Rounding the Circle and Beyond.
Written by various members of the Guild of Momentum as a travelers guidebook.
Purpose
A guide to anyone trying to find there way.
Rounding the Circle and Beyond.
Blackwind
The pitch black sands of the sharks scare away most people. They are fierce and seem unending to anyone caught unawares. But the sharks have a completely different description of the ordeal. The best way to imagine it is like looking into the throat of a dragon; hot, dark and lined with diamonds of fire. The diamonds that they are referring to are the plants you seeing growing out in the sands. In the sun they are dull, grey blotches. Jutting out unwanted into your field of vision. At first glance they seem dead, or just vegetation of the dullest variety. Friends, you will commit the mistake of a lifetime. I was told to wait till the sun sets to see through their eyes. So i sat in a guest room made of glass. When the time came I swear i saw the stars drop and dance among the sands. After that marvelous display, I asked my guide where the rest of his people where. How could an entire civilization live in what had to be 30 to 40 small huts. He laughed and dove in the sand like water. Watching his fin circle me was quite the unnerving spectacle. When he hopped back out he explains the small huts I'd noticed where the highest towers they had. They lived not on but beneath the sands, He described the towers as human made, which i questioned because of what that implies. Even though we did teach them how to build, the thought of them building castles under the sands is quite a feat. My guide informed me they were working on a solution to share their kingdom help the humans who lived in the desert. Confused, i assured him our people had no holdings in the area. He again just looked and smiled. It was a sarcastic smile like he knew something I didn't. I HATE HIS SMILE. The sharks are the second biggest race of cultured beings known to us. The first being the Half-Giants. They have a certain fascination with the underdeveloped versions of themselves, treating them like children. Their cousins in the sea eat them with no regard. They also use their teeth that fall out as weapons or decoration since they drop out so frequently. They're quite diplomatic as they don't seem to have a king but are led by a chosen few. They may or may not have a religion. If they don't worship the young man who created them, then they at least live by his example of a peaceful existence. I cannot truly describe their culture for I have yet to see this city of glass. But all i know is these old predators are now wanderers of a harsh plain. I believe they are to be trusted. - Lesander Hargrop, Guild of Momentum.
Beacon
The Dwarves have always done two things. Explored farther than anyone other race has dared and accepted any challenge laid before them. These are their defining traits and I could stop there, if it those two things weren’t responsible for almost every conflict they’ve ever been in. But besides that they are a very reliable people. They usually do not cause issues or skirmishes, directly anyway but will never shy away from a test of their mettle. They hold the only known surviving outpost in the savage lands, led the Sand Sharks to their haven and unfortunately discovered the giants. Which is an experience they do not speak lightly of. If one ever wishes to see a dwarf lose his temper by all means mention it. However, your jaw will most likely never fully recover. The main city of the dwarves is the city of Beacon. Unofficially it’s called Beacon of the Brave. Officially it has another name that no one actually uses. The original dwarf expedition that stopped here named it Beacon, because it was the highest point they’d ever been on. From that point on they’d foresee all other undertakings from that spot. So, what started as an outpost grew into the main hub for dwarven supplies and information, and became a beacon for all other dwarven cities to aspire to. The dwarves sense of religion is actually rather amusing in that they have none, while they are at home in dwarven lands. But if you catch a dwarf in the Circle of Serpents at one of the major cities he’d be just as devout as you are for whatever religion you praise. The dwarves just don’t see the point in religion but they use it as a tool for smoother relations regardless. But while where on the subject of old customs I’d be giving a disservice if I didn’t talk about the recent split that has been growing amongst the generations of dwarven society. As you know the dwarves were usually seen clad in armor or leather, the same as anyone would wear. But for quite a while now they have been seen wearing these uh, how should I say this…improvements? They're odd. If they were made through use of magic I’d understand, but from my understanding the gnomes assisted in the crafting of this new lifestyle for the dwarves. And those things are anything if not crafty. The older generations of dwarves are not pleased with it, in any fashion. Needing only an axe and a brother they can walk the world unscathed. The argument proposed by the elders seem to suggest that the new machines the young one’s use makes it “to easy for them”, perhaps they're referring to life I suppose. The dwarves are led by two leaders. One would assume king and queen but no. Two leader’s male or female for two halves of the world. And both have outpost held by commanders under their leadership. The dwarves had a year-long war with the humans for setting up an outpost in their lands. The humans thought they were setting up for an attack and when the dwarves accidentally killed some men in the savage lands it escalated from there. Thankfully cooler heads prevailed and all recognized the mistake. The outpost remains as an embassy between the two. The dwarves also took part in the bloodiest and fiercest 12-day battle of absolute horror that never happened. What actually happened that day is not something any warrior would admit. While an expedition was traveling with a group of sharks to The 7 Sands, they happened upon a swamp, with pools of pinkish sludge in them. The sharks couldn’t resist the smell and lapped it up. Then as a sign of goodwill and a for a bit of fun, challenged the dwarves to a drinking contest. A drinking contest…of SLUDGE. The slime happened to be a hallucinogenic for the sharks and delayed poison for the dwarves. This resulted in a hallucinogenic trip of tumbling, cursing, swinging & yelling before the centaurs stopped laughing at the two & gave the dwarves the antidote, and finally removing the sharks from the area. The next is what the dwarves are most infamous for which isn’t really a war. More of a rumor because no one actually knows besides the testimony of a few old Beastblood’s(Those afflicted with the disease of changing into an animal).They accuse the dwarves of being excessively cruel while treating them. Pitting them against each other in fights, dissecting them while still alive and much other awful things. But it’s hard to believe that when the dwarves are directly responsible for changing the beastblood’s from mindless savages to the respectable beings they are today. But back to Beacon. The home for the adventurers. The city like its generations have become aesthetically divided. With steam powered machinery and inventions dominating one side of the city, with billows of smoke chugging toward the sky. Ticking hearts beating throughout the streets like clockwork with automatons with dwarven attributes discuss the new ideas for the future ahead of them. While the more peaceful side of the elders can be described as the most beautiful storehouses you’d ever seen. Being more practical but nevertheless still crafty, this side of the city still maintains an air of sophistication of a base of operations. As well as a center of trade with statues and trophies of far off lands lining the streets while merchants & supply depots look like small palaces to the untrained eye. But as much as these two sections differ there is always one constant which. The weather. For such a bright people they couldn’t have a cloudier sky to live under. - Avati Avass, Guild of Momentum.
No'Pierre
Ever since the humans split into two factions the ones who still survive on land have become slightly more arrogant. With their people in the sea becomingly physically superior to them, they have tried to make up for that in various ways. They have begun expanding their empire. Their conquest of the savage lands isn’t going quite well. However they have taken a more relaxed nature to outsiders which has led to better relations. They have developed increasingly advanced fighting tactics which will serve well should the need ever rise again. Their invention of the shielded crossbows is quite popular amongst archers these days. Their god whose as popular as their crossbow is, amongst humans anyway. It's an interesting topic of discussion however, as the humans are quite devout. Dedicating an hour of each morning to his service which is enforced by law. The only exemptions are for nonhumans who are in their lands for trade. They do not have a place of worship instead every morning they come outside to the left of their doorstep and begin reciting their honored print. If only humans honored the land as much as they do their words. The lands the human currently inhabit at first belonged to the Centaurs, who seemingly abandoned it. But actually went to a 3 month long festival held by the now extinct children. When they returned the humans had begun building upon the settlement and had moved its people into their old homes. The centaurs angered and distraught, were more than willing to take back their home by force. The humans tired and exhausted and not at all ready for war, gave the remaining land left over in the Circle of Serpents & offered to helped build once their people were rested. The Centaurs surprisingly accepted and took this deal while the humans took this aversion of war as a sign that their god was truly watching over them. Then they destroyed every site the Centaurs considered sacred. If the architecture of the humans wasn’t so grandiose it might’ve been unforgivable, but it is regardless a sight to behold. In the city anyway the land outside of the towns however they have no interest in unless they plan on using it. The trees could be burning next to the city and I doubt they’d lift a finger. Even though they seem to have a friendly competition with their water born brethren, their influence is still seen in the armor of their warriors. With every piece of official armor emblazoned with the teal color of the cool waters and the orange sun that shines off it back. The colors chosen by the royal family that survived the breaking of the Circle of Serpents. In remembrance of those they lost is now worn in honor of those they found. If not paying attention and seen out of the corner of your eye. One might assume that a squadron of soldiers moving quickly were a rogue wave running thru the courtyard. Speaking of, they have done a great job on the statue in the middle of it. It is a man reaching below to grab the hand of someone below the waves. To think the Mermen would actually need their help is hilarious. The statue is meant to express a bond between the two even divided they stand together as men. Walking around the city for anyone who has not spent a significant amount of time here is sure to be lost without a guide. The city is built into an actual maze with the palace square in the middle. Why they built themselves into a trap who knows? Humans are funny that way. Yulan Brugga, Guild of Momentum.
Serferine City
Based on the fact they were poised to wipe out the last bit of humanity that remained after the explosion. They are either one of those most honorable peoples around or incredibly advantageous. While we did end up with their land which was already built for our needs. They ended up with the most profitable cities ever created. With beings of every kind coexisting within their borders and being in the middle of the of the world certainly isn’t hurting their pockets. It was possibly one of the most one sided trades of all time. And were on the short end of the stick. The sun crawls over the mountains shoulders to greet this empires dawning hand in hand. It skips along the water below while everyone above it goes along with their day. A young group of kids, a couple of centaurs, dwarf, human along with a young bet san are playing with a ball. It gets away from them and heads toward the beach. It stops just a hair shy of the water. But no one gets closer than 20ft. They look at the water. Then the sign next to it. Dejected sighs come from the group as they walk away. I don’t notice the contingent of horsemen next to me. From head to hoof they’re in covered in armor. I have no idea where they came from. They slowly walk into the beach weapons out. Eyes stuck on the water, they grab the ball and back away tossing the ball to the kids and telling them they’re too close. One of the guard’s spots debris floating in the distance, he ignores the shattered parts of ships around but sees no survivors. A reminder of what transpires underneath those waves on this part of the beach. And while this region is very profitable it is nonetheless dangerous, especially the very lethal areas of certain beaches. Most likely the reason the horseman accept all people here. Besides the beaches the rest of this area is very much how the centaurs lived before with most of the ground even inside the buildings covered in soft grass. With only a few exceptions. The Dwarven run bar next to the Half-Giant housing for example, the elven tree houses shared with the Gnomes, the cliff sides for the Hob-Gobs and the sauna like rooms for the Sandsharks to live in. Besides the buildings we reconstructed for the centaurs they still build the same kind of houses that they made before they got here. They look much better and are made of better material but the style is consistent. They open the doors with their legs so it makes much harder for anyone who’s not a horseman to even get in there if not strong enough. The grass smells like it does on a rainy day inside their homes. Since most of them rather sleep standing up, their pillows are on shelves. According to Centaurian legend they claim to be the first men to have ever lived and that a darkness spread over their original homeland. Causing them to run away, but they weren’t fast enough to escape and the horses weren’t wise enough to make it out so they prayed to their gods. And to save them both the men and horses were fused together, and born out of necessity were the centaurs. The centaurs pick their based on their contribution to the people whether, militarily, diplomatic or culturally. The horses hold no ill will toward anyone besides the Bet Sans or “Where-People” (a derogatory term meant to call their humanity and sanity into question) as they’re sometimes known, who are the only ones who pose an immediate danger to them. Even with the advantage of being built on a uphill cliff, and having allies directly next to them. They haven’t relaxed their guard at all. With their military open to all who wish to join they are force to be reckoned with if they’re ever attacked, which is highly unlikely. The Centaurs hold a festival every year as an honor to the children that used to throw it before they were destroyed. This is the reason the horsemen are slightly more apprehensive toward the “where’s”. The horsemen saw it as a failure since they took it upon themselves to protect the children. It’s why there is a statue of them in the middle of their capital city. - Erickson Bower, Guild of Momentum.
Garigill
“They used to be so far. Why we didn’t leave or prepare more is beyond me. We’ve sent the signal but the horsemen will never make it in time. The howling is to close and I can feel the earth shaking from them marching closer. We will not run. If they want us so badly they’ll have to claw at us from their own graves while we blow out their skulls.” This is a letter found in one of the homes of the children. When the Centaurs arrived to help, all they found were holes in the ground, longtime friends lifeless in the dirt and the exploded bodies of savage Beastbloods. Who are more commonly referred to as Beastbloods or Where’s. still digesting parts of their friends. You would not think them monsters now but before they became the peaceful, repentant, farm-folk they are today. They were once the ravenous beasts who hunted and were hunted, used for sport and practice. They hail from the Savage Lands and all it took was one infected sailor. There were 4 more races that used to live here. The original Lizard men who were incredibly hostile and were completely wiped out thanks to a combined effort. The children as previously mentioned. The very mysterious or rather just forgotten grey ones, and a small tribe similar to the Snake Men. I initially had no clue of any grey race of people before. But as I looked into them more I discovered something fascinating and equally saddening. The grey ones were not grey in color but rather in race. They were essentially Human, Dwarven and Elven people cast out of their societies. They had banded together and mingled so much that they became a mix of the 3 races. And the Beastbloods utterly destroyed them. But after the children were taken as well, the centaurs were the first to take up arms on their behalf. Along with Nymphs, Satyrs, and Fairies following suit, and as soon as the dwarves were told most thought that this would be the last chapter in the “where-people’s” history. But with a sudden change in the heart from the dwarves. They took the remaining population of the beasts and begin testing, experimenting and curing the “where’s” of their affliction. Finally finding success 60 years after their capture. They taught the Beastbloods how to live, how to talk and write and send them to an uninhabited portion of land to live on. The Beastbloods had developed a hierarchy in the short time they had been civilized. And the smartest amongst them came to the conclusion that they had been wronged. Thinking they should’ve been released as soon as they had been cured and that torture should have stopped. He departed upon the dwarves these final words before journeying to their new home “Thank you, sincerely… you have saved so many lives, but more importantly you have saved us from ourselves. And we cannot be more grateful, but if we ever see you in our lands, every single indignity you showed us will be responded to in kind. Goodbye.” Ever since then it’s been peaceful farming and trading for the Beastbloods. With a few bad eggs, of course… a few bad eggs who believe the old ways of a more primal life was better suited for them, but the where’s insist on taking care of their own and don’t like when justice is dealt without their permission. Which their Queen does not give out sparingly. The beasts only have a female leader. Their wild royalty is taken from their nature. As most female animals are most vicious when protecting their own. They also have very enthusiastic dance rituals which are quite a spectacle, if they don’t frighten you half to death at the conclusion. In which they all let loose their beast form and share their primal roars with the night sky. The drums, the fires, the dancing it’s all very enticing. In fact if you have a chance to I recommend befriending one of the wild ones if not only to get invited to a ritual. Then at least to assure you they are no longer the monsters the fables make them out to be. If only they lived in better homes than these huts though. They are a very simple and drab means of protecting one’s self from the elements and are to open for my taste. They prefer it outside and I wouldn’t blame them, most folks still don’t trust them outside of the Circle cities. Even there though some resentment can still be seen by the centaurs. - Priss, Guild of Momentum.
Palai Falls
Unlike the grey ones who people didn’t interact with much. The ones we nicknamed the Children were beloved by all. They threw excellent parties that all were invited to. The food was amazing. The music was played by master musicians and nothing beat a sunset in those valleys. With homes sitting atop the vales alongside stone steps peeking out of the hillsides that led to the center of surrounding a pristine lake nestled right in the middle. It’s the only thing left of them really, the lake that is. A reminder of their purity. Most of their homes destroyed. I’ve heard stories of bandits taking up residence in the destruction. I doubt there true though. As I’ve said before people who were friends to the children held that kinship in high regard and would respond to further desecration of their memory with passionate hostility. Nothing much left to really make out of that place now anyway. There are so many holes in the ground. And we still have no clue how they got there. Whether they built them before or during the battle, for protection or maybe just adding to the town we just don’t know. I almost forgot about their humor. They were about the same size as dwarves but didn’t take their height to seriously. They loved to pretend they were elven or human children hence the nickname, and would make exact copies of human and elven armor. Walk thru towns in full regalia and declare that place conquered in honor of their Nether regions. Which didn’t exist by the way, and demanded a party in its honor. Then they proceeded to get the entire town drunk and then leave after stealing everyone’s clothes. They also created the “Nod” affliction. They took advantage of the fact that whenever a new or undiagnosed sickness has taken root in someone, that person is examined in front of their lord and his court. Which very nearly caused an international incident involving shark bait and the Queen’s undergarments. But the rest of the world got a kick out of it though. The joke is repeated throughout the known world and cements their status as pranksters in the world. May they rest in peace. - Sinjin Strider, Guild of Momentum.
Shinegully
The Elves alongside the Gnomes are champions of the Earth. They do not destroy only “repurpose”. The main settlements are amongst the forest where they’ve weaved a city into the branches. Walkways & stairs are places to congregate simply because of the view they provide. They swing and run atop the strongest vines like nothing. With only dead trees being hollowed out and used as a quick way to get to ground. The second settlement being amongst the islands. These elves surrounded by all this water, makes them easy targets for the sharks. But with the Mermen at their side they’ve grown strong in spite of them. The island swamp they live on has plenty of ways to help fight with. The poison they coat the traps in that litter the coast have severely slowed their advance. Against my better judgment I traveled to this murky watered palace. The men who frequently travel are some of the only people who can navigate the isle. I was told to call out a small rhyme and the elves would find me. Unfortunately I forgot it as soon as I hit shore. Thinking a city in a swamp wasn’t hard to find I began my trek inward. I waded thru that water for two days. I started hallucinating right before I passed out and thought I saw a small hut floating maybe a stone’s throw ahead of me. When I awoke I was greeted by a tall bronze elf. The sun shining off the silver lining of the walls that seemed to grow straight out of the water. Covering them are crystalized vines to keep them in place. This island was mostly likely built to be another wonder of architecture, as elves are want to do. What it is now is a beautiful fortress hidden by magic. Murals adorning the walls with art that was unable to tell if itself was not as alive as I am. Everything was connected so water was running through each building as well as underneath it. Pets swimming about underneath our feet. A floating city that constantly moves on an island. The elves are pretty ingenious. They truly preserve all they can. Which is why it’s understandable why they revere the earth as their god. Only one god but with different names, the wind water, ground, fire, thunder. All represented by different aspects or personalities of one god. They have royalty for both of their major settlements. It was the elves who uncharacteristically led the charge into the Serferine Wars which cleared the way for the Circle, after to many attempts to befriend the Snake men. The elves declared they had received to many knives in the back to walk without honor. And that statement led to end of the lizards. Besides the sharks the elves are peaceful to everyone. Well besides giants who have said that elves taste “just right”. But no one likes giants for that matter. But being labeled as a delicacy tends to rub people the wrong way. - Ghil Durdan, Guild of Momentum.
Hammertree
No more is more technically adept or crafty than gnomes. If any race has problems that can be resolved by crafting they commission the gnomes. It was the gnomes who created the steam technology for the dwarves, gave the outline of the unmatched kingdom and alongside the fairies helped with elven swamplands. This has made them highly respected and even though no one wants to admit it. They are to be as feared as much as anyone else. If they can build such great things they can build even better weapons. Living in the forest they constantly make toys for the of the world. Since no has attacked besides the occasional scrapes with their goblin cousins. No is sure how they would put up a defense. They were also good friends with the children and visited quite often. The gnomes being about 3 feet high and very beardy, wear very thick robes, and has taken a liking to old to seafarer clothing. Specifically hats. Similar to the Elves they live in treehouses but multiple gnomes stay in one tree thanks to their small size. But their entire lives are not lived amongst the branches. They’ve hidden their workshops deeper in the thick of the wood from prying eyes. The gnomes have a ranked society based on the merit of their creations. Master builder being the one who is closes to being the leader. They have no issue with anyone besides the friction with hob-goblins. Even trying to broker a peace with the sharks once. Didn’t work, obviously. How the gnomes and goblins became so different is probably due to one group moving to caves and practicing magic while the others stayed in the forest and became craftsman. But why the animosity between the two is the real question. - Gianna Rudallis, Guild of Momentum.
Scorched Palace
Personally their disgusting rude, disruptive, little bastards but you can get used to that. As a group however they’re a problem. The most known people to become bandits. They tend to make up entire groups and if not at least there will be one in the group. The cave dwelling hob-goblins depend on magic and aren’t on good terms with mostly anyone constantly making threats. The only reason they haven’t been dealt with is the fact that we can’t prove they control the bandits. Most of their magic seems destructive which is the most worrisome aspect of the about them. They blasted themselves a cavernous dominion. Full of fighting it seems because anyone that gets close enough only hears explosions coming from inside. Their king is chosen through battle. You can challenge for the throne if you choose. Which means any psycho can lead these little monsters. The only time they show any semblance of respect is when they need something. They are jealous of how much attention their gnomish cousins get. They hate the fairies probably because they are the only group that can match their magic. They also dislike the nymphs, dwarves and centaurs. Their strangely kind to the where’s however. They are housed by their own personal caves filled with stolen wares. Rumor has it they have one the crowns of the unmatched kingdom on display in their caves. Which probably would piss off an entire nation so its most likely true. - Baron V. Muthers, Guild of Momentum.
Lunamy
The ever youthful envy inspiring Fairies. So much magic in the hands of at first glance seems to be teenagers. Approaching one of them with that thought could possible leave you walking away with your world turned upside down. Literally. They can do that. They do age however the only way you can tell is by the color of their wings. The older they the whiter they are. The younger ones possess a vibrant abundance of color. They’ve hidden their home away from public view thanks to the attack from the hob-goblins years ago. Though they are always hanging around the cities to be invited into their own is a great accomplishment meaning they trust you with their lives. I cannot say how I arrived there but to look inside is an amazing view. Wonderful flowers, and wind-chime trees. Fields under waterfalls and anything else I might give away might tell too much. It’s a sight to behold. They also have no clear leader they have “feelings” which advise them. All of them at the same time share a feeling about any potential disasters. If they were able to capitalize more on this it would benefit them greatly. As one of the better overall looking races and one of the most adept at magic. People usually admire or are extremely jealous of them. They have great relations with the nymphs, often accompanying them whenever they venture out because of the nymphs reclusive nature. They also are called upon whenever someone needs something magically constructed. The hob-goblins usually don’t help much, other races are capable of helping but the Fae just have that spark. They tend to stay away from the satyrs because of their friendship with nymphs. The Fae do not believe in any kind of higher power. They find the concept quite funny actually. They believe they are tied to nature. And this is what keeps them looking young and gives them their magical abilities. They dress like, well exactly what they look like teenagers. Whatever fashion that is popular or in style is usually what you will catch them wearing which probably only cultivates the strong feelings people harbor towards them. - Lyra Humford, Guild of Momentum.
Seaweed Grove
The hidden lilies. The women beneath the fall. A fool’s treasure. The nicknames of the shy river folk still ring in my head like it was just yesterday my father was telling me the tales. Another one of the races known for renowned attractiveness. The nymphs live around moss covered, vine laden and flower littered lakes reveling in unabashed happiness away from the world. Their males are not often seen, if there are any at all. Only women are known to travel. Very curvaceous, they send the satyrs into a frenzy howling like mad and doing anything to get a nymphs attention. This usually causes nymphs to leave the area. Which is why they weren’t allowed to interact during the children’s festivals. Jet black hair that flowed to their backs and either marking or actual vines growing up their legs and arms. They cover themselves in clothing fashioned from leaves and seaweed. The greenest eyes to ever be seen. Despite their shyness they can be sure to show at any party & disappear at the first sign of trouble. They like to put on shows for spying men. Inviting the ones who will cause problems for them for a dip in the lake only for them to never be seen again. Which is why I did not try to find out more about these people, since I was invited in the water I quickly found my way out. Nothing so beautiful should cause so much dread in a single motion. I don’t know if they praise any sort of god. I have no clue whether they have kings or queens or any kind of royalty. Surely they must though. They must have some correspondence with our king. Or does everyone let them operate on their own? This must be seen as questionable by someone since they keep to themselves so much. Their little lake towns must be hiding something. Unless they are truly innocent beings who just desire to frolic. If this is true I weep for them. Someone will eventually take a forceful issue with this frolicking for one reason or another and put an end to it. Shame, I will miss those walking dreams when they’re gone. - Cellis Euphine, Guild of Momentum.
Kings Tide
Our friends, family, allies in the glittering sea. What can I say about their warrior’s that hasn’t already been said. They’re constantly at war with a fierce an unforgiving enemy and yet, they don’t give an inch. Even their demeanor still remains the same. Laid back and friendly. You would never know that every merman is a trained fighter. There is not one who isn’t proven to be an extremely capable dealer at death when needed to be. And the ones who are too old and can no longer fight leave and live on the surface still keeping an eye on their home. Like their waiting for the day the merman ranks are broken thru so they lay it all on the line one last time. Hard bodied they wear armor that let them move easily thru the water. They are dense and heavier than we are and in much better shape having to always use their muscles. They told me they put together the castle that fell to the depths along with them and made it their home. An accomplishment and reminder of where they come from. As great as it is to have them it’s also sad, some of us have direct blood ties to the mermen. Mothers, fathers, daughters, brothers, cousins all fell and were transformed. Even though they do come up to visit it is not often. Leaving a hole in the collective heart of the human race. It is why we have our statue in the middle of No’Pierre. They have a grown a bit tanner than us on the surface. They also have a pantheon of gods which is strange they didn’t do that when they were up here. There king hasn’t been up the princes favor the Circle cities. They can never visit in large numbers due to the war. Hopefully we can end it soon. - Quentin Tower, Guild of Momentum.
Glimmer Fig
These overtly sexual goat men who go after every woman within earshot is merely based on a myth.
Myth 1: They are not men and they will make sure you remember that.
Myth 2: Well…it’s not really a myth it’s more of a rumor that holds more truth than lies to it.
Yes they adore nymph women but they do not spend their days chasing after them mindlessly. If they see one they will most likely pursue one but will stop if rebuffed. What people forget is that these satyrs have families and there are female satyrs. Who do not like the fact they have to compete for their own men but understand how they are. They usually settle down with each other anyway. Except for the Snow Satyrs. They usually only interact with others of their kind. The snow satyrs are born with white hair which ironically is believed to make life easier for them. They don’t leave the tundra, only trading with their brethren. They have to be no less than hardy and adapting warriors to occupy the crimson pale. Where every animal has adapted to the weather by donning white hides. Their brethren don’t live such dangerous lives. Reaping the benefits of the trade with the snow satyrs. Selling their gold sprinkled baubles and armor. Mostly ornamental and just for show their items are not durable enough for battle. Which is why they also cover their homes in the stuff. Around the tall grass fields you should see sprinkling wood dazzling thru the green. With works of art all around there flagrantly humble homes. With one home in particular in front of all the others. Sort of a visitors welcome and the rest are cabins each a couple of yards apart. Some of these cabins have statues in between them possibly for games of hide and seek or just to have another chance to look at themselves. You know how vain these guys are. The satyrs have no religion and are led by the elders who are the councils of the group. They have a certain style of wearing free flowing loose pants and vests. Not all of the satyrs are only hairy from the waist down some of them are completely covered. These kinds of satyrs usually stay close to their lands. They also don’t trust anyone who they don’t know in fear of being attacked on sight. They have had a problem of bandits killing them and eating their legs. Something that has enraged them towards people who looks unsavory. Easily considered allies. Probably with a few favors here and there we could count on them anytime. - Vega Henhound, Guild of Momentum.