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[WB] Sunrunners: Desert Fantasy

Archmagos Issac

Sir Ser Issac of Clarke of Chad the II
Joined
Apr 6, 2014
Location
The Forge World of Mars
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Background

Not much is known of the time before the Exodus. What is known is that the forefathers of Man, Fae, and Dwarf were forced to leave by monstrous threat our ancestors called the "Shyr Polaes" or in common "Blood Drinkers". The creatures spread like wildfire, wanting nothing more then to kill and multiply like locusts. Our ancestors were powerless to this enemy and were given no choice but the to leave the lush world they once called home. The fae called these lands “Jhyr Jhal” or in common speech, “The Lost Lands”.

To ensure the survival of not only themselves but future generations, the ancestors pleaded to the Makers for aid, a means to survive the horrors that threatened to consume their servants. The Makers answered in kind, leading those seeking to escape to what the ancestors collectively referred to as “The Conduit”, an ancient structure believed to be constructed by the Makers themselves. With the combined efforts of the old magic, the most powerful of the ancestors shamans and mages awoke The Conduit, opening a portal to new and unfamiliar lands, a place seemingly inhospitable to the threat that followed.

“Aezoli Jhal”, The Exiled Lands. A place of sand and stone, seemingly comprised only of shifting deserts and rocky canyons. A place seemingly inhospitable to any form of life. Little is known of that time. What is known is that our ancestors forced those creatures that followed into the Deep Deserts where they would perish, from there they began spreading out in search of places to call home. The dwarves took to the mountains, digging deep and thriving despite the harsh world. Many fae took to the deserts, becoming nomadic tribes that wandered the shifting sands. Some tribes of man took to the deserts in search of more hospitable lands, others settling on the first sources of water they could find, and others settling on in the ruins of what were once cities of the Makers that were teeming with powerful artifacts.

The deserts are a cruel and unforgiving place. Scorching heat, minimal water, dangerous terrain, sandstorms so powerful they can shred the skin from your bones in minutes, and that's just the elements without mentioning the deadly creatures as well. Despite all these things, there are still those who endure it all and those people more often than not place their faith and hope into the hands of those who are willing to travel through hell and back: Sunrunners. Mercenaries, caravaners, heroes for hire, when someone needs something taken care of in the deserts, they recruit anyone from the Sunrunner's Guild. Were it not for them, many would have suffered or died long ago....

Inspirations
If someone was to ask me to list off all the things that inspired Sunrunners, I would likely be sitting here all damn day typing away. Gun to my head, twisting my arm, all of that hoopla; here is a list of most (if not all) of the things that inspired me in one way or another:
  • The Witcher Series
  • Dragon Age Series
  • Frank Herbert's Dune
  • Warhammer 40k Series
  • Brian Lumley's Necroscope

Races
Mankind

Perhaps the most common species found, human beings can be found all across the Aezoli Jhal, ranging from as tall as the fae or as short as the dwarves. Humans vary in terms of magic, some being very powerful while some are completely void of magic ability. Humans have proven quite effective at bridging the gap between both science and magic, relying equally on both respectively. Many humans have settled and made their own cities, some above ground in the heart of the deserts and some deep in the earth where it is far more tolerable. Humans however are often deeply distrusting and superstitious, often believing that things in nature must be one thing or another, black or white, good or evil. When they encounter something they fear or don’t understand, they often react violently, trying to control things that cannot or will not be controlled

Faekind

One of the oldest of the races, the fae can be recognized by their distinctive sharp ears and tall slender figures. Their bones are naturally hollow like a birds, making them naturally light on their feet and naturally agile. Of all the races, the fae are naturally adept at magic. Fae mages are often able to perform seemingly impossible feats of magic because of their natural attunement and their naturally long age allows them to study longee. Unlike mankind or dwarven kind, the majority of fae prefer to live in nomadic tribes on the surface. A minor number live in the larger cities peacefully, making lives for themselves and preferring the comfort of city living rather than the harsh uncertainty of the desert. The average fae can live 600 years assuming they are in good health and aren’t magically altered. Otherwise, a fae can live perhaps thousands of years before dying

Dwarves
Dwarves are almost as old as the fae but unlike the fae, prefer the power of science and machine then magic. Dwarves can be recognized by their distinctive short features and excessive hair. Unlike the fae, dwarves bones are naturally dense and strong like iron, often keeping them from being light or agile. However, what they lack in general speed or agility, they make up for in both pure strength and durability. Dwarves are also naturally stubborn and are often unaffected by magic that alters the mind. Dwarves have harnessed the power of steam and black powder. Though the dwarves have harnessed amazing sciences, they prefer to keep themselves, helping mankind on occasion but outright ignoring the fae. Dwarves find the fae to be smug and afraid to get their hands dirty, fae finding them equally distasteful and untrustworthy

Gleekon
The Gleekon are a reptilian race of tribal raiders. Gleekon can range in size, color, and shape from one another similarly to humans but gleekon are always reptilian humanoids and are almost always ill-tempered. Many aren’t very intelligent and those that are intelligent often become tribal chiefs. These tribes can range in size from a few hundred gleekon to several thousand. These tribes often wander the deserts and wage war with the dwarves more often than not. The dwarves and humans particularly hate the gleekon as they often disrupt established trade routes and can cripple cities for weeks if not months. It isn’t known roughly how long gleekon live due in large part to the gleekon often dying from killing one another or from the constant wars

Zitan

The Zitan are one of the native inhabitants of the Exiled Lands. Zitan are considered by the general populace to be pests due in large part to their insectoid appearance and their reputation as scavengers (hence the nickname 'Skavvers'). While the bands of scavengers can be a problem, largely the Zitan keep to themselves and stay close to their hives. It isn't unheard of to see a Zitan independent of it's hive, it is rare however. Zitan often times have difficulty speaking the common tongue. When they speak they often keep their sentences short and refer to themselves in the third person. They do however have a form of sign language that can be used to communicate more effectively

Katajan

Katajan are the feline natives of the Exiled Lands and have been revered for their strong and capable hunters as well as their tracking abilities. Katajan live in mostly nomadic tribes, following the big game wherever it may be. The Hunt is all that matters to them. Katajan are proud hunters, they respect the laws of the Hunt and want nothing more than to hunt worthy prey. Katajan have had a shaky relationship with the Exiled. The Katajan have a great respect for those who display great strength and conduct themselves with honor

Shyr Polaes

The Shyr Polaes, the Blood Drinkers, "Those That Thirst"; to many these creatures are merely legends. An old story to warn people away from the Deep Deserts. To some, these creatures still plague them. A creature that reproduce and spread with the spilling of blood. The old legends speak of mindless killers, "Reavers" that spread like wildfire. Creatures of immense speed and strength that butchered whole villages in a matter of minutes but no mind to speak of. Rumors however persist that some of the creatures that were driven into the Deep Deserts have.....changed. That these creatures have become intelligent, have evolved and persisted despite best efforts

Bestiary
Boga

Threat Level: Very Low - None
Primary Food: Small Animals or Vegetation (prefer Fruit)
Tameable: Yes

When first arriving in the Exiled Lands, one of the first problems our ancestors discovered was that horses simply wasn't a viable mount for the desert. Simply put, the environment was simply too harsh. Keeping both the rider and the horse alive was simply impossible. When beast masters discovered the boga, it became clear that these creatures could do what horses couldn't.

Bogas are reptilian omnivores that stand at roughly 7 feet tall at the shoulder and roughly 15 feet long. The Boga's most distinguishing feature is the feathery mane and sharp beak. It's talons are razor sharp and capable of slicing flesh down to the bone. However, these claws also help the creature scale the sides of mountains and canyons with relative ease.

Hermit Geko

Threat Level: Very Low - None
Primary Food: Small Insects
Tameable: Yes

Many creatures of the desert look for shady places to make their homes. Caves, trees, bushes, canyons. Some however have the ability to create their own homes. There is no better example then the Hermit Gecko. The Hermit Gecko's spit is highly acidic and is able to eat through stone and metal. It uses this ability to create a nest for itself primarily but it can use this same ability as a defense IF it feels threatened. These creatures are quite friendly however and can make for good pets

Great Shellback

Threat Level: Very Low - None
Primary Food: Cactus Fruit
Tameable: Yes

Great Shellbacks are massive herbivores that wander the deserts of the Exiled Lands. These creatures have been recorded at more than 15 feet tall and are nearly twice that in length. While these creatures make look intimidating, they really are not. They make for excellent mounts if one intends on moving a great deal of items at one time, though at the cost of speed. These beasts generally pull Dune Boats that provide ample shade and room for life saving supplies which makes up for that lack of real speed. These armored beasts can shrug off arrows along with most other weapons but are vulnerable to fast and vicious predators

Koriaris

Threat Level: Very Low - None
Primary Food: Unknown
Tameable: Unknown

The Koriaris is also known as the Horned Fox and is a rare sight in the deserts of the Exiled Lands. Koriaris are often seen following the storms that erupt in the desert and are often seen as good omens for the end of bad weather for some time. Wanderers of the sands often report good luck upon seeing these creatures but the creatures mysteriously disappear when one takes their eyes off them for even a moment. Some theorize that the creatures have a natural magic ability, that they can appear and disappear at will. One has never been caught and studied in captivity and many believe no one will ever catch one. If one wants to be caught, they'll allow it to be caught.

Cydraes

Threat Level: Very Low
Primary Food: Small - Medium Game
Tameable: Yes

Cydraes are also known as Sabertooth Hares and are quite effective hunters. Like the wolves of the old world, the creatures are pack animals and are quite intelligent. Cydraes are tamable creatures and make for effective guard animals if trained properly. They can even be quite deadly as well. As a group they have been known to bring down a boga with some effort

Shol Cys

Threat Level: Medium
Primary Food: Ground Vegetation (Grass, Flowers, etc.)
Tameable: Yes

Shol Cys are more commonly known as Big Horns. The creatures can be found roaming the plains of the lands in small herds and have been known to be quite hostile to those who stray to close. Despite their ill temper in the wild, Shol Cys can be tamed and even made strong mounts. The creatures make for excellent cavalry, running soldiers through with their mighty horns or trampling soldiers beneath their mighty feet. These creatures are difficult to tame however as they are stubborn creatures. Those who have the time and resources to tame so many creatures are often nobility or one of several armies for hire, most notably the Iron Legion

Peli Velaes

Threat Level: High
Primary Food: Anything it can catch
Tameable: Yes

Of all the creatures that inhabit the desert, none are quite as cruel as the Dune Hunter or Peli Velaes. These creatures are fast and vicious; able to rend flesh with their long claws, break bone with their mighty jaws and powerful tail, and as if it weren't bad enough these creatures saliva is highly poisonous and kills slowly and painfully as it deteriorates flesh and muscle, and able to run down even the fastest of men. These creatures also possess hardened scales that can repel most blades. However, these creatures can be killed by the spear and the arrow. Only piercing weapons will pierce the monster's hide. One must always keep these monsters at a distance and kill quickly if they wish to survive, for the Dune Hunters will not do the same and will not be merciful​
 
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Dune + Witcher + 40K, you have my attention! I also just really love the language you have going here, frankly especially the term "Sunrunner." It's such a cool inversion of that kind of illicit mercenary/deniable asset usually being associated with shadows and darkness and instead being practically defined by their exposure to LIGHT.
 
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