Aberrations

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.

Animals

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

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).

Dwarves

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.

Elementals

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.

Elves

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).

Elfbloods

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.

Fey

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.

Giants

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).

Goblins

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).

Gnolls

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.

Halflings

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.

Humans

The humans of Cerilia are a diverse lot that are descendent from six groups (often called tribes) of immigrants who came to Cerilia two millennia ago.

Anuireans (Andu)

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.

Brechts

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 Great Bay.

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.

Khinasi (Basarji)

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.

Masetians

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).

Rjurik (Rjuven)

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.

Vos

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.

Other human tribes

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.

Old folk

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.

Magical beasts

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.

Monstrous humanoids

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

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

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.

Planetouched

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.

Outsiders

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

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 Seamist Mountains and especially in the Stonnewcrow Mountains, 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

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.

 
 

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