The World of Fera

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World Map

The Three Kingdoms

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Flag of the Ilmarian Imperium

Flag of the Ilmarian Imperium

 

MAPS

Purple - Ilmarian Imperium

Yellow - Umissian Sultanate

Blue - Alrussian Republic

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Grey lines = Train lines of Ilmaria

1 - Ilmaria (Capital)

2 - Ironford

3 - Clearwater

4 - Flameharbour

5 - Oxwall

6 - Ardglass

7 - Neverdale

8 - Stormwall

9 - Stargarde

10 - Brinebury

11 - Rimvale

12 - Rutherford Estate

13 - Umissia (Capital)

14 - Alruss (Capital)

15 - Tora Clan

16 - Korath Clan

 


Vadras

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The Kingdom's of Vadras

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Valancian Republic

Keadal Dynasty

Maktashish Kingdom

Odgad Fiefdom

Siegmar Theorcracy

Pavis Dominion

Zrathian Empire

Free Cities of Vadras


 

The Races of Fera

Below is a list of the Races of Fera, the world of "The Man Who Would Be King" and the short stories set in its world. With each of the images are small explainations of each race, more can be found within links to other pages.

 
 
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King Andreas Vandersryke the V, King of the Ilmarian Imperium ruling in the year 1785 to 1884 aged 33 to 92.

King Andreas Vandersryke the V, King of the Ilmarian Imperium ruling in the year 1785 to 1884 aged 33 to 92.

HUman

In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to Dwarves, Elves, and Dragonkin. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Perhaps they feel they have something to prove to the elder races, and that’s why they build their mighty empires on the foundation of conquest and trade.

Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.

Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.

There are several different cultures of Humans in the world of Fera, some are listed below:
 

  • "Three Kingdom" Humans
  • Vadrasian Humans

Dragonkin

Born to fight, Dragonkin are a race of wandering mercenaries, soldiers, and adventurers. Long ago, their empire contended for worldwide dominion, but now only a few rootless clans of these Honourable warriors remain to pass on their legends of ancient glory.


To a Dragonkin, honour is more important than life itself. First and foremost, honour is tied to battlefield conduct. Adversaries should be treated with courtesy and respect, even if they are bitter enemies. Caution and discretion are key to a warrior’s survival, but fear is a disease and cowardice is a moral failing. The drive to behave honourably extends into the rest of a Dragonkin’s life: Breaking an oath is the height of dishonour, and attention to honesty extends to every word. A commitment made must be carried out. Ultimately, a Dragonkin takes responsibility for his or her actions and their consequences. this depends on their alignment as well a Dragonkin whose alignment is a good or lawful base honour is everything. on the flip side if their alignment is a chaotic or evil base they don't truly care and will do anything they want to their opponents at any time

Dragonkin resemble humanoid dragons. They’re covered in scaly hid and have tails or wings similar to their dragon counterparts. They are tall and strongly built, often standing close to 6 feet in height and weighing 150 pounds or more -- females being of basically the same height and weight as males. Their hands and feet are strong, talon like claws with four fingers and a thumb on each hand. A Dragonkin’s head can feature a blunt snout, a strong brow, and distinctive frills at the cheek and ear. Behind the brow, a crest of hornlike scales of various lengths resembles thick, ropy hair. Their eyes are shades of red or gold.

A Dragonkin Male

A Dragonkin Male

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A typical Dragonkin’s scales can be scarlet, gold, rust, ocher, bronze, or brown. Rarely do an individual’s scales match the hue of a chromatic or metallic dragon, and scale colour gives no indication of the type of breath weapon a Dragonkin uses. Some Dragonkin whose scales do match the colourations of a metallic dragon are sometimes mistaken for Draconians in societies where evil is more prominent. Most Dragonkin have very fine scales over most of their body, giving their skin a leathery texture, with regions of larger scales on the forearms, lower legs and feet, shoulders,and thighs.


Young Dragonkin grow faster than human children do. They walk hours after hatching, reach the size and development of a 10-year-old human child by the age of 3 and reach human-adulthood by 15. They normally live about as long as 300 years.

Tradition’s

Tradition, the strongest of glues, holds Dragonkin societies together. Each group of Dragonkin may have its own traditions, as well as outlooks on life, but nearly all follow the ideologies of lawful society. 

 

Lands

Dragonkin lands are found everywhere, but not anywhere. Dragonkin can make a home out of ruins, plains, or mountains, but they tend to form clans and stick to them. Expansion does happen, but it's usually because a Dragonkin town is overpopulated or the clan needs to make a show of their control over their lands.

Religion

Dragonkin commonly revere the Dragon god, Vokmir. Sometimes Dragonkin don't even follow a religion, though they commonly cooperate with the traditions of their clan.

Language

Dragonkin speak Draconic. (Useful translation here: http://draconic.twilightrealm.com/)

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A Siren female Rune-priest

A Siren female Rune-priest

Siren

Siren… that wasn’t the real name of her race; its real name having been long forgotten even by their own race. The Sirens were a slave race, many thousands of years ago the Elven race whom ruled the once powerful Pavis Dominion had ruled the continent now known as ‘Vadras’ and dominated and enslaved its indigenous species. 

The Pavonian’s had found this peaceful race of humanoids and enslaved them along side any non-Elven race. The females of the Siren’s held such foreign beauty were turned into sex slaves and maids; long slender tails and horns giving their nonhuman look and their blue, purple, green and red skins turned into fetish’s rather than simple appearances.

The Males were kept as slave labour, they were stronger than any sentient race out there. Many of them were kept in breeding camps with females to create more slaves to sell.


An Elven female outcast, hunting and surviving outside of the Reservations

An Elven female outcast, hunting and surviving outside of the Reservations

Elf - Three Kingdom's Region

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A Pavisian Nobleman

A Pavisian Nobleman

Elf - Vadras Region

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Dwarves

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A Maktashish Dwarf of the Mining Guild

A Maktashish Dwarf of the Mining Guild


A Male Halfling Rogue

A Male Halfling Rogue

Halfling

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Gnome

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A Female Gnomish Magus

A Female Gnomish Magus


A Male Orc Barbarian Wanderer

A Male Orc Barbarian Wanderer

Orc

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Half-caste

Half-Orc

Half-orcs are humanoids born of both human and orc ancestry by a multitude of means. Combining the physical power of their orcish ancestors with the agility of their humans ones, half-orcs can be formidable individuals. Though often shunned in both human and orcish society, though for different reasons, half-orcs have proven themselves from time to time as worthy heroes and dangerous villains. Their existence implies an interesting back story that most would not like to dwell on.

A Half-Orc Half-Human Hunter of the Odgad Fiefdom

A Half-Orc Half-Human Hunter of the Odgad Fiefdom

Half-Elves of the Vadras Region

Half-Elves of the Vadras Region

Half-Elf

 

The Deities of Fera

 

 

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Vokmir

Vokmir

Sytesis

Goddess of Beauty and Fortune

Bodar

God of the Hunt and war

Ravros

God of Trade and Success

Humteus

God of Night and Winter and the Moons Lara and Vara

Bywulla

Goddess of Nature and Life.

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Traident

God of Oceans, Sea and Travel.
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