still working within the '14 Realms' setting. Have added quite a bit: There are 14 realms including the human realm. Arranged in a circular pattern, the human realm in the center. Each of the other realms can only access the two neighboring realms and the human realm in the center. The human realm has access to the long road, the path that allows access to all the realms. The doors of the long road only allow access from earth, though once in it you can get into any realm, you just cannot re-enter the long road, except from the human realm. 256 doors between earth/long road. One hundred and seventy seven can be used . Or at least that’s how many you can safetly use. Sixty six dump you somewhere you may not survive The last thirteen just don’t work. The door won’t even open. On the doors in the long road, have 5 dials. One determines a realm, then the other 4 each have 4 positions, 4x4x4x4=256-# of locations on earth. One dial detemines what quarter of earth, then the others furthur subdivide. Ones that won’t open-eventually have them be opened and revealed to be prisons of entities from other realms. All realms/beings have magic at one level or another, most to minor to be useful, but many races feed on magical energy by consuming the flesh, blood or energy.. Human realm is the source of magic, it radiates outward from human realm to the other 13. Portals and entrances to long road create hot spots of higher magical energy in the realms, so are usually heavily guarded/temples/major cities. Over time, more magic is built up then used and the overall magic in the realms starts to balance out to the earths The long road feeds on the magic of those who enter it. Humans are immune from this effect, other races are not. Believed to be deliberate setup by those who created the long road to keep realms somewhat isolated.Those exposed to the long road end up dessicated husks as the magic drains life force from them in matter of days. Within a week turn to dust. The inhabitants of other realms have long used earth as a passthrough, many have settled here. Due to the fact that realms can only access Earth or adjacent realms, if mobilizing for war with any other besides neighboring, will have to move forces to earth or realm adjacent to target befor launching attacks. Some are friendly, some our not. Have established various secret societies and cults. These groups allow them to open more doors to earth and travel more freely. Allows them to meet and pass information as well. There are doors that allow access between realms but most are well guarded by whatever faction controls the other realm. Hidden doors to the long road exist as well. People are unsure what allows some to access the doors, some not to. Appears to be tied to magical ability and subconscious thought. Some need the cults to provide bodies, or sacrifices they can assume control over. Many of the realms are at war with each other. No one knows who created the realms, or the long road. Many myths claim that the human realm was the first and the gods created the other 13 to house their individul creations. Legends also state that there are multiple ‘outer’ realms beyond the 14, but number is unclear. The only thing the legends agree on is that it is bad news if the ‘outer’ realm starts to act in the inner 14. Some legends state outer realms are where gods reside now. Others state the inhabitants of outer realms killed the gods. The 14 realms: Earth. Setanta: Giants- Realm of giants, ogres and trolls. Giants are intelligent, others are more animalistic. Giants use the others as labor/troops. Maneaters. Among giants, intelligence is on par with humans. High level magic abilities. Their legends state they were the first creations of the gods, before humans, but they were to arrogant/powerful for the gods, so they were replaced. Due to this hate humans.Preparing for war with Goblinoid realm who they view as pests to be exterminated. Once they acquire that realm, would either Great Serpent Realm who they view as Rivals as chosen children of the gods, or go after acquiring hman realm as they view them as usurpers of rightful position. In battle will go into blood frenzy called Riastrad. This is also their word for attacking/invasion Elemental(fairy): Fire/water/earth/air. Look mostly human with larger eyes, vibrant coloring and wings(sometimes). High level of physical diversity amongst clans. Each clan has control over their unique element. Each occupies their own land. Until recently had been at war amongst themselves, now united under a single emperor, starting to prepare to try to expand their territory. This has sent ripples through the other realms as others are also gearing up for war either to protect their own territory, or to take advantage of chaos to seize more territory of their own. Allies of Chimera(or at least some clans with some related species. Well not at war with, view Plant fairies as weak, will likely seek to enslave them. Plant(fairy): Look mostly human with larger eyes, vibrant coloring and wings(sometimes). Have control over plants. Can cause to grow quickly or much larger than normal or die. Most prosperous of realms do to thriving natural resources. Can use poisons, extrude thorns. Using plans can make living siege weapons, thick bark armor. Have strong presence on Earth. Mostly peaceful. Interbreed with humans. Allies of insects. At war with elemental fairy realm and parasites. Allies with Rodents. Also called flower realm, produces a potent whiskey like liquor called ’Saca Pi’ that is noted for removing inhibitions and acts as a truth serum. This was reason for the ‘In vino Veritas’ saying Ash(demonic): Inhabitants need offerings to create bodies on earth and cross over. In our realm their initial bodies look like large flayed dogs, wolves, great cats. Bodies formed of ash as coming over reduces bodies of sacrifices to char. Absorb negative emotions like fear, sadness, terror. Will hunt and torment their prey(which is why they take on the forms of large dogs/wolves/great cats) . Have established several cults that offer them sacrifices. As bodies formed of ash, weak to water. Attracted to magical power(in this setting, all living creatures have magic, but for most animals is such a small amount that is worthless, intelligent creatures have higher amounts), which when they consume can allow them to take more permanent bodies without weakness to water. Once have permanent bodies, can absorb other lifeforms and reshape the bodies to their will. At higher level can take on fully human appearance, but require blood from living source to sustain it(taking blood also allows absorption of the magic). Goblinoid- Man size or smaller orcs, goblins. Cowards who rely on backstabbing, poison, numbers to take prey. Life in underground tunnels. Allied with rodents. Tribal/secretive. View human and fairy flesh as delicacies. At war with Abomination as their underground living brings them into conflict as they are taken as ‘riders’. Krntak: Rodents: Can assume the shape of a giant rodent, or separate into multiple normal sized. Live in elaborate underground burrows. Have interbred with humans, the offspring show signs of their animalistic nature, can commune and control their breed of rodents. Males are short lives, maturing at age 2, ying by age 12, Woman live longer, (40-50). Society is matriarchal as momen are ~20% of population. Allies of Goblinoids. At war with Abomination and parasites(due to alliance w/ flower realm)as their underground living brings them into conflict as they are taken as ‘riders’. Have several nests in human realm, often have agreements w/ human farming communities to keep away pests. Will retrieve roadkill. Have several breeds/intelligence levels. Insect: Natural form is of giant insect, or horde of bugs. Some are predatory, some mostly harmless. Can morph body to appear human. Can Interbreed with humans, but offspring always appear as insect. Live in hive structures of the different breeds. Each has drones/workers/warriors/queen. These are one of the few species the worms of Abomination Realm cannot take over as their nervous system is too foreign. Bees: Allies of plant fairies and Mantis. Often form communal gardens Mostly harmless to humans and other races, unless you violate/damage their gardens. Mantis: Allies of Plant Fairies and Bees. Serve as guards, warriors and assassins. Have fondness for the human realm and human men in particular. Spider: Most magically powerful of the Insect Races. Masters of teleportation between the realms. Feed on Ants and Flies, as well as Goblinoid and Rodents. Ants: The builders of the insects. Their underground fortresses are heavily armored. Tend to be insular, not interact with other species much. In actuality, are preparing to invade rodent and goblinoid realms and then Abomination. Flies: Smallest of the insect breeds, mainly viewed as pests. Lay eggs in living hosts. Scorpions: Raiders. No fixed abodes. Like Ants, are builders, but mostly focused on weponry and armor. Enemies of Mantis and Ants. Fleshless: These two races have no material forms Nightmare: in out world appear as cold winds. Individuals are weak by themselves, at most person will feel weak, cold for no reason(hence stories of ghosts and hauntings). A group can kill by dropping body temps, absorbing magical energy. Expert wielders of illusions. Once human is killed by them, can pull soul out to add to their strength(if in human realm). If human has wandered into their realm, soul becomes one of them Can be mischevious or malicious. Only can be kept out via wards. Functionally immortal in their own realm. In human realm strong enough wards can kill them if they are trapped within it Mirror: Masters of illusion and mind control. Can use powers to make victims see scenes from their memories over and over again. As have no material body of their own, like to ‘ride’ in the mind to experience the emotions of the host. The stronger the better. Once host dies, they move on to next host. Some will take a host at birth and ride along to death assuming no or minimal active influence. Others will take host at any point in life and drive them to take actions so they can experience it. Will sometimes make host do things and block out memory of it to create confusion. Sometimes will allow host to be fully aware but unable to control themselves. Allies of Ash realm as will possess victims, create illusions so both can feed on the fear of the hunt and kill. Atlantis: sentient semi-machine people. Like to tinker and ‘improve’ everything, including themselves and people from other realms. Like to abduct and use those from other realms without consent. Not malicious, just see all the other realms as beneath them. Enemies of insect and Flower Fairy realm. Have recently started gearing up for war and in doing so made enemies of Great Serpent Realm who did not take kindly to them adbucting young Drakes for augmenting to use as part of armies. No permanent allies, will assist occasionally if others can tempt them with a suitable reward. Currently ‘allied’ with Giants by turning ogres and trolls into armored machine units. Have four major lords that rule the N, S E and W ‘circuits’. Have a supremelord of the inner circuit. Refer to himans as ‘softskins’ as basic mod they all have is turning skin into a flexible metallic layer. Looks like silver with an oily sheen. Their language sounds like dial up modem noises to us. Great Serpent- Dragons, wyverns, eastern dragons, midgard serpent. Very powerful, long lived. Highest magical ability of all realms. Mostly indiffernt to other realms. Can be helpful or destructive. IF you manage to piss them off, go for scorched earth level retaliation. Obsessive-throw a handful of grains, must count them. Attracted to shiny objects. Have recently started preparing for conflict with Atlantis. Not at open war yet but unless Atlantis manages to appease them. View Giants as arrogant wannabes Chimera: Biggest of the realms. Arachnids/harpies/gorgons/minotaurs/centaurs-The half breeds of mythology. Most are very active in human realm. Can change appearance to look fully human. Most diversity in terms of personality/outlook. Tend to adopt humans and other races. If humans are considered part of their ‘tribe’ they are fiercely protective of them. Sirens: water dwellers. Interact less with other realms as tied to water. Can take human form for short period to walk on land. Curious about other races, but skittish, do not approach openly. Like to acquire knowledge. Fascinated by ‘land dwellers’ technology. If you can get on their good side they are useful allies. Wereanimals. Tribal, secretive. Mostly keep to their own realm. Most in human realm wandered in by accident. Males can interbreed with humans well in human form, or their animal kin well in animal form, but children are always same as mother. Cannot ‘turn’ others. Harpies: Female only tribe, live in large communal nests. Traditionally will breed with Rocs, which are large animalistic male birds. When they lay eggs, the males all are rocs, who leave the nest within a couple weeks, and the harpies, which are the female. The breeding is dangerous as the Rocs are aggressive and harpies frequently suffer broken bones. Have recently discovered that Human men work just as well, with less injuries(to the harpies). Like sirens, their voices are intoxicating, drive men to leap off cliffs so the harpies can snatch them out of the air. Human woman who fall to their songs are eaten or fed to their young. Parasites: Saprotroths(or Sapro’s): Fungal plants that take over and corrupt their hosts. Can use their magic to cause the hosts bodies to mutate and warp. Grow in large mats on the hosts, as hosts break down, becomes mosslike mat on ground. Tentacle like protrusions grow from the mossy bed The stalks can move, slowly, within the mat, so can sneak upon unwary. will seek out nearest living animal- attracted to them based on magical energy.. Can take over any creature that has a body, though larger animals require more spores. Start out smooth but develop nodules with a thorn tipped center. Will lash out and inject the spores directly into the host. Also can develop spore pods that will burst and spread through the air.If caught quickly enough, can be reversed, but when host starts developing protonema on skin, usually too late to reverse. Unlike abominations, will restructure their host to fit their needs. Only human sized or larger creatures are able to develop spore pods. Can add mass to themselves as long as they have sufficient spored hosts, though this is a very long process(weeks to years), and well doing it are immoble and vulnerable. Most dangerous of the realms because once their growth is started and they get difficult to stop. However, balloon sacs are very visible so they tend to have to hide from sight well in gestation period. Weak to fire. Cold retards but does not stop their growth and spread. Working to invade Plant realm by mimicing the plants the fairies cultivate. Home realm called Ascomycota Abomination: parasitic burrowing worms, live underground, Look like 3 ft long worm pasty white earthworm with tentacles at one end. Tentacles secrete acid to dissolve rock. Surround round leech like mouth filled with diamond hard teeth used for burrowing. Blind and deaf as no use for these underground. Covered in thousands of white hairs that can extend. Use these to sense air movement, vibrations. These will pierce through the host to allow it to control them. Will burrow into hosts, hijack control of nervous system. Process destroys hosts mind but the body lives on, once worm leaves, the host is dead. Blind by themselves, can sense heat of living animals. Sensitive to cold, but less sensitive when have a host as host body helps warm them. Cannot swim. No spoken language, communicate using psychic ability. At war with Goblinoid and Rodent as those are common hosts they acquire. Call themselves Omigrenji Outer Realms: Chaos: Lovecraft comes to life. Powerful, twisted beings. So alien to us that nothing on inner realms can comprehend them. Their children occupy the Ash and Abomination realms. Through them access human realm as their presence would destroy it. Heaven: Home of the gods? Stands empty. Where have they gone? Dark Forest: Appears as a forest of burnt, thorny trees. Rumored parents of Parasite Realm. Trees are sentientient, can move. If a living creature wanders into their realm, will catch them with their thorny branches and suck their magic from them.