Wiki Category: Xonthian

The world of Xonthian is thick with diversity and rich in history. From Xonthian City, where humans live their lives in a large city while the outskirts have some of the land’s richest crops and farms. Or the island of Juan’kij, where the elves have secluded themselves in the forests of Timilik. The Dwarves living peacefully under the Shadow Mountains, and the Atticatten, who have hidden away on the easternmost peninsula of Xecutran. Where Orcs, Ogres and darker races who live in long-forgotten jungles and swamps, or in the shadows of lost civilizations. To the undiscovered lands of the east, where magic, sword, and gunslingers travel desert vistas.

Airawan

Airawan, colossal beings residing exclusively in the Bone Plains, are awe-inspiring creatures with a distinctive and imposing presence. Adult males, towering at three times the size of a horse, boast thick white or sandy-white hides that lighten with age. Their iconic four long, saber-like tusks emerge by their third birthday, creating an imposing spectacle on either side of their tree-sized trunks. Moving at a deliberate pace on four barrel-sized legs, these majestic beings echo through the plains in massive herds, their synchronized footsteps resembling thunder.

The Clans of the Bone Plain engage in ceremonial hunts of the Airawan, recognizing the creature’s significance in their culture. Mating for life, Airawan embody loyalty and unity, forging unbreakable bonds within their herds. This colossal species, with its unique anatomy and cultural importance, remains an integral part of the Bone Plains ecosystem, symbolizing strength, endurance, and the interconnectedness of life on the vast, open plains.

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ShadowMane

The undead Dragon, ShadowMane haunts the Fire Isle’s. Before the world shattered, Alpha Omega had learned of ShadowMane’s treachery, helping the Queen of the Unknow create her vile creatures of the same name. Unhappy with the Black Dragon, Alpha Omega sent his other three dragons to deal with the traitor. As a result, a great battle erupted where the Sands of Time are now.  

No longer needing him, the Queen of the Unknown abandoned him to his sibling’s vicious attacks, where they eventually killed him. However, the magic that had scarred the land, also caused him to forever live as a shadow version of his former self. He hid away under the Fire Isles until being disturbed by the Fire Isle Mages when they began to explore the islands. They enslaved him and now use him as a guardian to their secrets.

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SeaTooth

Sea Tooth is a very monstrous sea creature whose single purpose is to terrorize sailors. Seen as a monster of the deepest oceans, it’s actually only has a singular mind to eat the refuge of the ocean. Often seen during times of war and sea battles, the feature is a large finned beast with tentacles around its flat head. A large circular mouth sucks up anything floating or sinking through the water. Its body stretches easily two or three boat lengths and as many wide. There is enough room in his gut to stand, and while there has only been one survivor to ever enter the creature and return again, many would argue that is not a trip they are willing to take.

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MooCat

There exists a feline, or so it is believed, to exists that appears randomly in the world in search of milk, from a pig. However, it’s said that even if the cat finds a pig to suckle on, it ends up eating the pig fat. It’s a silent, black feline with razor-sharp claws and pearly black eyes that peer right through you. It judges anyone it finds, and often times holds people in awe of his majesty, before blinking out of existence.  

There is a statue of the mystical MooCat chiseled from black marble, in the Temple of Time. How anyone has brought that knowledge back from the temple alive, is a history. Even further confusing, is the supposed inscription, “Moo! Mwah moof mrrr moowanna mmmm!” There is no understanding or words that can be cleaned from the plaque and its base.

There are mystics hidden among the dunes, that speak of an incantation, whispered by MooCat, “muhquackackoh” is said to summon the MooCat from the depths in of the unknown. The space between.

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Speak with the Dead

The “Speak with the Dead” spell, harnessed by the Fire Isle Mages and the revered Clerics of Gatehar, serves as a powerful conduit between the living and the departed. By invoking this ancient magic, practitioners establish a profound communion with spirits, transcending spatial and temporal barriers. This mystical connection allows communication with the deceased, regardless of the physical or temporal distance that separates them.

The spell’s potency lies in its ability to unravel the secrets held by the departed, drawing forth knowledge and insights from realms beyond the living. Whether the spirit resides miles away or is entwined in the fabric of time, the caster taps into the ethereal plane, unlocking a channel for dialogue. As an instrument of revelation, “Speak with the Dead” unveils a tapestry of wisdom, enabling the caster to glean invaluable information and uncover long-buried truths from the silent echoes of the afterlife.

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Raise the Dead

“Raise the Dead” is a fundamental necromancy spell intrinsic to the repertoire of Fire Isle Mages. This incantation possesses the profound ability to beckon forth departed souls from the clutches of death within a three-mile radius. The caster’s proficiency in the arcane arts dictates the extent of this power, enabling the resurrection of a variable number of creatures. By invoking the ethereal forces that bridge the realms of life and death, the spell grants the mage dominion over mortality itself. As the Fire Isle Mage channels energy, the boundary between existence and afterlife blurs, compelling the deceased to return to the realm of the living. The spell not only showcases the mage’s prowess in necromancy but also exemplifies the delicate balance and responsibility wielded by those who harness the power to defy the natural order.

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Natures Feast

“Nature’s Feast” is a venerable spell that taps into the primal forces of nature, allowing the caster to summon a lavish spread of wholesome foods ranging from succulent fruits to hearty vegetables and nourishing grains. Originating as the mainstay for the Greater Beings during their creation, it symbolizes the harmonious relationship between magic and the natural world. In contemporary times, the elves, particularly the Dark Elves, have become adept practitioners of this enchantment. The spell reflects their deep connection with the mystical essence of nature, showcasing their ability to channel the life-giving energies of the earth. As masters of the spell, elves can provide sustenance in abundance, making “Nature’s Feast” a pivotal element of elven culture, underscoring their commitment to balance, sustainability, and the preservation of the ancient ties between magic and the bounties of the natural realm.

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Find Friend

As the caster channels their intent, the earth responds to the shared essence, creating a subtle but powerful trail that guides the spell seeker. This magical tracking relies on the interconnectedness of living beings and the Earth itself, offering a unique and harmonious approach to locating a friend. The Find Friend spell not only showcases the interconnected nature of magic and the environment but also reinforces the importance of elemental bonds in the mystical realm.

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Summoning

In the realm of magic, summoning is a utilitarian school that transcends its ominous reputation. Beyond the stereotypical conjuration of malevolent entities, summoning comprises an array of spells with practical and even life-saving applications. One such spell is the “Aegis Guardian,” a manifestation of a protective spectral entity. When cast, this spell summons a benevolent guardian that shields the caster and allies from harm during perilous situations. Another notable example is the “Celestial Courier,” a summoning spell that calls forth an ethereal being to swiftly deliver messages or items across vast distances. Despite its potential for benevolence, summoning remains shrouded in an undeserved veil of darkness, as the allure of commanding otherworldly forces often overshadows the genuine utility embedded within its spells. In truth, summoning stands as a rare and invaluable school of magic, offering practitioners a versatile repertoire that extends far beyond the shadows it casts.

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Resurrect the Dead

The Resurrect the Dead spell is an extraordinary but perilous spell wielded exclusively by the elite Clerics of Gatehar whore are renowned for their mastery over life-affirming magic. Serving as a counterpart to the Raise the Dead spell, Resurrect the Dead possesses a unique requirement: the deceased must have recently passed and must willingly desire a return to life. The spell, a pinnacle of divine intervention, seamlessly restores the resurrected to their former selves, erasing the effects of death entirely. However, the grave risk lies in its execution. Accessible only to the highest echelons of Clerics who have attained the prerequisite Healing Empowerment, casting Resurrect the Dead demands an immense expenditure of energy, often resulting in the caster’s sacrificial demise. Universally condemned due to its life-threatening nature, only rare instances of this spell’s actual use exist, solidifying its place as a forbidden and elusive art within the mystical tapestry of Gatehar’s clerical tradition.

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