Watch me ramble.

P

Psy Zombie

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World Name:
Kithlinor
Refers primarily to the continent on which the Sabran and related human races are isolated to; rest of the world is unknown to these people.

Regions:

The Ice Sheets
An Arctic waste far to the North, beyond the Frozen Towers. Completely inhospitable to civilized species, it is inhabited by gnolls, strange beasts, and dragons.

The Frozen Towers
The enormous, jagged mountain peaks that mark the Northernmost edge of Kithlinor. Extremely tall mountains, covered in snow year round and bearing terrifyingly steep cliff faces, and thick forests that sprawl across their foothills. The home of the Yauri, and believed to be the ancestral home of the Shavii. The Meunis will occasionally enter the mountains for stone and ores with which they make their weapons. Gnolls are known to inhabit these mountains.

The Dark Wood
A thick forest that sprawls across the foothills of the Frozen Towers and the land south of it. Primarily known for being the only place the Ironwood Tree grows, there are also ores in the foothills, and many, many caves, many of which are inhabited by earthbears. The Meunis are native to this area, and it is believed to be the birthplace of the Kaizen as well. On rare occasions, gnolls have been known to descend into this region.

The Hills
A thin strip of land between the Dark Wood and the Burning Waste. Rippled with small hills and sparse grasses, it is empty and windswept, a tough, hard land. Inhabited by herds of oxen, buffalo, wild horses, and the small bands of Hill-folk humans that scrape out a living on these beasts.

The Burning Waste
A vast desert, the largest region within the borders of Kithlinor. The desert itself was once much smaller, contained only by the northern part of what is now known as the Burning Waste, in a small territory that was then known as the Burning Sands; the events of the great Mage Wars however, decimated sandy plains south of it, and caused damage that slowly extended to consume the entire territory and corrode it until it became the desert known today. A scorched and seemingly lifeless landscape home to sand stingers, reptiles, and a few, hardy species of small mammals, the only landmarks are a few precious, scattered oases, the ruins of once-thriving cities and villages, and the Plateaus, a series of large, flat-topped mountains in the northern regions riddled with cave systems. It is the home of the hardy Kashki, who make their homes in the Plateaus and traverse the desert regularly to trade at the remains small cities on the edges of the wastes. It is also the former home of the Desberikan human nation.

The Sunplains
The broad savannah grasslands found south of the Burning Wastes. A lush, abundant land in the rainy season, with many rivers and vast herds of thunderbeasts, buffalo, and gazelles; becomes nearly a desert in the dry times, when the rivers dry up and the herds move south into the Riverlands and to the Thick. Home to the K'tar tribes and the Dengae warriors.

The Riverlands
A marsh region where the rivers of the Sunplains empty their waters, covered with very tall grasses and reeds and nourishing thriving populations of fish, waterfowl, and the far more dangerous riverteeth. Home of the Fisherfolk, small human tribes who live on what they catch from the water and travel on large rafts throughout the area, as dry routes passing through the area are unreliable and ever-changing with the seasons. It shrinks in the dry seasons, but because it's also fed from rivers coming directly from the sea, it never dries up entirely, and feeds the rivers that pass through the Thick.

The Thick
The dense jungle that covers the Southernmost region of Kithlinor, and covers the largest area of land but for the Burning Wastes. Mysterious and wild, it is inhabited by all sorts of mysterious monsters, wild beasts, poisonous creatures, and strange, deadly plants, and is the most hazardous region to traverse- one can get lost in the Burning Waste and die of dehydration or sunstroke, and one can get lost in the Frozen Towers and die of an avalanche or hypothermia, but no one will learn what became of you if you perish while in the depths of the Thick. It is inhabited by the Fariss nation, the Riya Pygmy villages, and the last of the mysterious Amzerikan cities, the Forest of Spires.​
 
The Sabran
A race of sentient humanoids. Capable of both bipedal and quadrupedal movement, and possessed of superior physical attributes to that of humans, whether they possess the immense strength of the larger sub-races, or the agility and reflexes of the smaller sub-races. Distinguishing features that mark all Sabran as being of the same species are short, muzzle-like faces, ears set high on the head capable of swiveling towards sound, retractable claws on their hands and rear paws, long tails, and fur all over the body, usually bearing some kind of marking or pattern. The majority of them are considered primitive and lack a cohesive government, with the exception of the Fariss nation, and prefer to live in tribal/familial communities, or else as nomadic bands or even individuals. Magic-users are rare, and those who are born with magic are usually restricted to only one elemental power. Such individuals are highly revered and become shamans or even prophets to the Sabran.

The Yauri
The Yauri d-Anisti da Virizi Mesrau-shi, or the Yauri for short. Practically mythical to the rest of Kithlinor due to the fact that they never leave the mountains and within the mountains are rarely found, they live in small family groups scattered throughout the most remote areas of the Frozen Towers. They tend to reside within caves found in the upper regions of the mountains, hanging thick furs over the entrances to keep out the elements and constructing cots and other necessities from stone, bones, and furs. They wear clothes of leather and fur, wrap the pads of their hands and paws with the leather in order to protect them from the ice and sharp rocks, and usually arm themselves with weapons of bone or stone, preferring light spears or javelins to other forms of weaponry. Slightly smaller than humans, they possess far better balance and climbing abilities, making them superior mountaineers. Usually found in shades of lighter grey with black spots.

The Shavii
The Yirii-Kazral Shavla, or the Shavii for short. Ancient legends tell of how the Shavii once dwelled in the Frozen Towers, and kept the gnolls from crossing over the mountains into Kithlinor; nowadays, the Shavii are rarely seen, roaming the lands as lone wanderers, only occasionally appearing in pairs. Because of how much they travel, the Shavii have received a reputation for carrying great knowledge and wisdom, often know at least a little bit of several languages, and are familiar with many customs from all over Kithlinor. They are welcomed by nearly all the other races to share living space for as long as they'd stay, and are one of the most reliable sources for spreading information about the state of other regions of Kithlinor. They will dress themselves usually according to what is common to the region they are traveling through, or else simply in a fashion that they have preference for; there is no true Shavii style. Weapons, too, will vary, usually according to what the individual most prefers to wield, and also according to what they were able to obtain- metal weapons are usually only found on older individuals who have accumulated more in the way of wealth to be able to afford such items. One of the Great Sabran races, so named because of their large size; they possess great strength and endurance and are formidable opponents as a result. Known for appearing in shades ranging from a bright yellow-orange to a darker, deeper red-orange, and being covered with jagged black stripes. Historical records show, however, that some individuals have been born purely white but for the stripes.

The Meunis
The Reinien Kasva-Shaskei Meunis, or simply Meunis for short. Meunis are common to be found in the foothills of the Dark Wood, where they live in familial clans, dwelling in lodges built from sapling-poles and tree-bark, and usually covered with hides in the winter to insulate it from the cold. Ill-tempered and territorial by nature, clans will attack each other with little provocation, and if one is unfortunate enough to stray into a clan's claimed land and be caught, they will often attack on sight. Due to their violent behavior even towards one another, they have only ever been united as an entire nation once before in history, back before the Mage Wars, when they were led by a Kaizen general to cross the Hills and the then-small Burning Sands to attack the Desberikan Nation. They will often wear leather clothing of trousers and tunics, wrapping their paws in furs in the winter and wearing thick fur cloaks. Their favoured weapons are heavy hammers or axes, commonly crafted out of stone; however, some clans are known to work metal, and thus are outfitted with metal hammers and axes. All Meunis are known for carrying a single bone knife, however, reserved for the skinning of a successful hunt prize, and for ceremonial purposes. Shorter than humans, usually only reaching the middle of an average male human's chest, but much stockier, with thicker, heavier limbs, and broad, powerful hands and paws. They're very strong and have great endurance despite their short stature, and are renowned as fearless and relentless fighters. Usually brown in colour, with darker spots or bands; the only race known for having very short tails.

The Kaizen
The Reizkin Vash de ja-Kaizen ja-Braig, or the Kaizen for short. The most legendary of the Sabran races, they are also the rarest outside of the reclusive Yauri, in part due to the fact that there are so few Kaizen left in modern times, but also primarily because those that are left are in hiding, and thus disguise themselves, often as Kashki, or even occasionally a small K'tar. They originate from the region where the Frozen Towers and the Dark Wood overlap, where many long-abandoned, empty caves can be found with the dilapidated remains of well-furnished homes within. Infamous for being zealous, prideful warriors, they worship a goddess of battle and war, and regardless of how they may be trying to hide, will always be found fighting in some way, whether as part of a band of raiders assailing trading parties traversing the Burning Waste, or as a member of a mercenary crew; they are skilled fighters who love the thrill of battle. They also inherit something of a terrible reputation due to their history of warfare, the most famous account of which is the story of a Kaizen general who led an army of Meunis clans and other Kaizen warriors to attack the Desberikan Nation after Desberikan warriors began invading the Dark Wood to steal metal tools and weapons. Their clothing and weapons will often vary depending on the success of the individual as well as what they may be trying to hide as, but they will almost always be found carrying metal weapons of some sort. Often taller than a human, stories tell of famous Kaizen warriors who could grow to be the size of one of the Great Sabran races; nowadays, however, they are usually smaller and lither, renowned for their dangerously quick reflexes, as well as excellent climbing skills and fearlessness of any terrain. Typically found in shades of brown or grey, but having an unusual red hue of the fur that distinguishes them from the similar Kashki race.

The Kashki
The Kashki damé Maskatan Gesg, or simply Kashki for short, there are some ancient legends that tell of them being the first of the Sabran races. Native to the Burning Sands, they have a settlement within the Plateaus, a community within the extensive cave systems found at the base of the huge flat-topped desert mountains. They live both within the caves themselves and within stone buildings built adjoining the caves; well-known traders throughout Kithlinor, their homes are frequently furnished with all manners of wooden and bone furniture, and all kinds of furs and other items. They most frequently wear long, flowing layers of clothing that cover the body to protect it from the sun, while still allowing air to circulate and cool them within it; these robes are usually woven from the wool of desert goats and camels that they hunt or breed. Due to their status as traders, they frequently possess such valuable weapons as those made from steel, and favour swords and steel-tipped spears to other weapons. Generally of the same size as humans, if perhaps a little shorter due to having shorter limbs than most Sabran races, and known for being very tough and resilient. Generally, they have fur in shades of sandy brown to grey, sometimes with darker bands marking the body and face.

The K'tar
The Mané sha Kanga Matar, or K'tar for short. The K'tar live in large familial tribes of up to sixty individuals, occupying vast tracts of hunting territories in the Sunplains, usually building villages of mud or wooden houses with thatched roofs. Well known throughout Kithlinor for their strict code of conduct, bases upon a mixture of religion, honour, and simple need for survival; they're extremely loyal and form tight bonds of alliances with those who do good by them. Generally they wear very little, animal skins wrapped about the loins and leather straps meant to carry knives or a quiver of arrows; they have been known to decorate themselves, however, with finely-patterned skins and jewelry of bones, tusks, teeth, feathers, and wood for ceremonial purposes- particularly a clan's shaman or spiritual leader. They commonly wield bone or obsidian daggers, and heavy spears or longbow arrows also tipped with bone or obsidian. Very large clans have been known to form trading alliances with the Kashki, and have gained access to metal weapons in this way- primarily metal-tipped spears and arrows, though clan leaders and very skilled warriors have been known to choose other weapons, such as swords or even war-axes, for use during conflicts with other tribes and with raiders. They are the second of the Great Sabran races, so called for their massive size- a typical human male only stands as tall as a fully-grown K'tar's shoulder's. They're muscular and very strong warriors. Their fur is generally golden-brown in colour, though unique individuals have been recorded who were pure white. The only race known to have a mane of long, thick fur about their heads, usually a shade darker than the rest of their fur, those this trait is unique to the males of the species. Both males and females, however, have the a tuft of the same thick, dark fur at the ends of their tails.

The Dengae
The Katkin Manael shen Dengae Shiri, commonly known simply as the Dengae. Dengae are nomadic warriors who wander the Sunplains, usually traveling the unclaimed areas between K'tar tribal territories either alone or in small coalitions of brothers/sisters. They carry with them special traveling tents, made by arranging long wooden poles in a conical shape and then covering them with animal hides; these tents can be set up and taken down quickly, and can be made large enough to house an entire Dengae coalition of up to half a dozen individuals. They are the same types of tents that are used by K'tar hunters when they must travel far from their villages to find prey, and are believed to have been taught to them by the Dengae. Known for being somewhat carefree compared to the K'tar they frequently share territory with, they're often impulsive and during times of plenty, enjoy games and athletic competitions. They are frequently known to wear the same sort of attire as the K'tar, simple animal skins tied about the waist, but are also known to be much more inclined towards decoration- they avoid the heavy necklaces of bones and teeth that the K'tar favour for ceremonial purposes, but will frequently wear braided leather necklaces and bracelets, adorned with small beads, shiny stones, and feathers, and make patterns on their leather clothes. They also prefer lighter weaponry, usually ones that can be used over a distance, such as throwing spears and shortbows, and usually with stone or obsidian tips, though metal-tipped weapons are not entirely uncommon, as Dengae often travel through trading outposts. Dengae are usually about the same height as an average human male, if a little taller, but a very, very slender compared to the other races; though they are weak in hand-to-hand combat, they are renowned for their speed, and can easily outdistance any of the other races, even despite their lacking endurance. Generally a tawny gold colour with black spots, with white fur on their chests and the underside of their limbs and tails. Some individuals, however, are born with unusual 'smeared' spots that run like stripes clear down their backs and tails; this pattern is seen as a good omen, and the bearer is often revered as having special abilities or skills.

The Fariss
Farissi-ya-Kaskana-Raatao, or the Fariss for short. The Fariss are the only Sabran tribe to exist as a functioning nation; they were rallied as a people during the Mage Wars and built their first city, Siskra-ya-Eyun-Rakkar, in order to defend themselves. Rakkar remains the largest of the Fariss cities, but there are at least two other small ones that are continuing to develop, and many smaller villages scattered throughout the Thick that continue to pledge their allegiance to the reigning queen. The typical Fariss would live in a family unit, within a home constructed of a frame of wooden poles, over which packed earth and clay would be placed, and finally a thatched roof; unmated warriors generally live within a much larger communal barracks-type construction, built much the same way. In the cities, however, large stone buildings have been constructed under the supervision and instruction of the many Fariss shamans; these act as the communal homes used by unmated warriors and are built outside the many earth and clay homes of the families, often connected by tall stone walls. At the very center of the cities, the temples are located, built pyramid-style, where the shamans and their acolytes live and practice. In Rakkar, the palace where the ruler's family dwells was established alongside the temple. Despite living in villages and even small cities, the vast majority of Fariss are very independent; hunting in particular is done either alone, or as a pair if one has a mate. The primary benefits they take from living in communities are protection against the other predatory threats of the Thick, most predominantly the darklings, or shadow packs; with the establishment of their cities, however, they found new benefits in the form of better trade, as well as the ability to build new structures, such as the stone walls, which would've been impossible with just a village. Despite their independence, however, they take fierce pride in their status as a nation, as well as their warrior nature- what other race could have survived so many generations in a jungle so full of danger, defending themselves against such cunning and vicious enemies as the other predators of the Thick? Generally serious and blunt to the point of being considered rude by the other races, they do take a frightening amount of enjoyment from battle, and regularly hold competitions between warriors, even in the smaller villages. They attire themselves with light clothes woven from plant fibers; commonly, Fariss in small villages will wear a simple cloth wrapped about their waist, but those from larger villages and from cities will wear clothes draped over the body that are brightly coloured with various dyes, as well as furs, and will often wear jewelry and decorations while in the village. During battles or hunting, however, the simple loincloth remains a staple. Their favoured weapons are heavier spears, knives, and longbows; some have been known to use a unique weapon made of heavy stone weights tied together with leather thongs, designed to be whirled and thrown to entangle the legs and even to break bones. Due to the popularity of trading within and between villages, attracting travelers of all races, there are few warriors among them who will not be armed with metal in some form. Usually a little taller than an adult human male, with lean, powerful builds, they're skillful and stealthy climbers who will attack targets from above without warning. Their fur is usually a yellow-gold colour, covered with patterns of black spots. Unique individuals are not too uncommon, however, and there are two distinct forms of variation. Some individuals have been known to grow to the size of one of the Great Sabran races, and as such are known as Greater Fariss, possessing impressive strength even if they sacrifice some of the stealth that the rest of the Fariss are famed for; these Greater Fariss are often praised as warriors. In coat colour, however, comes the more unusual and revered deviation, where some individuals have been born with dark fur, against which their black spots are nearly invisible. These Shadow Fariss are revered as the most skilled and stealthy of hunters and assassins.

The Riya Pygmies
The Riyafiss'tara'rao, or the Riya Pygmies. There is only one known group of Riya Pygmies, a tribe some one hundred and fifty members strong, that lives in a veritable village of treehouses interconnected by bridges and ladders, called Mreefissashaarao (commonly known as Treehaven to outside races). Very little is known about them; the Fariss, the only race who truly know the Thick well enough to locate Treehaven, see the Riya as an annoyance and avoid and scorn them, while all the other races have little chance to meet a Pygmy. What is known, is that for all their similarities to the nearby Fariss race (similar clothing styles and weapon choices), they are extremely unique in their own ways. Their language, according to Shavii warriors who have passed through that region, is the most primitive and broken language in existence, relying primarily on noises assigned various meanings combined with body-language, and due to their singular lack of contact with the outside world, they, much like the Yauri, lack any metal weapons. They are the smallest of the Sabran tribes, a fully-grown adult barely reaching the chest of the average adult human male, and slim and lithe, but very agile and swift and skillful climbers. They also have a distinctive set of coat patterns, with a base coat usually found in shades of yellow-gold and large black-ringed patches that can be wide and cloud-like or narrow and form stripe-like patterns.​
 
The Humans
Believed to have come to Kithlinor from other lands across the sea, the humans grew into the first true nations of Kithlinor. They brought with them knowledge of metalworking, and from the Sabran, learned the secrets of magic. Magic-users are uncommon among the humans, and those who are born with magic can learn to tap into any and all of the elemental powers. The majority of human mages are weak, however, usually only able to start a campfire or purify the contents of a waterskin.

The Desberiks

The Amzeriks

The Hillfolk

The Fisherfolk
 
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Whoa.

Awesome.
 
Put up the basic description of humans in general, as well as the list of the four major groups of humans on Kithlinor. Will start work on filling out the Desberikan summary tomorrow.
 
Interesting...quite a bit of work put into this concept.

Novels perhaps? Or will you submit this world to the fate of rping?