Under Construction…Last updated 8/18/11
About this page: Welcome to Eikasia’s “Setting Page”, which lists important locations, lexicons for the different languages, and a glossary of important concepts and terms. There are no spoilers here, so fear not. Forgot what the Hellas is? Don’t know the difference between sorcery and enchantment? This is where you come to clear things up. With time, the page will grow. Keep checking back and I may even have a finalized map for you–classic fantasy style.
NOTE: Click on the links to expand categories.
Important General Terms
- Magic: The powers used in any of the known schools of magic, usually controlled by the mind, spirit, or raw materials of the earth and universe. Some erroneously confuse it as referring only to the powers of primality, the most basic (but difficult) form of magic.
- Schools of Magic: Specialized forms of magic, covering only a certain area of manipulation and use. All magic fits into a dedicated school, though each school has its own range of subgroups dealing in more esoteric matters. The phrase “magic art form” is also used in place of “schools of magic”.
- Animus: The term used by magic users and scholars to refer to the soul. They prefer the former to the latter because the word ‘soul’ tends to have a religious connotation to it, and depending on the culture, refers to different things. In Fanaea, the “soul” can refer to a person’s moral standing and emotional state. In the Higashi Kingdom, however, the “soul” has nothing to do with morality or emotion, and everything to do with impartial wisdom. Thus, for magical practitioners and scholars of the magical arts, the word “animus” is preferred as it is universally understood to represent the spiritual vitality and spiritual strength of a person. The animus indirectly affects all aspects of life, and certainly sits at the core of existence–but only the Unbound Disciplines have been known to interact with it in any direct way. Wizardry, in the cases of items dealing in enchantment or primality, have also been known to interact directly with the animus–though these are usually smaller in effect.
- Indirect Art: A school of magic or particular magical act that is disassociative in nature–either because the act does not require direct line of sight, physical contact, or physical materials/ingredients.
- Direct Art: A school of magic or particular magical act that is associative in nature–either because the act requires direct line of sight, physical contact, or physical materials/ingredients.
- Unbound Disciplines: Refers to two schools of magic–Enchantment and Primality. They are referred to as such because their full potential is still unknown, due to lack of proper examples and a broad range of uses still untapped or unexplored.
- Spiritual Ban: Refers to an unseen magical restriction/obsession that drives a spiritual being to action. For instance, Medwin’s river guardian was compelled to mimic the movement and flow of a river at all times, thus preventing it from “flowing” uphill despite being capable of “standing upright” or making itself taller when stationary. Another example—A wild forest nymph has the apparent obsession of planting any seeds it sees lying upon the ground, even at risk to itself. The origin of these magical laws are unknown, but speculators believe it has to do with the essence of Life, and the roles creatures born in the deepest aspects of it seem to play to keep it going.
- Legends: When capitalized, refers to individuals of varying species, race, and gender who became famously known through acts of heroism or villainous deeds. They were recognized as the most powerful mortals in the world. None doubt that Legends existed, though the world seems divided on the nature of their power. Some say they were simply masters of magic that felt compelled to insert themselves into global conflicts and change their surroundings. Others believe that Legends were champions chosen by the gods to carry out their patron’s wishes on earth. There are many stories of different Legends, good and bad, some more known than others. Currently, there seem to be no active Legends left in the world. Years ago, many Legends were killed by common folk out of fear and anger. This sudden backlash may have caused those left alive to go into hiding. Legends of note: Arachne, aka The Spider of the West; Arles, aka the Sweet Blossom; Toshihiro, aka Champion of Tenjin; Flame, aka the Daughter of the Sands; Wind, aka the Champion of Njord; Earth, aka the Champion of Tellus.
- The Sacred Five of the Lunar Hall: A phrase used by therians of the moon (see under “Species: Therian”). Refers to the five forms Ailurans, Lycans, and Sirenians are capable of shapeshifting to. Each are attributed to a moon phase. These are—sapien, attributed to the new moon (the subject is furless, upright, and with opposable thumbs similar in appearance to humans); near-sapien, attributed to the crescent moon (the subject gains talons, fangs, claws, a tail, and other beast-like qualities while still retaining the ability to stand upright, limited speech, and opposable thumbs); beast-man, attributed to the quarter moon (the subject becomes a perfect balance between the beast and sapien halves, and is said to become so at one with life that all emotion becomes a form of intense ecstasy–there is an increase in size, increase in strength, an intellect to conquer instinct, and powerful senses); near-beast, attributed to the gibbous moon (the subject becomes a larger version of the true-beast, losing the ability to stand upright and speak–this form is the second most dangerous to the beast-man due to the fact that the subject is no longer capable of complex thought, but still retains enough intelligence for the primal personality to use it); true-beast, attributed to the full moon (the subject shapeshifts into a normal-looking form of animal, both in size and intellect–lycans turn into ordinary wolves, for example.) The form always taken during the full-moon is true-beast. Each race and clan have their own names for these various forms, but the Sacred Five of the Lunar Hall is a universal concept shared by all.
- Lunenn: The Ailuran word for the lunar calendar, which is centered around full moons. One year is thirteen full moons. Humans refer to the Lunenn simply as “The Lunar Calendar.” Lycans refer to the calendar as “Arteema”, after their god Artemis. The term used by Sirenians differs depending on the clan in question, though when speaking with other species, they refer to the calendar as humans would.
- Thomin’s Calendar: Is the calendar used by most humans, dwarves, and elves throughout the world. The original template is believed to have come from an elf by the name of Thomin. The calendar has four months, each spanning the approximate length of the seasons. New year is the start of Spring. But this tends to be adapted to reflect the climate in the region the calendar is used in. For instance, Albians have a variation on Thomin’s that is not the same as Fanaeans would use. However, when doing trade, both sides easily convert it to the original template to prevent scheduling confusion. According to Thomin’s Calendar, the year in Eikasia (from Part 1 to Part 2), is 3569.
Schools of Magic
- Sorcery: Is a form of magic that deals in the manipulation of natural elements–such as water, earth, and air. Sorcery, as a direct art, does not create what is not there, and is therefor entirely dependent on its environment. Practitioners of sorcery are called sorcerers, and are the second most common magic users in the world. It is very rare to find a sorcerer who has completely mastered an element in all forms. Often times, sorcerers focus on a particular state or property of an element–ice as a state of water, or lava as a state of minerals for example. Some sorcerers prefer to devote themselves to a single element, while others train in a number of elements. Sorcerers of note: Karolek, the bounty hunter.
- Enchantment: Is a form of magic that deals in the mind–memories, mind control, empathy, and dream shaping. Enchantment is, perhaps, the most convoluted of all the schools of magic in Eikasia. It often slips through concrete definition, taking on many different forms. Sometimes it is a direct art, requiring its subject of interest to be near, give physical contact, or be in sight. Other times it behaves as an indirect art, and can stretch over vast distances with no sight or contact of its subject of interest at all. Practitioners of enchantment are typically called enchanters, but they have also been called seers, psychics, and shamans. They are the most common magic users in the world, though extremely powerful users are rare. Most enchanters are healers who work with the mentally ill. Others, still, are truth seekers, who investigate mysteries. Enchantment is the only form of magic that humans are naturally inclined toward. Due to Enchantment’s broad range of skills, both direct and indirect, it is considered one of the the two Unbound Disciplines. Enchanters, particularly those of great power or experience, are said to be at great risk of going insane. Enchanters of note: Syria of Albias; Lethia Artaud; and Gaduman of the East.
- Wizardry: Is a form of magic that specializes in the use of magic items and passive divination. There is some debate on whether wizardry is a direct form of magic, or indirect. On the one hand, some claim that because an enchanted item is needed, wizardry is a direct art. Others claim that the use of an external object creates disassociation between the subject and the power of the item in question, thus making it an indirect art. The former argument tends to be the most accepted in the common folk. Those who practice wizardry are called wizards, and are the third most common magic users in the world–if only because of the limited supply of magic items available. Wizardry, as an art form, has been called a ‘fool’s art’, as powers from everything but alchemy and enchantment have been found to exist in enchanted items. Common tools in wizardry are brooms, mirrors, hats, and pouches. The average practitioner is a middle to upper class human being, who likely uses wizardry for mundane tasks like heavy-lifting or cleaning. The truly powerful items, however, such as magicked armor and weapons, are much harder to come by. These magical items can have a number of origins, though their creation is in the realm of alchemy (discussed below). Powerful magic items require training to use, and sometimes a wizard must go through a sacred rite to bind the item to their mind and soul, or to attune to its power. Wizards have been known to attack each other on sight, in the hopes of acquiring new items to use. Because of this, most wizards have a small arsenal of magical items for backup. Some even turn to other schools of magic to guard themselves when cut off from their tools. Wizards are also well known for their ability to divine information from objects, and there are a number of trinkets in the world specially designed for just such a task. The magical community regard wizards with a sense of mistrust and disdain, due to their trickery, violent lifestyles, and the general belief that they are weaklings who cut corners in the pursuit of power. Wizards of note: Quincy, the bounty hunter; Hakeem, the bounty hunter.
- Alchemy: Is a dubious form of magic that specializes in the mixture of ingredients to create items of interest such as potions and magicked items, and also the creation of magic traps or places of sanctuary by way of ritual and drawn symbols, or diagrams. Alchemy, though not as conspicuous as, say, sorcery, is a direct art. As an art form, it is always dependent on the ingredients or materials used, and sometimes dependent on its environment. It requires absolute precision, making great use of geometry and measurement. Practitioners of alchemy are called alchemists. It is impossible to know how many in the world practice it on a basic level. There are countless common folk who know an alchemical mixture or two, and others still who may even know how to draw a warding symbol to keep evil spirits away. Just about every magical user in the world knows some amount of alchemy. When looking at those who devote themselves completely to it, however, one sees that they are the fourth most common magic users in the world. Some say alchemy is just a step above Primal magic (explained below) because it uses the basic energies found in ingredients and materials to create their desired effect. Most alchemists are involved in medicine, some are blacksmiths of the arcane, while others still make use of their skills in law, through forensics. There are some, however, who manage to make use of their skills in more adventurous lifestyles. These few have made alchemy famous for its use of acid flasks, voodoo dolls, and dynamite. Perhaps were it not for the complexity of alchemy, it would be more common in the world. Alchemists of note: Jetswick, the bounty hunter.
- Animancy: Is a form of magic that specializes in promoting life force, and deals with spirits existing in the physical world. Is an indirect form of art. There are many forms of animancy, but some of those who practice it are known as animancers, paladins, clerics, or oracles, they are the fifth most common magic users in the world. This form of magic is usually religious in nature.
- Necromancy: Is a form of magic that specializes in swallowing life force, and deals with spirits existing in the physical world. Is an indirect form of art. There are many forms of necromancy, but some of those who practice it are known as necromancers, and death mages. They are the sixth most common magic users in the world, placing it a small step above primality (see below). This form of magic is usually religious in nature.
- Primality: Is a form of magic that specializes in the most primal forces, which are considered the bricks and mortar of existence–gravity, space, and time. Practitioners of this art form are the only magic users who are called magicians, due to the fact that they wield powers that define the universe, and therefor, the powers that lead to all other schools of magic. Considered the ‘father’ of all magic art forms, primality is a direct art form. Primality branches into three important subgroups:
- Gravitational – Magicians specializing in this form of primality are able to control directional forces through telekinesis. They can push and pull matter in any way they wish. The easiest form of primality to train in.
- Spacial – Magicians specializing in this form of primality are able to manipulate the realms of space–either by expanding it, condensing it, or traveling through it by teleportation. They cannot “create” space, just manipulate that which is around them, much like one would do with a balloon by blowing air into it, or deflating it. Space magic is more difficult to train in than gravity.
- Temporal – Magicians who are able to use this form of primality are capable of transcending the limits of time either by stopping it, causing it to go back, or spurring it forward. Temporal magic requires complete mastery of both spacial and gravitational magic in order to escape the outstanding limits placed on time by these other elements. Those who are able to cast time magic, even in its most basic forms, are few and far between. At best, these magicians are able to stop time for (theoretically) a very short period, the longest recorded being one minute, ten seconds. Legends speak of powerful magicians, practically otherworldy, as they are able to travel to years in the future or past. There are no magicians known alive who are capable of such feats.
Primality, as a magic art, is the most difficult art form to practice due to the unwieldy powers that define it. It is so rare to find a dedicated practitioner of primality that their exact number cannot even be guessed, placing it as the least practiced magic art in the world. Most magicians prefer to remain out of the spotlight, leaving history with virtually no prime examples of their full power. Thus, the mystery surrounding primality’s full potential and its use of the most basic elements of the universe places it firmly with Enchantment as the second Unbound Discipline.
- Humans: The largest and most diverse population in the world. They hold majority control of half the world’s settlements, cities, and kingdoms. Though magic is harder for them to gain any sort of mastery in than other species, they are the most common magic users–partly from necessity, partly out of fear of what other species, who are more magically inclined, may do to them. Enchantment is the only school of magic humans seem inclined to. Due to their vast number, humans define “race” loosely. Many see nationality as their “race”, for instance, one born in an old Fiamman family is called a Fiamman. But if an individuals original nationality cannot be determined, or if he’s only a first generation nationalist born to immigrants within the state in question, humans then turn to geography. For instance, one born on the Indabe continent is then called an Indaban. If even that is called into question, then, and only then, do humans resort to classifying by religion or skin color. To resort to the latter is a grave insult, as it suggests the individual is a savage without a nation, a natural country, or a god to belong to. Humans, along with elves, are known to use surnames–mostly as a way to tell one another apart in a village or city. The use of surnames, however, unlike elves, tends to be optional.
- Dwarves: Though humans refer to them as something “other” than themselves, the reality of it is that dwarves are close human cousins. At first, this subrace began as a mutation or birth defect, and was seen as something undesirable. With time and conscious unions between dwarves, this subrace grew into a strong and healthy clan. They are not to be confused with the disproportionate “little people” that humans still occasionally give birth to. This clan, though small, is strong and well known for their shrewdness. Because of the stigma placed on dwarves by humans, their society has grown to dislike and distrust humans, and they despise the fact that they are even remotely related to them.
- Therians: The second largest race in the world. This species breaks into two groups–Therians of the Moon, and Therians of the Sun. Therians of the Sun are the most common within this species, and branch off into a wide variety of races, including (but not limited to) Arktans, who shapeshift into bears; Avians, who shapeshift into birds; and Draconians, who shapeshift into reptiles. Smaller in number, but perhaps the most organized and globally recognized, are the Therians of the Moon, who consist of only three races–Ailurans, who shapeshift into felines, Lycans, who shapeshift into canines, and Sirenians who shapeshift into aquatic mammals. Therians of the Moon are the only therians who can shapeshift into five different forms, called by all three as “The Sacred Five of the Lunar Hall”. They are compelled to shapeshift every full moon in their most basic animal form. Therians of the Sun can only shapeshift into one basic form, and are only compelled to shapeshift every summer and winter solstice, every vernal and autumnal equinox, and during full solar eclipses. Though Therians face a great deal of discrimination, Therians of the Sun tend to be more widely accepted than their lunar-influenced brothers. While at a glance, therians seem to resemble humans, the difference lies in proportion and certain subtle qualities that hint to the spiritual force lying dormant beneath. To suggest that a therian is human or vice versa will likely elicit an unfavorable response by both species, particularly from therians, who are very proud of what they are.
- Elves:An evolved race of fair folk. They are tall, with pointed ears and sharp eyes that can see as well as a therian. There are two small kingdoms and one small clan to be found. Lekeid, off the western coast of the Sibesona; Rhythlgard on the northern tip of the Erminia; and the Ukail clan found on the northern-most continent. Legends and rumors speak of atleast one other clan, but either they are misguided, or the clan wishes to remain silent. Elves are a secretive species that guard their knowledge and resources shrewdly, for they have been around longer than man and know many things that humans would kill to know. For this, each of the Elven communities have their homes protected by cloaking and barrier spells, which are re-configured nearly every day to prevent easy detection. So even a person who has managed to find the Elves must fight once again to return, unless escorted by a member of the community. To anyone that manages to find them, after all suspicions of threats have been dispelled, Elves are said to shower such guests as though to reward them for their tenacity and guile. While elven nobles are known to be arrogant and judgemental, most elves are actually quite hospitable and kind–and it is said there is magic behind this. As an evolved race of fair folk, Elves come from a background of magical creatures that live under spiritual bans, which are magical restrictions that serve as a cap to their power. Of all the fair folk, Elves are the most advanced, and it is said that their spiritual ban compels them to share the fruits of their marvels. (note–that is, they only share the rewards of all their technology and wisdom–they do not reveal how such things are made or acquired.)
- Halflings: The product of a union between a human and an elf. Most halflings reside in the northwestern part of the Sibesona in a community of small villages. They have senses sharper than a humans, but not as good as an average elf. They have ears with small bumps at the tips, slightly larger eyes, and longer arms than a human. Aside from this, they have no exceptional skills greater than an average human. Elven society sees halflings as outsiders, and thus the sub-species does not have easy access into Elven communities. To say they are hated is not correct, however. Elves simply feel that halflings lack true affinity to their life and overall goals. Thus, they treat them civilly, even kindly, just not as their own. Halflings do not resent this, and even seem glad to be removed from their fair folk background. They prefer untamed nature to sweeping architecture, and prefer simple straightforward living to complicated work and secrecy. The halfling villages trade often with the Ailuran Nation.
- Nymphs: A species of fair folk whose “races” are defined by their surroundings (there are river nymphs, forest nymphs, mountain nymphs, etc.) But the difference between “nymphs” and “Nymphs” is a subtle one. As of this day, there are only two small clans of Nymphs known who can travel far, and communicate with other species. These clans are the Nymphs of Oridtha, the volcanic mountain located on the Talmor continent; and the Nymphs of the Kokai Springs, located on the Higashi continent. Some speculate that other nymphs are indeed capable of speaking with other sentient species, but choose not to out of contempt or fear.
- Selkies: An evolved race of seal-like people. They have fur, whiskers, tails, and webbed feet and hands. They can stay under water for longer than an hour, and can swim in arctic ocean. They are found on the Higashi Kingdom, and sometimes along the Eastern coasts of the Talmor and Indabe. Rarely do they travel beyond these places. They are not therians–a point that some humans find difficult to understand. Some speculate that they were Sirenians in the distant past, but remained in near-human form and got “stuck”. Humans have been killed making such claims to the Selkies. The race is a war-like clan, devoted to protecting the Higashi Kingdom, whom they have a long harmonious history with. They are also famous as skilled fisherman.
- Ogres: There seems to only be one civil and sentient race of ogres known in the world, and they have a small city state on the snowy isle of Iorgeth, located to the far north in the collection of isles that bridge the Sibesona and the Indabe along the icy stretches of the Hellas Ocean. They are large, averaging 7 feet tall, with small heads and large teeth that prevents them from closing their mouth fully. They have tough, gray-blue skin and pitch black eyes. Sometimes, females will sprout white, brown, or black hair, but males are bald. They have four large digits on their hands, and they have large talons on each of their toes. They have ears on the sides of their head that are like halved cones. When in intense wind, they can close these ears shut. Once a warrior race, this race of ogres now are content to work as mercenaries, traders, and blacksmiths–rivaling dwarves and elves in their arcane mastery.
- Goblins: Like ogres, the only civil and sentient race seems to be found on the Erminian continent. They are a clan of small impish creatures with large bat-like ears, large mouths filled with tiny razor sharp teeth, forked tongues, short reptilian-like tails, green scaly skin, and yellow eyes. Average height is 4 feet tall. Goblins are secretive in nature and have a hidden kingdom deep in the Santian jungles. Some work as jungle guides, mercenaries, witch doctors, and pelt traders. They hold a nasty reputation, however, of double-crossing their customers. The Santian Kingdom has been “at war” with them for centuries, it seems, and yet the goblins guile keeps them from being stomped out.
- Aikandi: Evolved race of sentient insects. Located on each of the southern continents: Talmor, Fanaea, and Erminia. There is said to be a clan of beetle-men on the Indabe continent, but this has largely been disregarded as just rumor. They have no kingdom of their own, and their communities are but small villages sprinkled through the southern hemisphere. Most of the clans, comprised of different Aikandi races, are peaceful–though Fanaea is home to a warrior clan of hornet-men, or the Nyigu. None confuse them for therians, as therian clans comprise of only mammals and reptiles. Aikandi never travel overseas–sea monsters intentionally target them, as they are something of a favorite meal, and none of the Aikandi clans can even entertain the thought of swimming or cold weather.
- Satyrs: Much of the time can be found in the company of Dwarves or Elves. They have no communities of their own, and for the most part, have no interest in cultivating one. Their history as a people have been as nomads, scattered–aiding other species in their greatest historical moments. As a species of fair folk, there is speculation that this is part of an old spiritual ban. The rumor is that Satyrs intuitively know of great individuals who are meant to rattle the world, or of great events that could affect an entire race. They seem drawn to such spectacles, and work to facilitate these things, good or bad, through any means they can. Satyrs scoff at this, citing their race’s hereditary drinking problem and their difficult lives as vagrants. But not all Satyrs have it bad, some having a fair amount of wealth and permanent residence in places like Lekeid, the Higashi Kingdom, and Tiesmire.
- Omatts: A species that seems to have evolved from some form of primeape. Found only on the Talmor, Indabe, and Fanean continents. They have long arms, long thin fingers, large feet, rounded ears, and long slim prehensile tails. They tend to be shorter than average humans, though there have been records of some as tall and large as an Ogre. Omatts prefer to stay in their warmer, tropical environments, though it is not unheard of to hear of one traveling to Erminia or Sibesona. They have one city-state on Talmor, but have no other established communities to their name.
Major Continents and Locations of Interest
The above was a work-in-progress I made using ProFantasy’s Campaign Cartographer 3. It was only a trial version, so I couldn’t do anything too complicated, nor could I save it in a higher resolution–which is why all the location names are impossible to read. I have a Mac now, and ProFantasy doesn’t sell to Mac users, so I’m going to have to find a new way to make Eikasia’s map. Even if I had a PC to work on, I lost the original program files to a computer crash. At any rate, this map is outdated. The lower left continent was supposed to be Erminia, and the lower center continent should actually be the Fanaean isles. Everything else is more or less the same as before.
- The Sibesonan Continent: One of the five major continents, located in the northwestern hemisphere. Also the second largest continent, after Talmor. The Sibesona is said to be the pride of the god Halward as the birthplace of humanity. Truly, it has the densest population of human beings the world has ever seen thanks to the powerful government of Fiamma, Tiesmire, and Belcliff. Because of this, magical creatures that live on the continent are subtle, and prefer not to be easily seen or identified. Other species find the continent to be overall intolerable due to the fear and prejudice that drives its leaders and major societies. Despite this, certain sentient species have found a way to co-exist with the humans in these atmospheres. Elves, halflings, Ailurans, Lycans, and Dwarves can be found often enough doing business or passing through.
- The Fiamman Kingdom: Controls much of the southwestern part of the Sibesona, they are powerful and innovative human beings that tend to regard outsiders as inferior–even other humans. They believe they are direct descendants of Halward’s first children. Citizens are typically fair-skinned with light eyes and a warm shade of hair. They are reputed to have fiery tempers and a natural affinity to conflict. The kingdom is divided into four provinces, each province housing people of a particular caliber and profession, though this isn’t to be taken quite so literally as to believe that those of a differing skill could not reside there. The four provinces are—Ebinus, home to the farmers and the largest military forts and training camps; Ethea, where the merchants and artisans outlook the Maelic Bay; Eurevius, the province of the scholars and magic users; and Engus, home to the royal family and the noble community. Currently, the Fiamman Kingdom is engaged in an ongoing war with the Ailuran Nation for land and resources. They have an agreement with their Lycan neighbors to the East that states the kingdom would not expand eastward so long as the therians kept trade routes to Tiesmire open. Currently, Fiamman leaders are working out an alliance with the Santian Kingdom in the hopes that they will assist in the war.
- The Ailuran Nation: Smaller than the Fiamman Kingdom, but gifted with an age-old knowledge of their environment and clever generals, the Ailurans have seen hard times because of the war, but have yet to have even lose a settlement. Is the only organized community of Ailurans in the world, they are religiously devout to their goddess Aelurus whereas the Fiammans seem to rely on Halward out of convenience. The Nation is comprised of six villages—Opet, Tosmai, Mied, Dessiet, Eryui, and Himitahl, the nation capital. This does not include the numerous forts and farm settlements that sustain and protect the nation as a whole. The Illuminati, the nation elders whom all village leaders answer to, reside in Himitahl, where they make auxiliary decisions regarding the bureaucratic processes of the nation. These offices in turn limit the actions of the military.
- Tiesmire: A gigantic city-state near the eastern shores of the Sibesona. Was originally a hotspot for trade among hundreds of different people from around the world, but a dwarf by the name of Brice came and organized the rabble of merchants to form the strong localized government. Though it lacks elegance and age, Brice has demanded to be known as a “King” and tries to live as such in the center of the city. The population is comprised of many different species and cultures, making it a chaotic and raucous place to live, but a fantastic place to trade and discover new things. Throughout the city, guard towers keep watch from above whilst patrols prowl the streets day and night. The area surrounding Tiesmire has been cleared of forests and shrubs, for defense purposes. The city is enclosed within two sets of walls that mark out the perimeter, and between these walls, the militia lives.
- Dame: A trading town that makes its business resting at the foothills of the Torreth mountain trail. It is a community protected by high walls, like Tiesmire.
- Toah: A small village a few days West of Dame. Is known for its giant metal tower, which serves as a symbol marking the end of Ailuran territory and allegiance to the Fiamman kingdom. While prejudice against therians is strong in this area of the Sibesona, Toah is particularly notorious for their hatred of Ailurans. They are a community of farmers and modest artisans, and while they boldly side themselves with the Fiamman monarchy (despite lacking official protection) they fear this may bring about an attack from the Ailuran Nation. …So far the Ailurans continue not to care about them, either way.
- Gamath: Once a large city-state, like Tiesmire, Gamath has recently fallen into dire disrepair. Trouble with the local river guardian led the city’s primary water source, the Medwin river, to becoming poisoned. As an evil drove the denizens mad with despair, the local wildlife also turned rabid and dangerous. It was only through the efforts of Elmiryn, Nyx, and Sedwick that the river was restored and the evil aura banished. Since then, an influx of people have returned to Gamath to return it to its original glory.
- The Albian Region: The Albian Region is nestled amongst the northeastern mountains. Throughout the year, they know short summers and long winters and thus use a variation on the Thomin calendar. This allows them to count time their own way, but easily convert their dates to those of other human societies easily. It makes trade less of a hassle. Unlike the rest of the Sibesona, which has hunted and killed off most wildlife threats, the Albian region remains largely untamed. This is the only part of the continent where monsters still roam freely, and they have managed this by adapting to the increase in sentient populations through stealth–these monsters include (but are not limited to): batrengs, scultones, daesce, and devil weeds.
- Belcliff: The central government for the Albian region. A stark and serious town, lead by the marshal.
- Holzoff’s Tower: The local prison, one of the most notorious in the world–not for a stellar security, but for its dangerous surroundings. Daesce haunt the prison, making escape seem impossible.
- Dolmensk: A hoodlum town filled with criminals and other shady persons.
- Syria’s Tower: Once considered a safe haven for those looking to escape the harsh wilds of Albias, is currently closed off due o the horrible crimes believed to be committed there.
- The Dwarven Mines: Once home to a colony of dwarves, is now abandoned and believed to be tapped of all resources.
- The Halfling Settlements:
- The Lycan Territories:
- The Dwarven Settlements of The Far North:
- The Indaban Continent:
- The Talmorian Continent:
- The Kilemare Coast:
- Crysen: Home to a community of magical users that dedicate their lives to magical mastery. Some of the best magical users have been produced here.
- The Kilemare Coast:
- The Erminian Continent:
- The Santian Kingdom
- The Fanaean Isles:
Languages in Eikasia–General Terms:
Note: I’m no Tolkien, but as many of you have quickly seen, Eikasia is a world host to more than one language. I don’t know the finer details of language creation. Truthfully, atleast half of what I come up with is cannibalized from real life languages–such as spanish, french, swahili, and latin. The rest is gibberish that I frankensteined together. (In the case of Fanaean and Santian, I sometimes used direct words from real life–no harm, right?) For fun, here’s a list of some of the terms the characters are frequently seen using:
- Common: Used by most humans. Is the universal language for trade and commerce. Will be used as a reference point when translating the following terms below (taking the place of the term “English”, which holds no bearing in the Eikasia universe).
- Ailuran: Used by the therian race of felines that live on the Sibesona, though variant dialects have been found on other continents from Ailurans who have formed communities away from the Nation. Described by other species as a “strong” sounding language due to its constant use of harsh consonants.
- Cajeck: informal noun; translated into Common it means “idiot”, or “a stupid person”.
- Och: pronoun; depends on the sentence in question, but when translated into Common, it refers to the self (i.e. Me, myself, and I)
- üle: pronoun; translated into Common it means “you”.
- Koah: noun; translated into Common it means “sister”.
- Koen: noun; translated into Common it means “brother”.
- A-ma: noun; translated into Common it means “mother”.
- Navi: noun; translated into Common it means “teacher”.
- Lunam: adjective; translated into Common it means “dead”
- Lunamare: noun; there is no direct translation for this word. It refers to the Ailuran’s idea of the afterlife–spent under the direct watch of their goddess Aelurus. This place is not exclusive to Ailurans, however, but is understood to be a sort of continent where three kingdoms reside side by side. The three kingdoms are populated exclusively with Ailurans, Lycans, and Sirenians (each Therians of the Moon) under the rule of their respective gods. They exist in the Lunamare until the moment they are to be reborn in the mortal realm.
- Ool: noun; translated into Common it means “water”.
- Hejka: noun; translated into Common it means “traitor”.
- Oeni: adjective; translated into Common it means “sorry” or “apology”.
- Juek: noun; translated into Common it means “blood”.
- Lunés: noun; translated into Common it means “spirit” or “soul”.
- Ekilluos: the term used by Ailurans when referring to the “beast-man” form. (See under “The Sacred Five of the Lunar Hall”)
- Fanaean: Used by the human islanders of the Fanaean isles. Described by other species as a very fluid and lyrical language.
- Demi: translated into Common it means “look”.
- Tai’undu: There is no direct translation for this word. But as a swear word, it is used similarly as “fuck”, “shit”, or “goddamn it”.
- Mkundu: There is no direct translation for this word. But as a swear word it is used as a direct insult, similar to “asshole”, “dipshit” and “bastard”.
- Wikan: translated into Common it means “why?”.
- Mweze: translated into Common it means “wife”.
- Taika: translated into Common it means “husband”.
- Chu: translated into Common it means “there”; when the word is doubled, “Chu-chu” it becomes a phrase used to console someone younger than yourself, but when used against someone of the same age or older, it takes on a patronizing and/or teasing tone.
- Bwa-: this prefix is never used by itself, but when attached to a noun, it illustrates possession. For example, “Bwa-mweze” means “My wife.”
- Elven: Used by elves and halflings, this language is described by other species as sounding sonically similar to Santian, but softer and “grander” in structure.
- Öctér: An exclamation. Roughly translated, it can be understood as, “Oh my goodness!” or “Wow!”
- Santian:Used by the humans of the Santian Kingdom. Is said to be a very romantic language that makes frequent use of rolling r’s and deep vowel sounds.
- Lia: noun; translated into Common it means “woman” or “girl”.
- Conio: there is no direct translation into Common, but it can be understood to mean something similar to “damn it” or “crap!”
- Fottuto: no direct translation into Common, but it can be understood to mean something similar to “fuck” or “shit”.
- Calgato: noun; translated into Common it means “asshole”.
- Bruja: translated into Common it means “witch”.
- Oye: translated into Common it means “hey!”
- Terrano: noun; translated into Common it means “Earth”.
- Loca/Loco: translated into Common it means “crazy”.
- Idi’uta/Idi’ute: translated into Common it means “idiot”.
- Choi: no direct translation into Common, but it is used as an affectionate nickname, like “Junior”.
- De quoi: a phrase that roughly translated into Common, means “what?”
- Inseño: translated into Common it means “madness”.
- Elwe nuoa, oliano me’cher solimein: A Santian proverb. Roughly translated, it means “The way of the starved, is the poor butcher’s plight.” The phrase is used to refer to a situation in which an individual has something precious that others are determined to steal away, and is therefor in the position of meeting great misfortune no matter what he tries to do.
Gods in Eikasia–The Pantheon
Note: This isn’t all of the gods in the world of Eikasia by a long shot. These are just some of the more prominent ones that keep cropping up in the setting.
- Kupala – The Goddess of Plants. Her symbol is the morning glory flower. She represents nurturing, vitality, and natural poison. “Arlés the Sweet Blossom”, from Tobias’s stories, was once her champion. Worshiped throughout Fanaea, where cities live in harmony with the nature around them.
- Artemis – The Goddess of the Hunt. Also the progenitor of Lycans and sister to Aelurus. Her symbol is the wolf. She represents the honorable hunter, the power of unity, and loyalty. Worshiped mostly in the southeastern part of the Sibesona by the Lycan clans, but many hunters around the world pay tribute to her before a hunt.
- Aelurus – The Goddess of the Night. Also the progenitor of Ailurans and sister to Artemis. Her symbol is the black leopard. She represents inner strength, the passion of the beast, and cunning. Worshiped mostly by the Ailuran Nation in the mid-Western part of the Sibesona, but all wandering Ailurans are known to worship her.
- Eate – The God of Storms. His symbol is lightning. He represents the wrath of nature, the sacred importance of heralds, and the fragility of the beautiful. Worshiped only on the continent of Erminia, where storms and monsoons are a regular feature of the year. Those in the Santian kingdom are just as passionate for life and its revelries as Fiammans are–however, Santians have a much darker look about it, feeling that all good things must come to an end. “The fragility of the beautiful.”
- Tenjin – The God of Intellect and Rationale Thought. His symbol is the Delta Triangle. He represents wisdom, practicality, and the glory of higher learning. Worshiped in both the Indabe and Higashi Kingdoms. There are pockets of small communities around the world who also pay tribute to him. Toshihiro, from Tobias’s stories, was once his champion.
- Seer – The Goddess of Insight. Her symbol is of the meditating individual. She represents awareness, the mystery of the future, and the truth of the past. Worshiped mostly by enchanters, but those hoping to learn of their lives have also been known to make tribute to her.
- Njord – The God of Wind. Husband of Atargatis. His symbol is a tornado. He represents the ever-changing nature of the world, the wrath of fathers, and unassailable freedom. Worshiped around the world. “Wind”, from Tobias’s stories, was once his champion.
- Atargatis – The Goddess of the Sea. Wife of Njord. Her symbol is of a calm ocean. She represents the abundance of life, protection of seafarers, and the wrath of mothers. Worshiped by sailors, but many communities near the ocean as well.
- Tellus – The Goddess of the Earth. Her symbol are of three close mountain peaks. She represents patience, steadfastness, responsibility, and fecundity. Worshiped around the world. “Earth”, from Tobias’s stories, was once her champion.
- Fortuna – The Goddess of Luck. Her symbol are two arrow paths intertwining, then diverging. She represents the duality of fortune, and the element of chance that factors into all life. Tristi is her champion.
- Lacertli – The God of Survival and Natural order. His symbol is that of the lizard. He represents…well I’ll just copy and past what he represents: “I am not the Pathfinder. I am the path; the way; the bridge. I am not the Weaver. I am the art; the design; the creation. I am the dreamwalker and the harmony of Life, the inexorable cycle, the first inhale, and the last exhale. I am not death, nor birth, nor light, nor dark. I am the crucible. I am the Given. I am the Taken. I am sacrifice. I am survival.” Worshiped by little to no one, but once had many temples in his name.
- Nitor, Vires, and Azad – The Gods of the Sun. Halward’s children. Fragments of the original sun god, Ortus. Their symbol is of the three suns, for they cannot be understood apart. They represent the son waiting to surpass the father, the blinding nature of brilliance, the tragedy of nobility, and the promise of conflict.
- Halward – The God of the Heavens, or the Star Ruler. He is understood to be king of the gods. His symbol is of the nine-pointed star. He represents power, progress, ambition, and the mystery of heaven.