A world parallel to Earth. The main continent is Great Skull, sometimes also colloquially reffered to as Pozalm. it sits across the equater and has a shape resembling an elongated skull from the side. There are four continents total but only Great Skull and Tramena are explored in the first book.
Like our world, it is mostly ocean. Unlike our world, Pozalm has a mostly warm subtropical climate with abundant wetlands, grasslands, and forests. Though the majority of the world is dominated by harsh, dry desert flatlands.
There are two major mountain ranges on the main continent, one of which is massive and seperates the eastern half of the skull from the west but for the southern and northernmost shore passes.
The inteligent population of Pozolm consists primarily of humans with mostly iron age level technology sometimes assisted by magic. Races such as imps, foxlords, wyrms, groebles, goblins, etc are a threatened minority in human settled lands. A powerful council of long-lived mages, the Leaf Wizards, still exert a great deal of influence over governance despite waning power.
A continent south of the great skull. It is ball shaped. The geography of the continent is foreboding as it rises from the water abruptly from great cliffs. Inlets to the continent from the ocean are rare. The ocean surrounding the continent is rocky, prone to both storms and whirlpools.
The interior of the continent is dry. Rain does not often reach inland due to the sheer cliffs surrounding the inland terrain. The soil is infertile and rocky. The temperature flucuates between extremes. The land is ussually at level with the height of the cliffs surrounding the continent, high above sea level, with the exception of some hills, dipping valleys, and mountains. Several great escarpments also flow through the land.
Ruins of two great stone-working civilizations can be found here. The final populations of which died off completely a few hundred years ago.
One of many villages on the upper edge of the fertile jaw of the skull continent. It sits inland far from the oceans. It is the seat of the Nenkyo clan and allied families. Farms, paddies, forests, and hills stretch a few hundred kilometers from the village in all directions. The culture is similar to fuedal Japan.
The land is more than self-sufficient agriculturally, with the abundance lucratively exported to the desert settlements to the west in exchange for iron and precious metals.
A network of traps, mercenaries, and defensive towers protects the lands from invaders. Civilians can mustered to form a standing army when required. The people of these lands are known for being adept with both the pike and the sword.
A one horned imp. They can be a dull or dark variation red, green, blue, brown, yellow, or orange. They stand at two to four feet tall. Their horn is centered on their forehead. They have small wings on their back, and few ever learn how to manage to fly with them.
Drakni are fairly intelligent and can be clever strategists, which is offset by their physical weakness. In high enough numbers they can be a serious problem for even a thriving feifdom. They are commonly confused with goblins which are always green, have no wings, birth live young, have weaker minds, and stronger bodies.
Most are born male. They are exceptionally adept at clerical work. They have a smaller horn and wings that are ussually inadequate for flight. Males that learn how to fly become greater imps and are highly favored by females. Males have troublesome libidos and those spurned by females of their own kind will seek out partners opportunistically, to put it mildly.
The females are stronger, taller, have longer horns and wings. They are adept at wielding the bow and can rain arrows from the sky when formed into military companies.
Drakni's breed by laying eggs that are taken care of by the lesser males. Breeding is not overly burdensome for the females of the species, as the eggs are hardy and newly born Drakni are highly functional.
Creatures native to every mountain range of Pozalm.
They are difficult to describe, most cloesly approximating a golem crossed with a squid. They have long legs, long flexible arms, squat torsos, and large domed conical heads. The arms and legs extend and retract into multiple whips and coils. The conical heads have no features when the toothy mouth is closed.
Their entire head serves a visual functions. They are rumored to see colors humans can't see and in multiple spectrums. This eye can also absorb and manipulate light to create strong illusions. They are exceptionally strong at digging and stonework.
Groebles can utilize human languages but almost always avoid any form of conjunction. If you think you are talking to a person but they never use conjuctions, it might be a groeble illusion!
Groebles do not have a gender and do not procreate sexually. They can not have multiple offspring. Before a groeble dies, it carves a new being from the mountainside. It breathes its remaining life force into the carving before crumbling away to inactive stones. If the carving is incomplete the resulting groeble is deemed weak, but it can still create a strong groeble with a good carving before its death. If the dying groeble fails to make a carving, then the groeble population is permanently reduced by one.