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[WB] The World of Harrow :.:[Closed]:.:

Haruchai

As you wish.
Joined
Sep 27, 2011
Location
United States (CST)
This is the World of Harrow.

A land rife with all manner of creatures both great and small. From the prolific humans to the adventurous halflings, mystic elves and stoic dwarves. All kinds of beings call Harrow home.

Magic is as much a part of the world as its people, though only the elves and the dwarves wield inborn magic.

Below I will describe the races of the world, then move on to geography and then magic and technology.
 
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In the following entries;

*These races are rare and their numbers extremely limited in the game. Each request to play as a member of this race will be carefully scrutinized.

**All subsequent Race Descriptions are taken from Paizo Publishing, with changes as appropriate for the World of Harrow.

DWARVES*

**
Dwarves are a stoic but stern race, ensconced in cities carved from the hearts of mountains and fiercely determined to repel the depredations of savage races like orcs and goblins. More than any other race, dwarves have acquired a reputation as dour and humorless artisans of the earth. It could be said that their history shapes the dark disposition of many dwarves, for they reside in high mountains and dangerous realms below the earth, constantly at war with giants, goblins, and other such horrors.

Dwarves are lovers of history and tradition, and their long lifespan leads to far less in the way of generational shifts in attitudes, styles, fashions, and trends than shorter-lived races exhibit. If a thing is not broken, they do not fix it or change it; and if it is broken, they fix it rather than replace it. Thrifty as a rule, dwarves are loath to discard anything unless it is truly ruined and unable to be fixed. At the same time, dwarves' meticulous, near-obsessive attention to detail and durability in their craftsmanship makes that a rare occurrence, as the things they make are built to last. As a result, buildings, artwork, tools, housewares, garments, weapons, and virtually everything else made by dwarves still sees regular use at an age when such items would be relegated to museum pieces, dusty antique shelves, or junkyard fodder by other races. Taken together, these traits create the impression that dwarves are a race frozen in time.

Nothing could be further from the truth, however, as dwarves are both thoughtful and imaginative, willing to experiment, if always keen to refine and perfect a new technique or product before moving on to the next one. Dwarves have achieved feats of metallurgy, stonework, and engineering that have consistently outpaced the technological advances of other races, though some non-dwarven races have used magic to supplement and perfect their own creations to achieve the same ends through mystical rather than mundane means. They are also a race typified by stubborn courage and dedication to seeing tasks through to completion, whatever the risks. These traits have led dwarves to explore and settle in extreme environments that would cause other races to quail and retreat. From the darkest depths of the underworld to the highest mountain peaks, from rusting iron citadels along desolate rocky coasts to squat jungle ziggurats, dwarves have established their enclaves and redoubts, holding them against all comers or perishing to the last and leaving only their enduring monuments to stand as their legacy.

While it is said that dwarves are not venturesome or inventive, it would be more accurate to say that they maintain a focus on and dedication to each task they undertake and every change they adopt, vetting such changes thoroughly before adopting them wholeheartedly. When faced with new circumstances and new needs, they react by applying tried and true tools and techniques systematically, using existing methods whenever possible rather than trying to invent novel solutions for every situation. If necessity requires, however, they throw themselves with equal vigor into developing the next perfect procedure for demolishing the obstacles that get in their way. Once their desired goal is obtained, they focus on consolidating each new piece of territory or conceptual advance. Dwarves thus rarely overextend themselves, but they also may miss opportunities to seize the initiative and maximize the advantages they create.

Physical Description: Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves on the long length of their hair, and men often decorate their beards with a variety of clasps and intricate braids. Clean-shavenness on a male dwarf is a sure sign of madness, or worse—no one familiar with their race trusts a beardless dwarven man.

Society: The great distances between dwarves' mountain citadels account for many of the cultural differences that exist within their society. Despite these schisms, dwarves throughout the world are characterized by their love of stonework, their passion for stone- and metal-based craftsmanship and architecture, and their fierce hatred of giants, orcs, and goblinoids. In some remote enclaves, such as those areas where these races are uncommon or unheard of, dwarves' fixation on security and safety combined with their rather pugnacious nature leads them to find enemies or at least rivals wherever they settle. While they are not precisely militaristic, they learned long ago that those without axes can be hewn apart by them, and thus dwarves everywhere are schooled to be ready to enforce their rights and claims by force of arms. When their patience with diplomacy is exhausted, dwarves do not hesitate to adopt what they call "aggressive negotiations."

Relations: Dwarves and orcs have long dwelt in proximity to one another, and share a history of violence as old as both races. Dwarves generally distrust and shun half-orcs. They find elves, gnomes, and halflings to be too frail, flighty, or "pretty" to be worthy of proper respect. It is with humans that dwarves share the strongest link, for humans' industrious nature and hearty appetites come closest to matching those of the dwarven ideal.

During the time of the Ravaging the dwarves fled from the war, delving deeper into their mountain homes. For decades they did not surface and were not seen by most races of Harrow. Now with the development of blasting powder and the mining that the humans are doing, they have started to show themselves once more. Their strongest foothold is still far to the East in their homeland of Gynyr Shalorn, the immense island nation. They have started to migrate more to the mainland in the last decade or so, and seeing dwarves in the cities on the mainland is no longer as much of a surprise as it once was.


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HALFLINGS


**
Optimistic and cheerful by nature, blessed with uncanny luck, and driven by a powerful wanderlust, halflings make up for their short stature with an abundance of bravado and curiosity. At once excitable and easy-going, halflings like to keep an even temper and a steady eye on opportunity, and are not as prone to violent or emotional outbursts as some of the more volatile races. Even in the jaws of catastrophe, halflings almost never lose their sense of humor. Their ability to find humor in the absurd, no matter how dire the situation, often allows halflings to distance themselves ever so slightly from the dangers that surround them. This sense of detachment can also help shield them from terrors that might immobilize their allies.

Halflings are inveterate opportunists. They firmly believe they can turn any situation to their advantage, and sometimes gleefully leap into trouble without any solid plan to extricate themselves if things go awry. Often unable to physically defend themselves from the rigors of the world, they know when to bend with the wind and when to hide away. Yet halflings' curiosity often overwhelms their good sense, leading to poor decisions and narrow escapes. While harsh experience sometimes teaches halflings a measure of caution, it rarely makes them completely lose faith in their luck or stop believing that the universe, in some strange way, exists for their entertainment and would never really allow them to come to harm.

Though their curiosity drives them to seek out new places and experiences, halflings possess a strong sense of hearth and home, often spending above their means to enhance the comforts of domestic life. Without a doubt, halflings enjoy luxury and comfort, but they have equally strong reasons to make their homes a showcase. Halflings consider this urge to devote time, money, and energy toward improving their dwellings a sign of both respect for strangers and affection for their loved ones. Whether for their own blood kin, cherished friends, or honored guests, halflings make their homes beautiful in order to express their feelings toward those they welcome inside. Even traveling halflings typically decorate their wagons or carry a few cherished keepsakes to adorn their campsites.

Physical Description: Halflings rise to a humble height of 3 feet. They prefer to walk barefoot, leading the bottoms of their feet to become roughly calloused. Most have tufts of thick, curly hair that warm the tops of their broad, tanned feet, however just as many have feet proportionate to their size and wear boots and shoes like most other races. Their skin tends toward a rich cinnamon color and their hair toward light shades of brown. A halfling's ears are pointed, and range from proportionately not much larger than those of a human to quite large like an elves.

Halflings prefer simple and modest clothing. Though willing and able to dress up if the situation demands it, their racial urge to remain quietly in the background makes them rather conservative dressers in most situations. Halfling entertainers, on the other hand, make their livings by drawing attention, and tend to go overboard with gaudy and flashy costumes.

Society: Rather than place their faith in empires or great causes, many halflings prefer to focus on the simpler and humbler virtues of their families and local communities. Halflings claim no cultural homeland and control no settlements larger than rural assemblies of free towns. Most often, they dwell at the knees of their human cousins in human cities, eking out livings as they can from the scraps of larger societies. Many halflings lead perfectly fulfilling lives in the shadow of their larger neighbors, while some prefer more nomadic lives, traveling the world and experiencing all it has to offer.

Halflings rely on customs and traditions to maintain their own culture. They have an extensive oral history filled with important stories about folk heroes who exemplify particular halfling virtues, but otherwise see little purpose in studying history in and of itself. Given a choice between a pointless truth and a useful fable, halflings almost always opt for the fable. This tendency helps to explain at least something of the famous halfling adaptability. Halflings look to the future and find it very easy to cast off the weight of ancient grudges or obligations that drag down so many other races.

Relations: A typical halfling prides himself on his ability to go unnoticed by other races—a trait that allows many halflings to excel at thievery and trickery. Most halflings know full well the stereotypical view other races take of them as a result, and go out of their way to be forthcoming and friendly to the bigger races when they're not trying to go unnoticed. They get along fairly well with gnomes, although most halflings regard these eccentric creatures with a hefty dose of caution. Halflings respect elves and dwarves, but these races often live in remote regions far from the comforts of civilization that halflings enjoy, thus limiting opportunities for interaction. By and large, only half-orcs are shunned by halflings, for their great size and violent natures are a bit too intimidating for most halflings to cope with.

Halflings coexist well with humans as a general rule, but since some of the more aggressive human societies value halflings as slaves, they try not to grow too complacent. Halflings strongly value their freedom, especially the ability to travel in search of new experiences and the autonomy this requires. However, practical and flexible as always, enslaved halflings seldom fight back directly against their masters. When possible, they wait for the perfect opportunity and then simply slip away. Sometimes, if enslaved for long enough, halflings even come to adopt their owners as their new families. Though they still dream of escape and liberty, these halflings also make the best of their lives.

During the Ravaging many halflings made their escape to freedom and though they still live side by side with humans, have taken great strides to keep their race froom under the yoke of the more war-like races. Halfling slavery is now almost nonexistent, and the smallfolk intend to keep it that way.

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ELVES*


**
The long-lived elves are children of the natural world, similar in many superficial ways to fey creatures, yet different as well. Elves value their privacy and traditions, and while they are often slow to make friends, at both the personal and national levels, once an outsider is accepted as a comrade, such alliances can last for generations. Elves have a curious attachment to their surroundings, perhaps as a result of their incredibly long lifespans or some deeper, more mystical reason. Elves who dwell in a region for long find themselves physically adapting to match their surroundings, most noticeably taking on coloration reflecting the local environment. Those elves that spend their lives among the short-lived races, on the other hand, often develop a skewed perception of mortality and become morose, the result of watching wave after wave of companions age and die before their eyes.

Physical Description: Although generally taller than humans, elves possess a graceful, fragile physique that is accentuated by their long, pointed ears. Their eyes are wide and almond-shaped, and filled with large, vibrantly colored pupils. While elven clothing often plays off the beauty of the natural world, those elves that live in cities tend to bedeck themselves in the latest fashion, though most still reside in the elven lands of Sylvanyr.

Society: Many elves feel a bond with nature and strive to live in harmony with the natural world. Most, however, find manipulating earth and stone to be distasteful, and prefer instead to indulge in the finer arts, with their inborn patience making them particularly suited to wizardry.

Relations: Elves are prone to dismissing other races, writing them off as rash and impulsive, yet they are excellent judges of character. An elf might not want a dwarf neighbor, but would be the first to acknowledge that dwarf's skill at smithing. They regard gnomes as strange (and sometimes dangerous) curiosities, and halflings with a measure of pity, for these small folk seem to the elves to be adrift, without a traditional home. Elves are fascinated with humans, as evidenced by the number of half-elves in the world, even if they usually disown such offspring. They regard half-orcs with distrust and suspicion.

Elves and dragons were the only reason that Harrow was not overrun during the Ravaging, and subsequently the elves numbers have dwindled sharply. Retreating to their ancestral homes in Sylvanyr, the elves are rarely seen outside of those huge forests.


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HUMANS


**
Humans possess exceptional drive and a great capacity to endure and expand, and as such are currently the dominant race in the world. Their empires and nations are vast, sprawling things, and the citizens of these societies carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is best characterized by its tumultuousness and diversity, and human cultures run the gamut from savage but honorable tribes to decadent, devil-worshiping noble families in the most cosmopolitan cities. Human curiosity and ambition often triumph over their predilection for a sedentary lifestyle, and many leave their homes to explore the innumerable forgotten corners of the world or lead mighty armies to conquer their neighbors, simply because they can.

Physical Description: The physical characteristics of humans are as varied as the world's climes. From the dark-skinned tribesmen of the southern continents to the pale and barbaric raiders of the northern lands, humans possess a wide variety of skin colors, body types, and facial features. Generally speaking, humans' skin color assumes a darker hue the closer to the equator they live.

Society: Human society comprises a multitude of governments, attitudes, and lifestyles. Though the oldest human cultures trace their histories thousands of years into the past, when compared to the societies of common races like elves and dwarves, human society seems to be in a state of constant flux as empires fragment and new kingdoms subsume the old. In general, humans are known for their flexibility, ingenuity, and ambition.

Relations: Humans are fecund, and their drive and numbers often spur them into contact with other races during bouts of territorial expansion and colonization. In many cases, this leads to violence and war, yet humans are also swift to forgive and forge alliances with races who do not try to match or exceed them in violence. Proud, sometimes to the point of arrogance, humans might look upon dwarves as miserly drunkards, elves as flighty fops, halflings as craven thieves, gnomes as twisted maniacs, and half-elves and half-orcs as embarrassments—but the race's diversity among its own members also makes humans quite adept at accepting others for what they are.

During the Ravaging the humans were solidly on the side of the elves and the dragons, though in their more barbaric state at the time they played little role in the war. Since then they have matured as a race and in general are no longer a nomadic and fractured people.


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GNOMES



Gnomes trace their lineage back to the mysterious realm of the fey, a place where colors are brighter, the wildlands wilder, and emotions more primal. Unknown forces drove the ancient gnomes from that realm long ago, forcing them to seek refuge in this world; despite this, the gnomes have never completely abandoned their fey roots or adapted to mortal culture. As a result, gnomes are widely regarded by the other races as alien and strange.

Physical Description: Gnomes are one of the smallest of the common races, generally standing just over 3 feet in height. Their hair tends toward vibrant colors such as the fiery orange of autumn leaves, the verdant green of forests at springtime, or the deep reds and purples of wildflowers in bloom. Similarly, their flesh tones range from earthy browns to floral pinks, frequently with little regard for heredity. Gnomes possess highly mutable facial characteristics, and many have overly large mouths and eyes, an effect which can be both disturbing and stunning, depending on the individual.

Society: Unlike most races, gnomes do not generally organize themselves within classic societal structures. Whimsical creatures at heart, they typically travel alone or with temporary companions, ever seeking new and more exciting experiences. They rarely form enduring relationships among themselves or with members of other races, instead pursuing crafts, professions, or collections with a passion that borders on zealotry. Male gnomes have a strange fondness for unusual hats and headgear, while females often proudly wear elaborate and eccentric hairstyles.

Relations: Gnomes have difficulty interacting with the other races, on both emotional and physical levels. Gnome humor is hard to translate and often comes across as malicious or senseless to other races, while gnomes in turn tend to think of the taller races as dull and lumbering giants. They get along well with halflings and humans, but are overly fond of playing jokes on dwarves and half-orcs, whom most gnomes feel need to lighten up. They respect elves, but often grow frustrated with the comparatively slow pace at which members of the long-lived race make decisions. To the gnomes, action is always better than inaction, and many gnomes carry several highly involved projects with them at all times to keep themselves entertained during rest periods.

During the Ravaging the gnomes found their voice to relate to the other races through technology. They were the ones to help turn the tide in their own way, for though they were not on the front lines with the elves and the dragons, they invented blasting powder. A volatile concoction of various chemicals, blasting powder lived up to its name and provided many highly destructive explovies that helped in the war. The gnomes have since continued their exploration into machinery.


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HALF-ORCS​




Half-orcs are monstrosities, their tragic births the result of perversion and violence—or at least, that's how other races see them. It's true that half-orcs are rarely the result of loving unions, and as such are usually forced to grow up hard and fast, constantly fighting for protection or to make names for themselves. Feared, distrusted, and spat upon, half-orcs still consistently manage to surprise their detractors with great deeds and unexpected wisdom—though sometimes it's easier just to crack a few skulls.

Physical Description: Both genders of half-orc stand between 6 and 7 feet tall, with powerful builds and greenish or grayish skin. Their canines often grow long enough to protrude from their mouths, and these "tusks," combined with heavy brows and slightly pointed ears, give them their notoriously bestial appearance. While half-orcs may be impressive, few ever describe them as beautiful.

Society: Unlike half-elves, where at least part of society's discrimination is born out of jealousy or attraction, half-orcs get the worst of both worlds: physically weaker than their orc kin, they also tend to be feared or attacked outright by the legions of humans who don't bother making the distinction between full orcs and halfbloods. Still, while not exactly accepted, half-orcs in civilized societies tend to be valued for their martial prowess, and orc leaders have actually been known to spawn them intentionally, as the halfbreeds regularly make up for their lack of physical strength with increased cunning and aggression, making them natural chieftains and strategic advisors.

Relations: A lifetime of persecution leaves the average half-orc wary and quick to anger, yet those who break through his savage exterior might find a well-hidden core of empathy. Elves and dwarves tend to be the least accepting of half-orcs, seeing in them too great a resemblance to their racial enemies, but other races aren't much more understanding. Human societies with few orc problems tend to be the most accommodating, and there half-orcs make natural mercenaries and enforcers.

Half-orcs played their part during the Ravaging, acting as ground shock troops against the demon hordes. This did earn them some respect, though it also led to many turning feral, and actually becoming more dangerous than their full-blooded orc kin, combining that savagery with a cunning and intelligence. They are very rare however, but it is rumored that some of these strains still abide high up in the mountains.


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HALF-ELVES


Elves have long drawn the covetous gazes of other races. Their generous life spans, magical affinity, and inherent grace each contribute to the admiration or bitter envy of their neighbors. Of all their traits, however, none so entrance their human associates as their beauty. Since the two races first came into contact with each other, the humans have held up elves as models of physical perfection, seeing in the fair folk idealized versions of themselves. For their part, many elves find humans attractive despite their comparatively barbaric ways, drawn to the passion and impetuosity with which members of the younger race play out their brief lives.

Sometimes this mutual infatuation leads to romantic relationships. Though usually short-lived, even by human standards, these trysts commonly lead to the birth of half-elves, a race descended of two cultures yet inheritor of neither. Half-elves can breed with one another, but even these "pureblood" half-elves tend to be viewed as bastards by humans and elves alike.

Physical Description: Half-elves stand taller than humans but shorter than elves. They inherit the lean build and comely features of their elven lineage, but their skin color is dictated by their human side. While half-elves retain the pointed ears of elves, theirs are more rounded and less pronounced. A half-elf's human-like eyes tend to range a spectrum of exotic colors running from amber or violet to emerald green and deep blue.

Society: The lack of a unified homeland and culture forces half-elves to remain versatile, able to conform to nearly any environment. While often attractive to both races for the same reasons as their parents, half-elves rarely fit in with either humans or elves, as both races see too much evidence of the other in them. This lack of acceptance weighs heavily on many half-elves, yet others are bolstered by their unique status, seeing in their lack of a formalized culture the ultimate freedom. As a result, half-elves are incredibly adaptable, capable of adjusting their mindsets and talents to whatever societies they find themselves in.

Relations: A half-elf understands loneliness, and knows that character is often less a product of race than of life experience. As such, half-elves are often open to friendships and alliances with other races, and less likely to rely on first impressions when forming opinions of new acquaintances.

Half-elves have always existed and during the Ravaging many fought alongside their elven parents. Just as many stayed with their human blood, and thus there are two distinct factions of half-elves.


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PNEUMAFERA




Of all the races of the world of Harrow, the Pneumafera are the most diverse and also the most misunderstood. Literally meaning "spirit animal" or "soul animal", Pneumafera are anthropomorphic beasts of all shapes and sizes; from smaller insect-like beings to larger animals. Since the Pneumafera consist of both predator and prey sorts of species, there is a definite caste system within their race. Attitudes and demenaorsss of the Pneumafera are as numerous and varied as their various species, though in general despite their own differences they will inevitably band together with one another against any of the other races should conflicts arise.

One other notable fact about the Pneumafera is that some of them are able to take on a completely human form. Unlike lycans or were-beasts, who are humans able to take on an animal form, the Pneumafera are naturally a hybridized animal race with a few able to take human form. However, because they only came into existence due to the Ravaging, they are looked upon with suspicion and unease by a lot of the populace. Their natural strength, speed, agility and keen senses make them, for the most part, simpy better than most other races. However, this can sometimes be offset by their animal savagery. Though it is not common, much like half-orcs, there's a certain number of Pneumafera that go feral and wreak havoc.

However, though this is the impression that sticks in the minds of most people, most Pneumafera are quite eager to learn and also very friendly. They are quick to befriend others and there are no truer friends once their trust is gained.

Physical Description: Due to thei varied natures, Pneumafera can range from very small, around two feet in height, to towering monstrosities at nearly ten feet tall. There is also no mistaking what animal a Pneumafera's bloodline is comprised of.

Society: The Pneumafera are a close-knit race, and though they have their differences, they usually overcome these. The caste system is one which they are trying to remove, but with so many natural enemies among their own kind, it is a difficult process. Though the great deserts to the West, virtually everything West of the Shadowlands, used to be a lush dense forest, the Ravaging twisted and blasted it out of existence. Those same energies gave birth to the Pneumafera. All living things were given true sentience and their bodies changed to walk upright like men. Because of these beginnings do they have their caste system.

Unlike so many other races, the Pneumafera do not have a landbound home. The desert proved entirely inhospitable to most of the species now newly made, and they migrated to what became known as the Broken Lands, the Jagd providing what amounted to huge floating islands upon which the Pneumafera constructed their cities.

Relations: The Pneumafera are looked upon with suspicion, and are much maligned by other races, though this is misplaced in most cases. Only the most vile or feral of the Pneumafera pose any true threat to the other races. Those that are open minded soon discover this and make easy friends with the anthros. A relatively young race, just a few thousand years, the Pneumafera are still numerous and quite prolific, and with a little bit of time it is possible they'll become the new dominant species.


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Now that we have the most common, or should I say playable, races out of the way. Let's look at Harrow itself. I'll link the map since it is large, as I did above.

Harrow, a world as varied in its geograpy as the beings and monsters that inhabit it.

Far too the east, the island continent of Gnyr Shalorn, home of the dwarves. Though they have spread all over Harrow, this continent is the birthplace of all dwarven bloodlines, separated from the mainlain by a number of straits.

Sylvanyr, home of the elves. A vast forest populated by wild elves and sun elves alike. Most other inhabitants of Harrow only know the sun elves, the wild elves loathe to leave the forest except under the most dire of circumstances.

The vast wasteland of Mtol Darask, once a lush forest that stretched for thousands of miles, is now comprised of a variety of acrid deserts. The birthplace of the Pneumafera.

The Shadowlands separate most of the geography of Harrow from those vast wastelands, testament to the victory of the goodly races over the demonic hordes.

The Nightmare Lands stand far to the west, at the ends of the Mtol Darask. Ravaged even more by the hordes and the battles fought there, this is the site of the rift that opened between the worlds. Magic now no longer works there, and twisted beastss prowl the landscape looking for prey. Only the Twelve Gates keep them at bay.

----------​

As has been mentioned, the landscape of Harrow is varied, with many types of terrians and climates, and though most could be desribed as "normal", still others are mystical and magical in their composition. The easiest of these are the forests and woodlands. Some of these ancient and virgin flora contain within them plantlife so old it is said to have developed intelligence.

Or so legends say.

There have been stories, mostly from humans mouths (for the elves will not say), of trees coming to life in defense of their homes. That when axes fell to wood that the forest animated to defend itself. Thus many of the old forests of Arboria still stand, many unwilling to even enter the woods.

Then there are those places that were once civilized but have been recliamed by nature. The ruins of lost cities, whole civilizations even, that stand in rubble and ruin, vegetation growing where once buildings stood. Some of these places are said to have power, old power, that people once commanded but have now forgotten. Guardians set to task still toil there, mindless in their devotion and focus and unable to be driven from their commands.


Ruins

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There also exist lands that were once lush and verdant, teeming with life, and ruined, scarred by magic. The demons responsible now driven back, though evidence of their wickedness looms on distant horizons; lands plagued by terrible storms and upon which no vegetation can grow, roamed by beasts as twisted and ruined by the magic as much as the land itself.


The Ravaged Lands

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Beyond these natural wonders lie the various lands that any mortal realm might contain, from arid deserts and frigid arctic tundras, to vast oceans and mountain ranges. Even these geological normalities have their quirks, and Harrow boasts several of note.

First are the Broken Lands. Simply named because the terrain appears as if huge chunks of it simply disappeared, or if you believe some rumors, those huge areas were what now consist of the Jagd.



Broken Lands

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The Jagd are a series of floating islands. Some no larger than a house and others large enough to support cities. Large ports have been built on the outlying areas of the Jagd, airships able to port there. The islands of the Jagd, though they stay in relatively the same areas, are free-floating, and collisions between the islands is not uncommon, though steps have been taken in some circumstances to minimize the damage.

Magic, for good or for ill, does not work in the Jagd, and though steam airships may be flown, as they do not rely on magic, there are very few that are maneuverable enough to do so safely. Most crash and burn, plummeting into the Rift below the Jagd.

Air travel is not prohibited but it is highly discouraged, and cannon have been placed at strategic places on various islands, making the Jagd one of the most highly defensible places in Harrow. Pirates and others make their bases one various islands, knowing they are hard to get to, easy to defend.



The Jagd

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The Land of Harrow is comprised of all manner of terrain and climates, though there are vast differences in how the civilized races make their cities and homes and how that affects the landscape. Elven cities tend to work with the natural flow of the land, moving around it, becoming a part of it. Whether that is in the forest or elsewhere, elven cities are often considered the most warm and serene places to visit. Rarely are they bustling and busy, even if their population rivals human cities.



An Elven City (Wooded/Mountainous)

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Elven Tree City

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Dwarven cities are buried deep in the mountains, their entrances heavily guarded from blood enemies such as the orcs and giants that make such terrain their home. Deep within the earth the dwarves hew the rock and stone, or warp it with rune magic, disturbing it as little as possible.


Dwarven City (Under Mountain)

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Though rare the dwarves do choose to sometimes build aboveground, though always in the shadow of a mountain, or in a mountain vale. These settlements are more open to other races, especially humans, though are still a bit xenophobic. Such place are where the dwarves do most of their trading with other races as well, be it dwarven stout or rock mined from quarries or even gems.


Dwarven City

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Of the major races that build cities those of the humans are just as varied as that adaptable race. Built in mountains, forests, plains, tundra, desert... the humans thrive in all terrains and climates. Their cities are crowded and dirty for the most part, ever growing and changing, new built upon old. Factories where the gnomes build their engines and where spare parts are made, fill the sky with coal-smoke. Airships hover or come in and out of ports, as well as regular sailing ships.


Human City

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Scattered throughout all the lands are human settlements; smaller than the cities and with a simpler way of life. Farms of crops and livestock, and those who simply do not share the views of their fellow humans that technology is always the answer. Life follows the old ways and these humans seem to get along better with their elven and dwarven cousins.


Human Settlement

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Though the Pneumafera have no ancestral homeland, or rather, that the homeland that they had was effectively destroyed, they have instead claimed several huge floating islands as their home. Unlike the Jagd, these islands operate under their own power, though the Pneumafera are not disclosing how this is possible. These islands are very hard to reach and almost impossible to gain access to without invitation. Though unusual to see a Pneumafera on the mainland and off their islands, they must often leave to resupply and now and then a wanderlust has been known to compel one to leave.



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The world of Harrow is steeped in magic; from the Old Gods bestowing their gifts to the mortal races, to the dragons that used to rule the earth and sky.

Now the strong ties to magic have dwindled, though vestiges of the old ways still remain strong in both elven and dwarven communities alike as those races sequestered themselves away from mankind. Elemental magic has taken the place of the older deeper magic of Harrow, and the practitioners are looked upon with a mixture of reverence and awe, coupled with fear and suspicion.

The elves of Harrow are tied deeply to the Land, though their best arcane practices delve into Fire, Air and Water.

Elven Fire Mage

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The magic of the elves usually runs in bloodlines, though it is said that all elves still hold some of the old magics. This has never been proven though and only the Royal bloodlines seem to have control of the most destructive of the three; Fire.

Water and Air magics seem to run more strongly in the elves that still sequester themselves away from the other civilized races; living deep in the ancient forests of Sylvanyr.

Elven Water Mage

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Elven Air Mage

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Earth magic is done through runic magic, and the dwarves of the arbiters of such power. Elves find the slow and ponderous magic extremely hard to learn, and they have no affinity for it. The dwarves, in their deep home, their mountainous abodes, learned this magic through centuries. It is formidable and ancient, and is often used to naturally remove ores and gems from the earth in which they live. It is a natural progression.

The dwarves can also call forth elementals made of earth and stone. Some act as protectors and others as guardians, for the dwarves can be covetous of the treasure they uncover. Still other dwarves etch and tattoo magical runes upon their bodies, sometimes as protections, and other times to pass down such legacy through their progeny. It is rare indeed to find a non-dwarf with such runic tattoos, but not unheard of, and anyone with such can be counted among the most staunch allies of the dwarven people.


Dwarven Rune Priest

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Rune Etched Woman

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Gnomes, Halflings, Humans, Half-elves and Half-orcs... all have very minimal ties to the weave of magic in Harrow. Though it is possible that some unique member of these races might gain some primordial grasp of magic, they are very very rare. Magic simply does not run on their bloodlines like it does in the elves and dwarves. Instead, these races, especially humans, have come to rely on various technological development. These developments do draw upon the magic of Harrow, but in a far different way than that of the dwarves and elves.

The foremost of the technological breakthroughs is known as blasting powder. A coarse ground concoction, this substance is difficult and dangerous to produce. Usually packed into some sort of box or sphere and then topped with a fuse, blasting powder explodes when exposed to fire. The force of the blast depends entirely upon the purity of the blasting powder and also the quantity used.

In this manner blasting powder is used to extract minerals from the earth, most notably coal. Unlike the dwarves, whose runic magic allows them to extract such things in a fairly natural manner, blasting powder detonations destroy the land to reap its rewards. This not only puts many humans at odds with the dwarves especially, but with elves as well - both long-lived races having a deep respect for the earth.

The coal that is harvested from the earth serves to power many machines of both human and gnomish design. Most notably are airships that traverse the skies, driven by steam-powered engines fueled by coal and outfitted with large cannon that also use blasting powder to propel cannonballs at great velocity and distance.


Steam Powered Airship


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Airships come in all shapes and sizes and configurations. From huge derrigibles to metal hulled monstrosities to ships that can hardly be distinguished from regular sea-going vessels. Regardless of this they all share one connection and that is the gnome-designed steam engines that run on coal.

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The next huge advancement, though it still uses the coal powered steam engines as the airships, is the immense railway and the locomotives that run upon it. Connecting all the human Kingdoms, the railways run over water and through mountains, Humans have changed the very landscape itself to accommodate the railways, once again putting them often at odds with not only other races but now with nature itself.

Humans now have an overland way to transport not only people but goods and raw materials. Often much faster than by ship, the railways criss-cross the humans lands, with major depots in all the human metropolises.


Steam Powered Train (In Station)


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The second breakthrough is rather recent, and was discovered through use of the first. In some of the deepest mines a new substance has been found. Glowing stones, dubbed "magicite" have been uncovered. Experimentation with this new substance has yielded amazing discoveries; namely the use of magic. Magicite has been found to tap directly into the powers of the planet and bring forth all manner of effects. From the elemental magic that the elves and dwarves wield, to far more amazing effects that do not follow an elemental path.

This magicite is mined from the earth and refined in various reactors around the world. Once refined and synthesized this magicite is known as "materia" or "orbment". Theories abound as to what this magicite is and where it comes from but the effects cannot be argued.There are also weapons and armors now being manufactured that allow the wielder or wearer to implement an orbment into specially made places on those items, giving various effects.

Magicite Reactor

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Most reactors are placed in desolate areas, as the magicite seems to be best found in remote places. However, now and then, a reactor will be built in a populated area or a city will be built up around one.

Reactor in a populated area

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This energy has led to a refinement of technology. Now no longer relying on large coal-powered steam engines, most cutting edge technology runs on magicite or even refined materia. Airships and other conveyances are being produced, as well as more personal items. Power armors and even unmanned mecha are being produced, able to be powered and programmed through use of magicite and the burgeoning technologies brought forth by its use.

Power Armor

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Unmanned Guardian Mecha

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Cutting Edge Magicite Powered Airship​


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Everything to the west of the Shadowlands and the Karadag Mountains used to be lush and verdant. A vast wilderness dotted with lakes and rivers, and inhabited by all manner of animals and sentient races. This changed when the demons came. Nobody knows just how they found their way to the world of Harrow, and yet most agree that foul and vile magic was somehow involved. What cannot be denied is that the demons emerged through a series of portals that had been opened. Whether they were opened by the demons themselves, from the Abyss in which they lived, or by some enterprising mage of considerable power, is still a debate that rages to this day.

The demons brought with them destruction and a desire to subjugate the people of Harrow. They were met with stiff resistance, as the magi and knights of the time rallied against them. For over a decade they battled the seemingly endless hordes of demonic beings, and in this time necessity was the mother of invention. This was when blasting powder was discovered, at first as an alchemical mixture to make crude explosives. However, the machinery that was spawned from this soon helped in the war efforts as well, bringing ships and other weapons to the fore. There was no doubt that this helped stem the tide of the war, and though much of Harrow had been turned into a ravaged desert, it saved the rest of it from becoming much the same.

However, one thing which to this day has never been explained, is just how the gates that had been used to access Harrow were closed. It is known that each one of the nineteen gates serves as prison to one of the powerful Demon Lords, though exactly how they were bound, and used to reverse the access to Harrow is a mystery. The Demon Gates now stand as silent guardians, forming a barrier around the great desert of Mtol Darask. Small areas of chaotic and wild magic still exist as well, in the Shadowlands and especially in Czernobog. These areas are prone to have demonic entities, and leftover mutations, though they never stray far from the lands, unable to hold together their corporeal forms.

The nineteen gates and the cities that have been built around them are signified by blue dots on the map of Harrow. These cities, rather than being cosmopolitan in nature, are military installations in many ways, with fortified buildings constructed around the Demon Gates. The cities, from north to south and west to east, are:

Natayn
Theveste
Ketin
Malak'a
Darewqa
Maqda'shayn
Arys
Al'an
Nay'ta'ran
Naqayz
Veitha
Hayk
A'bedadd
Nashal
Barak
Mabarak't'a
Qudshanay
Zaydiq
Tuwban

Each of these cities has a member of the Order of the Watchful Eye, that is charged with keeping the Gates under scrutiny.

The effects of the great war on the elves and dragons was especially harsh, culling the elven population back to only a few thousand and virtually wiping out dragonkind - though a few halfbloods and those with draconic blood are known to exist. The last dragon is believed to have perished roughly a century ago, and her passing is memorialized deep in the forests of Sylvanyr.
 
(This section will very much be a WIP as I flesh things out from my own creation to those I write with)
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GROUPS AND ORGANIZATIONS

Order of the Watchful Eye

This group was formed by edict of the King, some two thousand years ago. At the time, King Stephan had ordered exploration into the Ravaged Lands. For centuries they had been considered cursed and off limits, with those venturing into them never returning. However, as the presence of the Pneumafera was discovered, and the realization that the lands were not lost completely, it was considered a wise course of action to explore them. Of course, everyone knew that the Demon Gates had been erected, and yet none dared to approach them for fear of breaking or disrupting the magic that held them closed. Rumor said that anyone approaching too closely could be sucked into the Gate, and their soul used to break the enchantments.

Thus the Watchful Eye was born.

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At first the Order was comprised of brave men and women, usually knights, that volunteered their services. They kept vigilance on the Gates and kept people away, as well as making sure that nothing emerged from the huge stones. In return, they were regarded as heroes, and their families were well taken care of. Over time the Order has changed to more esoteric membership. Scholars and sages that wanted to study thegates and try to glean information from them, especially knowledge of the Old Ways. Such magical prowess has been lost for the most part, and study of the Gates is no almost solely done by the Watchful Eye. All members of the Order are human.
 
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