Aberrations
are exceedingly rare in Cerilia (or the rest of Aebrynis for that matter). They
are generally considered to be the twisted spawn of the Deep Below – the
proto-deity Ceremos of Myth.
Generally
speaking they do not have an important place in the tapestry of Cerilian
civilization. Most encountered will be simple monsters, cunning but
uncivilized, dangerous but on an isolated level.
All manner of
animals can be found in Cerilia. Most are simple analogies to real world animals,
but with some variations.
In general
Anuire is similar to South-Central Europe in fauna, Rjurik to Scandinavia,
Khinasi to the Middle East (with some Indian-style rainforest), Brechtür to
Northern Europe, and Vosgaard is similar to Eastern Europe.
Dragons may
indeed have been the first intelligent race to dwell in Cerilia. Little is
known about these near-mythical creatures, for they have left few physical
marks of their presence, for they are not a race of builders. Instead they are
remembered in the texts and oral traditions of many cultures.
Once
there may have been many dragons in Cerilia, but that era had long since passed
before humans ever came there. By the time of Deismaar only a few remained, and
those few that still remain are generally inactive, dreaming away the centuries
in hidden lairs. In fact, a dragon hasn’t been seen in central Anuire for
centuries (well, there are always rumors, but nothing that has been
substantiated).
It is not
clear whether the dwarven race is native to Cerilia or not, but some scholars
believe that the forebears of the modern dwarves migrated to Cerilia before
Cerilian landbridge was destroyed (which means they may have been in Cerilia
for many thousands of years).
What
does seem likely is that the dwarves were a fairly sophisticated people by the
time they arrived, and that their migration was spurred on by a need to settle
new lands (in one of the rare dwarven legends known to men, the dwarf god
Moradin commands his people to go forth into the world and settle “all the
lands pleasing to him”).
This
migration to Cerilia must inevitable have brought them into contact with the
sidhe, but contact seems to have been relatively peaceful. Whether or not the
dwarves chose the mountains to live in or were forced to because of the
presence of the sidhe is also unclear. Yet when one considers the nature of
dwarven physiology and psychology, and notices how well adapted they are to
mountain life, it is hard to imagine that they did not voluntarily settle the
mountains.
Dwarves
are skilled builders, warriors and craftsmen. Their goods, especially metalwork
of any kind, can be found commanding high prices throughout Cerilia, and
dwarven masons and mercenaries are always sought after.
The Inner
Planes are as remote from Aebrynis as the Outer Planes are, and the appearance
of elemental creatures in Cerilia is exceedingly rare. Most will be the result
of conjurations or summonings by particularly powerful spellcasters.
In Aebrynis’
distant past, during the Age of Myth, it is rumored that genies were far more
involved, to the extent that their civilizations coexisted with the dragons and
the giant kingdoms.
Cerilian elves
have very little in common with humans, other than a superficial physical
resemblance. Elves are fey, creatures of dust and starlight; magical, eerie and
unfathomable to humans. They were created from the elements at the dawn of
time, and have a special intimate connection to the living land. Elves are also
immortal, but have no souls (at least not in the humans sense of the word), so
when the die, they do not go on to live an afterlife like humans do. Some rare
elves might renounce their heritage, becoming mortals, and losing most of their
abilities in the process.
Their nature
makes elves incapable of worship; they do know that there are gods, but lack
the ability to establish the relationship mortals have with them. Instead elves
follow a special spirituality that emphasizes their connection to nature. Elves
have no clerics, but have druids (which are not priests of Aeric, despite
having similar abilities).
The term
“elfblood” is used to refer to anyone who has even a trace of elven blood. It
includes elves and half-elves of course, but also more distant kin.
Not many
humans can actually claim to have elven blood, but those that do still have
something that binds them to their elven ancestors – all elfbloods share some
of the traits of true elves, including the potential to wield True magic.
It
should be noted that in many parts of Cerilia it is not a good thing to be an
elfblood, especially not if you are also “gifted” with the ability to wield
sorcery.
Elfbloods
are rarely particularly welcome in elven lands either, for while half-elves are
generally considered kin, elfbloods usually have too much human heritage for
them to be wholly accepted.
Cerilia is a
magical land, and is still closely connected to the Shadow World in places of
great natural beauty, far removed for human civilization. Here the darkness
that threatens to engulf the Shadow World is kept at bay – for now at least.
Here reality
and dream mix freely, and the fey folk – gnomes, dryads, sprites, brownies,
pixies, satyrs, nymphs, and others – spend their carefree days frolicking in
the hidden and magical places of the World.
In other, less
pristine, wilderness areas, there are not so many of the fair folk, but some
can be found, especially within the boundaries of the elven realms.
The race of
giants is also near gone from Cerilia. Like the dragons they were prolific and
powerful in the long years before humans came to Cerilia. Unlike the dragons,
the giants left many signs of their existence behind.
The many great
cairns,
standing stones and stone circles, and the gargantuan tombs that litter the
world are all part of their legacy. What remains of the giant race is little
more than a pale shadow of the past. The majority of giants are degenerate
brutes (hill giants and such) that bear little resemblance to their noble
forebears.
In the
hidden places of Cerilia remains a small number of true giants – who live out
their lives in silent contemplation and communion with the world around them.
Yet for all their wisdom and power, they have lost everything their race once
possessed, and are now little more than echoes of the past (forest giants and
ice giants fit nicely into this category).
The
goblins race is ancient, and they may actually have lived in Cerilia before the
elves got there (something which isn’t known to the general public). They claim
that once they were enslaved by the elves, but that they finally rose against
their wicked oppressors and freed themselves with fire and steel.It does seem unlikely, and the elves remain
silent about the subject. The goblins almost universally joined Azrai during
the War against Shadow, and their reputation suffers from it even to this day.
Goblins are
social creatures, and tend to form group relations just as easily as humans do,
resulting in stable and vigorous societies. Yet their society has a darker and
crueler side as well. Violence and abuse are all too common among goblin-kind,
and life is considered just another commodity (and not always a very valuable one
at that). Whether this is a racial trait or a result of Azrai’s corruption is
unknown, but all know of the wickedness of goblinkind.
The
goblin race is on the whole a little less sophisticated than its human
neighbors. While they like to both trade and steal human goods, they usually
cannot match human craftsmanship. Goblin equipment tends to be simple, rugged,
and functional.
Goblins
come in many shapes and sizes, yet they are all members of the same species,
and can (in theory at least) interbreed freely. The three most common
sub-species of goblin are the common goblins (equivalent of DnD goblins), elite
goblins (equivalent of DnD hobgoblins), and huge goblins (equivalent to DnD
bugbears).
The gnoll race
is not native to Cerilia, but originate somewhere in the arid wastelands of
Aduria. Indeed, gnolls are a relatively common race in Aduria to this day.
After the War
against Shadow, many gnolls were left stranded in Cerilia after having fought
for Azrai. Gnolls can now be found in many parts of Cerilia, but are especially
prolific in Khinasi lands, where they are a constant threat to the city-states
of the Plains States region.
Gnolls
are feral creatures and have little use or understanding for civilization. An
interesting mix of predators and scavengers, gnolls prefer to prey on others to
sustain themselves. They are as a rule a semi-nomadic, but often settle in the ruins
of realms they have destroyed. If not fighting an external enemy, the gnolls
are happily engage in a little infighting.
The
gnoll race is technologically backwards, and they seem to have little interest
in most crafts. Yet they are not above using equipment pillaged from their
civilized neighbors. As a result, most gnolls tribes are equipped with only
primitive weapons and armor, but the tribal chiefs and elite warriors often
sport much more sophisticated gear.
While
all this clearly places gnolls at a disadvantage, there is a reason why they
are successful. Gnolls are big, powerful and lean. They can outrun and outfight
most other creatures, and their excellent eyesight and sense of smell makes
them expert trackers and hunters.
The halflings
of Cerilia are pretty different from the rest of the common races. They are a
bit on the small side for one, but the true difference is not one that is known
to the public. Indeed, halflings are not off this world, but are immigrants
from the Shadow World.
Once, when the
Shadow World was a much lighter and merrier place than today, the halflings
dwelt there. The coming of the Cold Rider changed that, and eventually many
halflings saw no other option than to leave their homes and cross over to the
Daylight World.
Many
generations have passed since then (the troubles started right after Deismaar,
and by 500 HC most of those that could flee had left the Shadow World, although
there was a small migration long after than, even today there is a slow tickle)
and most halflings have forgotten their link with the Shadow World. Yet there
are a few halflings who can still feel the call of the other side, and these
special few have the ability to see into the Shadow World or even to cross the
Veil.
Despite
being native to the Shadow World, halflings are not fey, but humanoids. When
the world was split, the halflings chose to live in the Shadow World, much like
the sidhe (who are fey) chose to live in the Daylight World.
The ancient
Andu are the forebears of the Anuireans. Once they rule a mighty empire in
Aduria (the exact location is lost to time), but they were defeated and
enslaved by the servants of Azrai.
Rising against
their oppressors they were able to break free and flee to Cerilia, where they
settled that lands which are now Anuire.
The
Andu worshipped Anduiras, and to this day they call his descendant Haelyn the
King of Gods, and claim that he holds lordship over the Cerilian pantheon.
Guided by Haelyn and his brother, Emperor
Roele, the Anuireans conquered much of Cerilia in the years after Deismaar, and
ruled a vast empire that spanned the continent and beyond for many centuries.
The Brechts
have always been a seafaring people. They originated somewhere on the coast of Aduria.
When Azrai’s
minions started to make life unbearable, the Brechts set sail in several waves,
looking for a new home elsewhere.
Some of these waves reached Cerilia, where the
Brechts eventually discovered the sheltered waters of the GreatBay.
The
Brechts are the least religious-minded of the Cerilian peoples. Sera is
important in Brecht lands, but she is not accorded the same importance as the
major gods of other cultures.
The Basarji
came not from Aduria, but from a land called Djapar, which lays many leagues
across the Suidenmiere. The Basarji were late in arriving in Cerilia, arriving
in the southeastern part many hundreds of years after the Masetians.
Initially
living in the shadow of their Masetian neighbors, the Basarji eventually rose
to prominence over the whole region after the Masetian civilization dwindled
after Deismaar.
Nowadays
the Basarji are known as the Khinasi, an their civilization is a mixture of
both Basarji and Masetian culture.
They
are known for their fierce pride in their culture and religion. The Khinasi
pantheon is headed by Avani he sun goddess, with Haelyn being relegated to a
minor role as the lord of war.
The Masetians
were a highly civilized sea-faring people. They were the first humans to visit
Cerilia, where they settled the coasts and islands of what are now Khinasi lands.
The Masetian
race was decimated during the War against Shadow, and only a few isolated
remnants can still be found.
However, their
heritage lives on, as the Basarji have adopted much of which was once Masetian
culture (and many Khinasi of today are of mixed heritage).
The
Masetians held Masela in high esteem, and their loss is still mourned by
Nesirie (who may well have been a Masetian herself).
Like the
Brechts the Rjuven came to Cerilia by ship. Originally hailing from north-western
Aduria, the Rjuven braved the fierce waters of the Sea of Storms
to settle in the highlands north of Anuire.
A smaller
number also found a home among the Andu already living on the West Coast, but
most settled farther to the north.
The
most important god among the Rjuven is Erik, lord of the wild. All other gods
are second in importance to him.
The Vos are
also a people from Aduria, but exactly how they arrived in the most remote
corner of Cerilia is unknown. There is no record of them having travelled by
ship (the Vos have never been great seafarers) and an overland trek would have
taken them through lands already settled.
Some say they
used magic to flee the encroachment of Azrai, but that the spell went awry and
deposited them in a hostile corner of the world.
The Vos
abandoned their god Vorynn long before Deismaar, siding instead with Azrai and
his minions. To this day they retain their links to the Shadow, worshipping the
two descended from Azrai. The Vos are the most vilified human culture in Cerilia.
Only the above
six tribes are know to have migrated to Cerilia in any great numbers. Remnants
of the old cultures might in some cases have survived in their original
homelands.
Aduria
and Djapar are still inhabited by the descendants of human tribes that never
went to Cerilia. The Basarji homeland is still populated by the Basarji people,
while in Aduria many human civilizations lay scattered across the great
continent.
Some sages
claim that humans have lived in Cerilia for uncounted years, from long before
the sidhe claimed the land as their own. If so, few traces of their existence
now remain.
Cerilia is
home to many strange and mythical creatures. Some are the result of the magical
nature of Cerilia, while others can trace their existence to some special
event.
The most
famous of magical beasts are the mystical mounts of the paladins, who are
descendant from noble Pegasus, Haelyn’s steed at Deismaar.
Another mythic
beast is the garradalaigh, a creature closely attuned to the mebhaighl
and who features in some stories as familiars and companions to great
sorcerers.
Various
monstrous humanoid races inhabit remote regions of Cerilia. The last remnants
of older races, whose stars have waned, they still cling on to existence,
stubbornly refusing to disappear into legend.
The most
renowned monstrous humanoids in Cerilia are the ogres (who many mistake for
giants) and the trolls. In northern Aduria the horse-folk (centaurs) are
rumored to roam the wastelands, and in the faraway interior of Aduria great
bull-headed men rule over enslaved populations of lesser creatures.
Ogres are
large, monstrous humanoids that inhabit remote areas of Cerilia (and possibly
beyond).
Sometimes
confused with small giants, ogres are no more related to true giants than
humans are, despite a superficial resemblance.
Ogres do not
appear in large numbers in Cerilia, and nowhere does a true ogre civilization
exist. Instead small tribal groups of ogres find a place among other, more
civilized races, by selling their considerable martial prowess. Indeed, the
realm of Cariele sometimes hires bands of ogres to act as shock troops, and the
Gorgon also has a significant number of ogres in his retinue.
Ogres in
Anuire are most commonly found in the northern Seamists, the Stonecrows and the
Crown.
Orogs (who are
pretty similar to the orcs of other setting, only bigger and meaner) are a race
that dwells primarily underground. Indeed, they are hampered by direct
sunlight, and do not like to move around on the surface during the day.
Yet the race
of orogs is also powerful, warlike, and aggressive. Might is right among the
orogs, where the strong rule the weak with an iron fist until they are replaced
by one that is stronger and more cunning.
Over the years
they have claimed several surface lands for themselves, and would have taken
many more had it not been for their unceasing infighting.
There are some
who say there are entire orog kingdoms hidden deep beneath the earth, and that
only the stalwart dwarves keep then from overwhelming the surface world, but
this tale is probably a bard’s fantasy.
Orogs
are much bigger than humans, with massive chest and long apelike arms. They are
very strong and durable, for like the dwarves they seem to have been made of
rock. Orogs are skilled craftsmen, and their ironwork is second only to that of
the dwarves. Indeed, the quality of orog steel and the skill of orog smiths is
legend. Where dwarven equipment is also aesthetically pleasing, orog equipment
is plain and utilitarian.
Given the
great barriers separating Aebrynis from the other planes, it should come as no
surprise that the creatures known as ‘planetouched’ are very rare indeed.
Exceedingly few people can trace any direct relationship to any extraplanar
creatures.
Instead, much
as with elfbloods, there is some who have a very tenuous claim to a
supernatural heritage. Most will never display any trace of supernatural
powers, but some very few could possess the powers of a planetouched. In a
world of divine bloodlines and magic, they would rarely be recognized for what
they truly are.
The gods are
indeed served by angels and saints (or demons and devils), but they rarely
figure directly in the history of Aebrynis.
The barrier
separating the Inner and Outer Planes mean that outsiders appearing on Aebrynis
face major problems getting back and forth.
In addition,
the gods prefer to work through their mortal servants (it is, after all, the
priesthood’s job to take care of a deity’s interests on Aebrynis, not the other
way around), and very rarely take direct action.
Trolls are a
fairly prolific race in northern Cerilia. They are little more than cunning
beasts, but their great strength and endurance make them fearsome warriors.
Trolls come in
many shapes and sizes, and they seem highly mutable and adaptable. The small,
but tough, Ice Trolls of Thaele, are quite different from the lumbering hulks
of the deep Highland taiga.
Trolls can be
found in Anuire, both in the SeamistMountains and especially in the StonnewcrowMountains,
but it is in Rjurik and Vosgaard that their numbers are great enough to be a
real threat.
Trolls and
giants do not get along well, and some sages speculate that the two races may
have been in conflict from ancient times, when the giants were the masters of
civilization and the trolls the barbarians on the border.
Undead
are rare in Cerilia, yet are also a source of constant danger. As the Shadow
World has grown corrupted and the Veil has thinned, so has the threat of
undeath increased.
Under
certain circumstances (on a particularly dark winter night, or on a place of
great death or evil circumstance) the dead might spontaneously rise as undead.
Or undead may breach the Veil and cross over from the Shadow World, wreaking
terror and havoc until they are called back or destroyed.
The
undead are among the most terrible enemies of the living, and Cerilians fear
them greatly.