The light within the void the Sun god
This was the beginning
An eternity passed,
The sun god grew weary
There was no other
So the sun god reached within to create
Thus the light was divided
Moon and sun
Goddess and god
Woman and man
But the god was no longer whole
This pained him
He looked where he had been divided
Saw that where he was so the goddess was not
He joined with her
As husband with wife
What was one that became two became one again
The sun came to the Moon in her palace
Her handmaidens would not allow him in
“You may not come to her, her time is near.”
He knew not what this meant for he and she were the first
She had never denied him before
He could not be as man and woman
He could not be whole
Seeing his anxiety,
A handmaiden came to the sun in his palace
“I am not your wife, but I am woman too
Lie with me”
He did so, and felt whole once more
The moons time came
She crept into the void to give birth
When the child of the sun and the moon was born
The goddess looked down upon it
She saw a great land
For upon its surface walked the races of giants and men
As she looked down upon them
She saw they raised great temples to her
They made sacrifice
Offered up their praise to her
Her heart swelled with love of mother for her child
She went to the sun to tell him of the child they had born
Coming upon his palace she found him with her handmaiden
Her heart grew cold
She fled with sorrow into the void
The sun felt a chill enter his bones
The pain of his other half
Knew the source of this pain
Knew his wrong
He went into the void to seek his wife
He looked in all places but she had hidden from him
In seeking he came upon their child
The word of giants and men
As he looked down upon the child in wonder
He saw them look up at him
To him they built temples
They gave sacrifice
Offered up him their praise
His heart swelled with love of father for his child
Knowing his wrong
He swore that he would look over his child
The people upon it
For all time
Time passed and he desired his wife
She had not returned
So he returned to his palace to be with her handmaidens
When he had gone the moon,
Who had seen this from afar
Came to look down upon her children
Only to leave when he returned once more
This is the first story, the oldest story of the Land of Giants and Men, called by the race of men Manguenne. It is told all across the land, in churches, in taverns, by travelers huddled around campfires, in a thousand different variations. Every giant and human across the land knows it by heart. The above translation into common english is the most common of the church sanctified versions.
An Introduction to the Land of Managuenne
The land inhabited by giants and men stretches for 1500 miles across its width and over 2000 miles across its length. North, south, east and west have no meaning in Managuenne as there is no magnetic north but are used here as English translations of the common usage of directions. Sunward is also used for south, and Sun wane for north. West is simply a loose translation of the word for ‘to the right when facing the sun’ and east similar. The north boundaries of the land is made up of the Black Sea, a treacherous iceberg filled ocean that ends to the north with the great glacier. This is the lands of the ice wyrms, frost giants and ice barbarians. To the east the land is bordered by the Ocean of Mists, a mysterious body of water rendered unnavigatable by miles of thick mists, and terrible storms. To the west lies row upon row of volcanic mountains spewing ash and molten rock into the sky. To the south lies the palace of the sun, the savannahs of the beastkin give way to trackless sands of desert, until the heat of the sun becomes so great nothing can survive.
It is impossible to start any description of the Lands within Managuenne without starting at Sun City. It is the heart of the land, the home 30 million men, giants and countless other races. More beings live in the great city than in all the outer provinces combined. A more detailed description of Sun City falls later in this text but for now we concern ourselves with its sheer size. The city itself covers an area more than 70 miles in diameter. At its heart, the Great Gyre. A lake twenty miles in diameter, at the center of which lies a swirling whirlpool a mile in diameter. From this axis starts the four great highways built in antiquity. The Highway of Ice, traveling north. The Highway of Mists traveling east. The Highway of Earth traveling west. The Holy Road, the Highway of the Sun traveling south.
The Miracle of the Great Bowl
Sun City is located in the center of a great natural depression, over 300 miles across, and ringed all round with imposing mountain ranges. From the edges of the mountains, which rise straight into the sky, to the edges of the Gyre is a vast plain. The plain is covered with a dense grain, its stalks 16 feet high. From the center of the gyre each afternoon arises a great spiraling thunderstorm. From this thunderstorm arises great winds, and rains, pounding the grains flat and inundating the land. As the Sun begins to set, the thunderstorm breaks. Then when the Sun rises again the morning, fresh shoots arise from the earth, by afternoon once again reaching full height, only for the cycle to begin again. It is this magical grain and the cattle that feed upon it that has sustained the power of Sun City and the peoples of Managuenne for eons.
The Holy Cattle
Since the beginning of time the Giant herdmen have cultivated great herds of cattle within the great bowl. The herdmen are a race of giants only found within the great bowl, the height of an oak tree, they herd the Holy Cattle. A species of cattle the size of a human’s cottage.
The Mountains surrounding
Only briefly can a description of the ring of mountains surrounding the great bowl be given for they contain with them numerous wonders, hidden valleys, and lost places. Ring upon ring of mountain ranges, climbing into the clouds, for hundreds of miles. As one travels through these mountains one descends into foothills, and lowlands, varying in climate and culture in every direction.
The Highway of Ice
As one travels north along the great highway, the clement weather of the Great Bowl gives way to alpine conditions. Even as you descend from the mountains which drop abruptly into an area of hills and rocks, the temperature never rises again. The barren hills, covered with nothing but brush and stunted evergreen give way to vast stretches of tundra and permafrost. The temperature here rarely rises above 20F and with no trees to break the wind can be quite colder. During the snow season, great amounts of snow can be dumped on this region. In other seasons it rarely snows at all. The further one travels towards the Black Sea the colder it becomes, until you reach the end of the Highway of Ice and the Shield lands. For much of the voyage north, other than small hospitality towns along the highway there are few people, and many enemies of men and giants. Upon reaching the great Shield wall, a natural cliff 500 feet high along which runs a series of walls, emplacements, castles and fortress cities that make up the northern defense. There have been countless wars between the peoples of the Sun and the northern races. It has been thousands of years since the last true war but skirmishes are common. From the great towers of the Shield citadels, the Frost giants can be seen wading in the narrow channel separating the Managuenne and the great glacier. The Black Sea is itself a churning maelstrom of ice, storms and great ocean beasts. Close to a million soldiers guard and patrol the Shield Wall, that stretches a thousands miles from the eastern cliffs to Mount Charnel, the ever growing volcano.
The Highway of Mist
In contrast to the Highway of Ice, the Highway of Mists follows a lower altitude route, quickly hooking up with the headwaters of the Dragons Path, a mere creek at that point. The weather is both calm and clement, settlements are fairly common where space exists and many roads lead off from the highway to large cities and countless villages. As the Dragon’s Path becomes larger and navigate able, so too do the size of the cities along it. Eventually the mountains break, both Dragons Path and the Highway of Mist following a gentle sculpted path down onto the heath of the eastern lands. It is here in the foothills that the last great city of Men and Giants exists, the City of Stories. From here great mists rise, as if from the land itself, gradually obscuring everything, until a thick fog covers the entire land. Within these lands dwell rumored tribes of men, and perhaps even giants but they swear no allegiance to any crown prince in Sun City. Following the highway through these lands one comes eventually to the great cliff walls and the Ocean of Mists. Here Dragon’s Path, nearly twenty miles wide, and traveling within a great canyon pours out into the sea.
The Highway of Earth
The Highway of Earth rises and falls drastically through high mountain passes on its way to the western lands. Cold, windy with inclement weather, in can be sure on any given day you will see not just rain, but also snow, sleet, hail, and all manner of precipitation in between. Frequently the highway becomes impassable, only the most hardy of people live in this area. Even way stations are small and staffed by hearty folks. Once reaching the end of the mountain ranges however the weather improves greatly. A western wind brings warm breezes, and rolling hills gradually give way to wide-open plains. It is here that some of the other great cities of Managuenne exist, great city-states ruled not by ancient heritage of the crown princes but by the powers that be. Each in constant struggle with the other. At the Iron Crown, one of the greatest of the city-states, the highway ends. Less than three days from the noted city lies its mines, dug deep into rising impenetrable ranges of mountains. From the towers of the nobles’ houses in the Iron Crown one can see the mighty volcanoes rising up hundreds of miles into the ranges, spreading ash and fire into the sky.
The Highway of the Sun, Holy Road
Like the Highway of Earth the southern highway is a rugged frontier, descending from high passes into valleys and rising again into the mountains. Unlike the western road, the Holy road is heavily populated for much of its length, and settlements can be found spread out into neighboring valleys. It is the main road that pilgrims take when visiting those holy sites not found within the city itself. Millions of men and giants take this road every year on pilgrimage to various holy temples and valleys along its route. For most of it path the weather is clement, even warm in the valley’s becoming colder in alpine conditions. Leaving the mountains, one enters the foothills and the beginning of the Serpents Way, a section of road that passes through dense Rainforest jungles. Countless streams and rivers coming down through the hills feed into vast swamps at the base of Serpents way, a nest of unsavory jungle and marsh. As the land grows warmer, and the waters consolidate into rivers, the land dries and becomes savannah. Here live a million or so people, scattered in settlements, and walled enclaves in between the swampy north and the lands claimed by the beastkin to the south. It is here the Holy Roads ends at the great ziggurat of the sun. From its tiers one looks out into the savannah claimed by the Lionkin, Rhinokin and other great tribes of the open savannah.
By no means is this a complete documentation of the lands of Managuenne, just an overview. For the lands are vast and mostly unexplored. Most are vastly ignorant of even the land that exists more than a days ride from their home. To those from the outer provinces Sun City is a but a great myth, a mythical place told to them by entertainers in the taverns. And to the residents of Sun City the outer lands are a place of barbarians, of life of constant struggle, quaint peasants.
Other places of Note
The land of Faerie
It is common knowledge among the people of the land that such a place exists. There are soft places in both worlds where ordinary people can cross. Magic circles, valleys, dark forests that exist in both lands. But humankind knows little about the land of Fey. A place of magic, a place where humans are unwelcome. There have been wars between the great sidhe lords and the peoples of Managuenne. It is a land of magic. A land that exists right beside the realm of men and giants, that overlaps and yet is distant and mysterious.
The Realm of Demons
Common people know little of demons beyond the stories told in taverns but they are known to exist. Terrible creatures of great evil they mean great harm.
The Void and Celestial objects
Beyond the Managuenne is the void. Presumably if one where to travel far enough up into the sky you would escape the realm and enter into the void but who would want to do that? Within the void exist the Moon, Sun and Stars. The Moon only manifesting herself at night and fading in intensity over the course of a month from being very bright to there being no Moon at all as she approaches and leaves her children. The Moon casts a bright whitish bluish glow not dissimilar to an array of modern LEDs. The Moon manifests herself as a disc about six times larger than our terrestrial moon. The Sun is a great fiery orange disc about eight times larger than our terrestrial sun. Always rising in the south (Sunward) and taking a few hours to clear the horizon, hanging a short ways above the horizon before sinking slowly again. There is a period of about one hour of total darkness from the point the sky stops glowing until the moon fades rapidly into view. The Moon does not appear in any one place but is always very high in the sky, and never from the south. The stars are the handmaidens and herdmen of the Moon and Sun. Some of them can be seen to move slowly over the course of a night, some do not move at all, some are brighter than others. Some are connected with great heroes.
Time is measured by hours which are marked by gongs. An hour is an arbitrary measure of time that is usually longer than a terrestrial hour. By days, which are the time marked by the arrival of the Sun as the sky begins to glow orange and the Sun’s descent marked by the end of the glow in the sky. This period covers roughly 23 hours. The first two hours of the day from first Sun glow to the Sun first peeking above the horizon is called the Herdman’s hour, and is considered one unit of time. The time from the Sun’s first sight until it clears the horizon is about an hour and a half long and is called the Holy hour (ascent); it is also considered one unit of time. From the point the Sun has cleared the horizon to the point it touches the horizon again is considered a full day. This corresponds to roughly 15 terrestrial hours. From the point the Sun touches the horizon again until it vanishes covers roughly three hours. It is broken up into two time periods; Holy hour (descent) and Hearth hour. From the point it disappears to the point the glow disappears in the sky is called the Twilight hour and last about one hour. In less than one hour the Moon appears, typically fading into full strength over 15 minutes. The hour of darkness is called the Wolf’s hour. The period of fading is Women’s Song. The Moon hangs overhead for ten hours divided up into four sections. Childs hour, Woman’s hour, Mother’s hour, Grandmother’s hour. The Moon then fades from view, again over fifteen minutes. This is called Woman’s Wailing. Another period of darkness called Barrows Gloom. Followed once more by Herdman’s hour. A full cycle is over 40 terrestrial hours long.
The Moon fades and gains over a forty day period, this is a single month. The day when the Moon is at full strength is called Mother’s day. When there is no Moon the day is called Sorrow.
A single year is measured as ten full cycles of the Moon. Many areas of Managuenne experience no seasons. Others experience very harsh changes in climate.
Even though a full year is measured in full Moon cycles, there are over forty days of holy days and periods that fall outside the normal cosmology. During these periods both the Sun and the Moon step outside their normal cycles, sometime appearing in the sky for days on end. More details to follow.
The people of Managuenne
The Race of Men
Humans. The most common race of the lands, numbering between 30-40 million. Mostly centered around the Holy city. Humans worship the Sun and Moon.
Humans share a common heritage with the giant peoples and some humans born to human mothers grow to great size. Some humans also have fey blood in their veins and carry the heritage of both sidhe and men.
The second most populous peoples of the land giants are divided up into Herdmen, true giants, and Low giants. The Herdmen of the central bowl number in the hundreds of thousands, are on average 30 feet tall and of noble features. Low giants are found throughout the land, average about 20-25 feet in height and of crass, and evil temperament. They are often found preying upon humans and other smaller races. Their numbers are unknown but they are solitary in gather in no great numbers.
Herdsmen worship the Sun and Moon. Low giants are not known for respecting much.
A race of beings that live deep within the earth. Short with long arms, their actual appearance is unknown as when they are seen by human they are covered head to foot in robes. Dwarves make superior quality crafts and are known for their talent of imbuing crafted items with magical essence. Dwarves love gold and are exceedingly greedy. There is a race of Dwarves that live on the surface called Tinkers by humans; they are as colorful as their subterranean cousins are dour. Tinkers where full body covering outside but will remove their dress when indoors. Numbers of both peoples are unknown. Both races of Dwarves are not known to worship gods, although Tinkers have a great love of the natural world.
The races of the fey lands are almost unknown to men. In stories, they are slight, pale and thin. Sometimes they have wings. Sidhe lords are known for cruelty and contempt for human life. The Sidhe are heathen atheists.
The beastkin exists mostly in the wilderness areas uninhabited by humankind. They are humanoid creatures with aspects of various beasts. They are primitive and driven by bestial instincts. Many beastkin worship the Sun and Moon as well as other natural forces.
Little is known about these creatures other than from legends and tavern stories. Dragons range in size from that of a Holy Bull to mountains. They are rumored to be able to take the forms of humans. They are rumors that some dragons live in the Holy city. Some dragons serve the Sun and Moon and have fought in great battles alongside Man and Giant. Others are the enemies of all living things.
A detailed introduction to the peoples of Managuenne
Humans in the realm of Managuenne are not unlike terrestrial humans in behavior. Their culture is different as is their society. They are more robust than we are, generally being taller, and having a heavier bone structure. Their skin is a golden copper color, as though they have a reddish ‘tan’. Hair color ranges from dark black to reddish brown, or blonde with red being to most common color. Eye color is a range of golden, or tawny hues, cool colors being unknown. Humans from Managuenne live longer than terrestrial humans. Ordinary humans living until 120 or 150, with some humans living up to 200. In is rare but not unknown for certain individuals to live many hundreds of years. The last great Sun King was 3268 when he was murdered and still considered in the prime of life. Humans enter reproductive years between 12 and fifteen. Ordinary human men typically remain fertile until their last 20-30% of their life, women until the last 30-40%. Most humans age erratically, often entering long periods of life where they don’t age visibly at all, then others when time ‘catches up’. Most humans age rapidly in the last 10% of their life going from a terrestrial human’s equivalent of 60 to the end of their lifespan very quickly. The longer someone lives, the smaller this period can be, although usually no less than 8-10 years and no more than 20. It is very difficult the gauge the age of a Managuenne human except by ‘life periods’.
Human men range in height from 5’6” to 6’4” and weigh about 10% more than a terrestrial human of the same height. The ideal image of a man in Managuenne society is tall, with a large barrel chest. He should be muscular and fit. He should have red hair, a beard, and be very hairy. Current cultural norms are short curly hair, with a well-cropped curly beard. Gold jewelry is worn by the well to do, copper by the poorer. All men, of the finest quality they can afford, wear a necklace displaying the symbol of the Sun. In addition some men wear earrings, bracelets, torques, and rings. Gems with warm colors are preferred. Most men wear open necked shirts, with pants. A hairy chest is considered attractive and worth showing off. Less common, but varying by region are skirts or kilts, although this is considered old fashioned in some areas. A handsome man is very masculine, with lots of red hair. An ugly man is slim, short, pale, has black or pale hair, or little hair in any combination. The ideal image of a man is an extrovert. A loud, happy man who is a man of action.
Human women range in height from 5’4” to 6’2” and weigh about the same as terrestrial women, with a slight tendency towards larger proportions. The ideal image of a woman is not that different from terrestrial American norms being tall and slender. It is worth noting the ideal aside many men look for a more robust woman with an eye towards children and health. She should have long red hair, and no facial hair. Managuenne women do not shave anything. Most women prefer silver jewelry, although in some places it is more valuable than gold, and cool colors for gemstones are preferred. Women wear dresses. Women should be pretty, happy and fertile.
Humans in Managuenne culture are much more conservative than terrestrial humans. They are very content with doing the same thing over and over again, and have for thousands of years. They live for a decent length of time and its not uncommon for men to have thirty or more offspring, frequently with different women. Despite the presence of magic, both matriarchal and infant mortality rates are high. The world of Managuenne is more dangerous than our own and it is not uncommon for outlying human settlements to suffer great loss of life from predators, disease and magical sources.
Humans have souls and worship the Sun and Moon. There are countless variations of the various forms of the religion. Many humans also worship natural forces, local spirits and powers. Humans can channel divine energy through their souls and are capable of amazing acts of power in this way. Humans also have the power to channel their own life energy to master their bodies. Some humans are capable of manipulating the elemental forces that make up the world. Humans with Sidhe blood are capable to manipulating magic to perform great feats. Most humans, however, are very ordinary, heroes are mostly in tavern stories, and beleaguered by all number of beings intent upon their destruction. Never the less humans are the most flexible off all the races, the most numerous, and capable of achieving great acts of heroism.
Half pints are giants born to human mothers. They are relatively common, being born for every hundred humans born. They range in height from 6’’4” to 7’10”. They are significantly more robust than normal humans. Half-Pints are closer to the ideal of human beauty; it is rarer for a half-pint to homely or even ugly. They are also much more charismatic than ordinary humans. Ordinary humans tend to flock around half-pints, worship and adore them. For this reason many half-pints see them selves as superior. They can also be very vain and self-centered. Half pints can often resent competing with other sources of attention. Whether a product of being the center of attention or of a racial trait many half-pints can be seen as childish by those capable of resisting their charm. Some Half-pints live very long lives, living from 150-300 years in age. This by no means universal. Half-pints a re the celebrities of Managuenne, and like Hollywood celebrities can exhibit a mixture of human traits. Half-Pints, like humans have souls and worship the Sun and Moon. Many nobility are half-pints. Half-Pints do not have sidhe blood.
Pints are born to human mothers and other pints. They are a mixed blood progeny of low giants and human blood although they can be born of human parents with no recent giant heritage. Pints range in size from 7’6” to 9’ tall. Pints, like low giants, are extraordinarily ugly. It is common for them to have large noses, ugly warts, greasy lank black hair, to be bald from birth, big bulging guts, and just be ugly and smelly in general. Having been raised in human society, they are in general the meanest, biggest thing there is around so many do not make much effort to cultivate manners, good taste or good grooming. They are relatively common, being born to pint pairs and 1 in 70 human parents will give birth to a pint. Pints typically do a lot of common labor or serve as soldiers. They are the tanks of Managuenne. Pints can survive wounds humans cannot. They also have a high tolerance for disease, and poison. A pint can eat food a human could not. Pints have souls, and like humans can channel divine energy, as well as other forms of energy. They never have fey blood and are in fact uniquely vulnerable to arcane magic. Pints can live as long as normal humans but often have tragically short lives. Being the biggest thing on a battlefield is not often the best thing. They also love to fight each other. Pints are frequently seen as above the law. Because arresting one may involve more death they simply ignoring a punch up that ended in death many get away with a great deal. Up to the point of course they kill someone with power or money in which case they get tracked down by bounty hunters.
In some way related to True giants True Pints range in height from 9-12’ high. They are by human standards extraordinarily handsome. They also radiate a great deal of charisma. True Pints are very very rare, almost always born of human mothers they mature late and often do not have children. They regard themselves as superior to humans. Humans regard them as superior to humans. True Pints are very conservative, and very stubborn. They often do things over and over again without thinking about it. They dislike it when humans do not do what they tell them to do, and get frustrated by change. They adapt very poorly to new situations and like it best when the same thing happens over and over again. Like Half-Pints they enjoy being the center of attention, and become very competitive around others. They do however respect chains of command and will frequently blindly follow instructions given by people they regard as in charge or important. True Pints have souls, and like other human hybrids can channel different forms of energy. True Pints do not have fey blood. True Pints are regarded as holy.
Why are giants called Pints?
At a tavern in Managuenne, a poor farmer will order a half pint, typically a half copper. A half pint being a small mug of green beer. A tradesman for a silver can get a meal and a pint, roughly 20oz of mature beer. A merchant will order a true pint, a large mug of the taverns best beer. A mercenary squad out on the town with a pocket full of money will order a pint. Meaning a pitcher of decent beer for the squad, plus a separate pitcher for the giant. The giant’s pint. This got shortened at some point to simply ‘the pint’.
Also known, more in more ugly terms as ‘half-breeds’ or breeds. Changelings are the progeny of human and fey heritage. It doesn’t take but a drop of fey blood for someone to manifest fey heritage, so sometimes ancestral heritage is many generations removed. Changelings are unique of the races for they and they alone are capable of wielding a particular form of arcane magic. The blend of magical blood and the elemental nature of human blood creates a powerful combination. Changelings are capable of wielding either the magic of the realm of faery, the ephemeral, the magic of the elements, or the magical hybrid of the two. They are most commonly known for being mages, sorceresses, and wizards. From the traveling magician casting glamours so entertain. Or the powerful War Mages trained at the war guild to rain fire and horrific death down upon enemy soldiers. No human can manipulate magic without fey blood. No Sidhe can alter the physical world as changelings can. Changelings are often indistinguishable from normal humans although sometimes they have characteristics of their fey heritage. Such as cool colored eyes, pointed ears, a slighter frame, pale skin, odd looking pupils, hairless skin. Fey blood means changelings loose the ability to channel divine energy.
Little is known about the mysterious race of dwarves. Dwarves are usually about 4’6” to 5’ in height. They have longer arms than humans, with large hands. Dwarves always wear head to toe robes when in human company. It is rumored they cannot tolerate the light of the sun. Most dwarves live deep underground where they mine for minerals, gems and the favorite of all things gold. Dwarves are extraordinary craftsmen, preferring to work in metals and gems. They of all the races are most know for their extraordinary ability to craft magic into items. Creating magic armor and weapons in the legendary tales for heroes to vanquish mighty enemies with. Dwarves themselves rely on their magic devices to gain their ends and have never been known to side with or against humans in their wars other than to provide those who come to them with powerful items in exchange for gold. They are known for not forgetting insults, and for taking vicious revenge on those who slight or cheat them, sometimes generations later. It is not known how long dwarves live as to humans they all dress and look the same. Dwarves wear varying shades of grey clothing and do not wear visible jewelry.
Dwarves are not known to worship gods, or deal with spiritual powers. It is the position of the church that Dwarves do not have souls.
In contrast to dour dwarves are the people humans call Tinkers. A separate line of dwarves or simply a different culture. Tinkers are from 5’-5’4” in height, being slightly taller and less stooped than regular dwarves. Tinkers seem to live about as long as humans do. Tinkers live on the surface world, often in remote areas, but sometimes in small settlements near human villages, or separate areas within cities. They also wear head to toe clothing when outside but frequently dress lighter when inside. They have grey hued skin. Big noses. Slightly drooping faces. Males often having grey stringy beards, woman also frequently having facial hair. They love bright colors, and seem to have no sense of color matching. They weave colored threads into their hair and beards; wear bright colored robes and tunics. They are very cheerful and very friendly towards humans. They can become very distraught by human cruelty, and will not frequent areas where there are cruel lords or warfare. Unlike their dwarven cousins they seem to have little love for gems and metals although when they do practice these crafts they make items of extraordinary beauty. Instead tinkers are known for being excellent weavers, dyers and cloth makers. They also love to work in wood. Tinkers love the natural environment and can become very agitated when humans degrade the environment. Tinkers are capable fighters although they like their dwarven cousins prefer to rely on their ability to weave magic into items. They prefer subterfuge, ambushes and trickery to gain their ends and once angered can be quite retributive. In stories tinkers can wield magic by crafting nearby items. Making magic nets from grass, fetishes from bundles of twigs and golems from clay and stone. They are also known to have a close relationship to the natural world, in stories being able to speak to streams, woodland creatures, and natural spirits. Tinkers do not usually worship gods but occasionally do. They more typically create altars for local natural spirits. They do not seem to be able to manifest divine energy but they can manipulate the natural world, and create magical constructs.
There is no one characteristic of the fey folk. Even children may not resemble their parents. Humankind knows little about the Sidhe. They are small, usually about 5-5’4” in height and slender. But can often alter their appearance as they wish. The sidhe are master of the art of magic, but are only capable of changing the word in an ephemeral way. They are masters of magic that controls others, changes perception, or creates illusion. But they cannot directly change the world as those with human blood can. They originate from the world of Faerie, which exists alongside the world of Men and Giants, in some places existing in both worlds. The realm of faerie is the realm of magic.
Standing about 30-35’ in height, Herdmen otherwise resemble humans in appearance, but being generally of more uniform appearance and more handsome. Herdmen live exclusively within the Great Bowl where they herd the Giant cattle that roam there in their millions. They live in small nomadic tribes that travel with their herds. They are expert stonemasons, and when interested love to craft in copper and bronze. A few are known as smiths of extraordinary ability and in stories share the ability of dwarves to weave magic into items of great power. They are known to have constructed many buildings within the Holy City as well as various buildings throughout the lands. They love to build in a grand scale, and giant architecture is known for being immense. Herdmen regard themselves as ‘big brothers/sisters’, looking over a younger and misguided sibling. Humans are definitely misguided and have their priorities all wrong. They regard humans as impatient, having short attention spans, and in general childish. The hate change, they hate new things. They firmly believe if something worked once before it will again despite all evidence to the contrary. Once having made up their mind to do something they will do it. There are several hundred thousand of them living on the Holy Plains and several tens of thousand living within the city. Those that live within the city are worshiped as gods and frequently support huge entourages. Many within Sun City would die if not for the support of the Herdmen as through a complicated system of tribal ties the Herdmen supply the city with enormous supplies of fresh meat on a daily basis at no cost to its citizens. Herdmen are orthodox worshippers of the Moon and Sun.
There is no one type of beastkin. Beastkin are humanoid versions of normal animals. While certain type of animals are more common than others. They have the heads of animals, the hands of humans, the feet and torsos of animals and stand upright. From the common Ratkin standing no more than 3’ high to the giant predators of the southern savannah at 8-9’ tall. Beastkin typically are true to their bestial natures, reverting to a stone age technology with direct contact with more civilized races. Beastkin are known to worship both the Moon and Sun. They also worship and channel the elemental powers. Can call on spirits as well as manipulate the forces of nature.
More to come.