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I'm just here.
The Jeremiah Itrelna Guide to Everything Strange and Wonderful
- INTRODUCTION
To my dear readers,
My name is Jeremiah Louis Roland Itrelna, the author to this guidebook. Let me tell you a little about me. I was born during the Second Age in Kingid. Although I am a native Kingid, I was raised in Heinrel with a Heinrelian family. I never picked up a trade and I was unfit to become a Slayer, but I had always been attracted to the strange and unknown. When I hit the age of 19, I ventured off back to Kingid and began travelling the world in search of strange and wonderful things throughout Rennigar. I met many fascinating characters, and I've travelled to every corner of Rennigar, and the cumulative sum of my knowledge has been recorded in this book for your enjoyment.
One thing I've noticed on my travels is that there are a lot of misconceptions about the world beyond the Great Nations, so I wrote this book to clear up some of the incorrect notions I've heard throughout the years. I've worked hard to record everything I've learned in the past thirty-seven years, and I've translated this book in every conceivable language I could. If, by the time you finished reading this work, still wish to know more about parts of the world I may not have included, then you'll be excited to know I've left hundreds, if not thousands, of pages I thought would be unfit to share in preserved locations in the Lost World. Given enough time, I guarantee that the Slayers of the Great Nations will find them all. For now, let me share with you every bit of knowledge I've gathered about the mysterious wonders of Rennigar.
My hope is that, after reading this book, you and others will be inspired to share the knowledge you have learned and create a better Rennigar for all of us, from the youngest human child to the eldest of the Yi'e.
(Depicted above: Artist's rendition of Calamore Street, Heinrel. The Capitol building is visible in the background.)
Heinrel is a mesmerizing kingdom in the North-Western regions of Rennigar. The Capitol building, seen above, and the city streets follow a very similar architectural style. Many newcomers to the kingdom might be overwhelmed by the sheer scale of everything, but there's no need to be afraid. Heinrel was designed this way. The architectural style was chosen to make the cities appear much more massive and intimidating than they actually are so that military opponents might be put off by the apparent size and economic wealth of the kingdom. Heinrel's city streets are like any other kingdom, though you may have trouble navigating to various districts if you're not a permanent resident of the area. Not to worry, though, as the guardsmen that litter the area are generally more than willing to point you in the right direction, regardless of where you need to go.
Heinrel's market is a busy place, and unlike the other Great Nations, you will notice that each store and shop is hosted inside of a building instead of a stand. Market areas in Heinrel will attempt to keep the street clear so that more customers are able to maneuver through the area and enter the shops. Feel free to step inside any shops you see and take a look at their wares, as the people are unlikely to be upset if you wander.
Newcomers may have already noticed that the people of Heinrel are very pale compared to their southern counterparts. The cold temperatures and mild climates of the North have caused many citizens of Heinrel to develop pale features better suited for colder environments. Due to this fact, this is where the majority of the Nekkirua, or Vampire population, will congregate, as it is the easiest place for them to blend in with the average citizen.
When I first returned to my home in Kingid, I was surprised at how bland Heinrelian food could be in comparison. Unfortunately, the area of Heinrel seems to be lacking in spices as many of the spice crops cannot survive in the northern climates. Let it be known that Alsterian and Kingid chefs would do well to start their culinary enterprises in Heinrel, as many Heinrelians have never tried foreign foods.
Strangely enough, Slayers in this region, known simply as "Hunters" are very distinguishable from regular citizens. They tend to wear cloaks and tunics in dirty brown colors, and almost every single one of them carries an odd-looking gun on their back. Unlike most Slayers, Hunters seem to be considered "undesirable" rather than an uncomfortable but respected trade. Hunters also generally do not place distinguishing marks on their faces or clothing, so if they have their hoods up it can be difficult to tell them apart. In Heinrel, it is best to avoid on-duty hunters, as acknowledging them directly can hurt your public image. However, Slayers are immediately noticeable among crowds as their cloaks are vastly different from the average attire of regular citizens and aristocrats.
(Depicted above: Ancient artist's rendition of the Nadir Y'kg'to Walkway in Retu county, Kingid, 94 years prior to the First Age.)
My dear readers, seeing as I hail from Kingid I must ask you in advance to excuse my gushing. Though much of the architecture was destroyed and rebuilt during the First Age, Kingid still holds the "City of Gold" moniker that it adorned centuries ago. Many of the buildings you will find in Kingid are tall structures of concrete and stone, seemingly roofed in gold. Much of the gold today is not real, but many historians believe that the gold from the olden days, including the image above, was real. Either way, Kingid remains a testament to the determination and glory of Kingid citizens.
Unlike the loud, bustling streets of Heinrel, Kingid's towns and counties are much quieter. It is customary among Kingidi to "tread lightly and make your presence in the world unknown," as many believe that the city will long outlive the people that inhabit it. Newcomers may be impressed by how silent the market streets can be despite the number of people that walk through it. Those unaware of the traditions of Kingid are advised to find yourself a pair of slippers from any local craftsman so that you might reduce the noise of your walking.
Heinrelian's beware! Kingid and Lorera have a tradition of out-spicing each other. Kingid is known for having some of the spiciest foods in Rennigar, so if you are not accustomed to spicy foods I would suggest asking chefs in the cities to hold the spices. If you're willing to venture out of your comfort zone, you'll find that many Kingid chefs cook their foods in traditional fashions, and there is no standard of cooking in the market districts. Take a look around and take every chance you can to try the local cuisine.
One thing that newcomers may notice is the lavish clothing worn by Kingid citizens. One particular tradition among the citizenry is to dress as aristocratically as possible, so be prepared to see gemstones and beautiful, expensive cloth adorned by men and women alike. Feel free to admire, but never touch another person unless you are deeply familiar with them. If you're interested in the fashion, you could ask around and see where the people find their clothes, I guarantee they will point you to some of the finest textile craftsmen around.
Kingid's Slayers, known as Rel'ora, are distinguishable from common folk by the complex garb they were. The tones are much more muted but outsiders will notice the odd devices hanging from their hip and bandoliers, as well as the goggles they carry. Rel'ora are known for using spears to hold their prey in place, then using explosives and small bombs to finish them off. It's considered a rather strange method by Slayer standards, but it is something you grow accustomed to after being around Rel'ora long enough. I promise that if you ever visit this city, you will hear those bombs go off more than a few times.
Quick warning to anyone visiting Kingid and interacting with Rel'ora; please be careful not to touch the Rel'ora soldiers in any way, as the devices they are carrying are explosives and can hurt you.
(Depicted above: Artist's rendition of Yurik Coast in the Second Age with walls omitted. Assumed to be the most accurate representation of Lorera before the First Age.)
Those who find themselves in Lorera should be prepared for long stretches of desert and massive monsters. When I first arrived in the region, I was astonished to witness a gigantic beast known to the locals as an U'nra. It appeared to be some kind of quadruped, almost as tall as the walls themselves. Thankfully, the monsters in this area are no sweat for the Slayers of the region, as they carry all the equipment necessary to deal with them.
Lorera, like Kingid, creates a wide variety of delicious and spicy foods. The markets are not as open to newcomers as in Kingid, but I encourage travelers to try the food, as there is quite a bit of pride taken in cooking in Lorera. Just know that Loreran chefs frequently include items in the meal not meant to be eaten, as it is customary not to finish an entire meal (doing so is considered quite the insult.) While in Lorera, I would happily suggest checking out their cultural sites. Loreran have some of the most gorgeous architecture and fascinating history. Consider finding joining tours and checking out the capital.
Despite the size of the monsters in the region, don't be afraid to venture beyond the walls. Many of the monsters in the area are not spatially aware, so it is easy to avoid them. Just be careful not to be caught near them while they're traveling, as they can step on you while moving. While you're exploring, look for bodies of water and rivers connected to them, as they generally lead to the most gorgeous oasis' you'll ever witness. One quick warning, however, is that you must never travel South of the Loreran cities, as there is nothing but miles of unpopulated desert and almost no water to speak of. If you wish to make travel towards civilization, listen to the officials and travel only on marked routes. In contrast, further North lies extremely dense grasslands and forests that are completely untouched by human hands. If you decide to check it out, be careful not to venture too deep and get lost.
Keep in mind while in Lorera that hiding your face is considered very suspicious in many parts of Lorera. If you see people hiding their faces, it is likely that they are Slayers. Lorera Slayers are known as Zeri and are a very respected craft. Let it be known that when I say "respected" in this context, I mean respected as an authority, one that should be admired from a clear distance. Lorera Zeri often wear simpler clothing than citizens and cover their faces and heads using specially crafted cloths and scarves. You will almost never see a Zeri carrying their weapon in public view, so if you do, it is best that you give them a wide berth. It is likely they are hunting someone or something.
(Depicted above: One of the many capitol buildings in Xienxi City, Alsteria. Second Age.)
Unlike the other Great Nations, Alsteria's cultures and cities can be very confusing. Alsteria is not one urban center surrounded by farmland, but many cities spread out across the entirety of the territory. The reason for this is because Alsteria is not actually one nation of people, but hundreds of cultures that were forced into a territory that, although quite large, is only a fraction of the original land. This is why newcomers might be surprised to learn that Alsteria has a long history of fighting and civil war. Too many of the Eastern cultures were forced to mix together, and each state and faction disagrees with each other on every political matter. To make matters worse, each of the cultures of Alsteria has its own dedicated leader, so if you hear the words King or General, you might want to take a second to remember which part of Alsteria you're in.
As for the cultures themselves, each one is very fascinating and has a rich history. The rural areas of Alsteria are home to peoples that were mostly farmers and herders but were very suddenly urbanized. The urban zones of Alsteria will remark that things aren't much different now than they were before the first age. Each of the cities, from Ha Boh to Xiengxi has a fascinating history, beautiful architecture, and wonderfully delicious cuisine. Please note for the remainder of this guide on Alsteria that city names have been changed to fit the Heinrelian language. Do not use this spelling whilst in Alsteria.
You may also notice many more non-human populations in Alsteria than in Lorera or Kingid, specifically Wole and Yi'e. Non-human populations are considered equal to humans in Alsteria, so don't be surprised if you see them much more frequently in Alsteria than you would in Heinrel.
Unfortunately, it would be impossible to describe the many different clothing and cultural differences you'll find in Alsteria, so I'm afraid you'll have to see it for yourself. However, I can tell you that the Slayers of the region, known as Thresten to the other nations but as Heonteo, Gauwiu Lieren, or even Ke San Quai Vat, in Alsteria, are not ones to make themselves seen to the public. They prioritize stealth over everything else, so it is considered shameful to be discovered while on-duty. If you ever visit Alsteria and notice strange characters with beautiful swords and intricate masks, it is in your best interest to ignore them and pretend you didn't see them at all. They won't harm you if you do, but it is better for their public image.
(Depicted above: Artist's rendition of an O'ryd camp in the Urul mountains in Heinrel.)
The O'ryd are an elusive tribe of humans holding up in the mountainous regions of Heinrel. Though considered unadvanced by the Heinrelian elite, the O'ryd have done well for themselves despite living outside of the walls of the Great Nations. The O'ryd have a spiritual connection with nature, one that is quite misunderstood by outsiders. Though the driving forces behind their skills are unknown, it would be foolish to claim that the O'ryd are not much more capable of dealing with Dread than most other tribes. The placement of the O'ryd camps also protects them from the majority of Dread, as much of Heinrel's Dread lives in the lowlands and in hotter climates.
(Depicted above: Ancient painting of High Priestess Ahy'Ledona recovered from the Lost World, named "Forgotten Beauty" due to the lack of visible ears. Artist unknown.)
The Yi'e, or the Fishfolk in the common tongue, is a species of amphibious non-humans. They populate freshwater and saltwater sources alike and have a wide variety of physical features that distinguish each subrace of Yi'e. Each member of the Yi'e race is recognizable by their scaly skin and large fins near the ears, on the palms, feet, arms, and legs. The color of the scales of Yi'e is dependant on whether they are saltwater or freshwater Fishfolk, with saltwater folk having darker, bleaker tones and freshwater folk donning much brighter and more colorful scales. Despite any rumors, Yi'e are perfectly capable of coming up on land for short periods of time. Most Yi'e can handle at least a week of dry land in wetter climates, but they may struggle in dry areas.
Freshwater Yi'e are a common sight in towns and cities that border lakes and riverbeds. Most witnesses will state that the Yi'e are quite tall when compared to humans, but the height of every Yi'e varies greatly. The shortest (currently) recorded Yi'e was roughly 5'4", or 1.6256 meters for you non-Heinrel readers. The tallest freshwater Fishfolk ever recorded was one High Priestess Ahy'Ledona, as pictured above, who clocked in at a whopping 10'7" tall, or 3.2258 meters. However, Yi'e height tends to average between 6'8" (1.9304m) to 7'2" (2.1844m). Surprisingly, males and females of the species do not seem to differ in average height.
Now my dear reader, after reading this you may make the mistake of imagining saltwater Fishfolk as similar to freshwater albeit darker, and you would be wrong. Saltwater fishfolk are vastly different from their freshwater counterparts. For starters, saltwater fishfolk are considerably larger than those in freshwater, with their heights averaging roughly 30'-40' (9.144m-12.192m) for adults. This is only a rough estimate as we do not have any indication of height besides ancient records recovered from the Lost World. To top it off, Saltwater Yi'e are considerably less friendly than the freshwater folk you might see in the market. If their sharp teeth and claws don't scare you off, I'm certain their demeanor once approached won't fail in that regard.
A common mistake that many people will make when first encountering a Yi'e is assuming that the Yi'e are capable of human speech. It's important to remember that our words do not carry well underwater, so the Yi'e have a very different form of communication than humans. Yi'e will communicate to each other through a combination of clicks, whistles, chirps, and songs. It may sound primitive to human ears, but the communication of Yi'e is actually incredibly advanced, and may even have a considerably more extensive vocabulary than any of the five languages known amongst the Great Nations. Keeping this in mind, you may find it difficult to speak with Fishfolk you encounter but fear not. Although we are incapable of learning the language of the Yi'e, they are capable of recreating the sounds that we use to a limited degree. It is common practice for Yi'e to learn some common tongue before coming to human territories, so listen carefully and be courteous when they try to speak to you. If you would like to better communicate with the Yi'e, you may consider attending signing classes, as that is one form of communication that the Yi'e seem to excel in.
As for Wole readers, you might want to consider studying the anatomy of the Yi'e and shifting into them at some point. You may find the experience very eye-opening.
(Depicted above: Andre Halenejno Eskibar, the first-ever Nekkirua General of the Heinrel Imperial Army.)
Nekkirua, or Vampires, are a fascinating, yet tragic, race of peoples. Due to their rarity, Nekkirua often have many rumors spread about them. Nekkirua are humanoid creatures, mostly distinguishable by their pale skin and brightly colored iris'. Despite what you may have heard, Nekkirua do not suck the blood of living creatures, nor do they turn into bats when they need to escape. The Nekkirua are a nocturnal race, and despite not being capable of magic, they are physically boosted during the night. Nekkirua, by default, are generally faster, stronger, and more spatially aware than the average human.
There is a common misconception that Nekkirua can only be killed similarly to how you might kill the fabled Vampire. This misconception lead to many incidents of Nekkirua being killed in the name of safety centuries ago, so it is important to remember that silver bullets and stakes to the heart kill anybody, not just Vampires. Nekkirua can be killed the same as any other human, but it should be known that Nekkirua suffer from fatigue and disorientation in daylight, so please do not attempt to have your meetings with vampires during the day if it is avoidable. Interestingly, Nekkirua have a natural resistance to cold weather. Some researchers have an untested theory that Nekkirua cannot freeze to death, so it is common for active military to hire Nekkirua for arctic missions. Just know that if you see a Nekkirua in the cold without a jacket, they're probably fine.
Please understand that despite what many people may tell you, Nekkirua are not monsters. Nekkirua are sapient non-humans that are as capable of rational thought and speech as you or me, and it is quite rude to assume anything else. Nekkirua existed long before the arrival of monsters, so comparing them to monsters would be extremely insensitive and racist. If you meet a Nekkirua at some point in your life, treat them with the same dignity and respect you would treat any human being.
(Depicted above: An artist's rendition of a Wole mid-transformation.)
Wole are arguably the most human of all the known non-human races. Unless you were to physically witness a Wole transform, you would likely never know that they were a Wole. The Wole, or Changeling, is a race of non-humans capable of altering the surface of their skin and hair to take multiple forms. Adolescent Wole are generally only capable of altering the color of their skin, but many Wole eventually gain the knowledge to completely shift their appearance. Some of the more advanced Wole can even shift the structure of their bodies to appear as any human or non-human creature. It should be known, however, that Wole cannot change the chemical structure of their bodies, so increasing one's size does not change their mass.
Unfortunately, not much is known about the Wole due to their secretive nature. Many Wole will refuse to enter the public eye in their original form, so one can never be sure they've seen the original face of any Changeling. Despite their anxious behavior, it is recommended you leave the Wole alone. They are not particularly dangerous, but it is considered extremely rude to ask a Changeling about their original face.
(Depicted above: an artist's depiction of Lisa Inye, a young Kaswit who was taken from her home and adopted by the Inye family in Alsteria. One of the few recorded instances of Kaswit integration.)
Many people who first come in contact with the Kaswit often mistake them for humans. For those unaware, the best way to determine if you've found yourself face to face with a Kaswit is to look at their eyes and teeth. Kaswit have very bright, sharp golden eyes that aid their vision for long distances. Their teeth are more closely related to canine teeth, as their method of eating requires tearing rather than grinding their food. you may also find the Kaswit consuming raw meats, as their digestive system allows for the consumption of harsh materials with few negative side effects. Unfortunately, Kaswit are an incredibly rare sapient species. The population of the Kaswit was already incredibly low prior to the First Age, but the events of the First Age wiped out many of the tribes. Of those remaining, almost all Kaswit now reside in tall mountainscapes and cold environments.
The culture of the Kaswit is deeply steeped in nature and smithing. The tribes of Kaswit often refuse to modernize, instead choosing to cling to their smithing and agricultural traditions. Because of this, Kaswit weaponry is considered an extremely valuable commodity, as Kaswit steelwork often produces much stronger tools and metals than human steelwork. Their connection to nature also allows them to efficiently tame even some of the most aggressive creatures in Rennigar. They also have a knack for archery, which makes them a terrifying force at long range but leaves the Kaswit rather lacking in close quarters. Their improved health, impressive hunting, gathering, and smithing skills have their small tribes to succeed even in the presence of Dread, and often even better in human territories.
Despite how well the Kaswit fit a "tribal" stereotype, it is important to avoid underestimating the strength of these non-humans. Even with few numbers, they are a very successful species in Rennigar.
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