The World of Toulne

The sentience that governed this place...millions of planets in thousands of galaxies, shuddered. If a being of no corporeal form could shudder, that is...but the impression was the same nonetheless. In fact, the being felt every destruction of every star, every movement of every planet, and every feeling of every being within its domain. It was all-seeing, all-knowing, but far removed, as if a distant spectator at some grand event. It was a keeper of balance and order, nothing more. Incapable of benevolence or vileness, the being maintained the structure of its universe. If something was born, something died. If a star was created, another had to be destroyed...such was the way of things.

This shudder, this small thing, no more than a breath in time, created a shift in the balance. It happened celestial terms....a star burst, a mighty planet was destroyed and its debris impacted a nearby moon. The moon burst and showered an uninhabitable planet with its subsequent debris, thereby shifting the planet into an orbit that could sustain and create new life.

If the entity could smile, it would, for its chore was completed. The mighty planet that fell was home to millions, now all lost in its destruction. All save one, for a survivor must remain until a new civilization can grow to a stature that could rival that which was lost. Balance was maintained...millions dead in the blink of an eye, but a new source of life created, and one with potential for extraordinary growth.


Maps and stories about the people
Geology and Meteorology
Known Civilized Races
Magic System
Historical Timeline

Planetary Mechanics
Toulne had one large rocky moon and a mostly molten core early in it's life when the sun was still younger and smaller. The planet was not believed to be habitable since it orbited too far from its sun to support life - at least, as we know life. There existed a gaseous planet ten times the size of Jupiter in a much further orbit. This planet's mass caused the lithium and deuterium contained in it to begin fusion and it became a brown dwarf star. It expanded and destroyed its moons, then violently collapsed and began to spiral in to the main sun.

The smaller sun smashed and destroyed another large rocky planet at a greater orbit from the main sun on the way in. The destruction of the other large planet caused a big chunk of it to be pulled into Toulne and the only thing that saved it from obliteration was its moon. The planet chunk impacted with the existing moon and that collision caused the three moons (one rocky, one gaseous, one a collection of debris with enough gravity to hold together and the rings). That collision also released huge amounts of energy and particles to shower Toulne world planting the seeds for the latent magic energy.

The sun made a very fast change when it drew in this new brown dwarf star and consumed it. The sun's nuclear furnace quickly accelerated and caused the sun to grow larger and spit out many more charged particles as it consumed the extra fuel and changed to more of a hydrogen fusion reaction. The added size and heat from this new, larger sun expanded it's sweet spot and made Toulne more likely to support life.

The lack of a large moon caused the core of Toulne to slow and much of the core's iron sunk into it's center and slowed its movement. The outer portion of the core cooled and solidified. The smaller core and great size of the planet caused the magnetic field created by it to drop to the point where it no longer projected past the planet's surface. This allowed the powerful stream of charged particles emitted form the enlarged sun to bombard the planet constantly. The beings that developed on the planet had to have natural resistance to the particles and have no hope of ever advancing to the modern technological age as the particles would destroy any attempt to develop or use modern solid-state electronics. The most advanced tech would be basic pistons, levers and gears and some steam generated by magic or fire.

The charged particles could also have something to do with powering the latent magical energy of the planet. Perhaps some funky element was showered all over the planet with the great moon collision and the new more powerful particle streams from the sun changed it over thousands of years into magical energy...

Geography and Meteorology


The diameter of Toulne is significantly greater than that of earth, about 60,000 miles around. The lack of a large moon and the 'dead' crustal movement (no land tides) creates a geologically dead planet. However, it should be assumed that the planet isn't completely dead. There are some volcanoes along the equator, but none on the order of Earth.

There are, however, cold zones. As a matter of fact, quite a large zone of cold. To the north and south, the polar ice caps have grown to such an extent that they are stable as land forms. In their center the ice has become so thick that the ice mountains have pushed downwards to the bottom of the North and South seas. They then continued to grow in height to 15,000 feet above the sea level, at which point they are above any clouds or moisture. The ice moves plastically, though, spreading outward from the pole. It breaks off into icebergs after traveling thousands of miles. Ice forming at the North pole moves about three thousand miles in ten thousand years before breaking off.

There are societies of ice people who live off the edge of the ice floes and often find they are hundreds of miles away from other clans or towns. some of the more migratory ice people continue to move inland (toward the poles) and manage to stay for years on the 'mainland'.

The main continent has some interesting geohistory. It seems that the moonfall has planted quite a few moonpoles, and more than that. The Rent of Pirule is a huge comical skid mark across the land, pushing up mountains in a ring to the northeast of its terminus. Further, more shards and lumps of moon material fell in the southern area of Karamuha, breaking off huge hunks of land and creating the Alba islands, and billions of tons fell in the southern mountains, mounding up in different directions and intermixing with the preexisting limestone. After the limestone dissolved out and washed away, there were tremendous caverns left remaining, made almost entirely of moon metal. Now inhabited by the Dugunder people, it is a source of great mystic energy and somewhat of a shrine to magic.

The moonpole onslaught had even more impact along the eastern sea. A line of poles landed in the sea from the present area of the Great Swamp, to the present location of the Ho'omo'lo'gai islands, and further to the east and along the western shores of Oojdorr. They struck with such ferocity that they cracked the crust, exposing the mantle and initiating volcanism (creating the islands) and shearing the western part of Oojdoor, causing it to be drawn under the sea to the west and creating Dougnarr's Cliffs to the east. To this day the resulting undersea mountain range still creates new islands and creates treacherous conditions for sea travel. The Swamp, itself, is believed to have been developed by this giant crack.

The Sea of Slaught (actually a huge inland sea that would stretch from Seattle to Memphis) had been created by a more direct impact from the northwest, piling up a mountain range to the southeast. Slaught is even rumored to have its own life and creatures (flying jellyfish and sentient sea horses for example) along with some type of interior land mass of significance.

The marshes are interesting. As with Earth, the eastern sea is higher than the western sea (case in point - the Atlantic and Pacific across Panama), Perhaps the tides of the three moons, changing every few days, create height differences and allow the water to change course over the length of the marshes (several thousand miles, it seems). Sometimes the water begins flowing to the east, then the tides change and it backs up, slowly flooding the marshes. Within a day, the water drains and flows even both ways at the same time! Truly a chaotic system.

The flows would create deltas on both ends. They would create the perfect biological system for producing one of the land's most prodigious crops, delk.


As with many worlds, geology, meteorology and geography set the stage for much of the societies and lifestyles. Toulne is a large planet covered with a large percentage of water, which is a constituent of the atmosphere that contributes much of the dynamics.

The expanse of land around the equator is constantly heated, as Toulne has a declination of only seven degrees. The poles are therefore quite cold, and the difference between the two create powerful northerlies and southerlies. Added to the Coriolus effect, there are terrific jet streams bringing cold air in to meet the moist air from the land. There are many tropical areas, but some deserts created by cooler, drier air and by strange confluences of the jet streams.

The Sea of Slaught itself has its own weather patterns, with violent winds whipping high waves and making navigation difficult. In addition, the sea is surrounded on all sides by land, reflecting currents back toward the center. Rogue waves over fifty feet high appearing seemingly out of nowhere are quite common.

There are several Everstorms every year, and they move slowly across the seascape. Occasionally the jet streams swirl and draw heat from the land, rising and sucking in more air much as a hurricane on earth. But the Everstorms last for up to a year at a time in one place. Due to their excessive height in the upper atmosphere and the tremendous upthrusts of air, huge hailstorms often occur and deposit tens of feet of hail for miles. Violent tornadoes also are a part of these storms, and one of the storms was recorded having decimated towns and communities, washing away vegetation and topsoil.

Major Climatic Regions of Toulne


The Pantheon of Toulne

Though there are nearly as many varying beliefs as there are people on the continent of Toulne, one thing rings true throughout those who believe - the supposed existence of a single, true god. This deity is often considered to be the absolute law, the absolute truth, and the absolute creator of the celestial landscape. Many, of course doubt this being's existence, and claim that the world as they know it came into being through more mundane means.

One thing cannot be truly doubted - that there are many beings that serve as demigods, underneath the true god or entirely separate based on one's belief. There may be hundreds or even thousands of demigods throughout the galaxy, some still having the proclivities of their original, parent species, while some are of a race entirely new and undocumented in the annals of society since the rain of moon rock. The fact that these creatures exist can't be in doubt; their power fuels their priests' spells, and some devotee's claim to have seen their patrons firsthand.


Iokine (yo-keen) – the Shining Truth; Truthbinder
Alignment – LG
Domains – Good, Truth, Protection, Laws
Iokeen is an ancient god, one of the first to show on the face of Toulne. He typically appears as a large human, over ten feet tall and over a thousand pounds in his armor, which is bright and polished silver plate. He wears no helm, allowing his perfectly handsome face to be viewed by all. He has long, flowing silver locks resembling a mercurial waterfall, and striking blue eyes. Iokine carries a greatsword and a warhammer, both symbols of his faith. It is said that he’s been seen to sprout wide feathered wings and take flight, but only the most zealous of worshippers claim such a thing.
No one is quite sure how Iokine came to his power, or even what exactly he is. There are many rumors – that he is a being that journeyed to Toulne alongside the particles that destroyed its moon, thus making him completely alien; that he is a member of the ancient civilization that predated the shattering of the moon; and even that he is spawned from the true God. Wherever he came from, Iokine is the guardian of truth and good, though his followers sometimes take their ideals to extremes.
His is the patron of good priests and of the Knight Order of the Shining Truth.

Baelogg, the Conqueror
Alignment – LE
Domains – war, law
Baelogg was once an aging human bent on power. He was so consumed with it that he stages the assassination of the patron and lord, then creating a military dictatorship with himself at the head. Baelogg captured and enslaved the most talented and powerful wizards, priests, necromancers, summoners and alchemists on the face of Toulne. He tortured and drove those people to meet his ultimate goal – to become divine.
The great general’s dreams came to fruition and he became a demigod. Immediately he began his conquest of the world and for years he and his followers usurped rule, shattered kingdoms and oppressed entire populations. It was only through great battle and sacrifice by the Knights of the Shining Truth and the god Iokine that his armies were broken and he was sent into hiding.
Baelogg currently is a hidden patron of his dark armies, providing them with guidance and leadership from his hidden tower. He bides his time for a return to the physical world, when his power is at its highest.

Masks, the Deciever
Alignment – CN
Domains – chaos
No one can remember, nor cares to remember, the real name of the street urchain who became the divine Masks, god of thieves, rogues and assassins and champions of chaos.

The boy who became Masks grew up on the rough streets of one of Baeloggs kingdoms when the Conqueror was obsessed with attaining his godhood. Through noi small skill and a copious amount of luck, Masks got himself invited to sit at the warrior-king’s table at a post-battle feast. Baelogg was drunk in his power (and more mundane refreshments) and Masks tricked him into gambling with a portion of the great power – his divinity – that his enslaved spellcasters had generated for him, and Masks won. He fled from Baelogg’s wrath as he grew his power into that of a god. Baelogg and Masks are mortal enemies.
Masks followers are those who follow selfish pursuits and those who breed chaos, from the mild pickpocket to the cold-hearted assassin.

‍Known demigods:

Svirilish, Mistress of the Marsh - The patron diety of the Shune’kai and, as are most other gods on Toulne, is often seen meddling in the affairs of her people. She is harsh and lives by the laws of the wild, often considering herself above the laws of man and other dieties. Her priests are called simply “Callen”, and they often range from chaotic good to chaotic evil in nature (almost always chaotic.). Svirilish usually appears as a green-skinned woman with damp reeds for hair, sharp green fangs, and a coiling whiplike tail that she often drapes about her neck like a necklace. She will appear to her Callen at times, typiclly to engage them in some task designed to usurp the natural order.

Brothers of the Sands - It's said that the Brothers of the Sands were human once, members of a society of desert nomads called the Bitka. These people crossed the deserts of Varah, living from one life-giving oasis to the next, their needs only the base needs of survival. But the brothers dreamed of more; they were told stories of the riches that could be found buried underneath the sand, and they took no heed of the dangers that could dwell in the deep. On one brave...or foolish...expedition into the sandy wastes, the brothers were met by a djinn...a powerful being of air and earth that created storms of swirling sand that brought the brothers to their knees. The djinn was about to destroy the pair, when one brother, Mahmo, offered his worship in exchange for his life. The other brother, Dak, cried out his frustration and pleaded with his brother not to sign a pact with this beast. But Mahmo would not give up his life for an ideal, and he agreed to serve the djinn. Dak, in the ensuing confusion, escaped, vowing to come back and save his brother from his fate.
Over time, Mahmo's service to the djinn brought him unimagined power. Eventually, he destroyed his master and took its powers for his own. He relished in it, but ever wanted more. Dak found him again, and the brother was overjoyed that Mahmo had cast off the bonds of servitude. But, Mahmo was not his brother anymore; he was the searing sands and the howling winds that plagued those who travelled the Varah. He was only appeased by offerings and prayers to his great power, and then only for a short time.

Gringe - Worshipped by the Albans and some Vaungardians, Gringe is a patron of the downtrodden and simple people. Worshipping and praying to him gives you strength to vanquish enemies who are attempting to subjugate you against your will. His priests are called Grainers and sermonize in the realm of chaotic good.

Gringe was rumored to have been an Alban human, captured in the First Taking of Castle Bortniegh and enslaved in the Caves of the Moon to the far south by goblins. He escaped their hold but was unable to escape the caves themselves - the same caves that were infused with moon-power and magnetic influence. Living on metal-infused fungus and cave-dwelling animals in hiding for decades, he somehow was subject to a very high concentration of the power, and became a demigod.

Mole - As mythology suggests, a strong wizard from the previous society of Golen discerned, long before the moon crashed into the planet, that such a cataclysm was afoot. He disappeared from society, where he lived underground in limestone caverns waiting the fateful day. the moonpoles missed crushing his cave, but sealed it off forever. The ensuing magnetic and electric interference, ripping into his very soul in waves, mutated him and gave him the power of a god. But the power also changed him, and his soul morphed into an icon of evil. From his vantage point and using his powers, Mole hears the prayers of the wicked and grants them powers to do his evil bidding. Most Goblinoids, and a few misguided humans, pray to him.


The Shining Truth – Centered in Paragon, the Shining Truth Order is a pious order of knights dedicated to the idea of the very purest good in man. They worship the Shining God, Iokine (yo-keen) with a zeal that can, at times, be frightening to behold
The Order is founded upon the tenets of faith, altruism and the protection and preservation of man. Races other than human are rarely given the “Burnished Shield” emblem of the order. The Shining Truth often has its own opinions of the nature of ‘truth’ and ‘justice’.
Sword of Virtue (Martial wing of the order):
  • Knight Commander
  • Knight Captain (faction leader)
  • Knight Leader
  • Knight
  • Squire
Sword of Faith (Religious wing of the order):
  • High Priest
  • Faction Priest
  • Accolytes
  • Rose – historically the order of the knights dealing in ‘specialized’ missions
  • Hammer – the martial order of the knights
  • Scythe – manages agriculture, finance, management and supply
  • Gavel – Judicial faction of the order
  • Scales –
Separate Titles:
  • Knight Justician –
  • The Silverthorne -

Order of the EbonyThrone

The Order of the EbonyThrone is a knightly order that started when a Knight Captain of the Shining Truth took to secret worship of the demigod, Baelogg the Conqueror. This traitor found that he had sympathizers – knights who found this new power to be intoxicating and who believed that they should rule by the right of power. These knights, after a failed attempt at destroying the order of the Shining Truth from within, fled justice and formed their own order.

The basic tenets of the order are conquer, control and establish order. They actively seek to have the entire world under their control so that Baelogg can rule from his ebony throne over the masses. For them, the only future worth living is one under the oppressive heel of their rule.

Although this is an order much like the Shining Truth, it has no home country to call its home. The Order is accepted in some lands but banned in many others and is actively pursued by many different groups, so the order must continue to move. It is now a nomadic group and travels between many accepted military outposts, never staying in the same place for long.

The Terra Wardens
The Terra Wardens are members of a brotherhood dedicated to the preservation and protection of nature, the planet and its people (though people are considered to be secondary to the macrocosm of the world itself). The loosely organized group consists of totem monks who practice their fighting arts to mimic the animals they worship; wild barbarian beastlords who command companies of woodland creatures; nature spirit shamans; tree druids who meld with the very trees they protect; and powerful and violent weather wizards.
Due to the chaotic nature of the individual wardens and the very thing they worship, the Terra Wardens are only loosely organized, preferring each warden to work alone or in small local groups. Once a year, at Summer Solstice, the heads of the local groups meet with the Prime Druid, leader of the local groups.
Terra Wardens, like all who worship nature on Toulne, serve a vast variety of local spirits that embody the natural world around them. There are thousands of known spirits and each offers power and protection to those who, in return, protect the spirit’s environment.

Known civilized races


Goblins are creatures first created by abberant magic that tainted a human gene and forced a wide variety of physical changes. The result is a massive population of humanoids that show a wide range of physical attributes. They can typically be formed into a few classes, though these descriptions are only used by those outside of their society. Within the goblin society, one is associated with a particular clan, and physical differences only serve to separate the rulers of one's clan from the serfs.

Classifications used by outsiders:

Petigoblin - Diminuitive creatures, these are the dregs of the goblin society.



Wild goblin

The Undead
ZombiesZombies (intelligent type) are created via ritual magic, and filled with some of the "stuff" or magical essence of the earth. They retain most traits and memories of life, depending on the skill of the ritual mage who made them.
They're not immortal, but actually have a short average lifespan since their body no longer has the ability to heal. Even a papercut could linger for years. The "stuff" leaves the body like blood, and when enough is gone, the zombie dies...again.
A botched attempt at zombie making (not enough "stuff", improper ritual, interruption) could make a zombie that is feral, wanting only to devour life in an attempt to fill its empty shell of a body. These can be tricky to combat, as they may not have magical "stuff" to lose. In that case, massive blunt trauma, fire, or severing the head is best.


The norms; ruling class of the centers of power in most places. Heads of academies, parliment, armies, and trendsetters of the social class

Moon Cursed

The moon-cursed are not technically zombies, but are creatures that have been imbued with the actual magic of a moon shard due to a multitude of possible reasons. Due to the influx of magic, the creature now does not age. Thus, he gains lifetimes of knowledge and experience without taking any of the ill effects of old age. A moon-cursed is looked upon with disdain by many, as he is seen as an unnatural creature that fights against the very properties of nature itself by his very existence.

3.5E stats:

Old moon cursed:

LA +1

Basic abilities per living race; with +2 int, +2 wis, +1 char (age); no penalty to physical attributes due to age


No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).

Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning

DR 5 / slashing

Undead do not breathe or sleep.

Darkvision 60 feet.

Specific moon-cursed traits:

Must eat raw meat - the fresher the better, every day. For every day without fresh meat, a moon-cursed suffers effects of starvation that quickly prove detrimental. He can't heal without it, and motor function will quickly diminish until he gets fresh mean. Effects - after 24 hours without - fatigued; after 48 hours without - exhausted; after 96 hours without - confused; after 2 full weeks without fresh meat, he will become a feral zombie


It is believed that once a soul is lost on such a world that is governed by magic, it is never really lost, but appears in a totally different form. Such is the belief that is given strength by the existence of the Shadowmen. These beings are believe to be what is left of an undead when he loses his first life. The lucky souls are given reign to leave the corporeal world; some are not so lucky, however.

When the conditions that kill the being are right, he is 'stuck' on Toulne by the very magic that permeates every inch of the planet. His ethereal body gains a semblance of a corporeal one, in that it is the shape and size of it; but that's where the semblance stops. He becomes a slave to the shadows; he can no longer produce a shadow, but he can wear clothes that give him substance. Legends have that terrible things may happen is the undead and his shadowman come in contact, but truth be known, some of the pairs have been known to run very profitable scams, due to the fact that what one knows, his counterpart does as well.

Starborn Human

When the shards of the metal moon rained down upon the surface of Golen, slivers of power slammed down into every available surface. Some of these shards were charged with a celestial, alien energy from the moon's impact with its once distant destroyer. One of these shards slammed down into one of the men of the last age, destroying him instantly of course, but compacting his molecules into a set of DNA quite different from the typical human. From this sample, the race of the Starborn was created.

A Starborn human is a bit taller, thinner, and longer of limb and extremity than a human. Females range from just under six feet tall to almost seven, and men are even taller. While longer of limb, Starborn are more thin, even gaunt, in appearance, so their weight is close to that of a normal human. Their skin is typically a blue or green hue, their eyes are large and round - normally pale pink or yellow, and they are mostly hairless.


Small creatures of magic with narrow, angular appearances, dlanted eyes, pointed ears, and light frames. Skin color can range from pink to purple to light green. Older or accomplished feylings gain slight gossamer wings and can even manage a small bit of flight. Stick mainly to environs away from large populations - forests, swamps and marshes, and even deserts


Large humanoids with leathery brown or stony grey skin, little if no body hair, square and strong features. Though industrious and peaceful, they're a terror if pushed to fight. From 6-8 feet tall and weighing 300-500 lbs, they're well equipped and in demand for heavy labor. The raugnorrn live mostly away from cities, in small villages, farming units, and conclaves. Many move to the larger cities to collect the heavy wage that such a powerful worker can get.


These massive humanoids were once proud and peaceful, until the War of the Ebony Horn broke and scattered their people and communities. Now, most giantkin are nomadic, prone to fits of aggression, and bordering on insanity. Quite a dangerous combination for a creature standing over 20' high and weighing half a ton or more.


The Shune’kai are a hybrid race born of humans and a type of reptilian creature akin to the salamander. Though it’s never been found, a huge moon sliver is rumored to have struck and buried itself deep within the Medraine marshland, giving birth to this peculiar race.

The standard Shune’kai stands slightly taller than a human, with long, sinewy limbs of hard muscle. The males weigh between 250 and 350 lbs, and have tails that are slightly longer than their bodies. Females weigh close to the same, though their tails are shorter and thicker. The skin of a Shune’kai is covered in scintillating scales that reflect light and colors around it, thus allowing them to hide in their surroundings when a large portion of their bodies are exposed. A Shune’kai’s eyes are reptilian in appearance, and range from bright gold to dark azure, and anything in between.

The Shune’kai grow no hair on their bodies, though their human ancestry leaves most of the rest of their anatomy intact. They reproduce as humans do, though their young are born with a thin shell of hardened slime about their bodies. The males in society are the hunters, but the females rule their hierarchy. They rule in circles called mother dens, which govern their local villages with cunning. Since their homeland is situated nearly in between two massive forces of opposition, the mother dens walk a fine line of bargaining, trade, allowing free travel, and harassing those who they see as a threat.

Svirilish, Mistress of the Marsh, is the patron diety of the Shune’kai and, as are most other gods on Toulne, is often seen meddling in the affairs of her people. She is harsh and lives by the laws of the wild, often considering herself above the laws of man and other dieties. Her priests are called simply “Callen”, and they often range from chaotic good to chaotic evil in nature (almost always chaotic.)

3.5E stats:

LA +1

+2 Dex, +2 Con, +1 Str, -2 Char


+2 skill to swim, +2 survival near body of water

+1 natural AC

+2 hide check

Underwater breathing

Weapon familiarity: proficient with net, spear

Special Attack: Tail whip (10’ range, trip attack or nonlethal damage) / Natural claws (1d6 lethal damage)

There have been rumors, and reportedly some evidence, of flying humanoids living above the clouds atop some moonpoles. Living at times high above the forces of the planet's powerful gravity, they have fine boned wings on their shoulders and can ride the treacherous winds at that height. If they venture too far downward, however, the gravity becomes too much for their frail musculature and they can't return. It is unknown if any have survived and are able to change into human form, but some have left behind winged remains.

These avia remains have been found on the eastern continent of Zemm as well as in the oasis near Varah.

During the great initial migrations, some people took to the Great Swamps on their trek eastward and became accustomed to its strange meteorology, vastness and richness, despite the dangers. These swampmen evolved with certain abilities and traits that made life in these rugged areas possible, and made them quite formidable.

Often having to swim for miles and wade in deep water, they developed thicker, hairless skin and, if you look closely, tiny gills along the neck. Their feet became flat and wide for swimming and wading, and in their own element, they became fierce and indomitable fighters.

They made their homes on floating raft houses; made from delk trunks and moored into town units by delk leaves woven into ropes. With the high protein and nutritious diet of important staples, they grew up to 9 feet tall and quite muscular.

As 'drylanders' continued to invade their lands for the valuable delk, however, the swampmen (doga, in their own words) defined their boundaries and developed an efficient system of trade. Shrewd in their trade, they soon built homes on stilts and developed quite a love of fine art, literature and advanced thought.

The more wild side of the world; creatures not of the civilized world:

Breugh'ounds -
komodo.jpgThese are massive mountains of muscle, talons, and fangs that run at amazing speeds on their 6 legs. These creatures are surprisingly loyal and capable of compassion, in spite of their fearsome appearance. Breugh'ounds are typically 3-4 feet high at the shoulder (on all 6 legs), and weigh between 300 and 500 pounds. Their jaws have side mandibles that shut horizontally with their top and bottom fangs, to close with enough power to snap a human's spine with ease. Their skin is leathery and hairless, typically a lizardly green/gray in Karamuha, midnight blue or dark violet in the Northern Wastelands. Their eyes are lavender or orange, and cast a faint glow in midnight. The Breugh'ound can be fearsome and territorial, but also has been known to be a pet among some clans of the more massive goblinoids.

Zippers - these domesticated horses are large draught ScreenHunter_02_Jul._16_20.52.jpganimals, capable of carrying heavy loads and pulling heavy carts. They are particularly succeptible to magical persuasion, and long ago it was found that fed well for the trip, a team of them could be enhanced to run continuously for up to twelve hours at a time, with no ill effects, at speeds of up to sixty miles an hour due to their lean but very strong musculature. They are used to haul wagon trains along the open trade roads that often measure nearly a thousand miles. They are distinguishable by their azure coat, very large nostrils and five legs - three of which are in the front. They are found in the wild in Hoblin, and have been domesticated, trained and sold by the Hobs for many years.

Culakkers - these are small crab-like creatures with thick tufts of fur that scuttle about on clacking feet. They have two eye stalks jutting up from the carapace on their backs, and have four double jointed arms with razor sharp claws that stick out of their sides. Culakkers are about the size of an ancient turtle and their claws are big and sharp enough to snip off a human limb. Culakkers live in the storm ridden deserts, where the massive moon pillars can cause temperatures to go from steaming hot to frosted in the matter of a few hours.

Spewers - also called wormling spewers, these are humanoids who have been taken over by a wormling. Spewers are essentially empty shells of their former race, but are mindless automatons driven by only one spread their worm plague. The Spewers have no need to sleep, eat, or even breathe, but are fully sustained by the wormlings inside of them. They still have a short, afterlife span, as the wormlings inside of them are constantly feeding on their blood. When the blood is gone, through either physical damage or the feeding of the wormling, the wormling and its host both die. When a spewer encounters another liviing creature, it spews forth larva that then attempt to burrow into this new potential host.

Wormlings - these little plague carriers are about 6-12 inches long. They have sharp mouths for biting and burrowing their ways into flesh, and sharp spines on their bodies that hook in and prevent themselves from being pulled out. These little creatures take over their hosts and devour their insides, controlling their bodies in an effort to spread their plague. It's believed that there's a malicious intelligence somewhere that creates and controls the wormlings, but none have ever reported seeing it.

Gossamer Fliers - Legendary creatures, they are thought to exist only on the highest moon slivers or mountain elevations. They supposedly have seemingly fragile, fabric-like white or pink wings, spindly arms and legs and look much like huge, headless bats. With a wing-span of 8-12 feet, it is said they can easily float up warm wind currents and can glide for many miles. The creatures feed on magical energy and therefore have no head, mouth, anus or other apparent orifice. Their attack is unannounced by feel or smell and is often not heard or seen until it is too late. They wrap their target in their wings, which are much tougher than they appear, and proceed to extract life energy through a psionic process that is not fully understood. Gossamer Fliers are supposed to be avoided at all costs, but their existence has been only verified in the dreams of misbehaving children and the mad.

Forgonat Beetles - nothing fancier than really large beetles. They have mandibles that can pinch and crush much like their many-times smaller cousin, dung beetles. Growing to 5 feet in length or more, they can be worthy adversaries. Their most venerable spot is the soft underbelly which they protect by folding their legs under and taking advantage of the very hard back shells. Some species of these beetles also spit acid, a glue-like substance called "spud" or a volatile fluid that heats up to 1000 degrees-plus when it come in contact with oxygen in the air. these last beetles are often called Lornathee (Lava) beetles.

Chillants - much like their name says, these ants have a body chemistry that keeps them constantly chilled to sub-zero temperatures. They cannot live in any areas that boast average temperatures above 10 degrees. However they are extremely resilient, the average ant-like bug grows to 12" in length and weighs an amazing 35-40 pounds. Their bodies are very dense allowing them to keep vital fluids flowing at a very slow rate and keeping them mobile up to an estimated 100 degrees below zero. They have mandibles and legs that are very stubby to keep fluid flow to a minimum and therefore cannot move very quickly or inflict great damage with each bite. Their danger comes with the facts that they never travel in packs of less than 200, are very intelligent and will not break battle until all hope of victory is lost. Chillanys live in the ground or burrows carved from solid stone through a process of chipping with their mandibles and secretion of a slow-acting acid that is harmless to flesh but breaks down stone fairly quickly.

Spiny Rock Worms - also known as House Worms or Mountain Plugs. These living creatures appear to be made of the stone that naturally surrounds them. They will often be mistaken for caves or man-made passages into mountains and hill sides. Intelligent and deadly, these creatures can form different shapes and sizes of tunnels in their throat and digestive track to lure creatures in. Often the worm will close the entrance quickly and quietly and savor the death of whomever mistakenly stumbled in over a week or more. these creatures are intelligent and malevolent and are generally hunted to the death by the intelligent population once discovered due to their extreme danger to society. They are basically living stone and earth and are immune to most stabbing, cutting or piercing attacks. A significant magical power must be brought to bear against them to do any real damage.

Moonpole Spiders - These huge arachnids live mostly in the shadows of the moonpoles, where the damp and dark climate makes an ideal locale for growing mushrooms, their favorite foodstuff. Although not prone to eating people, they are capable of doing so, their strong mandibles powerful enough to pierce cheap armour. Their webbing can be strong and sticky, making movement around the pole bases difficult. they often grow to fifteen feet in height and twenty five feet on footspan.

Darplie - The cockroaches of Toulne. These did indeed last through the horrific destruction of Golen and life before Toulne; but they were scarcely unchanged. They developed a form of frightening sentience, in that they can transmit their thoughts (although usually in the form of short bursts of emotion) to their adversary, causing an overload of the sensory regions of the brain and, eventually, madness. In the event the prey is less advanced than a humanoid, the sensory overload is enough to kill. Darplies are two to three inches long, move twenty to thirty miles per hour (which is extremely fast for that size), and have long, slimy legs and antennae, producing a disgusting look and feel.

Drill flies - mostly found in and around the Great Swamp, these terifiying insects are feared for their ability to attack anything, even armored animals. Their ovipositor is located in the center of a very strong bony drill that is twisted by muscles and extended into its prey. The bony tube is coated with chitinous "teeth" that, driven by the twisting motion, can drill into wood. The eggs, once hatched, eat their way out of the host as vicious and hungry worms. The flies mature at a size of up to four feet in length.

The Flora of Toulne
The plant life of Toulne is almost as diverse as its geology and its people. Some of it is beautiful and innocuous; some is deadly; some of it is wondorous.

Food Staples:
Several of the most edible plants on the continent have grown in importance to the level of a staple. These plants were discovered long ago and have sustained life through its evolution. And, being one reason that life began in the Heartland and near the Great Swamps, these plants are still harvested in these regions.

Simple wheat is grown in the plains of Heartland and northern Karamuha. Easily grown in all types of soil, it is used in bread by the rich, wheatcakes by the poor.

The most prevalent [[#|cash]] crop, delk is grown in most swampy areas, the predominance in the Great Swamps. A tough grass in its infancy, upon reaching maturity it softens and becomes very pithy, soaking up much of the mineral-rich nutrients of the Swamps. Growing to ten feet in height and four inches in diameter, most mature plants can be peeled and the pith eaten. At times it is known as the 'perfect food', and is prized on both sides of the swamp, its market price sometimes approaching that of coin metal.
The root of the yagga plant is often used as a main cash crop in sandy, temperate soils. Quick growing and cold-hardy, the tops are boiled as nutritous greens, while the blue and yellow striped root sometimes grows as long as a man is tall.

Fruit from deciduous trees are important as foodstuffs, and can be grown in areas away from the sea and in all elevations to 2000 feet. Apples, peaches, pears, gobo, tershballs and cherries are all important fruits.

The islands of Ho'omo'lo'gai produce an abundance of important citrus fruits such as bananas, mangoes, pineapples, beetlefruit, melons and kaska-ooliea; these are important staples in the warrior diet on the islands, and although perishable, are much sought after on the continent.

Sentient Plant Life:
Due to the ubiquitous and powerful magic shroud that [[#|envelopes]] all living matter on the planet, some plants have developed the ability to think and have developed self-awareness. Although some are capable of simple thought, some actually have alignments with particular dieties and are controlled by them.

This brownish moss can be found in damp and dark areas, and although immobile, have been known to affect the thought patterns of some of the less-witted creatures, as well as some Goblinoids. They seldom have original ideas, but are at times conduits for the evil machinations of Mole.

A few species of fungus, grayish and curled in appearance, have been known to attack people in droves when provoked.

Mobile Plant Life:
A few of the plants have developed mobility. Although not very fast, they at times exhibit sentience.

Caps of Terror:
These are very large mushrooms growing beneath moonpoles in the damp, dark environment. Having sentience, they have developed survival instincts and can move. On a smaller scale their speed would not be too impressive, but since they can grow to nearly twenty feet in height, they have been known to outrun a man. This is important because they are the foodstuffs of the Moonpole spiders. They have been known to cover people that they catch, filling them through their breathing and their skin with micro spores, which then take over the humanoid form and develop into another Cap of Terror.

The Magic of Toulne

Magic taken from the planet's latent energy, which pools in areas of particular significance - sites of great battles, places of worship, etc. Some small magic can be performed by one's own energy or nearby life, but it can be sapped quickly.
The largest pools of magic energy are pooled in large areas under parliment control (think of power plants), as they've discovered a way to siphon it away from large areas. Registered mages are allowed access, for a fee, of course.

The main sources of magical energy are based around the moon slivers, pieces of the ancient moon that pelted the planet after the "great impact" as it is know by present-day astronomers. They theorize that the destruction of the moon, eons ago, showered Torbertworld with fragments (most shaped like enormous spears or "slivers") of the doomed moon that were packed with latent energy and power. The denizens of Torbertworld have fundamentally changed over generations and centuries due to the forces emitted by the moon slivers. Some have become wiser, some more physically powerful and some have developed innate powers unlike any others on the planet. The diversity of changes caused by the slivers is almost as varied as the species alive on Torbertworld.

3 types of magic:
Ritual magic - slow to use, but immensley powerful; used for creation of all magical constructs
- Usually centered around a Moon Sliver or other charged natural formation. The energy emitted by these things has it's limits based upon size but it does slowly regenerate. Usually the formations are large enough that there is enough energy to support hundreds or thousands of users tapping into it on a very regular basis. Some have been know to exist that have special inhibitors or properties that keep all who do not know the "key" or secret from accessing their power. These are very desirable and fought-over sources of power that often change the balance of power in a region.

Physical magic - used to change/enhance one's own body
- Physical magic is drawn from one's own inner latent energy. Every being - living, dead, natural or otherwise - on Torbertworld has been effected by some amount of the energy released from the cataclysmic destruction of it's former moon. This has granted most things with a certain innate magical energy that can be drawn upon and is replenished over time with exposure to the world itself. This magic manifests itself in varied ways depending upon the intelligence and nature of the creature involved. The more animalistic type creatures tend to have innate abilities and physical advantages while the more intelligent creatures tend to have changes or powers of the mind. The variety of powers and abilities relating to physical magic is vast and largely unknown.

Mental magic - taps into one's thoughts and dreams