《The Homunculus Knight》World Glossary/Encyclopedia

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World Glossary/Encyclopedia Free Peoples of the World

Humans- The original sapient species native to the world. Widespread with disparate cultures and values. Found all across the Four Continents in a wide variety of kingdoms, tribes, empires and nations. Exceptionally adaptive with a knack for endurance other People's lack. After multiple ages of subservience and fear, Humans are reclaiming their place as dominant species. An effort the Human Pantheon has been extremely active in supporting.

Dwarfs/Dwergaz- Subterranean and Mountain Dwelling cousins of Humans. While shorter than Humans, they have denser bones and muscles. With an incredible resistance to some toxic materials and an almost perfect memory. Can be obsessive and stubborn to the point of madness. A loose collection of mountainous Dwergaz City-States and Subterranean Kingdoms dot the Four Continents. In the last few centuries the Dwergaz Gods have gone silent. Provoking major social upheaval and abandonment of organization religion. With small Ancestor Cults the only major Dwarven religious practice surviving.

Orcs- Nomadic tribes with access to strange magic that can teleport them between worlds. Generally larger and more muscular than humans, with a pronounced underbite and pseudo-tusks. Orcish skin color is not set at birth and reflects their diet. Green skin, the result of a plant-heavy diet is the most common but gray, brown, or black is not uncommon. Individual tribes vary in temperament drastically. With some being peaceful traders, others genocidal conquerors. Their magic and nomadic lifestyle has scattered Orcs all across the Four Continents but they are most commonly found in the most remote regions of the Northern Steppes.

Goblins/Gobavi- Former Sidhe slave race who have established a large and unpleasent Empire in the Northern Steppes. Short humanoids with sloping foreheads, gray-brown complexions and slender fingers. Noted as stubborn survivors with a cruel streak when wronged. The Gobavi Tsardom has recently started expanding west and pushing against the Holy League. Rarely found in other countries and are regarded with suspicion by most. A suspicion repaid by the xenophobic dogma of the Gobavi.

Elf/Alfari- Another race of Sidhe slaves who left the Four Continents to sail across the Western Ocean to lands unknown. Magically skilled and reclusive, the Elfs rule the near-mythical Lands-Beyond-the-Sea. Only returning to the Four on diplomatic or trade missions. There are a few elven enclaves in the White Isles and some rare exiles/adventurers who wander the Four Continents. Physically Elfs are slender tall humanoids with virtually no body-fat. With physiques resembling exaggerated runner or dancer builds. Elvish skin and eye color is incredibly varied and their eyes resemble that of different animals. Most famously they have long pointed ears and speak a strange melodic language non-elfs cannot learn.

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Werefolk- The Curse of Beastblood has been a problem for close to three millenia. With those infected turning into rampaging hybrids of humanoid and predator. While many lose themselves to the curse and become little more than feral animals. Others have mastered the curse and achieved a form of symbiosis. The descendents of these “curse-tamers” inherit a portion of their parents' abilities. Creating the Werefolk. Humanoids with animalistic features and instincts. While great kingdoms in the far north and far south are ruled by Beastbood Nobility. Most Werefolk live as nomadic outcasts in the Western Continent. Wandering clans with totemic tradtions and bestial abillities.

Elder Peoples

Dragons- Ancient and incredibly powerful the Dragons are a species of magically potent reptiles. Six limbed and capable of adapting to any environment, few nations, let alone individuals can match a dragon in power. Dragons grow physically and magically throughout their lives. But this growth is unbalanced with them gaining more magical power than their body can handle. To counteract this they must periodically hibernate atop material capable of absorbing the excess magic. Precious metals and Gems are the best options for Dragons, forcing them to ever expand their hoard as they grow. While some Dragons rob and loot to do this, others find more novel solutions. Numerous nations, including the Long-Ye Empire are ruled by Dragons.

Sidhe- Fickle and perfidious creatures more magic than flesh. Powerful shapeshifters and illusionists with an imperialist agenda. Once conquered the World close to two and a half millennium ago. In a period of magical nightmares that ended in a massive rebellion led by the human champion Iskandar the Hero. The Sidhe have been driven off the Four Continents and any incursion by them is met with extreme prejudice. Even all these centuries later the Free Peoples will drop nearly any conflict or grudge and unite against the Sidhe.

Jotunn- Colossal Shapeshifters with potent elemental magic. Usually appears as an existing animal 10-100x its natural size with magical tweaks. Half-breed Jotunn are fully viable creatures that appear as colossal versions of the non-Jotunn parent. Numerous species descend from these hybrids, like Zizs, Leviathans, Behemoths and the common Giants. Only a full blooded Jotunn inherits their shape shifting ability. Full-bloods are incredibly rare, having been almost hunted to extinction by the Sidhe and later Free Peoples. But feral Jotunnkin and descendant species still form a serious danger across the Four Continents.

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Demiurge- Incredibly ancient and enigmatic subterranean species only attested to in Dwarven legends. Possibly related to Dwarfs, Trolls, and the massive subterranean ecosystem known as the Deeps.

Seraphim- The servants and agents of the Light. Elder Seraphs are native to the Beyond and are, in essence, spirits of the Light. Typically these beings take more esoteric forms composed of complicated geometric shapes, burning eyes, wings, and pure musical tones. By contrast, Younger Seraphs are mortal souls who, through their actions in life, have been Anointed. Their very soul infused with the Light and turned into something not quite mortal nor divine. Younger Seraphs serve the Gods while Elder Seraphs are beholding only to the Light itself.

Demons/Hellkyn- The magical byproduct of suffering infecting the Beyond. Native to the Infinite Hells, congealing in its depths. Each Demon represents a flavor of suffering which they seek to spread in order to empower themselves. Demons' appearances vary wildly, but can be loosely grouped by strength and “genre” of suffering they originate from. While Demons serve a valuable purpose in the cycle of death. Devouring the sins of damned souls so they may be reincarnated cleanly. Few Demons are content with this arrangement and wish to expand the Infinite Hells by consuming both the Beyond and the Physical World.

The Human Pantheon

Primary Human Gods

Father Sky- King of the Gods, God of rulership, protection, the Weather, Stars, and justice.

Mother Earth- Queen of the Gods. God of stewardship, family, agriculture, safety and the earth.

Brother Moon- God of the Moon, the Night, water, Masculine beauty and love. Guides the lost and protects the innocent.

Sister Sun- Goddess of the Sun and Day. Fire, Feminine beauty and love. Inspires passion and brings truth.

Uncle Trickster- God of Lies, Schemes, Humor, and truth. Bringer of Joy to the worthy, bringer of despair to the villainous.

Uncle Maker- God of Craftsmen, art, and construction. Builds a better world through his myriad tools and myriad followers.

Aunt Huntress- Goddess of Wilds, hunting, survival and beasts. Guards the line between mortal and animal.

Aunt Seeress- Goddess of Magic, knowledge, learning and prophecy. Keeper of many mysteries some she may share with the worthy.

Mistress Void- Goddess of reality, and dimensions. Path-Weaver and Lady of the Stars.

Master Time- God of Time and Death. Judge and protector of the Dead.

Misbegotten War- God of War, Destruction and Conflict. Never revered but never forgotten.

Secondary Human Gods

The Four Daughters- Children of Mother Earth and Father Sky. Embodiment of the Four Seasons. Patron of Farmers.

The Four Sons- Children of Father Sky and Mother Earth. Embodiment of the Four Winds. Patron of Travelers

Tide Prince- Son of Brother Moon and the Elvish Sea Goddess. Patron of Sailors and the Ocean.

The Constellations- Myriad children of Brother Moon and Sister Sun. Subservient of Mistress Void and carry her will to those clever enough to see it.

Mirth and Misery- Uncle Trickster’s assistants. Patrons of performers of all kinds.

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