ancient sorceries. The silent streets and broad ceremonial avenues of black-templed Amunti is a awesome sight to behold. The papyrus used by the scribes and sorcerers of Yar-Ankhem is harvested from the inland marshes of Fakhuum. Ankhemites are tall and slender, with deep bronze skin, dark hair and hazel eyes. The nobles and priests wear golden collars and leopard skins, and masks carved with beastly visages, while commoners dress in simple garments of white linen.

The ancient ancestors of the Yar-Ankemites, who are worshipped as gods, are depicted as beast-headed humanoids akin to Nkosi worship. These ancient ones are said to have had lives spanning millennia; they brought humankind knowledge and civilization. Some claim they returned to the stars from whence they came after being buried in the depths of the black pyramids of Amenti.

Zadj: The turbaned fire-worshippers of Zadj are an offshoot of the Jairanian race in the west. They have exploited the riches of their new homeland well, and grown rich as spice merchants and slave-traders. Having brought with them a high level of culture from Jairan, the Zadjites are skilled artisans and Iraab, the marble capital by the sea, is a center of learning as well as rich trade and exquisite craftsmanship. The interior plains and forests of Zadj are dominated by the fortress-city of Al-Qazir, also known as the City of Slave Sultans, for it is held by a council of slavelords who only pay lip service to the emir of Iraab. Men are swarthy, turbaned, wearing colorful robes and gold-hilted curved daggers. The raven-haired Zadjite women are famed for their sensual beauty; they are often scantily clad and adorned with glittering jewelry, holding little more status as a slave, even if they are born free.

The Zadjites hold “the Sacred Flame”, a nameless elemental god, above all others.

Zakharan: The Zakharanians are a sub-race of the Susrahnites, who dwell in and around the great port-city of Natal on the coast of the eastern ocean. The Zakharanians are known both as avaricious merchants, ruthless warriors, and excellent sailors. Slightly smaller of stature than their plains-dwelling brethren, Zakharanian men and women often have some foreign blood, the result of intermingling of races. Such cross breeding usually manifests as a flat nose, blond hair, green eyes, swarthy skin, or some other unusual feature.

The Zakharanians worship the gods of Susrah, in addition to many strange gods brought to their cities by foreign sailors, mercenaries and merchants.

Zorab: In the arid grasslands Zorab, one will see cities that move. Zorabbi have, for thousands of years, survived as nomads, following the great herds from oasis to oasis. Mighty parties of oxen draw grand processions of tented wagons, feather-veiled warriors bearing wickedly curved swords atop camel and narrow-legged desert horses. The Zorabbi are a lean and spirited people with deep, dusky skin. They dress in vibrant attire to indicate sept, tribe, status, and deed. To them, wearing the pelt of a rakshan lion is the highest honor.

The Zorabbi practice an intricate form of animism and ancestor worship, subscribing to a broad spectrum of greater, lesser, and middling spirits.
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It is said that in direction the compass rose may point, the Elves have a sanctuary. While this sentiment is mostly human hyperbole, there is some truth to it. The Eldrarii, or Elf-folk, the First-Born, were the first to claim Haelorin as their birthright. Their gods crossed the Dreaming first, bringing life and chaos to a barren world with their wyld-magics. Now, like any other race, they have spread and made themselves plentiful. Still, they possess the gifts of their forebears, an affinity for magic stronger than any other and unnaturally long life. By their own admission, they are perfection; shepherds to guide the hapless, lost, mud-dwelling mongrels... and the other races resent them for it.

Tarin: Tarin culture revolves around the axis of its strict caste system. Those of higher birth have lengthy, sophisticated, graceful names, often several syllables long in their given name alone. Commoners, on the other hand, are required to take simpler names, often monosyllabic with some lesser meaning. Commoners have no legacy, and therefore take their profession as a surname. Nobles, however, take the name of their Noble House. The Tarinei are the fairest race of Volusra, with knife-like ears and skin so pale as to be almost white; their grace stark against the dark forests and castles of their land. Unlike the other races, they have eyes of striking blue, grey, and violet. Though they have dark hair, it is known to turn white in early adulthood and is considered a mark of beauty. Many Tarinei wear long straight wigs of white horse or yak hair. Fair complexion is also prized among them.

Each successive Tarinei Emperor is worshiped as the living incarnation of the Black King. The current Emperor has ruled for over three centuries. He is called the Elderking, revered as the gods once were. Over the centuries rumors of his powers have become legend, and though He now sits decrepit upon the Obsidian Throne, He is feared and respected, commanding absolute loyalty from His noble court.

Wakayambi: Wakayambi elves once had one of the greatest cities in the world to call their own, but like their Nkosi fellows, it was swallowed by sand, sea, and fire. Ithea, the great city Azure Pillars, cannot be found by those not of the People. An ancient dream-song guides the Wakayambi to their sanctuary, and only then may it be uncovered. Some scholars say that Ithea only appears within the heart of a sandstorm, or that it lies deep within an ancient and forgotten gorge. Others still believe that Itheea was lost to the Cataclysm like so many other wonders, so they wander... called by Ithea's echo through the Dreaming. The Wakayambi are dark skinned, bearing many similar features to humans of the southern realms, with the noted addition of elfin features: long ears and slightly larger eyes.

In the centuries since the loss of the Sister Cities, the Wakayambi have taken to the worship of the Traveler and Aeoun, the Goddess of Knowledge.

Vaelorin: Stories tell of the tan-skinned elves that live in the permafrost wastes beyond the World's Crown Mountains, where they guard the tree of life. If the Njorn skaald's are to be believed, only their kind have been in contact with the Vaelorin in the last thousand years.
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The ancient and elusive Unthlatu are a race of dragon-blooded humanoids. Unthlatui culture obsessed to the point of perversion over heritage and bloodline. Those with the strongest dragonic blood manifesting in physical traits are revered as leaders among their kind, descended from their god-like progenitors in bygone aeons. Nestled away in their ancient homeland, deep in the Black Jungle, the Unthlatu have fallen into near-myth, as no outsider has seen their ancient cities.

The dregs of their society are the Unthlatu-mbanta. Lacking the luminous scales, mighty horns, burning breath, and leathery wings of the draconic Unthlatu, the Unthlatu-mbanta represent earthly reptiles. For generations, the Unthlatu-mbanta have been repressed by their draconic kinblood as slaves and second-class citizens, in turn making the Unthlatu-mbanta physically more robust.


More Coming Soon...

If you require more information on any topic, feel free to ask. I know for a fact I haven't thought of everything.
 
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