Yathewah Setting




  • Yathewah: The Planet




    • Stellar (The Planet) Characteristics



Distance from the Sun:
  • Mean: 227.94 million km (1.524 a.u.)
  • Max: 249.1 million km (1.666 a.u.)
  • Min: 206.7 million km (1.381 a.u.)
  • Sidereal period: 686.980 days
  • Synodic period: 779.9 days
  • Rotation period: 28 h 02 m 42.6 s
  • Mean orbital velocity: 23.1 km/s
  • Axial inclination: 12 deg 27 min
  • Diameter: 7794 km
  • Area:
  • Total: 815.012 million. km2
  • Land: 440.106 million km2
  • Water: 366.755 million km2
  • Note: 45.8 % of this world's surface is covered by water, 54.2 % is exposed land
  • Density, water = 1:2.93
  • Mass: 8.922 x 1026 g
  • Mass, Ansalon = 1:0.107
  • Volume, Ansalon = 1:1.501
  • Escape velocity: 5.81 km/s
  • Surface gravity, Ansalon = 1:1.2
  • Mean surface temperature: -23°C
  • Rough Population figures: ~12,000,000 Sentient Inhabitants
  • Density of Population:
  • Atmospheric components: 78% nitrogen, 21% oxygen, 1% argon
  • Ocean Statistics: On average, seawater in this world's oceans has a salinity of ~0.05%. This means that for every 1 litre (1000 mL) of seawater there are .5 grams of salts (mostly, but not entirely, sodium chloride) dissolved in it.
  • Rough Age: 12-30 Million years of age (Evolutionary Track, Early Proterozoic)
  • Pantheon: Infantile, Primal. Planular Separation has yet to commence.
  • Magic Quotient: 1:1 Arcane, 1:0.8 Divine, 1:2 Natural

-- Star Characteristics --
Mean distance from Yathewah
227.94 million km (1.524 a.u.)
Visual brightness (V)
−21.3m
Absolute magnitude
4.8m
Spectral classification
G2V
Orbital characteristics
Mean distance from Game Corridor core
(114,000-120,000 light-years)
Galactic period
2.25-2.50×108 a
Velocity
217 km/s orbit around the center of the Galaxy, 20 km/s relative to average velocity of other stars in stellar neighborhood
Physical characteristics
Mean diameter
1.392×106 km (109 Yathewah diameters)
Circumference
4.373×106 km (342 Yathewahdiameters)
Oblateness
9×10−6
Surface area
6.09×1012 km² (11,900 Yathewahs)
Volume
1.41×1018 km³ (1,300,000 Yathewahs)
Mass
(332,950 Yathewahs)

Density
1.408 g/cm³
Surface Gravity
(27.0 G)


Escape velocity from the surface
617.54 km/s
Surface temperature
6543 K
Temperature of corona
5.5 MK
Core temperature
~13.6 MK
Luminosity (Lsol)
3.827×1026 W 3.9×1028 lm or 100 lm/W efficacy
Mean Intensity (Isol)
2.009×107 W m-2 sr-1
Rotation characteristics
Obliquity
7.25° (to the ecliptic) 67.23° (to the galactic plane)
Right ascension of North pole
286.13° (19 h 4 min 30 s)
Declination of North pole
+63.87° (63°52' North)
Rotation period at equator
28.5200 days (28 d 4 h 9 min 42 s)
Rotation velocity at equator
7144 km/h
Photospheric composition (by mass)
Hydrogen
83.46 %
Helium
14.85 %
Oxygen
0.77 %
Carbon
0.29 %
Iron
0.16 %
Neon
0.12 %
Nitrogen
0.09 %
Silicon
0.07 %
Magnesium
0.05 %
Sulfur
0.04 %


    • Maps



      • World Map


Soon to come. Hopefully an animation of the globe turning as well.


      • Aurarius



_AurariusSatAlpha.jpg

      • New United Empire: Human Cities



Human-Cities-Close.JPG

The Doran Continent




(Connects right to left)

1 - Dorans Outskirts.jpg2 - Mirror Mountains.gif
3 - Valleys of Despair.gif
4 - Beaches of Blood.gif


    • Night Sky



The Yathewah system is at the very outer edge of a Spiral Arm of an unknown Galaxy. It also has no moons, or any other celstial body within the system. This means that some nights, (Most or a few, depending on the gradual seasons) are spent facing the endless night of space between nothingness. This can be very eerie for most Ansalon-origin beings, as it is a darkness that is almost unfathomable. See the Night Sky.

The Skies over Yathewah are completely empty of stars almost 1/2 of the day. (The viewer or character being on the wrong side of the planet at the time to view them) Usually for the Northern Hemisphere, this is during the day for 2/3rds of the year. Due to the non standard Elliptical orbit of Yathewah, the two Hemispheres switch night skies every 223 days of the year.

Ring of Rusha.jpg



Over the Shoulder view of the stars-cape throughout the hours of one full rotation. .

00-00am
Star-Map-00-00am.jpg
*02-00am
Star-Map-02-00am.jpg
*04-00am
Star-Map-04-00am.jpg
*06-00am
Star-Map-06-00am.jpg
*08-00am
Star-Map-08-00am.jpg
*10-00am
Star-Map-10-00am.jpg
*12-00am
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*14-00am-5-00pm(Black)
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*06-00pm-00-00am(Black)
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  • Indigenous Races


((ALL art is solely used as inspirational and reference material, and is owned wholly by the artist that created it, and we receive no money because of it.))

par·a·gonˈperəˌɡän/
noun
noun: paragon; plural noun: paragons
  1. a person or thing regarded as a perfect example of a particular quality.
    • a person or thing viewed as a model of excellence.



These commonly stone to early bronze age races are truly prime examples of undiluted racial mastery. Towering, noble or terrible each to it's own, these scattered peoples are just now coming into their own, struggling to survive as all organic life does on many levels. Ultimately, throwing the Ansalonian people into the mix will have lasting effects socially, culturally, and militarily on the growth of these young and impressionable races.

The Known Indigenous Paragon Races on Yathewah are as follows:


    • Churacko



    • b323c4d3214c5a89579113fc24991e82.jpg



  • Tales from the Keltoy medicine-men and story tellers that still remember the lost Churacko, say they were once numerous, vast beyond counting. For untold years the Keltoy hunters had taken one down when they could, culling the weak from the flocks of these dark feathered, powerful flightless runners. Their exceptional speed was found to be unparalleled in the Keltoy's world.
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  • It is told that within a few generations, the Churacko began to develop defenses, and something approaching intelligence. The Keltoy hunters were met in their
  • probing attacks with flashes of fire from the ground, and rocking blasts of lightning from clear skies. Organized defenses, wheeling dervish-like formations of blurring Churacko, buzz saws of beaks and vicious claws that rendered the isolated hunting packs nothing but bits. This ignoble end to their hunters is glossed over as much as possible.

  • Many rotations of the sun above later, when one of the most loved daughters of the (at the time) pride Lady, the posse of prides was rallied from Doran and the surrounding plain lands. The aforementioned daughter had been mutilated, the wounds that had removed her forelimbs cauterized by the force; and thus she had lived to be found. This ignoble treatment was beyond the ken of the normalcy of the predatory mindset. The prey did not kill, and surely did not kill for fun or leave the torn and broken still yowling subject of their ire. No prey would do such, and hadn't such. It went against the grain of the Keltoy racial concept of the way life worked (And the way they fit into it as a central player).

  • The only popular conclusion, came to the point that this particular type of Prey must be insane. And anything insane, something working against or outside the norm of the natural world that they existed in, must be put down. Like any diseased or lamed animal, be it in the body or the mind; it is the predator's direct right or natural mandate to remove it. For the good of all.

  • And with this consensus in mind, the Keltoy gathered up their sharpest of stones, their most honed tools of work and industry (Which was limited to wood, stone and bone), and went to war for the good of nature; to put down this dangerously out of their mind race.

  • There is not an exact time that they Churacko as a race went extinct. Most of the Yathewah races are poor at telling exact time. But it is noted that final hold outs of the Churacko are but bones and a few trophies sliding into dusting decay. Late at night, after much celebration, there are secretive stories that tell of a curse that the last Churacko laid upon the Keltoy for their affront as to determine what nature needed or intended. This curse of laziness and circling indolence is thought to be the source of the Keltoy stagnation over the years and generations. Though, that is admitted by few; either embarrassment, story telling, or effects of the curse itself? Who knows?


    • Keltoy




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The Keltoy have not ranged far into the world, and indeed they only (Before meeting the humans) had met only one other race which they extinguished whole sale decades ago. At the time, they did not feel or think that the Churacko were as like themselves; thinking or feeling or were anything but a too-dangerous prey to let continue to exist.

Their culture seems to revolve generally around sleeping, breeding, and lounging in the most advantageous spots. Their central home of Doran, is full of these territoriality playful families.

Though they are fierce fighters when cornered or individually, they make poor soldiers and in no way will stand in lines or even in one location. Preferring to strike from stealth and or strength, this mindset also dictates much of their social hierarchy within the prides, and who moves up and down the levels inside Doran.







The defense, ultimately failing, of Doran by the humans and their allies has changed the Keltoy's outlook on the world. Shattered it in fact, that Doran not being the center of all things, and it's warm shadowed confines are but a small chunk of the much greater world. What that will do to influence the next upcoming generation, only time will tell.


    • Kusk


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  • What the Kusk were and what they are now when the humans encountered them are supposed to be amazingly different. The slow to anger and smartly crafty beings
that once mastered cutting of stone and rudimentary masonry of a scale appropriate too the size and breadth of a paragon race such as themselves. What apparently was a grand culture of stone worship, love of the earth, and a growing boat crafting interest; was wholly given over to a religious fervor that ground down all other skills into illegibility. Where once they lived in relative peace with their neighbors, even the predatory Liss, now they are looked upon as sheer murderers and one of the most insanely dangerous races on Yathewah.
  • Whether because of idle curiosity, love, hate, or the desire of dominance over another, Verna was born somewhere near the eastern coast of the Southern Continent.
It isn't known who the mother was or is, but the father was Muchenik Three-Eye. A Uronal seer and long-dreamer of some repute, though had not been seen in many moots by the time the Dreaming thundered with Verna's birthing squall.
  • The first cross race, the first Eamsheir, first of her kind in the world. It was her first suckling angry cries that shook the foundations of the world; and brought the
clans of the Kusk to their knees. In worship, of the new born goddess in their mix; though they had no idea what a goddess is or would be, no previous exposure to the concept or idea. The first of a kind must always stumble blindly, being wounded by ignorance without respite.
  • What exactly happened within the once grand ziggurats of ocher stone, crimson jade and white marble, that caused the new born Eamsheir to twist away
from normal, from leading their chosen race into the next step of evolution; no one knows. Or no one is particularly admitting what it is. Enough to say that the influence of this new godling's slowly twisting mind effected herself greatly and her followers even more so. This race of pleasantly fat artisans and harvesters was within a generation, turned into a rabid force of murder and rampage at their mad god's ever quickening will.
  • Her first lashing out (That is commonly known) was to destroy her guide and mentor; her father Muchenik Three-Eye the Uronal Dreamer. Much like a
child given to the sudden realization of death and disgrace that they have caused a small animal's mortal end; she reacted with fascination and shame. Very quickly, her interest and scope of madness spiraled to an incredible degree. She directed, then ordered the capture and murder of all of the Uronal that her acolyte soldiers could find. In a few long years, her chambers were paved with the gaping empty eyed skulls of thousands of Uronal skulls.
  • Perhaps it was her displaced rage at her own father's weakness, or maybe a fascination with death itself that caused her to be the death of her father's
kind. She offered no quarter, and no chance for the Uronal to submit themselves too her, to ultimately make more Eamsheir. Which is what should have happened, if the other races are to be viewed as examples.


  • Ultimately, as the first true deific creature born, this had a drastic effect on the world beyond this one. For a handful of years, she was influenced a good
amount by the humans across the sea. Even so much as to gain a few human followers, who were once devotees to dark gods upon Ansalon, and uniquely attuned to her swift rise to power. This, and some other influences brought, the now a-days Kusk have a rudimentary grasp of armor, weapons, and priestly power. This already puts them ahead of most of the Yathewah races in so far as power curve.
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(( This art is Strictly concept. In no way is it to be used in any commercial aspect, or reproduction. All rights are owned by the creator of the file. (found in the file name). Also, concept art should not be taken as completely true. Aspects may vary, of the actual Game concept.








It is only by virtue of their Pyrrhic defeat during the second and failed war of dominance against the Liss, that they have not over run the south. The intervention of allies from the Northern Continent made a huge difference, killing off Verna's generals and finally the godling herself. This was good in the sense that it broke the back of the Kusk offensive. It was in some ways bad because it broke apart Verna's grip on the physical realm, casting her godhood self into the after life; which was already very susceptible to her power as the practically unpainted canvas it was.


    • Liss




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The very martial race, found on the southernmost continent (That's not an ice shelf). Their society is ruled over by the females, giant traditional serpents of immense physical power and prescience. Fully grown, they can stretch almost doubly long the largest of the Old Empire Ansalon sea going ships. They are aggressive and calculating, known to be immensely territorial and to lay dozens of clutches a year.
  • That being said, there are only 2 Queens left alive after the First and Third War of Dominance. They rule separate under ground cities, situated near several of the deep glass sided craters found on the southern continent, slowly rebuilding their forces after their races punishing defeats. (Something around 10 queens became 2, and their associated individualized hive cities perished during the first conflict.)






  • The male drones stand on two legs balanced on a tail, much like the other humanoid shaped Yathewah paragon races. Their armor and equipment tends towards strong lacquered wood and simple cloth with many individual layers, rough copper fasteners and toggles; with the particular exception of the Glass Longsword, of which they make from the glass craters that are central figures in their cultural games and development.
snake_man_by_fangwangllin-d5sb169.jpg

This art is Strictly concept. In no way is it to be used in any commercial aspect, or reproduction. All rights are owned by the creator of the file. (found in the file name). Also, concept art should not be taken as completely true. Aspects may vary, of the actual Game concept.


    • Oocallat



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At this current time, no one has had any significant interaction with this mid sea race. They keep to themselves mostly, doing... hell only knows.


    • Outuat



  • This is perhaps the most inscrutable race of Yathewah. It is not even common knowledge that these deep dwelling hunters in the dark exist. Their deep central maw sucks in vast quantities of smaller beings, chewing by the job lot.
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In contrast, they seem rather unconcerned with the goings on in the surface world, instead content to only attend their own agendas down in the
blackness. Whether this is a good or a bad thing, only time will tell.


    • Ruk-Roofah



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How does one explain an aberration? Currently the most dominant of races on Yathewah, and like the gifts of diamonds to children; they seem not to care. Or render the disregard of their station with reckless abandon.
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Their history is not murky, nor even undocumented. They seem obliviously pleased to recount the facts as far back as one of them remembers. Explorers from the New Empire are even now on boats, headed across the smooth seas towards the wide island refuge that the Ruk spawned from. To see this land that could have mothered this idly sickened race.

Death, seems to be their byword. Needless, and heedless, but not necessarily cruel in its application; their way. Apparently, their island is home to vast beasts, with arching necks taller than any tree, and tails the size of barges. Others have hugely spread spider like carriages, massive tonnes of body held suspended high above the ground.

The foliage and insects as well are apparently of gigantic proportions: far and above what the little Ruk-Roofah muster. These titanic creatures day to day step could crush whole villages or gatherings if not for the intensity of the not so tender mercy of the Ruk killers.

Death in payment for space, for breathing and breeding room. So many tonnes of fallen meat as to make killing for sport, killing for living, almost a psychological need, ground into the Ruk as their point in life. To prune down the high and mighty, to kill or turn away anything that might mangle the hanging houses or root mire homes that the different family clans inhabit.

Though the concept, as explained, seems noble and even necessary; the over lushness of their homeland seems to be more of a curse than a boon. Ever growing life, plants, vines, dangerous creatures, carrion hunters, and on up to those vast titanic mashing careless monster gods; would smother the Ruk kind in a verdant hell of pulsing uncontrolled growth.

This amount of death and rot coming and compounding from this unchecked prosperity seems to also be the source of the Ruk-Roofah's power to some degree. Instinctual grasps on necromancy, they study of death, and the infliction (or self infliction) of disease is rampant. In mere point of fact, the White disease, numbing and wasting of the flesh with insensitivity (we now know to be leprosy), is in fact taken as a near holy affliction to the Ruk. A mark of distinction, they take these numb sufferers and place them in their own dedicated kill units. Their near immunity to pain (Not to damage, it is noted) makes them fearless and deeply sacrificial. They do indeed know the end of where their blessing will take them. Up until that time, they serve their clan.

Ruk-Roofah Leper Knight


Hawthorne____Color_by_caramitten.jpg



































This art is Strictly concept. In no way is it to be used in any commercial aspect, or reproduction. All rights are owned by the creator of the file. (found in the file name). Also, concept art should not be taken as completely true. Aspects may vary, of the actual Game concept. Both Pieces of art work is Copyright of White Wolf, 2006


    • Simians


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  • The Silent ones speak the loudest. The Simians reside primarily in the Eastern Jungles that stretch from the South Plains to the ocean (West to East). However, they do have quite a rapport with the Ansalonians. It is not uncommon to see several wandering about the human cities, and during the time of Famine, gifts of killed animals were sometimes found on certain doorsteps, or tossed over fences. A distanced kindness is good way of putting their common regard to the smaller beings from far away.

  • In the beginning of the interaction years ago, ones and twos of the simians could commonly be seen moving throughout the cities, apparently interested in every small
minute part of every person's day. It was not unusual to find several of them clustered about, watching a net weaver's nervous work. Shiny baubles and repetitious motion seemed to easily capture their attention, but aside from very basic body language, they were completely silent. They seemed to be able to do things of one accord, with little more than a slight 'whoof' of their breath, or a knocking of prodigious knuckles against the ground. They occasionally would take items or objects that took their fancy, but often would leave something in return. People were just as likely to receive a caught fish as a nugget of ore. Their sense of worth obviously is not the same as ours.

  • But being eaters of meat and leaf such as ourselves, with them they brought food. During the time when the Gate still operated and the world was prosperous in it's trade; a simian was not unheard of to barge into isolated residences, hands waving raw food in alarming fashion. Is the occupants survived the undoubted shock, most would take the food offered, and go about their normal day. Usually the Simian that initiated the event would follow that person or family throughout their time of activity, generally leaving sometime around whenever the humans would go to bed.

Now that they are subservient to the Three-Finger, it's common to find the two races limitedly in each other's company. Eamsheirs numbers steadily begin to grow, these powerful combination of peoples frightening in their strength and ageless wisdom.

  • Some suspect that they are much more intelligent than can be detected at the moment.





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There are those within the Simian's mysterious race that seem to have a more direct effect on the elements and the foliage around them. They can usually sense danger, and even limitedly communicate with Ansalonians, though they are exceedingly rare.







This art is Strictly concept. In no way is it to be used in any commercial aspect, or reproduction. All rights are owned by the creator of the file. (found in the file name). Also, concept art should not be taken as completely true. Aspects may vary, of the actual Game concept.


    • Three-Finger



  • Weren.JPGMassive, Bovine like creatures that live in a tribal, nomadic society throughout the extent of the South Plains. For the most part, they are very
  • Tusks.jpg
  • peaceful, to travelers and tolerant of outsiders. It is yet to be established if they have a set life span, as once reaching maturity, they do not seem to age significantly. Some of the larger, longer tusked members of the 14 tribes of the Three-Finger often refer to a time when ice in giant mountains slowly crawled along the land.

  • Only in the merest ways do they resemble the now extinct Minotaurs of Ansalon. Most noticeably unlike true minotaurs (As pictured below), they have not horns. Instead, they have some what longer faces, and forward facing defensive and tool tusks for the use of root finding/ease of digging. Other notable differences is their identifiable three fingers, and towering bull esque stature.

  • Color ranges run the gamut of light tan/brown to a dusky black/blue. Spots, splotches, zones, socks, are common throughout the different tribes. Tusk length, the presence of vestigial horns, hide thickness, short (or long) hair, pronounced shoulder hump, all of these attributes are found in each of the unique social groups.

  • Their newly growing ranks of priests to Larsis the Martyr can be found fairly commonly among the traveling herd groups.


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This art is Strictly concept. In no way is it to be used in any commercial aspect, or reproduction. All rights are owned by the creator of the file. (found in the file name). Also, concept art should not be taken as completely true. Aspects may vary, of the actual Game concept.















(All levels in retrospect to Ansalonian Human Characteristics)
Genus/Origin: Mammal/Alien
Planets Owned: 1
Rough Estimate of Loyal Population: ~200,000
Indicative Abilities(As Applies)
  • - Magic (X)
  • - Supernatural ( )
  • - Psionics ( )
  • - Hard Tech ( )
  • - Bio Tech ( )
  • - Other ( )
Home Planet/Plane: Yathewah
Normal Atmosphere: 78% nitrogen, 21% oxygen, 1% argon
  • Restricted Atmosphere: Oxygen <43%, >20; Mammal Tolerances.
Normal Gravity: 1.1g
  • Restricted Gravity: <4g
Reproductive Capacity (Basic Breeding stock x 5 years): .5
  • (Example, One Ansalonian Human male and female x 5 years. Maximum 6 Children)
Type of Government: Tribal, Splintered
Type of Main Religion (If Applies): Deification of Larsis
Notes on Previous Entries:


Mean Aggression Level (1-100+%): -30%
  • Natural Weapons (If Any): Horns, Hooves, Brute Strength
Mean Intelligence Level (1-100+%): -30%
  • Highest Level of magical attainment (If applies): lvl2 (Natural)
Mean Tech Level (1-100+%): -50%
  • Highest Level of Tech attainment (If applies): 2nd
Mean Weight of Dominant Examples: ~2,200lbs.
  • Label of Dominant Examples(May be several entries): Guardian, Herd Master
Mean Height of Dominant Examples: ~12ft
Mean Weight of Submissive Examples: ~2,400lbs
  • Label of Submissive Examples (May be several entries): Herdmate
Mean Height of Submissive Examples: ~13ft
Mode of Locomotion: Bipedal
  • Other (If applies):
Mode of Main Communication: Vocal, Basic
  • Listing of secondary Communication possibilities: None
Mode of Thought (1st person, abstract, hive mind, etc.): 1st/abstract (Tribal)
  • If Psionic, is this race possibly Expansionist (Psychic parasites and possession): (N)
Notes on Previous Entries: The females of the Three-Finger are notably larger than the males, but are not usually called to defend the Herd or Tribe against outside problems. Seems to be more of a 'cosmetic' preference.

Culture Examples: Human Supplied weaponry, little to no concept of modesty, trinket obsessive, love small bells (Unknown). Breeding is done in seasonal pairs, but those seasons are nearly 10 Ansalonian years wide. Due to their apparent Agelessness, their biological clocks are permanently slowed to this usual rate.

Possible Political Agendas: Bushan, their surrogate leader, has yet to do anything but make friends with Humans. He seems to want to please them very much.

Precious Resources: None that we know of.


    • Uronal


Once the Lords of the Forest; the Liss honor their stories, and revere the places they once roamed. Their carefully made lairs and long empty dens sometimes still draw a Liss warrior to pilgrimage, in attempt to draw upon the wisdom and instant ferocity of it's very proud and very dead owner. The people of the Uronal were always very singular, very private in their times of reflection. Occasionally, in timing seemingly only known to them, there would be a Moot or even rarer a Grand Moot.
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These events would draw these individualistic people from all over the extent of the Southern Continent. In deep past times, the Clans of the Kusk and Liss Mothers would send observers and guests to be at these confusing Moots.

As the Liss tell it, the Grand Moots over the years became darker, and darker; a great weight setting upon the elder Uronal. The Dreaming, the mysterious some how analogy and synonym to life and time that exists constantly and soon and just behind; was becoming cloudy and murky. There were long nights spoken of Invaders, of usurpers. Then gradually, as fewer and fewer Uronal would arrive to these moots; murderers.

Whether because of idle curiosity, love, hate, or the desire of dominance over another, Verna was born somewhere near the eastern coast of the Southern Continent. It isn't known who the mother was or is, but the father was Muchenik Three-Eye. A Uronal seer and long-dreamer of some repute, though had not been seen in many moots by the time the Dreaming thundered with Verna's birthing squall.

The first cross race, the first Eamsheir, first of her kind in the world. It was her first suckling angry cries that shook the foundations of the world; and brought the clans of the Kusk to their knees. In worship, of the new born goddess in their mix; though they had no idea what a goddess is or would be, no previous exposure to the concept or idea. The first of a kind must always stumble blindly.

In their caves and timber dens, covered with loam and crowned with ferns or stalactites, the Uronal heard their doom in those cries.

Why, or how, or specifically what happened to Verna throughout her growing up years that caused her to change into the uncontrolled psychotic entity that she is now, is probably lost to only the Kusk to know. What is known is that in her youth she killed her father with her own two hands and the power invested in her by the belief of an entire race behind her. Soon after, she in some strange perhaps attempt to destroy her shame; she urged the deaths of the rest of the Uronal wherever they could be found.

She did not attempt to make a war of dominance, or promote the interbreeding between her races as she should have. Instead she collected their heads, and left their wisdom and history to rot.

Around this time the last of the Uronal were killed of by groups of Kusk, Larsis was born somewhere on the Three-Finger plains, and suddenly Verna had competition.

It is a true pity that the legacy of this powerful and far seeing race was lost.


Foreign Races


  • This page was created to give a flavoring, and players a tone set for characters of the different races. These are not set in complete stone, but meant to guide and inspire players to create the framework of the story they want to grow into.




General Population of all Ansalon holdings on Yathewah.
Date:
(Non Humans taken into account, less than 1%) Rough Population:
Year 0 Post Gate Destruction
1,230,000
Year 1 Post Gate Destruction
1,191,000
Year 3 Post Gate Destruction
623,998
Year 5 Post Gate Destruction
450,751
Year 7 Post Gate Destruction
327,743
Year 9 Post Gate Destruction
291,462
Year 10 Post Gate Destruction
267,149
Year 11 Post Gate Destruction
241,767
Year 12 Post Gate Destruction
184,016




Dwarves


"And in the night, they left. Few saw them go, and fewer would ever see them again..."

  • During the War of the 5 Cities, the Dwarves began to leave. Slowly at first, their shops and homes quietly vacated. Most of the travel Dwarves.jpg
was done by night, as their dark vision allowed them just as an easy time as day would have. They began to migrate southward, after gathering at the Rock of Many Voices. Through the heart of Three-Finger territory they went, and the tribes there merely watched with a kind of amused interest. (A crowd of beings that come up to their shins was not considered dangerous.) Little contact was made between the two races, though they were aware of each other. The Dwarves were naturally distrustful of the Three-Finger, as the time had yet to come when they were to be considered a fully sentient race. They were still considered just an overly smart type of animal.
  • The Dwarven migration, due to the time in which it happened and the careful planning that had spawned it, was taken with little notice.
The United Empire had integrated the Dwarven people some 800 years earlier, but they were still considered second class citizens as they had never completely meshed with the Ansalonian society, with a few violent but ultimately ineffectual insurrections in their history. It was not until several years later that Enon, Lia-Seku, Broo, Varian, and Paxis were to find the Dwarves in the southern-most Volcanic plate.
  • Though if she was the cause, or it was simply coincidence, the Queen of the Dwarves was waiting for these migrant refugees in search of
a home. She had found a vast and ancient city that had been long since neglected inside of a strangely controlled volcano. With open arms and open doors she welcomed the tired and hungry dwarves into the home she had found for herself. It was not long before she ruled them outright, attempting to restore and preserve what little of the true Dwarven society that still remained in their handed down memories and her own eldrich store of accumulated knowledge.
  • Extremely distrustful of the Humans and now the New United Empire, the Queen keeps the main body of her 'people' inside of this old
city, only letting a few of them go out into the world at any one point in time. There is just enough breeding stock still left within the Dwarven community that they may slowly begin to rebuild their society. Unless some other calamity befalls them, that is.
  • They will defend their new city and their new Queen to the death, but flatly refuse to aid anyone else. All trade is first filtered through the Three-Finger, and no Humans are allowed anywhere near their mountain.


Elves


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  • Unfortunately when the Gate was destroyed, there was but a handful of Elves on Yathewah. Shortly after that, many of them died in the various wars that devastated the planet itself. There are but known, maybe 7 males and 3 females left on Yathewah, hardly enough to grow a new civilization with. One of those females was Lia-Seku. Most of them are druids or wizards, and as such, have certain higher value positions in Yathewah society.




Classically since the fall of the last Elven hold outs, their crushed culture was one of the last to be conquered by man kind's ambition and short viewed perspective, they have been slaves. But in less than one of their generations, (And many of the humans, enough time for them to forget to a degree) they had become citizens. Working their way with influence, wealth, and
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power into the human framework of the government.




  • Those few that do survive on Yathewah are hardy, steely eyed individuals of prodigious force and ability. Not something to be crossed, in any light manner.
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Gnomes, Halflings, Dragonborn, Tieflings




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Tiefling


Throughout the Old Empire, Tieflings are if not scorned, then at least shunned. Relegated to the seedy underbellies; the darkenned corners of taverns and auction houses. Where as some have been more willing than others to conduct types of physical reconditioning and editing of their more... obvious non human forms, for the mainstay, they stay close to the form that their roots granted them.

The only place that consistently would preserve a tiefling's dignity, were swearing into the colors, or swearing to the Tower. Entering the empires service and accepting the runes of service that all veterans wear, tended to alleviate a good amount of the prejudices that the common would easily heap to one side or another.

As such almost exclusively, the tiefling population of Yathewah was of two things. Experienced in war, and generally small. Keeping to their own isolated neighbors and outlying stations; either in the pay of the city lords or having long retired far away from the Old Empire. Little had they known that all would become trapped on this plane. It would not be surprising to find out that this demographic of peoples were the highest percentile of survivors.

























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Dragonborn


Dragonborn, second only two Elves as the most rare of races on Yathewah, were indeed quite numerous on Ansalon. The Old Empire had much respect for these stalwart races, with their strong hearts and morality. As such, the Empire did what it did best. Assimilate. Uncounted generations ago, the youngling Dragonborn went to Empire population centers for education. It did not take but a few generations till the Dragonborn were lobbying for several seats on the Empire's senate. As willing citizens, and loyal servants of the empire; they were free to expand and live as they would. Their very long lives engendering the same tolerance and lassitude that gave few the desire to devote themselves to military service, or civil service. Explorers were few and far between.
As of the destruction of the gate, there were but a handful known dragonborn on the plane.























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Halflings


Halfling, long term allies and well loved companions of human kind, it's most kin; have a long history on Yathewah. One of the most mixed common blood lines, and having had full citizens almost as long as the Old Empire had been marching armies to distant lands, the Halfling is a treasured companion in any situation.

The personalities and family cultures are as varied as the humans they live beside, and the ease of equality is a given.
























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Gnomes


  • Unlike their proliferation on Ansalon, there are few Gnomes on Yathewah. At the time, the Gnomish people had yet to be unanimously cleared for off world travel. The ones that had traveled to Yathewah were generally the bonded tinkers, official builders, well known sages and artists.

  • Those that survived fled the cities at the beginning of the Wars, and traveled briefly across the plains much like the Three Finger. Now, a few remain inclined towards a nomadic way of life, though the most part of the Gnomish population have returned to the cities where they feel more comfortable. There are some 460 gnomes left, as of the 12th year after the gate was destroyed.

































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Humans



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  • The breeds of humans that came over from Ansalon were predominately from the Eastern Mountains, due to their great knowledge of metal working and mining. Fair skin and dark hair is their typical attributes, though a great many of them show a significant tilt of the eye's epicanthic fold (Oriental). But it is not unusual to find a human of just about any race here on Yathewah.
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  • The survivors of the many tribulations and horrible Times are jaded and cautious. As a whole, the attitude is hopeful, now that Anshar and Kerensky are here; but individually each is scarred with the memories of what their race has endured. Life has little in the way of surprises for these people. Many of them also feel very fearful of the Indigenous Races, feeling trapped by their dependency for the food that they provide.
  • Anyone who has metal working skills or has the capacity for learning them is doing so. Anyone of the building trades are currently helping rebuild the remaining three cities, and also editing the existing buildings to more accommodate the Indigenous Races. Since as a whole they are all much larger and wider at the shoulder than humans, this is a lot of work with no end really in sight.

  • The Average Level of anyone over 13 years is 2nd. The Average Level of anyone over 20 is 3rd. Anyone over 40 could be anywhere up too 6-7th level. Typically some sort of physical class. There are very few formally trained fighter-classes left, besides what Kerensky brought with him. Average sanity level is 13.0de0d953ddfea1f52064809e4f70aa6f.jpg

Irrevocably, the general mind and culture of the survivors has changed. Been scarred, deeply, by its realization of
being trapped here and being forced to survive in a very hostile world. Where we, as humans, are the least of the beings that walk the plane. This bitterness along with lost greatness plus the feeling of being locked in; those that still survive are like forged spring steel. Or so completely broken in the mind that there is no recovery.





Some families, groups, clans, lasted through the dark times better than others. There is a wide range of coping
with what they had to do to survive; from those that drastically embrace their bloody history....












To those that pushed the boundaries of morality, and have recovered an iron strength in enforcing their version of civility upon others; as if to somehow banish the darkness that they once embraced by their own sheer force of martial arms and will, drawing and defending that line of 'Never Again' with even more blood....
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Other families fled the cities, to go deep into the plains lands in hope of surcease among the Three-Finger.... In consequence they tended to learn of their ways and take up some of their skills and careful stonework; while also infecting the giant bovine tribes with bits and pieces of human cultural concepts...














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Some factions went west into the jungles, to brace the land squid and carnivorous plants. Eventually, the remains of these peoples, though more than likely herding help from the Simians, found their way to Orl Klah, a secretive city of the ever silent Simians deep in the confines of the jungle they live in. These select few people have prospered since then, and have occasionally traveled back to the human cities, for trade and companionship. Though their clothes and equipment are decidedly different and outlandish than the norm, they none the less seem eager to socialize.














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Some rare souls have made use of the chaos and gradual carnage to further their own schemes, boosting their power and ability with the suffering of others. Wearing thin that veil between life and death; reaping the benefits and curses of such dalliances...





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A few hundred of the more adventurous have long since signed on to Sir Allen Doe's service, plying their trade as mercenary and warrior, some having fought in almost every War of Dominance to date. Though some would say this is just representational of human interest, none can argue with the altruistic evidence that Doe gives out at every turn. Paid perhaps in blood by these strong few, the common man continues to live.




























And finally there are those that walk hidden in plain sight, nondescript. Grey, common, pleasant, soft where needed, hard where needed. No distinctions, no distractions, of unremarkableness; they make art. They are all around us.tumblr_mnvjnhHalv1ql6bz2o4_1280.jpg