The Forest Kingdom of Wireennas (Worldbuilding)

Sir Supple

Ye Olde Memelorde
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Pronouns
He/Him
TNP Nation
Wireennas
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Cruuwell Castle

Wireennas is no stranger to war and conflict: having been engaged in some sort of conflict with the humans and elves since its inception and founding. After the death of King Wireennas I, the remaining Wireennian forces began constructing a series of forts and castles all throughout Wireennas, to protect against invaders.

One of the most impressive examples is Cruuwell Castle. Built along the Wireennian coast, Cruuwell has an interesting attribute as a defensive fortification: during high tide, its only entrance path becomes submerged underwater, effectively turning it into a miniature island of sorts.

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Fuoburgh

Nestled deep within Wireennas itself, Fuobough is a classical example of Wireenian planning and architecture. It combines elements of the forest within the city itself, allowing Wireennians to become more self-attuned to the natural world around them. Fuobough is among the largest cities in all of Wireennas, and is quite vital to the economic prosperity of the Kingdom.

Much of Wireennas's commercial traffic flows through Fuobough, making it a wealthy and powerful city. It is also a prime target for raiders and invaders, necessitating a large garrison of troops for its defense.

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Eylas

While many Wireennian cities are integrated into the forest, Eylas is unique in the fact that it lies above the forest floor. As Eylas is in an area with a large number of monsters, its residents sought refuge within the trees themselves, far above the horrors lurking below. Since then, other "tree villages" have sprung up around Wireennas, but Eylas remains by far the largest and most famous of them all.

As one might expect, Monopods are unable to live in Eylas due to their unique nature and Blemmyae tend to avoid it, as they are often too large to climb the ladders leading to the city.

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Slilstin

Slilstin is famed for its mages and magical arts, as many who wish to pursue a career in the arcane come to this city to study their craft. It is one of the most important cities in all of Wireennas as the magical research being carried out there is invaluable to the Kingdom. King Jozzulon is known to hand-pick select mages from the city to serve in his court, a great honor that few would dare to ever pass up.

It is also a fairly risky place to live, as magical experiments run amok are not unheard of. Slilstin has one of the largest garrisons in all of Wireennas precisely for this purpose.

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Wepmore Castle

Wepmore represents the pinnacle of Wireennian engineering. It is by far the largest and most impressive castle in all of Wireennas, and is the current seat of power of King Jozzulon II and his court. All of the important decisions that the King makes happen in Wepmore, and it is here that the fate of the Kingdom is often decided.

Wempore is home to an impressive posse of servants, retainers, guards, and nobles. They often try to court the king for his favor, with rather mixed results. Sometimes he may be in a generous mood, while other times it might be best to keep one's distance...

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Ozlalwood

Another type of "tree village", Ozlalwood is most famed for its religious and spiritual significance. It is among the holiest places in Ilevishian mythology, hosting the Head Priestess and her Grand Temple. Ozlalwood is said to have been created to help its inhabitants feel closer to the gods, both metaphorically and literally due to it being up in the trees.

It is an immensely important site to the Rabbit Folk but generally ignored by most other races since they tend to not follow the Ilevishian faith and instead have their own belief systems.

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Phoimgow

The forests of Wireennas are quite famous throughout the known world, with trees towering into the sky for miles and miles. Yet, trees are not the only forests that Wireennas has: within its borders, a small number of "mushroom forests". Admittedly, they are far rarer and scarcer but still exist sporadically throughout the Kingdom. Phoimgow is a prime example: it is especially well known for its cultivation of Wireennian Giant Snails.

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Phupsa

Long before Wireennas was a unified Kingdom, the Rabbit Clans were at constant war with one another. Such fighting led to the creation of underground cities, known as "Great Warrens". Deep beneath the ground, they would protect their inhabitants from the dangers above. Now, as Wireennas is a unified Kingdom, most Rabbit Folk have abandoned their underground cities for above-ground life.

That being said, a few underground cities still remain to this day, such as Phupsa. While they are relatively impressive settlements in their own right, they cannot match the splendor and grandeur of the Drawven Cities.

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Lhanbryde

Shipbuilding is an important industry within Wireennas. All along the coasts, workshops operate day and night to churn out as many ships and boats as they possibly can. Lhanbryde is one such village that specializes in shipbuilding, creating ships of all shapes and sizes for the Wireennian Navy. Skilled workers and laborers are in high demand and short supply, meaning nearly anyone can find work here.

Lhanbyrde builds all types of naval assets but is particularly famous for its Raiding Ships and Dogships.

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Dancing Forests

These ecosystems go by many names: Dancing Forests, Crooked Forests, and even Drunken Forests. Regardless of what they are called, they all share one similar trait: their trees are often warped at odd angles and unusual shapes. Depending on their location, each forest's tree trunks may be curved, twisted, or even looping around itself. No one in Wireennas is quite sure why this happens: some say it is the result of dark magic, while others believe it to be little more than a result of natural interference by ancient Wireennians. Either theory is likely to be correct.

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Primeval Forests

Occurring primarily along the eastern coasts of Wireennas, the Primeval Forests are some of the oldest and most distinguished ecosystems in all the country. Also known as "old-growth forests", they embody the spirit and national identity of the Wireennian people. These forests are home to a number of fearsome monsters, including creatures such as Forest Bulls, Centicores, Pards, Monoceros, and many, many others. As important as these forests are, they are rapidly being cut down for their timber, a source of contention and controversy within the Kingdom.

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Basalt Pillars

The coast of Wireennas can be jagged and unforgiving: those wishing to dock upon her shores should tread with care. One of Wireennas's most impressive coastal features is its numerous Basalt Pillars. They tend to be hexagonal in shape but may have any number of sides. Some of the pillars truly tower into the sky, nearly 40 feet tall in all. They were created millions of years ago by a volcanic fissure eruption, though few Wireennians know this tidbit of information. Local legend has it that these pillars were created by giants, as a bridge into neighboring lands.

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Stone Quarries and Clay Pits

Wireennas is quite famous for the lush and abundant forests that cover most of the country. Its stone quarries, on the other hand, aren't quite as well known but are still an important part of the Wireennian economy. Quarries produce stones of many different varieties. They are used primarily for building but may occasionally be incorporated into weapons as well. Wireennas also has a number of clay pits: these enable Wireennas to produce its ceramics at a rapid pace. Care must be taken when mining these resources, otherwise, they may collapse or run out of material if improperly dug.

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Cursed Forests

Dancing Forests and Primeval Forests are not the only types of ecosystems within Wireennas. Indeed, their is a much more sininster type in the form of "Cursed Forests". The trees within these specific forests seem to be covered in eyes. No one is quite sure why this is the case: it might just be a natural feature of the trees, or it may be to the influence of dark magic. Either way, it can be a discocerning experience traveling through these lands to say the least, and it is recomended that they be avoided at all costs...

The most common trees within Cursed Forests are Aspen Trees.

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Rivers and lakes

Wireennians have a close relationship with the hydrology of the kingdom. The lands are dominated by two massive rivers: the Wonmery and the Woswood. These rivers are vital to the survival of the Kingdom's subjects: it allows them to navigate across the country with relative ease, transporting goods and foodstuffs with them as they go. Wireennas also contains a number of lakes within its borders: the largest being Lake Ardham.

One of the most unusual types of lakes in Wireennas are Oxbow Lakes. When a river meanders around, it may cut itself off at certain points, leading to the creation of the distinctive crescent-shaped lakes.

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Living Root Bridge

Wireennians are very clever creatures: they can create buildings and structures out of nearly any material. While wooden and stone bridges do exist within the Kingdom, some of the most durable and unique examples come in the form of "living root bridges". Fashioned from the roots of trees themselves, these bridges actually get stronger with age, provided that they are repaired and maintained properly. As long as the tree itself remains healthy, the bridges they form remain a viable mode of transversing gaps.

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Grasslands

In the far west of Wireennas, the forests gradually begin to give way to grasslands. These biomes are very scarce in tree cover, instead, they are quite flat with large swathes of grasses and other small scrubs. The Cyclops of Wireennas live in these areas, along with large numbers of Monopods and Blemmyae. Life in the grasslands is quite different than life in the forest. Nonetheless, Wireennas still makes its presence felt and asserts its control over the lands.

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Caves and Warrens

Wireennas has a small number of caves systems scattered throughout the country. Many of them are poorly documented and run rather deep: potentially thousands of feet underneath the surface. Far more common, and sensible, are Rabbit Folk Warrens. Warrens are traditional underground villages, dug out by Rabbit Folk. While they are nowhere near as advanced or as deep as Dwarven Cities, they still provide protection and shelter from both enemies and the elements. While most of Wireennas has shifted to above-ground living, a few Rabbit Folk Warrens can still be found in the Kingdom.

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Comb

Wireennians are, by nature, rather vain and conceited creatures. They take great pride in their outward appearance, especially those with luxurious fur coats. Rabbit Folk and Cynocephali often spend hours grooming themselves, making sure their fur is neat and trimmed. To assist in this, they often employ grooming tools such as this comb.

Combs come in many sizes and types and range from ordinary to ornate. Most combs are made out of wood or bone, although more expensive ones may be constructed from ivory and even gold. These combs are often seen as status symbols among the elite of Wireennas, and if they are not made from precious metals, they may instead be vibrantly decorated and painted.

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Dishware

Contrary to popular belief, Wireennians are rather civilized creatures (with the exception of the Blemmyae, of course). They would much rather eat off of dishware whenever possible. The poor of Wireennias often make do with simple wooden or wicker dishes. The elite, on the other hand, often employ silver and golden dishware to eat their meals instead.

A popular alternative for both the elite and the masses of Wireennas is ceramic. It is fairly lightweight, durable, and inexpensive. It can also be painted to the user's preference, allowing them to show off their artistic knowledge and tastes.

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Key

Keys are very important items in Wireennian society. They allow items to be safely stored without worry of their loss, and they help keep prisoners and criminals confined to their cells. Wireennian keys are always made out of common metal, as they need to be durable. As a result, they are fairly heavy and cumbersome objects, albeit ones with a very important purpose.

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Game Box

Wireennians are very fond of playing games; they take their leisure time quite seriously. While some species, such as the Cynocephali and Monopods, prefer more physical activities, others such as the Rabbit Folk and Panotti enjoy bouts of mental aptitude more. As such, they have developed a number of card and board games to help alleviate their boredom.

Board games such as checkers, chess, and backgammon are quite popular within Wireenas, along with other games such as dice and cards. Game sets can be quite simple or highly ornate, depending on the importance and wealth of the creatures playing them.

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Horn

Horns have many uses within Wireennas. They can be employed as drinking vessels, as musical instruments to announce monster hunts, and even as symbols of Wireennas's feudal rulers. Horns from dangerous beasts such as Forest Bulls or Monoceros are highly valuable and sought after; they are worth more than a fair value to certain creatures.

Horns may be carved or painted to enhance their aesthetic appeal. Some prefer this, while others would rather they remain as closely to their natural state as possible.

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Textiles

Wireennian textiles come in a large number of varieties. Wool, linen, and even straw make up the majority of the common folk's clothing. Cotton and silk, on the other hand, are reserved for those with more wealth. As one might expect, textiles are a thriving industry within Wireennas and are often seen in the very capable hands of Panotti artisans.

Plant-based dyes are commonly used to color textiles within certain parameters. Yellows, greens, reds, and oranges are the most common colors. Blues, purples, and other darker colors are rarer and more expensive, often worn by Wireennian nobles.

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Storage Box

Nearly every Wireennian household, rich or poor, has a storage box of some sort. These heavily reinforced storage vessels carry the most important items and valuables of Wireennian society. They are usually made out of some type of hardwood but are also occasionally seen in metal varieties.

Storage chests can come in all sorts of different sizes. Smaller ones are more portable but have a lower carrying capacity; others are far larger and stronger but also heavier and cumbersome. Blemmyae are often employed to carry particularly important storage boxes when they need to be moved.

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Jewelry

As a fashion conscience society, Wireennas is always quick to keep up with the latest fashion trends. Wireennian nobility can often be seen wearing precious metals and gems as jewelry, in the form of bracelets, necklaces, earrings, rings and many other fashionable accessories.

The poor of Wireennas naturally cannot afford such luxury; they may instead try to imitate such styles with glass beads, shells, or carved wooden pieces instead. Even though they may not have the same value as gems and gold, they are still works of art in their own right.

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Furniture

Throughout Wireennas, various pieces of furniture can be found in all the major towns, villages, and cities. They range from simple to extravagant, depending on who they are made for. Most pieces of furniture are made out of wood, although they may also be constructed from precious metals if they are made for the nobility.

The most common furniture comes as tables, doors, chairs, bedframes, drawers, and chests.

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Parchment

Parchment is one of the most important inventions Wireennias has created. Parchment allows the subjects of Wireennas to write down and record information. It is lightweight, portable, and durable, provided it does not get wet or torn. Parchment comes in two main varieties: as scrolls or within books.

As useful as parchment is, not all within the Kingdom can read or write. Such a skill is generally reserved for the nobility and upper class, though many merchants and artisans are also capable of reading and writing.

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Pharmacy Jars

Pharmacists are well renowned in Wireennas; they are responsible for creating certain potions, medicines, and elixers for the subjects of the Kingdom. Becoming a pharmacist is no easy task, as it can take years and years of studying and practice to become fully licensed by the Royal Pharmacists Association. Yet, for those who preserve, great fame and fortune await them.

Most pharmacists in Wireennas are either Panotti or Monopods, although Rabbit Folk and Cyncocephali pharmacists are not unheard of. Blemmyae have never become pharmacists and are unlikely to ever do so, although time will only tell if this truth continues.

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Pipe

Pipes are a fairly commonplace item in Wireennas. They are used to inhale the smoke of burning substances, usually tobacco, but occasionally cannabis as well. Pipes are important for a number of reasons: they are used both spiritually and recreationally and can be found in nearly every building within Wireennas.

The simplest pipes are carved from wood: more ornate ones made be made entirely of metal, usually silver or gold. Pipes are especially commonplace amongst wizards, who are quite fond of using them. Some pipes act as a self-defense weapon, as they can be quite heavy.

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King Jozzulon II

The Kingdom of Wireennas has a long and storied history, starting with its official founding by the legendary King Wireennas I. Since then, the country has been ruled by the Rabbit Folk. They have managed to keep an iron group on power, although several dynasties have risen and fallen over the years. Currently, it is King Jozzulon II who rules the nation. A fearsome and cunning ruler, his authority is absolute and his word final.

For a Rabbit Folk, King Jozzulon is rather tall, standing around five and a half feet tall. His whitish fur is marred by scars all across his body, and the tip of each of his ears has been clipped, a self-inflicted injury. Jozzulon has always first and foremost been a warrior king, having participated in dozens of battles and skirmishes before reaching adulthood. He purposely clipped his own ears to make them less of a detriment when fighting. Clad in plate armor, he is a truly intimidating sight.

In fact, few would dare to ever question his judgment, which has led to the current predicament that the kingdom finds itself in. King Jozzulon has begun a massive military buildup within his borders, intent on invading his neighbors and destroying the humans and elves once and for all. While his military skill is not in question, such actions will inevitably lead to massive bloodshed and slaughter...

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Captain Naewarin and Lieutenant Adxisys

The military forces of Wireennas are rather diverse: they consist of a number of different species, including Rabbit Folk, Cynocephali, Panotti, Blemmyae, and Monopods. To say that keeping the army in order is difficult is an understatement: each species has its own culture, its own strengths, and its own biases to contend with. Therefore, it is up to Captain Naewarin and Lieutenant Adxisys to keep order within the armed forces.

Captain Naewarin is a career officer and a veteran of many campaigns. He has served with honor and distinction for years, having risen to the rank of Captain of the Guard. Naewarin is a highly skilled warrior: few can keep up with him in the midst of battle, let alone overcome him in mortal combat.

Lieutenant Adxisys, on the other hand, is the fairly inexperienced but highly promising Second-in-Command to Naewarin. She is as fierce as they come, having proven herself in the recent border skirmishes happening all across Wireennas. While her ability to fight is not in question, her ability to lead is, and only time will tell if she can rise to the job as Naewarin clearly has.

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High Priestess Preswenys

Wireennas is home to a number of different species: each one with its own language, customs, and traditions. This also applies to religion. To prevent Wireennians from fighting one another over their beliefs, it has been decreed that Wireennas is too have no official religion, and that religious tolerance is to be practiced Kingdom wide.

Of course, most Wireennians are religious to some degree, and this is represented in the country's majority religion: Ilevisha. Practiced mainly by the Rabbit Folk, Ilevisha is an environmental religion, seeking to align oneself with both the elements and nature. High Priestess Preswenys is one of the most important members of the Ilvishan religion, and a powerful spellcaster to boot. She is skilled in elemental and healing magic, making her popular with most Wireennians.

Such power is not without risks, as she has attracted the attention of the King. As a devout pacifist, she despises any form of conflict, but may not have a choice in how she applies her magic. After all, if the King decrees it, than he shall have it...

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Lord Dullu

As powerful as King Jozzulon is, even he cannot rule with complete impunity. He has many lords and underlings that he must deal with. One of the most important is a Cynocephali named Dullu. Dullu is the current species representative for the Cynocephali people. He has been selected by them to advocate on behalf of all Cynocehali. As such, he wields considerable power within the kingdom.

It is a known fact that all the species covet the power that the Rabbit Folk currently has. As they have monopolized power for so long, the other races have begun to look for ways to weaken their grip on Wireennas. Dullu is no exception to the rule, as he attempts to subvert the authority of Jozzulon at every conceivable moment that he can.

Of course, he must tread carefully, for the King's wrath is no laughing matter, and the Rabbit Folk still greatly outnumber most of the other species in Wireennas. Should he stray too far outside the King's purview, he risks imprisonment, expulsion, and possibly even death!

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Spymaster Vennizen

Wars are fought and won on the battlefield: this is an undeniable fact of life. Yet, there is much that goes into securing victory, and sometimes, war is not the only way to achieve a goal. Stealth and subterfuge have their roles to play, and such actions are seen by Jozzulon's trusted spymaster Vennizen.

Vennizen is a mysterious figure, rarely seen and never heard. Rumor has it that Vennizen was somehow behind the previous king's death, though no hard evidence has ever been found to support this claim. If such a thing bothers Jozzulon, he certainly doesn't show it as he has allowed his spymaster a free hand in how he runs his trade.

Vennizen has many supporters and even more enemies within Wireennas and the known world. He has already survived several assassin attempts and will likely face even more in the future. While his skill and cunning have kept him alive for now, it remains to be seen if he can continue to hold to both his position and his life.


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Sargent Rehsu

Rehsu is a personal bodyguard to King Jozzulon, and is willing to lay his life on the line at a moment's notice. Originally, Rehsu was set to be executed for committing a capital offense: stealing from his local lord. However, upon recognizing Rehsu's talents, Jozzulon instead decided to commute his sentence, inviting him to serve as his bodyguard. Not really having a choice in the matter, Rehsu readily agreed.

Rehsu is a dangerous opponent: his tenacity far exceeds that of most others and he has no qualms about defending the King until his dying breath. Rehsu is exceedingly loyal to the King as he was the one who saved his life, he will do just about anything that the King asks of him.

Rehsu seems to argue with Naewarin quite a bit: their squabbles for the King's favor are quite legendary. They butt heads over nearly everything and constantly seek to one-up each other when in the King's presence. Jozzulon is starting to grow tired of their fighting and is considering having them duel to settle their quarrels once and for all.

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Champion Brybella

Little is known of Brybella's past, mainly because she refuses to talk about it. What is known is that Brybella is a powerful warrior, apparently capable of both martial and magical might. She primarily fights with an enchanted "fire sword", and has singlehandedly slain scores of monsters by herself.

Despite her skills, she adamantly refuses to work for King Jozzulon, instead pursuing her work as an independent adventurer. The prevailing rumor is that she is actually the illegitimate child of the King, but no one is sure for certain. Such rumors do make a fair amount of sense as she does harbor quite a disdain for Jozzulon.

Brybella has a unique mutation seen in very few other Rabbit Folk: long, silver hair atop her head. Most Rabbit Folk only have fur but Brybella has flowing silver locks, which always seem to grow back no matter how much she cuts them. Such a mutation is quite rare amongst her kind.

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Champion Gedrek

Gedrek is no ordinary warrior, currently being the youngest in Wireennas to hold the rank of "champion". His tales and exploits are legendary despite his relative youth and inexperience, as is his lust for glory and fame. Gedrek has an obsession with his legacy: he wished to be remembered for his feats long after his mortal body has perished. To do this, he routinely seeks out dangerous encounters as much as he can.

As such, his scars and injuries are extensive. His left ear is missing a fairly sizeable chunk, having been bitten apart in a fight against a ruthless Pard, while his right eye no longer works after being gored by a mighty Forest Bull. Despite these wounds, he remains as formidable a fighter as ever, and few could ever dream of achieving his level of martial prowess.

Yet, it is still not enough for Gedrek, nor will anything he does ever truly satisfy him. At this rate, he is likely to seek ever greater dangers until he is killed in most glorious combat. Only then, will he be able to finally secure his legacy...

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Rowboat

Rowboats are easily the smallest vessels in Wireennian use. They are simple, wooden boats that are powered by oars on either side. Rowboats are quite tiny, only capable of holding a few creatures at most. They are also prone to capsizing, making them nearly useless in rough waters.

Rowboats can be easily transported across land and will float in most bodies of water, even those that are quite shallow. Most larger vessels will carry some Rowboats on board for disembarking to shore, as the ships themselves may be too large to dock in port.

For obvious reasons, Rowboats are unable to take Blemmyae and Monopods as passengers. Attempting to do so is ill-advised at best.

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Wireennian Raiding Ship


Sleek and elegant vessels, Raiding Ships are optimized for speed and agility. They gracefully glide through the water, easily outrunning most other threats. Raiding Ships make excellent scouts and assault vessels, and are propelled by a single sail and a number of oars on either side.

A Raiding Ship carries a large number of Wireennian warriors on deck. These soldiers can be used to fire missiles or board other vessels, taking them over in hand-to-hand combat. They are quite dangerous against other ships of their size but suffer against larger vessels as they lack any true armament.

Some examples have a section of their floor cut out to act as fishing vessels.

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Dogship

Larger and more heavily armed than Raiding Ships, Dogships are true vessels of war. Also known as a "Dog O' War", a Dogship is propelled by one or two sails and oars and often has a much larger crew than Raiding Ships do.

A Dogship may mount ballistae or deck-mounted swivel guns as a means of offense and defense, along with a large complement of warriors to fire missiles and board enemy vessels.

Much like Raiding Ships, Dogships are also fairly swift, able to outrun most threats should the tide turn against them.

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Ramship

Much like Raiding Ships, Ramships also carry no true armament, as they must rely on their speed to survive. That being said, they do have a means of offense in the form of their bow-mounted ram.

Ramships are essentially battering rams on water. They purposely aim themselves into approaching enemy vessels, seeking to smash large holes in them with their metal-reinforced rams.

Such work can be dangerous to the crew should the Ramship be caught out of position. It is also vulnerable to incoming fire.

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Paddleship

Paddleships, also called "Paddle Wheel Ships", eschew the use of oars in favor of wooden paddle wheels. Mounted at the waterline, these wheels can be turned forward or backward to propel the ship through the water. While this is its primary means of motion, most Paddleships tend to have a backup sail.

Power is provided by the use of animals or more commonly with Blemmyae, as tremendous strength is required to keep the wheels turning. Most Paddleships mount ballistae or catapults atop their spacious decks, since they are relatively clear of masts and rigging.

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Greatship

Easily the largest vessels in all Wireennas, Greatships are few in number but devastatingly powerful. They mount a variety of armaments, such as ballistae, catapults, and even cannons. A single Greatship can easily turn the tide of battle with its fearsome firepower.

However, Greatships are slow and ponderous vessels, far less swift than most other Wireennian types. They must be protected by smaller ships should the enemy decide to focus their efforts on them.

They are also quite rare, being few in number due to the great expense associated with building a single vessel. Greatships are usually propelled by two sails and a number oars.

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Swiftship

Swiftships, or Blockade Runners, are the fastest ships in all of Wireennas. Thanks to their sleek design and unusual sail system, they are able to rapidly deploy across the waves to where they are needed most.

Such a system of sails is rather difficult to use properly, and an inexperienced crew will quickly find themselves dead in the water, unable to move. Only a seasoned, experienced crew can properly sail these vessels, taking the fight to the enemy for rapid boarding actions.

They are also used to quickly move important cargo in and out of warzones, hence their namesake.

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Stealthship

These prototype ships actually operate underneath the water, not atop it. They are highly difficult to detect, enabling them to sneak up on enemy ships. Once they are close enough, they can attempt to burn enemy vessels with their primitive "fire tubes" or drill holes underneath their hulls.

Such work is highly dangerous, time-consuming, and exhausting. The pilot must take care not to scrap the ship against the bottom of the sea floor, lest he risks sinking his rather fragile vessel.

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Rabbit Warriors

Rabbit Warriors, also known as Rabbit Kin or Rabbit Folk, are the most common species within the Kingdom of Wireennas. They are a highly athletic species: fleet-footed, well-balanced, and quick to react to incoming danger. Such athleticism comes at a price, however, as they lack the size, stamina, and vitality of other species. They are nonetheless fearsome fighters: able to overwhelm slower opponents with a ferocity seen in few other species.

Rabbit Warriors prefer to fight with swords, daggers, axes, and spears when at close range. For long-range engagements, they utilize bows and arrows, javelins and slings. They tend to be lightly armored so as not to impede their natural speed and agility, although exceptions exist amongst the higher-ranking soldiers. They also have access to "glass weapons", extremely sharp weapons made from volcanic glass and crystal.

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Dog Warriors

Dog Warriors, also known as Cynocephali, are the second most common species within the Kingdom of Wireennas. They are stubborn and prideful creatures, tenacious and loyal to a fault. Their relationship with the Rabbit Folk was one borne out of necessity: based on little more than mutual defense against outside threats. While their relationship survives to this day, it is one full of mistrust and suspicion. It should be noted that they are NOT werewolves, and calling one as such is seen as a grave insult.

Dog Warriors are far stronger on average than Rabbit Folk but cannot match them in speed, agility, and grace. They tend to prefer fighting with polearms and mauls up close while relying on crossbows and hand-gonnes for ranged engagements. They tend to wear heavier armor than the Rabbit Folk although there are also exceptions to this rule.

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Rabbit Assassins

The most dangerous of all Rabbit Warriors, Rabbit Assassins are trained from birth to serve the Kingdom. They have perfected the arts of stealth, subterfuge, and sabotage, and can strike from nearly anywhere at any time. Such training is as brutal as it is effective, and injury and death are quite common among those not gifted enough to finish their training. Those that do preserve become nearly unstoppable.

Rabbit Assassins utilize a wide range of weaponry, including daggers, swords, maces, and just about anything they can get their hands on. At range they utilize throwing knives, hand crossbows, and full-sized crossbows to eliminate their targets. They are also well-versed in the use of toxins and poisons.

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Panotti

Diminutive humanoids, Panotti are rather useless in a fight, always choosing to run away at the first sign of any real danger. Their value to the Kingdom comes from their exceptional sense of hearing. Panotti have massive ears atop their heads, far larger than any species currently residing in the kingdom. They can hear individual footsteps from miles away, making them invaluable as scouts. If forced to fight, they will attempt to do so from afar, usually with a bow and arrow.

Panotti may wrap themselves up in their ears when they get cold, using it as if it were a cloak of sorts.

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Monopods

Monopods, also called Sciapods, appear to be fairly normal at first glance. They possess the head, arms, and body of a normal human. Their bottom half, however, is something quite different. Instead of two normal human legs, Monopods have a singular limb ending in an oversized foot. They are surprisingly swift despite their odd locomotion and can cause serious damage and injury when jumping onto or into anyone standing in their way.

As most Monopods live in warmer climates, they like to sunbathe by lying on their backs and using their massive foot as an umbrella should they feel too hot.

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Blemmyae

Hulking monstrosities, Blemmyae instill fear and terror wherever they go. Superficially resembling humans, they are far larger and broader, standing around 10 to 12 feet tall. They lack any type of head upon their shoulders, instead having a massive gaping jaw and one or two eyes directly embedded into their chest. They are savage beings of low intelligence and voracious appetites. They serve the Kingdom as shock troopers, running frantically into combat with anything they can get their hands on. They also rarely, if ever, wear any type of armor whatsoever.

Many within the Kingdom believe that the creatures should be expelled, but they are far too valuable a military asset to be disposed of...assuming anyone would be brave or foolish enough to try.

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Cyclops

Towering humanoids, Cyclops can easily reach sizes of nearly 20 to 30 feet tall. Their strength is legendary: few creatures could survive even a glancing blow from them. Despite their menacing appearance, they are mainly farmers and herders, tending to flocks of sheep and other animals. If roused to war for any reason, they are truly a terrible foe to face.

Cyclops are different from Giants due to their facial features: whereas a giant has at least two eyes, all Cyclops only have a single massive eye within their head. Giants haven't appeared in the Kingdom for centuries anyway due to their aggressive and warlike nature. Cyclops, while still few in number, are able to restrain their bloodthirsty urges and not murder each other at the slightest provocation.

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Manodactyl

A most curious beast, this reptilian-like creature has no head to speak of, similar to a Blemmyae. Unlike Blemmyae, however, it also has no face or limbs. Where its head should be is instead a single large arm ending in a hand. How the beast perceives the world remains a mystery, yet it is more than capable of navigating its environment without trouble. It is also unknown how, or even if, the creature is able to eat. What is known is that it will fight when given a weapon, and can somehow even distinguish friend from foe, although its accuracy leaves something to be desired.

Magic was almost guaranteed to have played a role in the creation of these most unusual beasts, although who or what did so remains quite elusive.

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Giant Snail

Normally, most snails are little more than vermin or pests. In the Kingdom of Wireennas, they are something else entirely. Towering over the battlefield, such creatures can reach heights of 10 to 15 feet and lengths of 15 to 20 feet. Their shells are extremely durable, immune to nearly any threats they might encounter. Each snail emits a putrid "slime trail" that it can glide on to get around, and they are capable of spraying digestive juices over anything they encounter, melting all but the most durable material with its caustic and corrosive breath. Giant Snails make quick work of enemy fortifications and buildings, although their slow speed and large side make them a rather inviting target.

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Forest Bats/Bees

During times of war, the creatures of the forest may be used as offensive weapons in their own right. Large Forest Bats swoop down from above, clawing and biting at their foes. They are swift but fragile creatures, useful for tying down enemy formations and intercepting incoming missile fire.

Bees may also be used as living weapons. Beehives are often fired from catapults at enemy armies, causing the enraged insects to emerge and sting without hesitation. Care must be taken when handling live hives so that the bees do not come out and attack Wireennian forces.

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Cavalry

Generally speaking, Cavalry is a fairly neglected branch within the Kingdom of Wireennas. Most of the inhabitants of the land are unfit to ride, either because they are too large or have awkward body features. The only species capable of acting as cavalry are the Rabbit Folk, Cynocephali, Panotti and Humans. Each species has a distinct preference as to what animals they will ride into battle.

For example, the Rabbit Folk and Panotti prefer to use smaller creatures as mounts since they themselves are of smaller stature than most creatures. That being said, Rabbit Folk will ride just about any creature that they can get on without being thrown off, including Giant Snails. Cynocephali and Humans utilize larger mounts to ferry them across the battlefield.

Depending on their role, cavalry can come in many varieties, including light cavalry, heavy cavalry, and horse archers. Although a potent asset on the battlefield, Wireennian Cavalry is still inferior to most others, and the Kingdom's attempts to incorporate Centaurs into their ranks have so far been unsuccessful.

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Heralds

In addition to their martial forces, Wireenas employs a large number of support staff to augment the power of its armies. A somewhat curious choice is their widespread use of musicians and heralds. Wireennas has always understood the power of sound and music, harnessing that power on the battlefield.

Heralds have two main roles to play within the army. Firstly, they inspire Wireennian soldiers, instilling them with courage and bravery through the use of their songs and music. Secondly, they demoralize the enemy, frightening them into submission with their loud playing and chanting. Musicians can also be used to direct troop formations.

Horns, drums, cymbals, buisines, and bagpipes are the most commonly carried instruments within the Wireennian Army. All can be used for inspiration or intimidation, depending on which is more needed at the moment.

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Wizard

A Wizard, also known as a "Mage" or "Sorcerer", is an exceptionally gifted individual that is able to use magic. Wizards are quite rare and highly sought after for their magical skills and abilities.

The most common wizards are of either Rabbit Folk or Panotti origin, though Cynocephali and Monopod wizards are not unheard of. Blemmyae wizards are exceptionally rare even among other wizards but are reported to exist, and a handful have served Wireennas during its history.

Most wizards are elemental wizards: they control one of the four basic elements, such as fire, water, earth or air. Other wizard types include Light Wizards, Arcane Wizards and evil Dark Wizards, who are forbidden from applying their craft in Wireennas. Wizards tend to be lightly armed and armored as they are not expected to get into direct combat.

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Champion

Every once in a while, Wireennas produces a warrior of unparalleled skill, ability and talent. These warriors tend to quickly prove themselves in combat by slaying powerful foes and leading their allies to victory. As time goes on, their exploits become more well known, and their renown grows with each passing day. Eventually, they become universally recognized as Champions of Wireennas.

Whether they be Rabbit Folk, Cynocephali or something else, each Champion is a sight to behold. Dressed in the finest armor money can buy, Champions charge into the fray with little apparent regard for their own wellbeing. Each Champion tends to have extensive access to magical equipment, though they themselves generally don't use actual magic when fighting. Nonetheless, they are second to none when it comes to melee combat and will quickly dispatch most foes and enemies.

All Champions relish the idea of gaining and fame and fortune, and will actively seek out combat wherever they go. This does make them as much as a liability as they are an asset, and their careers tend to be as brief as they are illustrious. Regardless, their abilities to lead and inspire make them highly sought after.

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Human Mercenaries

Wireennas has, first and foremost, been a nation of demi-humans and monsters. It is a kingdom where those who are shunned and hated by society can come to live in peace. That being said, it is still home to a small number of elves, dwarves, and humans, along with other kinds of races and species. It is also home to a large number of Human Mercenaries; those who fight for pay and loot, rather than king and country. Wireennas is constantly beset on all sides and needs all the soldiers it can get. Hiring foreign soldiers to fight is an expensive but effective solution to this problem.

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Grenade

A Grenade is a sort of explosive device, designed to be thrown by hand. The shell of the grenade is filled with explosives, usually black powder, and then capped off with a fuse. When ignited, the fuse will burn down until it reaches powder, blowing up in the process. By then, the user would be wise to throw the weapon away from himself, otherwise, he risks serious injury or death from the weapon.

Most grenades use a ceramic shell, although Wireennas is experimenting with versions. Their damage comes from both the explosive payload of the weapon itself and the shards of ceramic or metal that spread out after detonation. Great care must be taken when using these weapons, otherwise, friendly troops may get caught in the blast by mistake.

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Field Ballista

One of the most common Wireennian Siege Engines are weapons known as Field Ballistae. Compared to their counterparts, Field Ballistae are relatively lightweight and portable, easily transported by one or two beasts of burden.

A Field Ballista resembles an oversized crossbow, one that has been scaled up to massive proportions. Most Field Ballistae are composed primarily of wood, with metal reinforcing over critically important joints and areas. A few examples use bone for the crossbow limbs instead of wood. Ballistae may have a shield mounted on the front to protect the crew from incoming fire.

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War Sled

At first glance, a Field Ballista and a War Sled are quite similar, as they are essentially the same type of weapon. The War Sled does have a few advantages over the Field Ballista, however. It has a longer base, meaning that it can carry extra projectiles or soldiers without needing a separate supply unit. It can be adapted to fire either arrows or rocks, depending on what is locally available. Finally, the War Sled tends to be sturdier as it uses more metal in its construction. As a consequence of this, it is heavier and more expensive to produce, unfortunately.

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Siege Catapult

When more firepower is required on the battlefield, Wireenas employs catapults. Rather than being torsion-powered like Field Ballistae, catapults utilize a wooden throwing arm to fire projectiles at enemies. Wireennian examples have a sling head equipped, which helps to elongate the weapon's throwing arm and allows for a wider range of projectile types.

Stones are the most common projectiles that catapults fire, but other, specialty, ammunition also exists. Incendiary projectiles, dead corpse parts, clay jars full of snakes, and even beehives have all been fired from catapults in the past.

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Battering Ram

Battering Rams are used to destroy gates by bashing them open. Essentially, a Battering Ram is a wooden frame with a log suspended from the middle of it. Those operating the ram roll it toward the enemy gate. Once they are close enough to it, they swing the log back and forth into the gate until it is sufficiently destroyed. Some examples have a "capped" log, where a piece of metal reinforces the end of the swinging arm.

Some examples have their battering ram removed so that they can serve as troop carriers, preventing them from taking incoming fire.

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Siege Ladder/Siege Tower

The simplest form of siege equipment is a siege ladder. They are exactly what they sound like: a wooden ladder that is placed against a wall, allowing soldiers to climb up it. It is cheap and simple but offers no protection to those using it. More advanced versions are known as "Escalades": they are larger, move on wheels, and offer a modicum of cover to those using them. The most advanced versions are "Siege Towers": these tall, wooden towers offer good protection to their users but are cumbersome and vulnerable to being set on fire.

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Grappling Hook

Little more than a forked hook attached to a rope, a Grappling Hook nonetheless has a myriad number of uses. These devices are often thrown atop walls, where they will "catch" in place, allowing the user to climb up the fortification. They can also be used to pull ships together, retrieve objects at a distance and "set off" potential traps.

Grappling Hooks are especially popular with Rabbit Assassins, as they are lightweight, portable, and inconspicuous, allowing each assassin a stealthy option for infiltrating enemy fortifications.

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Giant Snails

As living siege weapons, Giant Snails are excellent at destroying enemy walls and fortifications. Their massive shells protect them from most attacks while their slow speed is no hindrance against immobile structures. Giant Snails can dissolve anything in their path with their digestive juices and can scale larger obstacles on account of their mode of locomotion.

In addition to the snails, Cyclops are also used as living siege weapons, as their size and strength makes them powerful assets against city walls. They are also slow-moving and clumsy creatures, and are highly vulnerable to missile fire.

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Fire Cat

If a fortification cannot be breached by traditional means, more unorthodox methods may be called for instead. One of the most bizarre involves the use of "Fire Cats". The concept is fairly simple: an incendiary device of some sort is strapped or tied to a cat. Said cat is then set free to find its way into the enemy's stronghold, setting anything in its path ablaze. As one might imagine, such a tactic varies wildly in its effectiveness. It is more of a desperate measure than an established siege technique. In addition to cats, this technique can also be tried with birds.

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Frogling Cannon

To the north of Wireennas lies the Kingdom of the Froglings, a race of sentient, frog-like creatures. Wireennas has a complicated history with the Froglings: before the Kingdom's unification, they were mortal enemies. The Rabbit Clans would often raid their territory, taking slaves and loot with them as they caused indiscriminate death and destruction. Indeed, they would even call truces with one another for this express purpose. Nowadays, King Jozzulon II has done much to repair the damage inflicted by his ancestors, as each species stays united in its desire to destroy the human and elven races.

As a token of their newfound friendship, the Froglings have sent Wireennas a small number of their infamous "Frogling Cannons". Complicated contraptions, Frogling Cannons are a potent weapon on the battlefield. The poisonous goop it fires is highly toxic and will damage most organic life. Great care must be taken to avoid any friendly fire.

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Wooden Cannon

Wireennian Cannons are highly valued battlefield assets: they have immense destructive potential and potent physiological effect. They are also extremely expensive and time-consuming to make, along with being quite heavy for weapons of their size. In order to get around this, many Wireennian examples are constructed out of wood instead of metal. This has several benefits: they are cheaper, faster, and easier to construct, as well as being far lighter. Naturally, such cannons are far more fragile than their metal counterparts and risk bursting after only a few shots. Sometimes, iron bands or ropes are wrapped around the cannon barrel to reinforce it.

Metal cannons do happen to exist in Wireennas, they are just far rarer than their wooden counterparts. Those made of metal may be constructed out of iron or bronze, and are far more durable in nature.

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Dagger

A Dagger is a type of fighting knife, usually doubled-edged in make. Daggers are designed to be lightweight, concealable, and portable, making them quite popular as backup weapons. They are used by nearly all aspects of Wireennian society, from the lowest peasant all the way through the King himself.

Wireennian examples come in two types: straight and curved. This refers to blade orientation: straight blades are better at stabbing while curved blades are more for cutting and slashing. At the moment, straight designs seem to be more popular among Wireennian soldiers and assassins. Regardless, they are downright lethal in the right circumstances, though their small size and short reach does somewhat limit their battlefield utility.

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Sword

Wireennian swords are somewhat different from daggers: they tend to be single-edged weapons and are usually larger, although they can also come in straight or curved varieties. Unlike most other weapons, swords are fairly uncommon due to their perceived ineffectiveness when compared to other Wireennian weapons. That being said, curved swords are more plentiful, being able to cut and cleave through enemies with ease. They may come in one or two-handed varieties, depending on their use in battle. Such weapons are quite versatile, being able to hook around shields to get to more vulnerable areas of the enemy forces.

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Axe

Axes hold significant cultural importance within Wireennas: they are often seen as status symbols rather than mere tools or weapons. Wireennian examples come in a bewildering variety of shapes and sizes. Their blades may be either curved or straight and are commonly constructed out of metal, although stone axes are not unheard of. Depending on their function, they may be one or two-handed weapons. Some types straddle the line by being either one or two-handed: these axes are referred to as "long handle axes". In addition to the primary chopping blades, axes may have a small spike on the back and occasionally even on top, allowing them some stabbing capabilities.

Axes are very common among Wireennian soldiers and for good reason: they can inflict grievous damage to their opponents with a single swing.

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Spear

Spears are quite simply long wooden shafts with a pointed head on the end. The simplest examples are little more than a sharpened stick: most types in Wireennas have a metal head and counterpoint at the opposite end. Should the main blade break, the "butt spike" can be used as a backup weapon, still allowing the weapon to be lethal in combat. Spears are especially effective against cavalry and monsters but are useful in most situations, provided that the enemy isn't too close or the battlefield is too confined.

Some spears are actually designed to be thrown: these short spears or "javelins" as they are more commonly known are short than normal spears, meaning that they lose some of their reach but are much easier to maneuver and throw at enemy forces.

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Clubs, Mauls and Maces

These weapons work somewhat differently than bladed weapons: they inflict damage through blunt force trauma. This makes them more effective against armor as they can damage the creature wearing it without having to get through the armor itself. One-handed types are known as clubs or maces, while two-handed types are called mauls. Wood, metal and stone have all been used in the construction of these types of weapons.

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Polearm

Polearms are weapons that are too long to be used in one hand. They share similarities with certain two-handed axes, indeed, where one begins and where the other ends can be a difficult thing to identify. Like axes, polearms generally have a straight or curved blade, though they may also very rarely have a hammer head instead. They also usually have a back or top spike, although they may also have hooks in place of these to help the wielder drag cavalry from their mounts. Polearms can generate massive amounts of force, easily cutting through armor, though they also need space to operate much in the same way spears do.

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Glass Sword

The "glass" that makes up the composition of these weapons is something of a misnomer. While it is a type of "glass", it has no relation to the substance that is used to make windows, glasses, or jewelry. This "glass" is a type of volcanic glass or rock crystal that has been shaped into a deadly weapon. Glass weapons are actually sharper than steel: they can easily cause serious injury against an unprepared opponent. Unfortunately, such weapons are quite brittle and prone to damage, limiting their use. They are nonetheless lethal implements of war, having been used by the Rabbit Folk for thousands of years. Glass weapons are quite popular with Rabbit Assassins, as they can easily kill their targets or at least cause terrible injury, causing them to bleed out.

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Traditional Wireennian Weapons

Long before Wireennas was a unified kingdom, it was instead made up of hundreds of different Rabbit Clans. Having an abundance of wood and stone but a lack of metal, they were forced to improvise and come up with a number of unique designs. Traditional Wireennian Weapons tend to incorporate large amounts of organic material and stone while limiting the amount of metal required for construction. They are cheap to construct and can inflict a surprising amount of damage, though they tend to break easily if used improperly.

Though metal weapons have rendered these weapons somewhat obsolete, they still find relatively widespread use within Wireennas.

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Parrying Dagger/Sword Breaker

When marching into battle, most Wireennians employ either a shield in their offhand or a large weapon in both hands. However, a small number will instead employ a Parrying Dagger in lieu of these other options. Parrying Daggers are highly specialized daggers. They are not necessarily used to attack enemy soldiers but are rather directed against the enemy's weapons instead, catching or redirecting them as the user would like. Some examples are known as "Swordbreakers": these types have rows of grooved teeth along the spine of the blade. When they catch a weapon, they can not only bind it in place but also potentially snap it in two, especially if the caught blade is of poor quality.

Parrying Daggers and Swordbreakers are most commonly used by their namesake Swordbreaker Heavy Infantry and Rabbit Assassins, being too niche for most other Wireennians.

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Staff

The simplest types of staffs, or staves, are long wooden poles that have been cut to a cylindrical shape. They may be reinforced with metal at either end but can also be employed "as is", with no extra add-ons. Staffs are versatile weapons as they can be held in a number of different ways. Their size and long reach allow their users to strike from multiple positions and can even be used to propel the user up in the air, depending on the wielder's skill and athleticism. They do tend to struggle against heavily armored opponents but can still be used to knock them over.

Wizards also employ staffs as an instrument to channel their magic through, though they may still be used to hit things in particularly desperate situations.

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Sling

Slings are some of the simplest and cheapest weapons in all of Wireennas. A Sling is essentially a small pouch or cradle that is in between two retention cords. Slings are generally made out of flax, hemp, or wool, and are of a braided construction. Slings like lightweight, cheap, and concealable while still being able to inflict great damage against their foes. They have a surprisingly long range as well. However, they need a large space to operate and are quite ineffective against heavily armored opponents.

The sling bullets they fire are generally made out of stone, clay, or lead, although lead is a preferable material. Some examples have small holes drilled in them to make whistling noises as they fly past.

Slings are most commonly used by Rabbit Folk and Panotti.

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Bow and Arrow

Bows are immensely popular weapons, famed for their power and rate of fire. They require years of constant training to be used effectively but are quite effective in the right hands. Archers can rain down death from hundreds of yards away, sending arrow after arrow hurtling toward their foes. Most bows are full size but some are small enough to be used when mounted on a creature.

Wireennian arrows come in many types. Stone, or "glass", arrows are exceptionally sharp but brittle. Metal arrows are more common and have many variants: broadhead, bodkin, incendiary, and even blunted just to name a few.

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Crossbow

Crossbows are far heavier and slower to reload than a bow is: a skilled crossbow user can only fire twice or thrice every minute. That being said, they require far less training than bows do and are even more powerful, being able to punch through most types of armor with ease. Wireennian examples come in full-sized and "hand crossbows", the latter are smaller and easily concealable, making them popular with Rabbit Assassins.

Full-sized crossbows are constructed from wood while hand crossbows are nearly always made almost entirely out of metal.

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Javelin

Javelins are short spears that are specifically designed for throwing. They are short than normal spears and thus lack the same reach advantage but are lighter and handier to use. Much like arrows, they also come in a variety of types: they may be made of bone, stone, wood, or metal, and they may have pointed or blunted heads as well. They may even occasionally have fletching like arrows do.

Wireennians tend to throw javelins without the aid of items such as finger loops or spear throwers, instead relying on their own strength and skill.

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Hand Gonne

Hand Gonnes, or Hand Cannons, are often little more than a metal tube on a stick. They have a short range, are inaccurate, heavy, expensive, and prone to bursting if too much black powder is used. That being said, they are easily the most powerful ranged weapon in Wireennas and are terrifying to face in the field. The last noise and smoke they produce can easily frighten enemies and their projectiles smash through armor with ease.

Most Hand Gonnes have no trigger mechanism and must be fired from an external touchhole. A few prototypes are starting to be fitted with serpentine locks, but these are still quite rare.

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Grenade

A Grenade is a sort of explosive device, designed to be thrown by hand. The shell of the grenade is filled with explosives, usually black powder, and then capped off with a fuse. When ignited, the fuse will burn down until it reaches powder, blowing up in the process. By then, the user would be wise to throw the weapon away from himself, otherwise, he risks serious injury or death from the weapon.

Most grenades use a ceramic shell, although Wireennas is experimenting with versions. Their damage comes from both the explosive payload of the weapon itself and the shards of ceramic or metal that spread out after detonation. Great care must be taken when using these weapons, otherwise, friendly troops may get caught in the blast by mistake.

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Pitch Wreath

These curious devices are used as makeshift incendiary weapons. They are, essentially, layers of pitch-soaked cords or strips of cloth that may or may not be wrapped around a wooden core. Lightweight and inexpensive, they are highly effective devices for their sizes: they can produce immense amounts of heat and smoke and can easily set flammable material on fire or disrupt troop formations.

They are also highly hazardous to the user, much like grenades are. Burns and smoke inhalation are rather common side effects among those who use them. Protective gear, ignition cord, or a length of rope to throw the device with is highly recommended.

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Pellet Bow/Pellet Crossbow

A Pellet Bow, or Stonebow, superficially resembles a bow or crossbow at first glance. They have, however, a key difference: a small pouch to hold a stone, clay, or lead projectile. Pellet Bows are unable to fire arrows, instead firing small pellets. They are lightweight and are able to fire a variety of ammunition: small stones work just as well as lead pellets. They are rather weak, and difficult to learn, unfortunately.

Rabbit Folk and Panotti prefer Pellet Bows while Cynocephali utilize Pellet Crossbows.


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Throwing Scythe

Rabbit Assassins are well versed in their ability to utilize throwing weapons against their targets, eliminating those who try to flee or are too far away to be taken out in hand to hand combat. One of the more unusual types is the "Throwing Scythe", a large curved knife that can also be used as a melee weapon. Throwing Scythes pack a heavy punch but have limited range, making an accurate and well timed throw a necessity.

They can be distinguished from normal daggers by the small weight saving cut-outs in each blade.

Depending on the size of each individual weapon, some are geared more toward melee combat, while others are instead optimized specifically for throwing. The weapon's size can be tailored to the user's personal preference.



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Skirmisher Armor

Skirmisher Armor occasionally called "Scout Armor", is the lightest form of protection one can acquire in Wireennas, save for not wearing any armor whatsoever. Skirmisher Armor is often constructed from a wide variety of materials, including hide, leather, wicker, wood, and even bone. As one might imagine, Skirmisher Armor is rather physically weak and provides limited protection to its wearer. It is easily damaged in prolonged combat.

That being said, the armor is also inexpensive, easy to construct, and lightweight. It allows physically weaker races the chance to wear some sort of armor without completely negating their speed and stamina. Such armor is quite popular with the Rabbit Folk and Panotti, although it is not exclusive to them. Even stronger races such as the Cynocephali see the value in using such armor. Of course, it is no substitute for heavier armors and when it is worn, the wearer must rely heavily on their own skills for survival.

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Combat Armor

Following a middle ground between survivability and weight, Combat Armor is used by all races across all branches of the Wireennian Military, except for the Panotti and Blemmyae. Combat Armor comes in a nearly infinite variety of parts and materials, and ranges in quality from rather poor to quite excellent. It is up to the respective lords of Wireennas to decide how much they wish to spend on equipping their troops for combat, and they must strike a balance between properly equipping their troops and keeping their own finances in check.

Chainmail, lamellar and odd pieces of plate armor are quite common amongst those wearing Combat Armor.

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Heavy Armor

Heavy Armor is, unsurprisingly, the heaviest armor used in Wireennas. It is quite expensive, heavy, and mobility-limiting for those who choose to wear it. What it provides in exchange is unparalleled protection on the battlefield. Heavy Armor is more than capable of shrugging off most threats when properly made, and the idea of heavy troops or cavalry crashing headfirst into their foes without fear is a truly terrifying and awe-inspiring sight.

While Heavy Armor can be, and indeed often is, worn on the ground, it is recommended that those who do wear it do so on some sort of animal or monster mount. Heavy Armor is most often worn by the Cynocephali and occasionally by Monopods, along with most of the Wireennian nobility.

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Clothing

Clothing can be considered "armor" in a very broad sense of the term: it protects the user from the occurrences of everyday life. It is, naturally, essentially useless on the battlefield as actual armor, but it does allow the wearer the chance to express their individuality and aesthetic tastes.

Clothes differ quite greatly among each of the Wireennian species: Rabbit Folk and Panotti prefer to wear pants and shirts while Cynocephali and Monopods favor tunics and robes. Blemmyae, of course, barely wear any clothing whatsoever, usually just enough to conceal their more private areas.

Curiously, clothing can actually be made into viable armor when properly layered and of sufficient thickness. It can also act as padding for certain metal armors.

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Straw Raincoat

While not "armor" in the traditional sense, these Straw Raincoats provide protection from a different kind of enemy: the elements. Straw is highly effective at repelling rainwater and snow and is cheap, lightweight, and easy to manufacture. It also provides the wearer with a modicum of camouflage in certain wetland and wooded environments.

Unfortunately, the straw is also rather bulky and highly flammable, so care must be taken when fire or flames are present. Lighter armor can be worn underneath the coat without affecting the user's combat effectiveness.

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Shield

Shields are personal pieces of personal armor that are held in the off-hand. They come in an astonishing variety of shapes, sizes, and material compositions. Some shields are designed to be maneuverable and lightweight: these are usually made out of wood, wicker, leather, and occasionally turtle shell. Other shields are created to withstand the rigors of frontline combat: these are usually made out of metal.

Wireennian shields are usually circular in shape, although they may occasionally have a rectangular or teardrop design. Depending on their type, they may be effective against arrows and other projectiles, or just for use in hand-to-hand combat. Rabbit Folk and Panotti generally utilize light shields while Cynocephali and Monopods favor heavier shields.

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Warbeast Armor

War mounts are a relatively common sight within Wireennas. They come in a wide variety of creatures: some great, some small, and some stronger and faster than others. As one might expect, these creatures also benefit from wearing armor to protect themselves against enemy threats. Such armor is known as "barding"; it comes in fabric, wooden, leather and metal varieties.

While barding can protect a mount from attack, it also reduces its speed and stamina and may add extra weight that the creature must now carry along with the rider. Some creatures, especially those with scales or thick hides, may not require extensive barding, though the rider may still choose to armor them regardless of the skin composition.

This particular mount is rather flamboyantly dressed: it is wearing a sort of parade armor, although the fabric barding would provide a decent amount of protection from arrows. The collar and hat, on the other hand, are purely cosmetic.

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Talisman/Amulet

A Talisman, also known as an Amulet, is an item that has been imbued with some sort of protective magical property. They range in effect and potency: they may provide spiritual protection, increased luck, or extra defense against magical attacks. Talismans are widely valued in Wireennas for their protective properties: they are also rather expensive and time consuming to make. In addition to the craftsmanship of the Talisman itself, it must also be magically enchanted, a task that can be exceedingly difficult if not done properly.

Talismans can be made from a wide variety of materials: bone, ivory, wood, glass, gemstones and even precious metals. Their effect does wane over time, meaning that they must be recharged or reenchanted every so often. Most Talismans are worn around the neck, like a necklace.

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Bronze Clofoling

Many Wireennians prefer to barter and trade with one another for any goods or services that they might need. It is a rather convenient way to acquire items that one may want but not have. Of course, currency is sometimes required for larger trades and trade between nations, thus, Wireennas does mint and produce its own kind of coins. A Wireennian coin is known as a "Clofoling".

Bronze Clofolings are coins with the least amount of intrinsic value. They are quite common amongst the peasantry and lower class, being used in most day-to-day interactions. 10 Bronze Clofoling are equivalent to 1 Silver Clofoloing.

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Silver Clofoling

All Clfolings are made out of some precious metal, usually gold, silver, and either brass, bronze, or copper. A "Bronze" Clofoling may actually be copper or brass but is still worth the same no matter the material that it is made from. Silver Clofolings are the next most valuable coins. Finally, Gold Clofolings have the most purchasing power out of any Wireennian coin in circulation.

10 Silver Clofolings are equivilent to 1 Gold Clofoling. They are of intermediate value, worth more than Bronze Clofolings but less than Gold Clofolings.

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Gold Clofoling

Most Clofolings are engraved or decorated to some degree. They generally tend to have more abstract designs engraved on them, sometimes resembling plants, animals, or natural features. Other times, they may have patterns of dots and dashes instead. Generally speaking, Wireennian kings do not put their portraits on coins as a form of respect to King Wireennas I, the founder of the Kingdom.

A Gold Clofling is the highest denomination of Wireennian currency. There are rumors, however, of certain Platinum coins that are worth even more than these coins. Such coins, should they exist, are rarely if ever seen.

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Electrum Ivoram

An Ivoram is a type of coin that dates back to the time of the Cyncocephali, back when they were still an independent nation. Ivorams are slightly larger than Clofolings and have much more defined images engraved on them, usually a dog's, wolf's, or other animal's head.

Most Cynocephali use Clofolings, having adopted the Rabbit Folk coinage upon joining the Kingdom. However, they are still allowed to make electrum versions of their coin. Being made out of electrum, they are worth more than a Silver Clofoling but less than a Gold Clofoling. An Ivoram is equivalent to about 5 Silver Clofoling in total.

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Gold Blemmyae Coin

While they are brutish creatures by nature, even Blemmyae recognize and understand the value of coins. Granted, they prefer to barter with their strength and skills but understand the allure of gold. A so-called "Blemmyae Coin" tends to be much larger than most other coins and is usually made of gold.

Blemmyae coins have no artistic markings whatsoever and are worth about 5 Gold Clofolings due to their size and the amount of gold in them. They exist purely as a means of trading or buying things, hence why they are blank.

These coins are still manufactured in small numbers but are also relatively rare since Blemmyae tend to barter before paying for things.

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Coin Bank/Banknotes

Sometimes, certain items require large amounts of coins to purchase, usually far more than the average Wireennian can carry by themselves. They might get around this by carrying their coins in a pottery coin bank or storage box but are better off using banknotes instead.

Introduced to Wireennas by the Monopods, a banknote is made from textiles instead of metals. It has no intrinsic value but can be exchanged for an amount of "hard currency" or coinage. Exchange rates are determined by the King, and each banknote has no determined, set value to them.

While they are convenient and lightweight to carry around, most Wireennians still prefer metal coins of precious metal, as they always have inherent value.

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Shell Money

Metal coinage and textile currency have been circulating within Wireennas for a relatively short period of time. Other organic currencies, such as "Shell Money", have been in use for far longer among the Panotti.

While shells may seem like an odd choice, they do have several advantages: they are lightweight, durable, and difficult to counterfeit. They are also fairly scarce in Wireennas, making them valuable.

A single Cowrie shell is equivalent to 1 Bronze Clofoling. They are often strung together to make their transport easier, sometimes by the thousands. While all Wireennian vendors will accept them as legal tender, they are found mostly among the Panotti themselves.

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Agriculture

The Kingdom of Wireennas is primarily an agrarian society. Wireennas's abundance of natural resources and fertile soil make it an excellent location to grow crops and other foodstuffs. The Rabbit Folk, in particular, are highly skilled in the agricultural trade and are more than capable of producing surpluses of crops to be exported to other nations.

Grains are some of the most important crops produced in Wireennas and come in many varieties. Oats, wheat, rye, and barley are all commonly grown within the Kingdom. Spelt is also produced in Wireennas, although to a far lesser degree than the other named Grains.

Fruits and vegetables are also very common within Wireennas. Lettuce, celery, onions, beans, potatoes, and carrots are all Wireennian staples along with apples, pears, berries, peas and turnips. Grapes are also widely produced in Wireennas, and may be further refined into wine. Indeed, crops such as hops and oilseed are cultivated with the sole intention of turning them into beer and vegetable oil, respectively.

Other Wireennian foodstuffs include herbs such as mint and parsley, mushrooms, nuts and natural honey.

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Fishing

Another important industry in Wireennas is fishing. Wireennas is blessed with access to rivers, lakes, and oceans, allowing it to reap the benefits of being next to these bodies of water. Brave Wireennian anglers battle the elements, sea monsters, and pirates to collect the bounty beneath the waves.

One particularly lucrative trade revolves around mollusks. While clams, mussels, and oysters are grown to be eaten, their true value lies in their ability to produce pearls. Precious metals and gemstones can be difficult to come by in Wireennas: therefore, mollusk cultivation is one of the only reliable methods of producing valuable vanity items.

Naturally, such a trade is as dangerous as it is valuable, and those who choose to engage in it should be prepared to invest heavily in the security of their mollusks.

Rounding out the Wireennian maritime diet are crabs, lobsters and other crustaceans.

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Monster Trade

Wireennas is home to all manner of fearsome monsters and creatures. To the right buyer, they are highly valuable. Wireennian monsters can be used for their ingredient parts, as beasts of burden, as warbeasts and mounts, and even as pets. The more dangerous the monster, the more valuable it often is.

Of particular value are Wireennian Giant Snails. Their nearly indestructible shells are highly sought after as armor and alchemical ingredients, and when the beasts themselves perish, their shells can be used as housing. The hard part, of course, is getting the shell while the creatures are still alive, as their digestive juices can liquify anything they touch within seconds.

Another valuable creature is called the Cinnamon Bird. Migratory creatures, Cinnamon Birds come from distant lands to build their nests, which they create from cinnamon. Wireennians will then attempt to destroy the creature's nest in order to harvest the cinnamon for themselves. Such work is difficult and dangerous at best, but can pay dividends should it be successful.

It should be noted that Wireennas does also deal with more mundane or domesticated creatures. The Cynocephali are highly skilled at raising these beasts, and they use them for leather, milk, cheese, and meats.

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Textiles

It should come as no surprise that Wireennas has a thriving fashion industry. Textiles are quite common among the nobility and peasantry alike, though the materials that make up these textiles vary quite greatly. Common folk may wear textiles made out of linen, wool, or even straw. The nobility, on the other hand, often wear clothing made from silk or cotton.

Clothing comes in a wide range of different colors. Reds, greens, oranges, and yellows are the most common ones in Wireennas, while darker colors such as blue and purple are usually more expensive to produce and thus reserved from the Wireennian elite.

In general, the species of each Wireennian subject will determine the type of clothing that they prefer to wear. Rabbit Folk and Panotti prefer shirts and pants while Cynocephali and Monopods don tunics and robes. Blemmyae, naturally, wear very little clothing at all. A common trait shared by most of the species is a lack of wearing shoes, as most of Wireennas prefers to go barefoot.

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Ceramics

Wireennian ceramics are among the highest quality in the world: they are lightweight, durable, and artistically pleasing to the eye. Wireennas has been producing ceramics for thousands of years, starting with the Rabbit Clans of old and persisting up until the present.

While many Wireennian ceramics are made out of baked clay, some are actually produced out of porcelain. These ceramics fetch a high price when sold, and are the envy of most other nations. Porcelain production is a closely guarded state secret; the penalty for revealing it is often immediate execution.

Ceramics come in many shapes and sizes. Vases and jars are the most common, along with plates, dishes, and even occasionally statues. Ceramics can be formed into many shapes, although larger items tend to be more difficult to create without breaking.

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Woodworking

Wireennian woodwork is highly sought after for its durability, artistic quality, and reasonable price. Statues, furniture, shields, and utilitarian tools are exported all over the Kingdom and the world to nations willing to pay for them.

Such craftsmanship was born out of necessity. Since Wireennas is primarily a woodland kingdom, wood is excessively available to all of the Kingdom's inhabitants. It is far more common than metal, meaning that most things in the Kingdom are constructed from it.

There are many different types of trees, and therefore woods, available to Wireennas. The most valuable of them is a jet-black variety known as "ebony"; such wood is quite rare yet tough. Other important woods include but are not limited to:

-Ash
-Birch
-Cherry
-Mahogany
-Oak
-Teak
-Sandalwood

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Metalurgy and Alchemy

Wireennian blacksmiths are highly skilled at their trade; capable of producing a wide range of products for their customers. Unfortunately, metals are relatively rare in Wireennas, especially when counting precious metals. Such shortages have forced Wireennians to get creative when it comes to finding building materials.

Wood, wicker, and bone are common substitutes for metal, which are instead prioritized for the nobility and military. That isn't to say that there is no metal production in Wireennas at all; it is just on a fairly limited scale when compared to other industries.

To help address these shortfalls, Wireennas makes use of Alchemists. Alchemists are tasked with transmuting common materials into more valuable metals. Such work is incredibly difficult and unreliable, but nonetheless has the potential to address Wireennias's metal shortage once and for all.

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Rocks, Stones and Masonry

Wireennas engages in a small but important stone trade. Stones have been highly valued for thousands of years, as they have many different uses. For example, stones are often quarried as building material. They can also be crafted into weapons, though they may be fairly brittle in actual combat.

Wireennian stones are most notable, however, for their magical and medicinal properties. They are highly valued by alchemists, pharmacists and wizards for these inherent properties. Examples from Wireennas include:

-Snakestones
-Adderstones
-Toadstones
-Bezoars

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Organic Gemstones

Much like precious metals, gemstones are also relatively rare in Wireennas. That is not to say that they are unheard of, indeed, Rabbit Folk have been making crystal weapons for centuries. They are, naturally, exorbitantly expensive for anyone who isn't a noble and highly sought-after items.

Wireennas is also home to a large number of "organic gemstones", valuable materials that were created from the remains of formerly living creatures. One example of these is the already aforementioned pearls. Others include, but are not limited to:

-Amber
-Ammolite
-Jet
-Coral
-Ivory
-Petrified Wood

Alongside these precious materials are items of lesser value, such as glass beads and shells. These are usually worn by the commonfolk, as they are more affordable but still somewhat desirable for them to aquire.

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Potions and Poison

Wireennian pharmacists are world-renowned for their skill and ability in crafting medicine and potions. As Wireennas is home to abundant natural resources, this is to be expected. Herbs, flowers, and plants grow with wild abandon within the forests of the Kingdom, allowing pharmacists a near-unlimited amount of ingredients to choose from. When properly mixed, they provide a wide range of health and healing benefits.

Of course, such ingredients can easily kill as much as they can heal. Indeed, poisons and toxins are often sought out by more unsavory types for all sorts of nefarious purposes, and many nations are eager to acquire them for scientific and military research. One of the deadliest poisons comes from a plant known as "nightshade", but there are many others that are equally dangerous.

In addition to the plans, Wireennas is home to a number of poisonous frogs. These creatures are occasionally used as living projectiles by the Wireennian Military.

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Cosmetics

Most Wireennians are rather vain and haughty by nature. As such, they take immense care in maintaining a healthy outward appearance, spending hours upon hours grooming themselves. Rabbit Folk and Cynocephali in particular have luxurious coats of fur that they must maintain on a daily basis: they utilize a number of different products in order to achieve this.

Such products include, but are not limited to, the following items:

-Wooden/Ivory Combs
-Bronze Hand Mirrors
-Dental Chew Sticks
-Perfume Bottles/Scented Oils
-Black Birch Tar Gum
-Soaps and Shampoos
-Spring Scissors/Shears
-Metal and Bone Toothpicks/Earpicks

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Original Factbook here.
Crystal Balls are unique and fascinating items, ones that have a multitude of different purposes. A Crystal Ball, or Crystal Orb, is a piece of glass or crystal that has been shaped into an orb of some sort. They are clear or translucent in nature, allowing one to gaze into the ball itself and see their own reflection. Crystal Balls are often worn as amulets or jewelry, but also have more practical features: when imbued with magic, they are capable of producing certain effects:

-As a Communication Device: when imbued with Gray Magic, a Crystal Ball can be enchanted to work as a communication device. The user is able to use the Crystal Ball to speak with others over long distances. By gazing into the ball itself, they are able to both see and hear anyone who has another Crystal Ball, as if they were talking to them face to face. Of course, the user must first "tap into" the magical network that connects these Crystal Balls and then must receive permission from the opposite party to speak with them. Such Crystal Balls require frequent "recharging" with magic: they have a rather short call time before the device fails. It can also be difficult to connect when weather conditions are rough or the flow of magic is weak: nonetheless, they are highly sought-after items.
-As an Illumination Device: when imbued with Fire Magic, a Crystal Ball can be enchanted to work as a mobile light source. They shine as brightly as a tough while being far more compact: they also require frequent charging and are known to lose potency after prolonged periods of time.
-As a Means of Predicting the Future: When imbued with Dark Magic, a Crystal Ball can be used to predict the future. Such a dark art is known as "scrying" and is banned in Wireennas, as messing with the future can fundamentally alter the very fabric of reality. This hasn't stopped Wireennians from trying it, although it thankfully remains an extremely difficult art to practice.
-As a Weapon: when imbued with Arcane Magic, a Crystal Ball can be used as a weapon. Officially known as an "Arcane Energy Projector", or more commonly as a "Magic Missile Launcher", these oversized orbs can be used to fire large bolts of arcane energy at enemy targets. They are massive but fragile structures, and like all other Crystal Balls, require frequent charging to be used. They are rather rare but are used to defend important cities and castles, along with being occasionally seen on Wireennian warships.

These amazing items are also rather expensive: the cheapest examples go for around 30 Gold Clofolings, and larger versions can cost hundreds, if not thousands, of gold. They are usually only ever seen in the hands of the rich and elite, making them popular items for the black market.
 
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Original Factbook here.
Magic, also known as "Magick" or "Majick", is the ability to utilize supernatural or paranormal forces to produce certain effects. Those who practice magic go by many names, such as "Wizards", "Mages" and "Sorcerers". Very few individuals have an affinity for magic, and those that do are limited in what they can do by way of their mana, or magical reserves. Casting spells requires a certain amount of mana, and once that many is depleted, no more spells may be casted until it is recharged or restored. The amount of mana used for a spell depends on its complexity, power and casting time.

Magic comes in many different varieties and flavors. Specifically, there are eight branches of Wireennian magic. Known examples include the following:

Fire Magic: Those with Fire Magic are able to control the elements of fire, heat, and illumination.
Water Magic: Those with Water Magic are able to control the elements of water and ice.
Earth Magic: Those with Earth Magic control the elements of earth and rock, along with certain plant life. A specialized type known as a "Druid" may summon, communicate or even turn into animals.
Wind Magic: Those with Wind Magic control the elements of wind and air. Some also control the element of lightning.
Light Magic: Light Magic is a bit of a misnomer, as those who practice it have no control over light or illumination sources. They are instead able to perform divine healing arts, but cannot revive the dead. They can also exorcise undead spirits.
Arcane Magic: Arcane Magic refers to the use of arcane bolts of energy and telekinesis. Some can also erect arcane barriers.
Dark Magic: Dark Magic refers to forbidden arts such as necromancy, demonology, and illusory magic. Illusory Magic can be legal, while Necromancy and Demonology are always illegal, and punishable by death.

Enchanters, Alchemists, and Pharmacists have their own branch of magic called "Gray Magic": this includes unorganized, uncategorized, and non-elemental spells. That being said, not all Enchanters, Alchemists, and Pharmacists actually use magic: many have no gift for it and instead utilize magical items. A special type of spell available to Gray Magic users is "Summon Manicule": this summons a floating arm for a brief period of type. It may be related to the creation of the Manodactyls.

Generally speaking, a wizard is only able to specialize in one branch of magic: they may be able to use low-tier spells from other branches but almost exclusively stick to a single branch, as mastery can take decades of practice and research. Should a wizard specialize in multiple branches, then he or she would be a wizard of unbelievable power. So rare are these wizards that they once appear every few centuries.

Wizards are highly regarded for their skills in battle and are often recruited into the Wireennian Army. They often tend to wear robes or light armor at most, as many of them do not expect to get into direct combat nor have the strength and stamina to wear heavy armor. Casting spells is mentally taxing enough on its own: adding pounds of metal weight into the mix makes it even more difficult. A Wizard will generally carry a staff of some sort to help them with their casting of spells.
 
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Yale

The Yale, also known as an Eale or Centicore, is a fairly common sight within the forests of Wireennas. Yales are medium-sized creaturs, around the same height as a hippopotamus. They are said to have the tail of an elephant and the jaws of a wild boar. Most notably, they have two large horns atop their head, which can swivel in any direction. This makes them a fearsome foe in combat.

Yales are harvested for their meat and milk but are most commonly used as mounts for the Rabbit Folk, as they are small enough to carry them without being too weak to do so.

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Damma

Unlike the Yale, Damma are far rarer creatures in Wireenas. Also known as "Gazelles", Damma are only found in Wireennas's grasslands, to the west of the country. Damma also have two horns atop their heads but are unable to swivel them about like Yales are. They are flighty creatures by nature, quick to run, and difficult to capture. Those that find themselves tamed are also used as Rabbit Folk mounts, usually among high-ranking officials.

Damma can also be harvested for their hide and milk, although their perceived scarcity makes this a less attractive offer than domestication for military use does.

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Giant Snail

Perhaps the most famous creature in all of Wireennas, Giant Snails are monstrous abominations. Easily standing 10 to 15 feet tall, these beasts have a most voracious appetite, consuming anything in their path. Their powerful digestive juices make short work of most substances, and their shells are nearly invulnerable to damage. It is hardly surprising that such creatures are used extensively by the Wireennian Military.

Giant Snails are also harvested for their shells, which are famed for their durability and light weight. This is generally done after the creatures have expired naturally, since the creatures are so dangerous when alive.

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Forest Bull

A terrifying creature of immense power, the Forest Bull is the undisputed king of the Wireennian Forest. Twice the size of a normal bull, the Forest Bull is an exceptionally difficult creature to kill. Its skin is incredibly tough, almost as tough as the shell of a Giant Snail, and it is surprisingly agile for a creature of its size. It is also carnivorous, eating any creature unfortunate enough to cross its path. It is highly recommended that they be avoided at all costs, although those who do subdue one can expect to be handsomely paid for their efforts.

Forest Bull horns and hides are highly valued in Wireennian society, both for their inherent properties and for the prestige associated with harvesting them from the creature.

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Monoceros

Horned creatures are quite common within the Wireennian ecosystem, although most of them have at least two horns. An exception to this rule is the Monoceros. Also called a "Unicorn", the Monoceros has a single, large horn projecting from the center of its head. It cannot swivel this horn around, much like a Damma, but it can still use it as a deadly weapon should it be threatened. They are generally horsed-sized and usually have a white, fur coat, although other colors have been documented among their populations.

Monoceros horn is highly valued for its physical and magical properties, although they are also commonly used as Cynocephali mounts as well.

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Bonnacon

Bonnacons are by nature gentle and peaceful creatures: they tend to avoid conflict at all costs. To this effect, their horns are useless in a fight: they cannot swivel at all and are actually pointed toward one another. Instead, the Bonnacon has a most bizarre and unnatural self-defense mechanism. When approached by a foe, it will turn around and spray "caustic flatulence" from its hindquarters. Such an unorthodox defense is surprisingly effective, if not downright deadly.

Perhaps somewhat surprisingly then, Bonnacon are widely domesticated throughout Wireennas. Their hide, milk, and meat are all common products within the Kingdom.

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Pard

Wireennas does have some more elevated areas within its borders: these places are commonly inhabited by creatures known as Pards. Also called "Panthers", they are large felines with an aggressive personalities. They will attack anything that strays into their territory, raking them with their sharp claws.

Pard hides are highly valued as they come in a dazzling array of colors and patterns. They are especially popular among the Wireennian elite.

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Gold Digging Ant

Gold is a highly valuable substance, for both its intrisinic value and its mutliple uses. As such, Wireennas tries to aquire as much of it as they can. To assist them them in this matter, they use Gold Digging Ants. These insects are around a foot long and they love to burrow deep underground. As they do so, they tend to find gold and other precious metals along the way, which are then collected for later use. Gold Digging Ants are highly prized creatures: attempting to take one outside the Kingdom can incur the death penalty.

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Oysters

Oysters, also called "Perna" or "Ostrea", are very important creatures in Wireennas. Coming in both freshwater and saltwater varities, they do provide much needed food for Wireennians, along with another valuable commodity: pearls. Oysters are one of the few ways Wireennas can reliably grow pearls, and are thus highly valued for this trait. They are often fought over, leading to local brawls and skirmishes among growers and bandits.

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Cinnamon Birds

Every winter, the Cinnamon Birds migrate to Wireennas from far off lands. As they settle among the trees, they acually build their nests out of cinnamon, which they bring with them from their homelands. As the only souce of cinnamom in Wireennas, they are highly sought after. Hunters will attempt to break their nests apart and harvest the cinnamon, although they risk being attacked by the birds as they do so. Injury and death is a fairly common occurence, as the Cinnamon Bird is a large, powerful and territorial creature.

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Combat Sports

Combat Sports are widely practiced in Wireennas. They consist of organized bouts of violence between at least two individuals. Such "duels" are highly codified, with location, weapons, and armor being agreed upon beforehand, along with the conditions for achieving victory.

Sometimes, the winner may be the first to draw blood from the opponent, while other times, it may be a fight to the death. Most fights are somewhere in between, where one party is no longer able to fight or declares defeat. Fights tend to take place in purpose-built arenas, where spectators can place bets on the fight's outcome.

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Hunting

Hunting is the sport of slaying animals. It is another widely practiced sport in Wireennas, though for different reasons between the peasantry and the elite. Peasants tend to hunt creatures for their food and fur, while the elite does it for the prestige of slaying dangerous monsters.

Creatures such as Forest Bulls and Manodactyls are notoriously difficult to kill: doing so is seen as an impressive feat of strength and skill. This has led to the death of many hunters who were determined to prove their worth. Regardless, the popularity of hunting has only grown over the years.

Some hunters may use ranged weapons to kill their quarry while others insist upon using melee weapons. Such weapons are really a matter of personal preference.

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Baiting

Baiting, or Animal Fighting, involves two or more animals or monsters engaging in bouts of organized violence. Sometimes, many small animals may be made to fight a larger one, while other times, the fights are more evenly matched. The most exciting fights involve powerful monsters fighting each other: this can be as dangerous to the spectators as it is to the creatures involved.

A particularly bold or foolish Wireennian may choose to involve himself or herself in these types of fights, engaging in direct combat with the animals and monsters. Again, such an activity is highly dangerous and has caused the death of many who choose to participate.

Animals and monsters may have weapons attached to them to make them more lethal, though it is often unnecessary for the larger monsters.

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Archery and Marksmanship

All Wireennian ranged weapons, from the humble sling to the mighty war bow, require hours of practice to master. To encourage such a pursuit, the Kings of Wireennas have been hosting archery competitions since the founding of the Kingdom.

Targets can vary greatly from competition to competition: they range from small clay target to large wooden shooting posts. Sometimes the participants may be asked to hit a particular spot over and over again, while other times they made need to destroy a number of targets within a short time frame.

Such competitions exist for nearly every type of Wireennian ranged weapon: even handgonnes have dedicated marksmen who compete with them on a regular basis.

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Games

Physicality is not the only trait admired by Wireennians: mental fortitude is also something that is highly valued in Wireennian society. Wireennian games are quite commonplace amongst both peasants and the elite alike. They come in many forms: board games, dice, knucklebones, and cards are some of the most common varieties.

Of course, gambling goes hand in hand with these games, and many a Clofoling has been won or lost playing them. Most Wireennians are quick to take up a bet, no matter the stakes: usually the higher they are, the better.

Games can be rather plain in construction or elaborately made: wood and bone are common mediums among the lower class while the wealthy of Wireennas may have games made out of precious metal or ivory.

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Chess

Of all the board games in Wireennas, Chess is the undisputed "king" of them. It is a game skill and strategy like few others and is immensely popular among all walks of life.

A Chess set consists of two components: the board itself and the pieces. Each player controls a number of pieces at the beginning of the game: one "king", one "queen", two "rooks", two "bishops", two "knights" and eight "pawns". In Wireennas, these pieces have different names but identical functions to other chess pieces.

Essentially, the object of the game is to put the opponent's king piece in "check" and prevent it from escaping, although draws are also a possibility. Such a game allows for critical thinking and the development of battle tactics.

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Music

Wireennians thoroughly enjoy making music: they have been doing it for centuries. Instruments are a common sight within the Kingdom, in the hands of both the common folk and the elite.

The most popular types of instruments are horns, drums, and stringed instruments. They can be found nearly anywhere, from the humblest abode to the mightiest castles. They come in a bewildering variety of shapes and sizes and are capable of producing a wide range of sounds.

Musicians are often integrated into the Wireennian Army. Known as "Heralds", they help direct troop movement, inspire friendly forces, and intimidate the enemy with the noise they make. Nearly any Wireennian can become a musician, even Blemmyae.

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Theatre

Plays are a very common form of entertainment for Wireennians, both rich and poor. They can be found all over the country in a number of different types and forms.

Sometimes, a traveling troupe of actors may pass through a town or city, offering to put on shows for anyone willing to watch them. Other times, such shows take place in purpose-built theatres, which can attract large numbers of visitors. The most popular types of plays in Wireennas are comedies, although tragedies are also shown from time to time.

The Kings of Wireennas are avid sponsors of the arts and have personally financed the production of dozens of plays in their honor. Of course, such plays exist mainly to demonstrate the prestige that these kings have but are often well received regardless of their content.

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Original Factbook here.
Ever since the founding of the Kingdom of Wireennas, its rulers have sought to maintain a certain image among their subjects. In order to accomplish this important task, the founding king Wireennas I, decided to commission the kingdom's first set of "Crown Jewels": royal objects of immense value and worth. These items signify the authority and legitimacy of the king, and have been passed down from each successive monarch to the next. To lose just one of them would be a great blow to the power and prestige of any Wireennian ruler...

-Kingly Robes: The kings of Wireennas are rather fashion conscious, owning a number of robes and tunics. Such vestments are usually made from cotton or silk with golden lining, and have intricate patterns weaved into them.
-The Crown of Wireennas: The Crown of Wireennas was the original crown forged for King Wireennas I, the founding ruler of the kingdom. It is primarily constructed out of gold, with a silver reinforcing band on the inside. The crown has 32 large gemstones, divided among 8 sections, consisting of rubies and sapphires. It is also partially enameled in green, white and blue. Four golden flowers can be found on each "panel" and the whole crown is lined with small pearls. The crown is a "Votive Crown", meaning that it is open on top, as the king's who wear it need space for their rabbit ears. Although it is not the most impressive crown constructed in Wireennas, and it easily the most important item in the Crown Jewels, as anyone wishing to be king must be coronated with this specific crown.
-The Ring of Fortune: At a quick glance, the Ring of Fortune appears to be an impressive but relatively underwhelming ring. It consists of a pair of golden bands intertwined around one another, with a small diamond on top. While it is a valuable item, its true worth lies in the fact that it is actually a magical ring. Inscribed inside the ring are the words: "I hold your faith, hold mine". This ring dramatically increases the wearer's luck, allowing them to get out of situations that would otherwise be impossible to foresee. Such a ring is incredibly difficult to enchant, especially with this sort of magical enchantment. It is usually worn on the king's right hand, but seems to apply its magical effect even if kept in one's pocket or when worn around the neck.
-Bezoar Ring: Bezoars are curious items: when swallowed, they have the ability to cure any potion that may have been ingested. They are also exceptionally rare items, being difficult to find. King Jozzulon II always wears a Bezoar Ring on his left hand in case he is ever poisoned: should this occur, he can swallow the entire ring to save his life.
-Gemstone Rings: other rings owned as part of the Crown Jewels include ones embedded with large gemstones. These gemstones range from garnets to sapphires to even emeralds: they are sometimes worn in addition to the other two aforementioned rings.
-Scepter: A Scepter is a short rod or staff that is used to convey the royal authority of the king. They come in many sizes and compositions, with gold and ivory being the most common examples in Wireennas. It should be noted that Scepters are not meant to be used as weapons, but rather as a symbolic measure. The most well known of King Jozzulon's Scepters are the Serpent Staff and the Orb Staff.
-Sword of Wireennas: The Sword of Wireennas is said to have belonged to the legendary King Wireennas I. It is an impressive and intimidating weapon. The sword itself is a two-handed weapon, though it can easily be wielded in just one hand, and is covered in gold leaf. Its scabbard is also covered in gold, along with garnets, rubies and enamel.
 
Original Factbook here.
As a so called "Forest Kingdom", Wireennas is known for the large amount of organic goods that it produces. Of these goods, none are as ubiquitous as the substance known as "honey". Honey can be found in nearly every household, from the lowliest peasant all the way up to the King himself. But what exactly is honey, and why is it so popular and widespread within the kingdom?

Honey is a sweet tasting and viscous substance that is produced by creatures known as bees. These bees use the honey that they create to feed their young and nourish their bee colonies, also called beehives. Honey is primarily created from flower nectar or honeydew, which is stored in a bee's "second stomach" or "crop". As the bee transports the nectar or honeydew back to its hive, it begins adding enzymes that start the transformation process. Upon its return, the bee will start regurgitating the liquid to other bees, each adding additional enzymes, until eventually it is deposited into a honeycomb structure. From this point, the bees will then fan the honey with their wings to remove excess moisture. Once this process is complete, a layer of wax will be applied to preserve the honey for future use. Honey tends to be brown or gold in color and can be nearly transparent or quite dark.

Honey maintains several unique properties that make it highly desirable as a food source. Honey is highly nutritious, provides a immediate energy boost, and does not spoil, making it an important ration for Wireennian soldiers. It is also a natural sweetener and quite delicious, making it popular among the civilian population as well. Honey can be eaten raw, used in baking and even poured into drinks.

Honey can also be fermented into an alcoholic beverage called "mead", or "honey wine". Mead, along with cider and ale, is one of the most popular beverages in all of Wireennas, and is widely consumed. Mead can further be enhanced with spices, herbs, or fruits to change its flavor.

In addition to be consumed, honey also has documented medicinal properties. Honey can be used to treat burns and other skin conditions as a topical ointment. Honey is said to also have a wide range of healing properties when ingested orally. In the Ilevishan Faith, honey is consumed for religious reasons and is often offered as a sacrifice or gift to the Ilevishan gods.

Wireennas also produces a very special blend of honey called "Mad Honey", or "Intoxicating Honey". This honey has a distinctive red color and is more bitter and earthy tasting than normal honey. As the name suggests, "Mad Honey" produces hallucinations in those who ingest it, along with other symptoms of intoxication. Mad Honey is taken as a recreational drug or is added to alcoholic beverages to give them more of a "kick". If taken incorrectly, the substance can cause adverse side effects, including nausea, lethargy, paralysis and rarely even death.

Like normal honey, Mad Honey is also said to possess a number of medical benefits, though most Wireennians still use them recreationally.

Mad Honey is only produced from the nectar of certain flowers. These flowers must contain Grayanotoxins within them, which gives the honey its unusual properties. Such flowers are relatively uncommon in Wireennas, making them rather valuable for what they produce.

Nearly any Wireennian can produce his or her honey. The simplest method involves collecting honey from wild beehives, which are fairly plentiful in Wireennas. Alternatively, artificial beehives can instead be created for the bees, to encourage them to stay in a particular area. Even these semi-domesticated bees will still leave to produce their own natural hives if given the opportunity, so any prospective beekeepers must keep their conditions optimal for the creatures. The largest beekeeping operations are under direct supervision of the King, especially if Mad Honey is at all involved.
 
Original Factbook here.
To the casual observer, Manciules are cause for great concern. After all, at a quick glance, they do resemble undead apparitions. However, Manicules have no affiliation with any form of the undead: they are entirely artificial creations. Simply put, a Manciule is a disembodied, floating arm of magical origin. They are not "made" per se, but are magically summoned.

Manciules are relatively uniform in appearance. All examples have a hand with five fingers, a wrist, a forearm, and an elbow. They tend to terminate just above where the bicep is. Manicules are slightly ethereal and tend to emanate white or blue wisps of smoke from their "back end". They come in a variety of skin tones but are always clad in a full-length sleeve.

Manicules are surprisingly strong, having a grip strength that far exceeds what their delicate appearance might suggest. They are capable of a normal arm's full range of motion and can float or fly about with ease. While they are, again, somewhat ethereal, they are more or less solid and are able to interact with their environment. Naturally, they are exceedingly easy to dispel: a single strong blow is more than sufficient to dematerialize them. That being said, they can be quite agile and difficult to pin down, should that be required of them.

As such, they can do many things: they can carry and transport items, open and close doors, turn pages and write notes and even attack enemies. In fact, Manicules are a relatively common sight in times of war. They are useful as support units, performing tasks that would other occupy valuable soldiers. They can also be used to directly participate in fighting, as they are capable of holding any type of one-handed weapon. Manicules are difficult to hit and have a high weapon skill, but lack any form of armor and can be easily destroyed with even the lightest of blows.

The first Manicules were created by Wireennian Gray Wizards to assist them with their magical and alchemical experiments. As one might imagine, such experiments can be highly hazardous if done improperly. Toxic fumes, corrosive substances, and explosive ingredients are rather common components in magical experimentation: it is all too easy for accidents to occur. By summoning a Manicule instead, the Wizard can direct his or her experiments from a safe distance, having the Manicules carry and pour the ingredients. This gives the Wizard time to hide or run away should things go awry.

Manicules are incapable of making speech, but that doesn't mean that they cannot communicate with other beings. All Manicules are capable of understanding most forms of speech, and all of them have an innate ability to communicate via sign language. They can carry out both simple and complex tasks, provided that such tasks can be done with only a single arm and hand.

It is believed that Manicules are somehow related to Manodactyls, which are large bipedal creatures with an arm for a head. All Manicules eventually disappear back into the void after a period of time and must be continuously resummoned every so often. Manodactyls, on the other hand, are permanently present and are far more powerful, capable of taking serious damage and delivering even more powerful strikes and blows. How the two are actually related is unclear, though their is an undeniable resemblence between them.
 
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Original Factbook here.
Wireennas is a land full of strange and terrifying beasts. From the humble but deadly Bonnacon to the nearly indestructible Forest Bull, Wireennians must exercise extreme caution when traveling about, least they find themselves on the wrong end of a very dangerous monster. Of these fearsome creatures, none of them elicit more confusion and misunderstanding than the mighty Peryton.

At first glance, a Peryton resembles a mixture of an eagle and a deer. Their is quite a bit of variation between each creature, such as its number of legs: some of them have two, while others have four. Perytons generally have antlers of some kind, regardless of their gender: these have no uniform shape among the creatures. Perytons also show a great deal of variety when it comes to the species of deer that each individual resembles. Regardless, all Perytons do share those common traits of deer and eagle, along with exhibiting certain behaviors species wide.

Many believe Perytons to be delicate and docile creatures: this mistake is often the last anyone will ever make. Perytons are actually nefariously hateful beasts. In fact, they absolutely despise humans, and will attack and kill them on sight. Rather shockingly, Perytons will actually eat any humans they slay, and have a preference for human flesh. Of course, Perytons are not exclusively carnivorous: they are easily able to subsist on grass, fruits and vegetables if no humans are available. Curiously, a Peryton actually projects the shadow of a human being until it has killed one, after which it will project its actual shadow.

Due to this preference for human flesh, Perytons are highly intelligent and cunning creatures. They can be incredibly patient or highly aggressive at a moment's notice, and have no qualms about attacking their enemies while the opportunity arises. Perytons use their powerful antlers, eagle claws, deer hooves and mouths when fighting, and can easily deliver fatal injuries to even the most hardened of opponents.

As one might imagine, Perytons are an incredible assets to the Wireennian Armed Forces, and many have been tamed and trained for use in the Air Cavalry. This arrangement works due to the nature of Wireennian society: as most Wirennnians are not human, the Perytons will accept them as riders. Additionally, with King Jozzulon's hatred of human society, most Perytons see this partnership as an opportunity to slay and consume humans far more efficiently than if they were on their own. The Wireennians gain a powerful aerial mount while the Pertyons have an opportunity for a grisly feast.

One species of Peryton deserves special mention: The Peryton Primarch. These legendary creatures rival even dragons in size and power. The presence of just one is often more than enough to turn the tide of battle. Of course, gaining the allegiance of these monsters is exceptionally difficult, and requires tremendous sacrifice for anyone wishing to harness their power...
 
Original Factbook here.
Literacy is the ability to read and write. In Wireennas, such a skill is rather rare amongst most of the population. This can be attributed to a number of different reasons. Firstly, it is a skill that most Wireennians simply do not need, as reading and writing does not figure heavily into their jobs. If such a skill is required, most words can be simply memorized until needed. Secondly, most Wireennians do not have the time or resources to learn how to read and write. They may devote their time to their jobs, such as farming or warfare, and thus lack the ability to learn these skills. Finally, learning to read and write is a difficult endeavor, especially when not learned at a young age.

As such, only the elite of Wireennas know how to do this, as they can afford to pay for expensive tutoring and make their own time to learn these valuable skills. Some more well merchants may also be able to do this, something that is starting to become more common as they acquire more wealth for themselves.

Monopods, Rabbit Folk and Panotti tend to have the highest rates of literacy, while Cynocephali and Blemmyae often lag behind. Nonetheless, it is a skill that is starting to become more and more common as Wireennas continues to increase its wealth and power.

Wireennians have created a number of items that involve literacy in some way, shape or form, such as the following:

-Parchment: Parchment is a writing material made from specially prepared untanned skins of animals—primarily sheep, calves, and goats, although other creatures may be used as well. When compared to tablets, parchment has a number of advantages over them: it is lightweight and durable, nearly impossible to break when dropped. It is also quite thin, allowing a large number of documents to be stored in a single location. Parchment can be bound into books for further carrying convivence, making it a highly sought after item. Unfortunately, Parchment can be damaged or destroyed should it become torn or wet, making protecting it important to its survival. Particularly high quality Parchment is known as "Vellum".

-Rotating Bookmarks: In order to keep track of where on last left off when reading, he or she may use a rotating bookmark to keep track of the page. A bookmark can be put in between pages to mark the readers last position: it can also be rotated for a specific number of paragraph.

-Scrolls: Scrolls are simply rolls of parchment. They are not of Wireennian origin, instead being first discovered from wandering traders. Impressed with what they could offer, Wireennas began manufacturing their own versions of these devices. They are used a disposable magic items: the user merely reads what is on the scroll, and then the spell will activate. Using a scroll destroys it, burning it up or blowing it apart. As such, the user must be careful to properly recite the spell and aim it at its intended target. On the plus side, anyone who knows how to read can use a scroll, even one with zero magical power.

-Rotating Book Bench: Researchers will often use multiple sources when conducting their work. As one might imagine, this can lead to a large mess when multiple books, scrolls or pieces of parchment are being used. To help keep track of them, a researcher may use a "Rotating Book Bench". Up to eight different sources can be placed on the bench, which can then be rotated as the user see's fit.
 
Original Factbook here.
On the eastern border of the Kingdom of Wireennas lies a land shrouded in fear and mystery: the dreaded Foglands.

This is no hyperbole, as the Foglands represents a constant and consistent threat to all the inhabitants of Avon. As one might imagine, the Foglands are covered in a magical mist or fog, which never fully dissipates or disappears no matter how much time may pass. Worse yet, anyone who gets caught in the Fog will have their life force drained until they die, making traversing it nearly impossible. The Fog is always expanding in every conceivable direction, though it seems incapable of going through solid obstacles and over major bodies of water.

The Fog itself is, of course, an entirely artificial construct. First summoned by Juhlan the Mad in a desperate bid to secure victory over his enemies, it quickly spiraled out of control, leading to the first ever truce between all of Wireennas's Rabbit Clans. Together with Nanterre (present day Deuxraces), they finally beat back the fog to its current location. Each of the Wireennian "Border Clans" next to the Fog then received funds to construct walls and other fortifications, so that the Fog might be kept in check. Soon, the Rabbit Clans went back to fighting one another, and the Fog was all too soon forgotten.

With Wireennas's unification, however, new attention was paid to the ever present threat of the Fog, and immediate repair work was scheduled to the border walls. For centuries, they had been allowed to decay, and most are still in various states of disrepair. After all, the Rabbit Clans were more likely to destroy each other than some ancient Fog, and most had soon forgotten the threat the Fog had once posed.

Most of the original walls were made of stone, sometimes quarried from great distances. They vary in height and thickness, but most are around 20 feet tall and 10 feet thick. Running parallel to the walls is a large trench or ditch about 10 feet deep, making any assaults on the walls even more difficult. Originally, this was done to help contain the Fog, but has since been filled by it. Today, the Fog tends to teach the top edge of the walls. The walls contain large stone watchtowers at regular intervals, which house garrisons, mounted weapons such as ballistae and warning horns. Most critically, however, they house modified Arcane Energy Projectors.

Normally, an Arcane Energy Projector is a large Crystal Ball that is capable of firing Arcane bolts of energy at enemies. When charged with Gray Magic, they are quite capable of defending certain areas. The ones on the walls, however, work a bit differently. These produce a large shockwave of Arcane Energy that physically pushes the Fog back whenever it intrudes to far forward. They are a recent addition, as the Fog has slowly begun to creep forward once again, necessitating their deployment. They constantly require Arcane Energy, meaning many Gray Wizards are stationed on the walls. Care must be taken when standing next to a modified Arcane Energy Projector, as the shockwaves they produce can knock soldiers off the walls if they are unprepared.

In addition to the modified Arcane Energy Projectors, watchtowers and ditches, other physical obstacles are also present. Much of the walls have abatis, or sharpened stakes, planted at their base, while Trapping Pits and Trou de Loups can be found on the inside of the walls themselves. Most have a thin layer of wicker placed atop them, which is then covered in dirt, branches and leaves. They are immensely difficult to see with the naked eye, and stationed troops must take great pains to memorize the location of each. As to why they are inside the walls and not outside of them, the answer has to do with what lies within the Fog itself.

Especially worrying are reports of bizarre creatures inhabiting the Foglands, seemingly surviving in a land where nothing can live. These strange beings are highly dangerous: more than once have soldiers stationed atop the walls been pulled screaming into the Foglands below, never to be seen again. These monsters occasionally try to breach the walls and escape into Wireennas proper: they often find themselves caught in the Trapping Pits when they try to escape. Sometimes they are killed on the embedded spikes below, while other times the pits are left empty so that the creatures might be captured and studied. Unfortunately, the creatures seemingly dissolve into a sort of black goop upon expiration, making their study difficult.

To staff and maintain the walls presents a tremendous burden on Wireennas due to the immense costs and personnel needed. The walls run for hundreds of miles between Wyntos Pinnacle and the Great Inland Sea, and keeping the entire wall properly run is extremely difficult. Many sections have still not been properly repaired or only have a skeleton garrison to guard them. It is only a matter of time until disaster strikes once agan...
 
Original Factbook here.
Potions, simply put, are alchemically created liquids that are intended to have a specific effect when consumed. Depending on what they are, they can heal wounds, turn their drinkers invisible, and even force someone to fall in love...to a certain extent, at least. Potions are highly valuable in Wireennian society, and can cost a small fortune to obtain in some cases.

Potions can generally be broken down into four distinct categories: "lesser", "standard", "greater" and "superior". A fifth category of potions does technically exist, known as "supreme" potions, but they are nearly impossible to create. Anyone can create potions with the right knowledge and know how, but doing so can be a rather demanding and time consuming task. First, the proper ingredients must be collected and portioned. Then, said ingredients are placed into a liquid that has been poured into an alchemical still. The temperature of the liquid, the type of liquid itself, number of times that the liquid has been stirred, and material composition of the still that the liquid is in all play a role in determining the success of any potion maker endeavor.

It is important to follow potion recipes to the letter, as even a slight deviation can cause the potion to fail. In the best case scenarios, a failed potion simply has no effect on the drinker, besides perhaps tasting horrible. In the worst case scenarios, a failed potion will cause wild side effects when consumed, usually to the detriment of the drinker. These can range from fairly innocuous to downright lethal, and cannot be fully determined until the potion is consumed.

When brewed correctly, however, potions can provide massive benefits. They must be stored in either glass vials or ceramic jars, and generally must be consumed within a certain amount of time. Potions are liable to lose strength over time, and they do become less potent with age, though proper storage can somewhat mitigate these effects.

Potions can in a variety of different "flavors", as it where. Some of the most common are:

Health Potions: A Health Potion, or Healing Potion, is capable of healing wounds and restoring one's health. By rapidly speeding up the body's healing process, a Health Potion can quickly stop bleeding and close open wounds. The better quality the potion, the larger the wound they can heal, though even a Lesser Healing Potion will start to cure someone of their wounds. Healing Potions cannot cure diseases, nor can they regenerate lost body parts.
Mana Potion: A Mana Potion is able to restore one's mana when expended, allow the drinker to cast additional spells. The better quality the Mana Potion is, the more mana is restored.
Stamina Potion: Stamina Potions are capable of restoring one's energy and removing any acquired fatigue. Their effect's are similar to consuming a modern day energy drink. The better quality potion, the more energy the user receives. While useful, they are not a substitute for getting proper rest and sleep.
Invisibility Potion: These potions can turn their drinker invisible, making them undetectable to the naked eye. Higher grade potions have a longer duration and better quality of invisibility: a "Lesser Invisibility Potion" will only last a short time and not make the user fully invisible, whereas a "Supreme Invisibility Potion" will have a rather long duration and make the drinker completely and utterly invisible.
Waterbreathing Potion: These potions allow the drinker to, quite simply, breathe underwater if they are not an aquatic race. The better the quality, the longer they can breathe for. Waterbreathing potions, of course, do nothing about water pressure.
Firebreathing Potion: When consumed, these potions cause their drinkers to spew fire from their mouths, as if they were dragons. The moment the potion is consumed is when the fire will begin to spew. The better the quality, the more intense the heat is. Properly brewed potions do not cause harm to their drinker's throats.
Love Potion: Love Potions do exist, although they cannot replicate true love. Instead, they cause intense infatuation in anyone who drinks them. The better the quality, the longer their effect lasts. When their effect does end, whoever drank the Love Potion will be fully aware of that fact, and will have regained full control of their mental faculties...
 
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Original Factbook here.
Life in Wireennas can be brutally difficult at times. Between unmitigated natural disasters, deadly diseases, monstrous beasts and brutal brigands, their is no shortage of ways one might meet an untimely end. In such times of distress, the Wireennian Army is often deployed to help maintain law and order in the realm. Unfortunately, the army tends to be overstretched and underequipped, as many of its soldiers are stuck patrolling the Foglands and guarding against any potential intrusions.

Therefore, it falls to the Adventurer's Guild to help pick up some of the slack.

An adventurer is an independent contractor who can be hired out to complete any number of different tasks. They are very specifically not soldiers, as they are not affiliated with the Kingdom's armies nor do they work for King Jozzulon II. As such, they have the autonomy to operate in certain areas that soldiers would not be welcome in, such as foreign countries and other hotspots. Being an Adventurer comes with a certain freedom not seen in most professions: the freedom to do what you want and go where you want to (within the laws of the lands they operate in, of course).

Registering to become an adventurer is relatively simple: one need only find their local branch of the Adventurer's Guild and put in a formal request to become a member. Nearly all major Wireennian cities have a branch of the guild within their borders, while in smaller villages it varies as sometimes their are simply not enough people to justify their existence. Anyone is eligible to become an adventurer, regardless of age, race, gender or skill. That being said, new applicants are immediately put on probation upon being accepted. Should they break any rules or act in a way that brings dishonor to the guild, they are immediately kicked out and blacklisted from joining any other branches. Upon joining the Guild, adventurers are issued adventurer badges that identify their rank and role within the organization.

In theory, the various branches of the Adventurer's Guild are supposed to be united, but in reality the situation is far more complex. Each branch of the Adventurer's Guild is run by a Guildmaster, who is responsible for managing the day to day operations of his or her respective branch. These Guildmasters tend to run their respective branches as they see fit, as they often wield a disproportionally high level of power and authority within the cities that they are based in. While their is an elected representative who advocates on behalf of the guild (the Overmaster), their role is more geared toward ensuring the survival and continued operation of the guild itself: they rarely if ever interfere with the business of the various Guildmaster's themselves. It would take an egregious abuse of power from a Guildmaster to have the Overmaster deal with whatever it was that they were doing: most of the time, they are left to their own devices.

As one might expect, this causes the various branches of the Adventurer's Guild to compete against each other for fame, fortune and glory. Deep rivalries exist among the various branches, with the most famous being the feud between the Fuoburgh Branch and the Slilstin Branch. Adventurers are rather unruly at the best of times, and when rival adventurers meet each other, the results are often predictably poor. Thankfully, such group battles are fairly few and far between, as few adventurers would want to risk the wrath of their branches for getting them in trouble with the King.

The only reason King Jozzulon tolerates the Adventurer's Guild is because of how useful they are to the Kingdom. His army can only be spread so far, and is often perceived with negativity and hostility from the local population. Adventurers have a somewhat better reputation, as their motives tend to be crystal clear: getting paid for their work. Tasks, or quests as they are known as, can range wildly, from something as simple as gathering certain herbs to something as complex as slaying a Forest Bull or Peryton Primarch. Every time a quest is issued, it is given a ranking and a reward. The more difficult the quest, the greater the reward for it. While Adventurer's are ranked based upon their performance, any adventurer can take any quest of any difficulty, though it is recommended to stick to quests that correspond to an adventurer's rank. Adventurer's cam also be sought out for specific quests if requested so by the client. Indeed, word of mouth can be a blessing and a curse for adventurers, as both great exploits and failings tend to spread far and wide in the realm of Wireennas.

Of course, adventurers rarely travel alone, as they tend to form parties at their earliest possible convivence. An adventuring party is simply another term for a group of adventurers. It is extremely important to consider the composition of each party before one is formed, as the temperaments, skills and abilities of each party member must align in order to be successful. Depending on their ranks, adventurer parties vary wildly in equipment. Novice level parties are often woefully unprepared for the quests they take on, while expert level parties can rival the elite forces of the Wirennian military. Indeed, some of the most powerful warriors in Wireennas are adventurers: Champion Brybella and Champion Gedrek.

Overall, adventurers can be rather complex beings. They must balance their lust for gold with moral responsibility. Such a thing is far easier said then done, as many adventurers fall to banditry to satisfy their desire for wealth. Others take their talents and sell them to the highest bidder, regardless of how good or evil their employers might be. Still others try to strike their fortune in faraway lands, toppling governments and carving out petty kingdoms in the name of their own selfish desires. And yet, for every bad adventurer their is out there, their are far more good ones who do what they can to make life better for those who hire them . Adventurers are an undeniable force of good for the Kingdom and the world...at least, when they want to be!
 
Original Factbook here.
Long before Wireennas was a unified kingdom, it was little more than a collection of independent rabbit tribes and chiefdoms. Unable to gain any sort of permanent advantage, each of the tribes and chiefdoms were locked in a perpetual state of war with one another, constantly raiding and fighting at any available opportunity. To escape this constant state of conflict, many Rabbit Folk established large, underground cities called "Great Warrens". Far beneath the surface, the citizens of these settlements were able to live in relative peace, safe from the fighting above. But, unbeknownst to those who had created these safe havens in the first place, there was another danger lurking below the surface as well: giant ants!

Giant ants are exactly what they sound like: enormous, oversized ants the size of large dogs. Despite their large statue, they are essentially the same as their smaller sized brethren: their body possesses three separate parts or sections, six legs, a pair of antennae and powerful mandibles. They act in much the same manner as well, working together for the benefit of their colony. Each colony is controlled by a single Ant Queen, and each colony can span for miles beneath the surface. Giant Ants tend to be rather territorial, and will often attack intruders on sight.

This behavior was often experienced firsthand by hapless Rabbit Folk, who might accidentally take a wrong turn or stumble down a different corridor when digging out the Great Warrens. Soon, the relative peace these settlements bought was shattered, and Giant Ant excursions into the Great Warrens became all to common. Yet, despite the danger the creatures bought, not all was lost.

In fact, it was discovered that the Giant Ants could be tamed when given food, especially with sweet food such as honey. Enterprising Rabbit Folk would deliberately venture into the ant colonies in the hopes of bringing the creatures back with them. Giant Ants possess powerful mandibles and armored exoskeletons, and some are even venomous. When properly tamed, they made powerful war beasts, and were highly sought out among the armies of the Rabbit Folk. Demand for the creatures easily exceeded supply.

Yet, some clever Rabbit Folk then managed to formulate and interesting theory: if a standard Giant Ant could be tamed by giving it some food, why couldn't the same be done with an Ant Queen? Unfortunately, getting to said Ant Queens proved exceptionally difficult, and many brave Rabbit Folk lost their lives in these attempts to tame the creatures. Worse still, those who made it found the Ant Queens far to stubborn to bend to their wills, making the whole enterprise worthless.

But not all was lost, for these "Ant Hunters" decided to go for the next best thing: the ant eggs that the Ant Queens laid. When raised from birth, each ant was far friendlier to their masters than when tamed in the wild, and could learn how complete commands and tasks as babies. Ant Ranching became all the rage, especially when it was discovered that Ant Queens could be raised in this manner. With a steady supply of ant eggs secured, the Rabbit Folk could now begin the process of domesticating the creatures, turning them into Wireennian War Ants.

It is said that the War Ants of Wireennas played a large role in King Wireennas I's attempts to unify the Rabbit Folk, and were an important reason for the Cynocephali agreeing to join the Kingdom without resorting to war and violence. Yet, the golden age of Ant Ranching was about to come to an end, as King Jozzulon I decided to take his people and move to above ground living. He feared that his Kingdom might be seen as "backwards" and "primitive" for living underground, and he was determined to dispel any such notions that others might have.

And so, most of the Great Warrens were abandoned, along with their Ant Ranching programs. Even today, Ant Ranching is something of a lost art, with few Rabbit Folk having any knowledge of its existence in the first place. Yet, their is still hope to resurrect this lost art, as the current King of Wireennas, Jozzulon II, seeks to unlock the power of the War Ants for his own army. With the majority of Great Warrens being abandoned, they have now been overrun with all manner of Giant Ants: opportunities to restart Ant Ranching are potentially quite plentiful...

Generally speaking, Giant Ants can be split into three distinct categories:

-Gold Digging Ants: The smallest species of Giant Ant are Gold Digging Ants: these creatures actively seek out and hoard gold when burrowing within the ground. They are highly sought after for this behavior, and their sale is highly regulated: possessing one without the proper permits can result in death.
-War Ants: War Ants are the most common species of Giant Ant in Wireennas. They are well known for their powerful mandibles and armored exoskeletons. Some are also venomous. Quite common during the times of the warring Rabbit Tribes, they are rarely seen outside of the abandoned Great Warrens today. King Jozzulon II wishes to unlock their power and reestablish the Ant Ranching programs of old.
-Queen Ants: Queen Ants are the largest species of Giant Ant, easily reaching the size of a bear. They are responsible for establishing ant colonies and laying eggs. They are highly aggressive creatures, but they can be tamed and domesticated if properly raised from birth.
 
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