Lentheas World Guide

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Lentheas World Guide

Postby Okamisan » Wed Mar 16, 2016 9:47 pm

Created by Tioan

As they were all lost during the transfer from Earth to Lentheas, there are no Terran animals at Lentheas-- no felines, no canines, no equines, no birds, etc., and few Lentheans except for the most dedicated scholars and archivists are aware of that such creatures existed back at the old world. Still, that doesn't mean that there are no animals at Lentheas-- one of the first things the ancient sorcerers did when it was discovered that the Terran animals had been lost, was to start creating new animals to replace the Terran ones as well as a project to find native animals that could be domesticated or hunted.

Using wyverns, dragons, gryphons, unicorns and the humanoid races as a basis, the sorcerers created such animals as the slihrr, the kirin, the dhalat and many others, giving them out to those who needed them. Also several stranger types of animals were created by those who were less careful-- although most of those were released out in the wilds to survive on their own. Spiritkin such as the grimalkin, the tempests and the darkbirds had also came to Lentheas with the first settlers-- some choosing to remain with the humanoid races while others vanished into the wilds to live as they saw fit.

And finally, among the native species were beasts such as leviathans, megapedes, frost salamanders and blink dogs, to mention a few of the more noticeable ones.

The dragons and their riders are the protectors of the humans and elves at Lentheas and are highly respected in these societies. Dragons are rare, so it's uncommon to find more than 15-20 living in major cities and even less in small cities and villages. A dragon and its rider live in buildings which are constructed especially for that purpose, there can be several such buildings in one city. Such buildings are the home of a single dragon and its rider are known as lairs, but if there are several dragons and riders living together, the building are known as a Lair. Any elf or human who are between 9-35 years old, and have been found to possess a telepathic talent which are strong enough to make them able to bond with a dragon, are likely candidates. When a clutch of dragon eggs are close to Hatching, the dragons and their riders in a city will search for likely candidates, usually gathering twice as many candidates as there are eggs in the clutch.

Although it rarely happens that a candidate and his/her family refuse to attend the Hatching, it is a event where injuries and sometimes deaths can occur, this is due to that all dragonets hatch ravenous and will try to attack anything that moves. Once a dragonet have bonded, it is usually harmless except if it believe that someone or something poses a threat to its chosen human or elven partner.

Although gryphons are independent beings, it has became more and more common during the last centuries that a gryphon will choose a dwarven companion to assist him/her during combat. Gryphons will usually spend the first ten years or so of their lives wandering or pending the same amount of time as students among the dwarves. Only when that time a have passed will a gryphon search among the dwarven warrior clan for a suitable companion, that the gryphon and his/her companion are able to work together is essential.

There are many cities and villages to be found at Lentheas, some are inhabited by humans and elves, while others are the homes of the dwarves or the centaurs. However, anyone who live in a city or village, and is not a rider or a sorcerer, are generally referred to as mundanes. There are several ranks of mundanes; servants, crafters, merchants and enjoying the highest rank are the nobles and royals; who also are in charge of the cities.

Sorcerers are men and women who have the ability to use the power of the Elements. Usually, one a young person are found to possess this Talent, s/he is taken to a special school to be taught how to use it by older and fully trained sorcerers. This training may take as long as thirty years, but as a sorcerer may use his or her power to extend his/her life considerably once s/he have passed the final test, that hardly matters. Something which are unique in the Sorcerer Academies is that any sentient race with the Talent will be accepted as long as s/he is prepared to keep peace with the other students for the duration of the training. So it is not a unusual occurrence to see groups of elves, dwarves, humans, centaurs and gryphons talking and walking around together.

A sorcerer's power is only limited by the strength of her/his physical body, so some sorcerers may become immensely powerful. However, each student who graduate from the Academies have been thoroughly taught not to misuse his or her power.

The level of technology at Lentheas is quite basic, this due to that the first settlers chose to leave most of the knowledge about such things behind then they Gated to Lentheas. They have the wheel of course, wagons are often used by traders and merchants, as well as to transport the harvest from the fields to cities and villages. But due to the threat from attacks, wagons are not made simply for pleasure rides, although races with chariots pulled by kirin or slihrr are sometimes arranged in the larger cities.

The majority of Lenthean ships are quite similar to those built at Earth in the 17th century, while the dwarven fleet is well known from being the most advanced on the planet-- approaching middle 18th century ships in design and quality (the majority of dwarven ships are also larger-- capable of surviving most types of weather when out at sea). While there aren't any cannons at Lentheas, blasting powder does exist-- usually it is used for mining and the like, but it has also been used in war (packet in small bag with a fuse attached). Although the Lentheans certainly have the materials and skill to make such things as cannons and guns, such weapons are very rare due to the simple fact that creatures such as dragons and gryphons are more efficient 'weapons' in combat, and traditional weapons such as swords and spears are less vulnerable to magic.

While life at Lenthean farms and in smaller villages can be quite primitive, most cities are equipped with sewers-- tunnels below the ground where water is purified and waste from the city is gathered to be used as fertilizer out at the fields; one of the duties of the sorcerers in a city is to ensure that this system works as it should. Waste and water from every house is brought down into the sewers through pipes, to avoid outbreaks of disease-- such pipe systems have been constructed in all parts of a city, from the richest to the poorest.

Lenthean medicine is quite expensive; those who can afford it will go to a blue dragon Healer, however, most will have to rely on the services of local herb healers, or surgeons if seriously ill. Healers are usually quite respected, but as an appointment with any Healer can be quite expensive, those less well off often have to do with Healers with only basic training.

Although there are astronomers at Lentheas-- they are certainly aware of that the stars are suns like their own and other planets may orbit around those stars. However, as they have no true equivalent to fantasy and science-fiction literature, few ever consider the idea that life may exist elsewhere-- technology such as space ships, ray guns etc.. are certainly far beyond the imagination of most Lentheans.


Humanoid Magic
In addition to some telepathy, humanoids are also capable of using elemental magic-- although few have the talent to compete with the talent of beings such as dragons and gryphons. Of the four humanoid races, only the elves are capable of using magic without relying on spells. While they lack the sheer power and instinctive understanding of magic that the dragons and gryphons, the humanoid races have an advantage in that one sorcerer may be capable of combining several elements in a spell(instead of that several persons have to work together). The strength of a sorcerer may vary, but with enough training-- most are capable of handling even the most complex and exhaustive spells/magic.

For humanoids, learning to become a sorcerer can take decades, and young men and women who have been found to have the talent for magic are brought to one of over a dozen sorcerer schools or academies that's spread out across the planet. Sorcerer students are usually gathered in classes determined by age and abilities, learning the craft from a team of teachers(usually 2-5 individuals).
Individuals with a talent for telepathy or empathy that have not been taken by the Lairs as candidates are often trained at the sorcerer schools as well.

Sorcerer ranks are:
    - Student(from the age of 12-18).
- Journeyman/woman(after 7-10 years of training).
- Junior sorcerer(after 15-20 years of training).
- Sorcerer(after 25-30 years of training).
- Senior sorcerer(after 35-40 years of training).
- Master sorcerer(after 45-50 years of training. Master sorcerers are almost always in charge of the schools and academies).[/list]

Dragon/Gryphon Magic
Where dragons are mostly restricted to the elements of fire and air when working magic, the gryphons are capable of using pyromancy, aeromancy, hydromancy and geomancy. But where the humanoid races have to spend years in training before being able to use magic at a significant level, using magic is more or less instinctive to the dragons and the gryphons. Basically all a dragonling or gryphlet have to learn is to get its talent under conscious control-- which usually don't take more than a year or so.

Among the two races, only the blue dragons are capable of non-elemental magic.

Magic Types

Aeromancy is the ability to magically summon, shape or manipulate the element of air in some way. This includes the ability to levitate, fly, create wind and solidify, purify or destroy air. People with this ability are also known as windformers.

Geomancy is the ability make a magic-user capable of magically summon, animate, shape or manipulate the elements of earth, metal and stone. This include the ability to resist attacks by this element; reshape, harden, soften or shatter earth, as well as turning the element to quicksand or cause the earth to move.

Hydromancy is the ability to magically summon, animate, shape or manipulate the element of liquid water. This include the ability to raise or lower water levels, purify an create water, create dew or rain and control water flow and erosion.

By using pyromancy, a magic-user can magically summon, animate, shape and manipulate the element of fire. This include the ability to resist damage from fire and heat, as well as create, extinguish and control fire, explosions, fireballs, shields and fiery walls.

Magic-users who possess skills in mentalism can communicate telepathically, read thoughts and influence or control another's mind.

Blue dragons may also be capable of:

Animism: This ability makes one capable of using magic to summon, communicate with, detect or control common animals and plants. However, it is not possible to use this ability on beings who are magical in nature (i.e. dragons, gryphons, etc.)

Creation: This is the ability to create beings, animals and artifacts with one's magical talent. However, this is an ability which are available to only the most powerful and skilled among the blue dragons.

Healing: The magical ability to heal physical wounds and almost any illnesses.

Teleportation: A blue dragon can distort time and space to move instantly from one place to another. This include transporting oneself, other beings, or objects across vast distances, as well as the ability to transport a object or person to one's own location from somewhere else.

While it is not public knowledge, the Lithir dragons are capable of cryomancy, telekinesis and geomancy.

Cryomancy: The ability to magically summon, animate, shape and manipulate the element of cold and ice.This includes the ability to resist damage from cold, and to chill or freeze materials, to sear something with extreme cold, make things slippery or create ice storms.
If you've got eyes to rhythmatize / Bring your flat hat and your ax / 'Cause tonight at ten / We'll be working again / At the teahouse on the tracks
--Donald Fagen, "Teahouse on the Tracks," from the album Kamakiriad

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