Its a known fact that in Dwarf Fortress, only a few of the biomes are really actively colonized by the main species. Sure, goblins go everywhere, but when it comes to less hostile races only the forests, plains, and mountains are really sought after by the current civilizations. What this mod seeks to do is add life and variety to the more exotic areas of the world, by adding in a host of civilizations, races, and creatures to the far ends of the map. This mod does NOT come with the full game. Simply drag and drop the raws into the vanilla game to install. Almost all races in this game should be playable unless specifically intended not to be. In addition, each pack includes an entity file that adds a unique human culture to the game, which shares the aesthetic as the new races included in the pack. If you want to play barbaric snow-dwelling humans or humans belonging to a jungle empire, this will allow you to do so. If you do not want these new human civs, do not install entity files with the word "human" as part of the title.
Download:
http://dffd.bay12games.com/file.php?id=13810Permissions: Feel free to use this stuff in your own mods, just throw me a line of credit somewhere.
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Changelog:
6.1 Changes:
-Minor fix to duplicate tiles. This wasn't a game-breaking bug, just a fix for two creatures having the same tile.
6.0 Changes:
-Looming Mountains pack added. This pack fleshes out the mountain biomes with a great deal of new creatures, and six new industrialist civilizations with can universally manufacture and use muskets, cannons, and other firearms. Some of the civilizations are also capable of forging steel, as the dwarves do. See the main page on the Bay12 forum for a comprehensive overview of all the changes.
5.0 Changes:
-Sprawling Coasts added. This pack adds eight new civilizations of semiaquatic races, which will only found sites around coastlines (with the exception of three races that can make their way inland as well.) In addition, the oceans are now filled with monsters known as Illhveli, or evil whales, which are essentially the oceanic equivalent of dragons in terms of danger. Some of them are even capable of lumbering on to land, making coastal fortresses much more dangerous than they were before. See the main page on the Bay12 forum for a comprehensive overview of all the changes.
4.5 Changes:
-New mini-pack added, The Note Quite Humans pack. This focuses on fleshing out the more mundane biomes without completely overshadowing the intended exotic feeling of other biomes. This pack directly takes the human-descended races of Centerra and place them into the various plains and grasslands of Dwarf Fortress. If you do not know what I am referencing, read this (
http://goblinpunch.blogspot.com/2013/10/i-killed-all-humans.html). The details will also be available on the bay12 mod page.
-Wendikyn civs shouldn't die so early in worldgen.
4.0 Changes:
-Trackless Deserts expansion pack added. 7 new civilizations have been added to the various desert biomes, along with an ecological overhaul. See the main page on the Bay12 forum for a comprehensive overview of all the changes.
-Atrocious Crows added to temperate swamp regions for the Murky Swamps pack. They are awful animals that do horrible things. Have fun.
-Civs in the Ancient Jungles pack can turn green jade into pure jade, which can be made into weapons and armor.
3.0 Changes:
-Murky Swamps expansion pack added. This one is a little different because of how expansive wetlands biomes can get. This pack is divided into temperate and tropical wetlands overhauls, each having four civilizations added and its own unique roster of creatures. See the main page on the Bay12 forum for a comprehensive overview of all the changes.
-Additional human civilizations added, as I wished to uphold humanity's role as the everyman of various cultures as is found in most fantasy universe. Each pack includes an entity file that adds a unique human culture to the game, which shares the aesthetic as the new races included in the pack. If you want to play barbaric snow-dwelling humans or humans belonging to a jungle empire, this will allow you to do so. If you do not want these new human civs, do not install entity files with the word "human" as part of the title.
2.0 Changes:
-Ancient Jungles expansion pack added. This pack focuses specifically on jungles and tropical forests, turning them into vibrant and diverse places of ancient empires and terrifying predators. Six new civilizations have been added along with a lot of other content. See the main page on the Bay12 forum for a comprehensive overview of all the changes.
-2 new creatures and 2 new vermin added to the Frozen North pack.
-The vast majority of megafauna in the Frozen North pack are now building destroyers.
1.0 Changes:
-Exotic Culture Overhaul released, featuring the Frozen Lands biome overhaul. This focuses on tundras, taigas, and glaciers. Six new civilizations have been added, as well as a great deal of creatures. See the posts below the changelog for a comprehensive overview of all the changes.
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Overview of the Frozen Lands
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What this pack adds:
-6 new races
-2 new materials
-several new items and weapons, including throwing spears and axes.
-1 new semimegabeast
-a large amount of creatures
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Detailed Information:
In the frozen and cold lands to the far north and south of the world, life is harsh, resources are meager, and life is cruel. So it is no wonder that here dwell some of the toughest and most brutal species, who fight one another along with soft warmlanders almost constantly. Societies in these places can be distinguished by their use of specially enchanted and refined wood and bone weaponry, too rare to use as armor, and the fact that they do not smelt metal, compensating for this with leather and wood defensive gear, along with their devastating guerilla warfare. They build their homes out of carved ice, grow underground crops below overcast skies (no aboveground crops can thrive in their lands), and are unparalleled masters of beasts, bringing to heel the most ornery and vicious of animals. And vicious they are. The tundras, glaciers, and taigas are home to some of the largest and most aggressive megafauna in the world, from the famous woolly mammoth to the terrifying arctic monitor and everything in between. While primitive, these stubborn peoples have yet to be conquered thanks to their nigh-innate skill at arms (indeed, it is rumored that frostlanders are born with weapons in their hands) and their powerful war animals. There are six peoples that dwell in the cold regions of the world, each unique, and deadly.
Warg Men: The Warg Men are seen as the typical frostlander. Vicious, primitive, and always ready to make war on their neighbors. These canine humanoids are known for having domesticated their common and giant cousins, the quadrupedal wargs, and seem to have an almost symbiotic relationship with them, treating their distant bretheren with respect bordering on equality, despite their status as animals. Warg Men may be violent, but will fight to protect their families, which they deeply care for, and will typically be fair and honest in their dealings, good or ill.
Selkies: Little is known about these isolationist fae, save for the fact that they are a conglomerate of various humanoid breeds, each with the innate ability to transform into a type of seal. Leopard seal, harp seal, walrus, and elephant seal breeds have been confirmed, each with their own unique humanoid form. While not as belligerent as other northerners, they are still a force to be reckoned with due to their united culture and seemingly infinite lifespans, like those of the elves.
Thularaptors: One would not expect reptilians to be at home in such cold places, but they are here nonetheless. These feathered saurians are much the same as the Warg Men, save for their contempt and distaste of slavery, which the Warg Men see no issue with. For this reason, they often wage war on the wolf folk, and the two typically end up bitter rivals whenever they settle near one another.
Hags: Not witches as one would expect, but rather bipedal, air-breathing hagfish. Their disgusting bodies match the repulsiveness of their habits, as they see little wrong with torture, cannibalism, and the desecration of corpses. Of course, compared to their neighbors they are merely slightly more savage than normal, but to a more civilized nation they would be seen as the height of barbarity.
Jotuntrolls: These large, hairy humanoids claim to be descendents of a mighty race of giants, and while some dispute this claim, there is no denying that they are the dominant power in any region they settle. They are the only frostlander race to master metalworking, and dwell in great fortresses like those of the dwarves. While they portray themselves as reasonable and gentle giants, the truth is that they despise their barbaric neighbors and would love to see them brought under their yoke.
Wendikyn: A race of immortal, cursed fiends of unparalleled cruelty and savagery, even for the frostlands, the barbaric and rapacious Wendikyn have a nigh-monopoly on the taigas separating the true frostlands from the civilized world, and are partly the reason the frostlanders still remain independent, for few are willing to fight their way through the madmen of the frozen forests to get at the meager treasures beyond. That said, they are as hated by the other frostlanders as they are by the would-be conquerers, and with good reason.
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Fauna: The fauna of this region can be categorized as large, mammalian, and angry. Even the herbivores can put up a decent fight, and the overgrown predators of the icy wastes are an absolute nightmare to deal with. But nevertheless, the frostlanders have tamed a great deal of these monsters, which has given them a significant edge in combat, one sorely needed given their lack of metalworking.
Megabeast: The most feared of creatures in these lands is the dreaded herald of frost, the Ice Age Eye, a quadrupedal nightmare only vaguely resembling an elephant, with a large domed head dominated by a white orb. Within that eye one can see an image of an endless white, an eternal winter patiently waiting for this world to die so it can rise once more, when all life has been snuffed out. The terrible avatar of its desires even now wanders the wastes, testing the fires of the world for such a time that the cold may reign supreme once again. To have it look upon you is to have the warmth of your heart snuffed out, and very few survive the experience. Only the greatest of fools would seek to challenge this beast alone.
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Overview of the Ancient Jungles
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What this pack adds:
-6 new races
-1 new material
-several new items and weapons, including the bolas and combat gauntlet.
-1 new semimegabeast
-a large amount of creatures
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Detailed Information:
The distant jungles have always sparked the imaginations of civilized folk. Who could know what strange creatures lurk in the depths of such wondrous lands? As colonization efforts have begun to bear more fruit, we have learned exactly what does haunt the dense, humid world of the tropical jungle. The mighty and terrible empires of brass and jade, powerful polities dating to ancient eras and even now still scheming to topple one another. Distinguishable by their love of fine silks, use of enchanted brass and purified jade instead of iron, and dislike of the natural world around them, the peoples of the jungle are a mighty foe indeed for those who would assail them. Those who seek to colonize the tropics will find they are not alone, and that very powerful and very old organizations may choose to dispute their claim. Though united by a common language and style, the races of the jungle have their fair share of differences as well, as we will soon discuss.
Felids: Everyone knows about the elusive cat men who dwell in the forests away from civilization, but what few know of are the mighty Felid. A singular race of feline warriors containing in their bloodlines the potential for a great many breeds of beast, the Felids are a powerful and adaptable empire with grand ambitions and the strength to achieve them. Their rigid caste system gives each type a role in a society. Tiger Felids are the strongest and largest, natural rulers of all they survey. Jaguars are typically second in command, their stealth and cunning serving as the secret, deadly claw of their patron. Cougars fight with brute strength, while Cheetas use astounding speed. And at the bottom of the rung are the humble Ocelot Felids. Small, relatively weak, but numerous and fast breeding. They make up the bulk of Felid society. This warrior race can be reasoned with, but the power-lust of their kind is nigh-unmatched, so should you settle near them, you should be careful.
Hu: The Hu are an ancient race of golden-furred apes who claim to have the blood of the gods in them. Arrogant, strong, and prideful, the Hu are the rivals of the Felid empire, though unlike the Felids they are not a united species, but divided into many nations. Of all the jungle nations, the Hu are most friendly to outsiders on the individual lvel, though it is their culture to love chaos and war, so that isn't saying much on a larger scale.
Myrmidons: In many ways, they are like the ant-folk of the underground, but far more dangerous. Stronger, larger, longer-lived, and filled with an unquenchable thirst for order and dominion. The highly regimented Bull Ant society is a force to be reckoned with, and their fearlessness has proven the downfall of many an aspiring emperor.
Scalefolk: Humanoids covered in large patches of reptilian scales or simply entirely scale-covered, the enigmatic Scalefolk are said to be the oldest race in existence, and once ruled the world during a distant and primeval era. This has yet to be proven, but even not it is plain to see that they have a power and dignity unmatched by many other races, evidenced by their mighty fortresses and incredibly long lives.
Jungle Crabs: The humble crab is known for being able to survive out of water if the environment is moist enough, so perhaps it is not a surprise that the crab found itself a niche in the humid tropical jungles. Surrounded by food and spurred by a competitive environment, the Jungle Crab grew into sapience seemingly overnight, developing a remarkably sophisticated tribal society that mimics the other races in habits and aesthetic. That said, they are still rather savage, and see nothing wrong with raiding or stealing from others to supplement their wealth. Like the crabs they evolved from, this race of crustaceans is pugnacious, violent, and ill-tempered, with little care for the well-being of others.
Dartmen: Like the Jungle Crabs, Dartmen are a tribal, tree-dwelling society with a penchant for theft. Unlike Jungle Crabs, they tend to exhibit more refined attitudes and behaviors, acting more like professional criminals than violent hooligans. The Dartmen have a rightly deserved reputation of danger and death, for they are literally filled with toxic substances. They can release streams of envenomating juice or simply scratch and bite to inject their deadly payload. Masters of assassination, guerilla warfare, and subterfuge, the danger represented by the Dartmen is subtle, but very real.
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Fauna: Like the rest of the jungle, the more exotic creatures found here are bright, colorful, and specialized. Many strange beasts lurk the undergrowth, from spotted, camoflagued bears to massive serpents of gleaming pearlescent color. Unlike other lands and races, the jungle folk often despise, fear, or venerate nature to the point that they do not seek to utilize the terrifying beasts found within, relying on technological prowess in metalworking along with common domestic animals to make their way in the world. To them, the jungle itself is considered a monster, and not something to be tamed or made peace with. Only fought and held off. And given some of the things that lurk within, it is easy to understand their worldview. The only exceptions are the Jungle Crabs and Dartmen, who both cultivate poisonous animals for use as weapons of stealth and mayhem.
Megabeast: Of all the monsters of the jungle, there is one feared above all else; the Imperator Ape. A feathered, hulking gorilla-like creature with a large, hooked beak, the Imperator Ape is known for several distinctive qualities. First is unparalleled eyesight and awareness. It can see anything in its territory, even miles away, so long as nothing blocks its view. Second is its psychotic devotion to protecting that territory. Upon spotting an intruder, the Imperator Ape will immediately stop whatever it is doing and charge toward the trespasser, violently eviscerating them with sheer brute force, using blows strong enough to shatter a man's spine through solid plate armor. And lastly, the Imperator Ape is known for its unbreakable, indomitable iron will. It cannot be tamed, placated, cowed, or disciplined. Everyone who has tried has died horribly. It can only be fought and slain. If you should somehow manage to kill it and leave the pelt intact, then you stand to make an unbelievable fortune as it is worth a hundred times more than most other pelts, and is the symbol of royalty across the jungles. But to even stand a chance, you will either need to be a legendary hero or have the backing of dozens of fellow hunters.
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Overview of the Murky Swamps
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What this pack adds:
-8 new races
-many new weapons and items
-2 new semimegabeasts
-a really large amount of creatures
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Detailed Information:
There are two distinct cultures found within the swamps, divided by temperature. The temperate marshes and wetlands are collectively referred to as the witchlands, for good reason. The depraved, reclusive, and scornful natives of the marsh often trace their ancestry from magical experiments or interbreeding with monsters and fairies. Strange man-things stalk the wilds while cruel warbands constantly assail one another. Metal is a rarity, iron highly sought after and fought over. Weapons are crude but effective, and people are paranoid and prone to violence. The witchlands are a harsh and bleak existence, and most common folk would do well to stay out of them. Four main races inhabit these lands, however. Some less terrible than others.
Borcs: Like common pig-men, but not, these maned, porcine brutes stand much larger and have better muscle, along with a more organized society. Borcs are aggressive raiders but not without some degree of sophistication, putting them on a knife edge between civilization and tribal anarchy. Regardless, they are foul-tempered thugs and while they can be negotiated with, it may be better to simply avoid them or drive them from the lands you wish to settle.
Bruja: Disgusting once-humans with hideous visages and stooped bodies, the surprisingly strong descendents of true witches dwell in the deepest, murkiest of swamp-forests. They are cruel and pitiless. They kidnap children, steal food, and descrate corpses. They enjoy watching people drown. No one likes with Bruja (the feeling is mutual), and most try to kill them whenever they can. Some outsiders or wandering Bruja are tolerated, but only barely, for the Bruja are monsters by nature and can never truly join the rest of civilization.
Swampfae: Swampfae are some of the least objectionable of the marsh dwellers. With a slight disdain for law and appreciation of friendship and personal independence, the Swampfae could be considered the distant cousins to the true fair folk, the ones not invited to high society's fancy gatherings. Their heritage is still visible culturally however, mostly in their respect of nature, but not to the extremes of their forest-dwelling relatives.
Knottenghasts: Tangled root creatures shaped into human form, the Knottenghast seem to be either some kind of plant-derived undead or sentient vegetation, but no one is actually sure what they are, not even the Knottenghast themselves. They too tend to revere nature, this time as much as the elvish folk, but are too isolationist to meddle in the affairs of other nations and their habits of deforestation. Woe betide those who seek to cut down the homes of this race, however, for the Knottenghast are very protective of their land and will not give it up without a fight.
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As unpleasant as the temperate swamps are, the warmer ones are even worse. Debatably. Its a choice between being stabbed, mauled, or shot in the back and being killed outright by a skilled warrior in an honor duel or at the jaws of a gigantic predator. Tropical marshes are home to a bizzare metaculture of honorable warriors, who use no shields and make simple wood armor yet use metal weapons, relying on skill and aggression to win the day. In addition, they tame gigantic beasts to use in battle, supplementing their maddeningly effective tactics. Four races call this climate home.
The Marshwalkers: These crane-like humanoids seek harmony with nature and personal enlightenment. Or so they say. Their habits of warring with their neighbors and their love of dueling seems to speak otherwise, though in truth they are not as objectionable as many other societies. Marshwalkers were once nomads, but took to society-building in order to survive the rapidly expanding empires of the tropics, and are trying to balance practicality and morality as they do so.
Crocotaurs: An ancient and distinguished race, the Crocotaurs look exactly like they sound, towering centauroid reptilians. Using sheer brute strength, they carve out massive empires and dominate any region they dwell in. However, they are still bound by the impractical honor code of their warrior culture, so one could take advantage of their lack of shields and metal armor should you face these titans in battle.
Thornscales: Intelligent lizards that skitter on all fours and vomit flesh-rotting venom, these barbaric savages are the odd man out in the tropical cultures. They ape the sophistication of their neighbors but can never quite reach it. Perhaps in a few decades, or centuries. They are known theives and scoundrels, but make effective and feared mercenaries due to their flesh-dissolving acidic sprays.
Terracottans: There was once a mighty human empire in these lands as well. As a monument to their prowess, they built golems out of clay and gave them life to serve as slaves and servants forever. But in the end, the empire was destroyed, and they were not. Terracottans seek to prove to the world that they are more than slaves, and will maintain their newfound freedom and dignity at any cost.
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Fauna: Temperate wetlands fauna can best be described as "disgusting". If it slithers, skitters, crawls, or bites, the cold marshes have it lurking within. Nasty and hard to tame, many of these creatures are nevertheless domesticated by swamp folk, to the exclusion of common domestic animals. Meanwhile in warmer climes, there lurk gigantic reptilian monsters, lumbering through the primeval landscape like something out of myth. These powerful beasts are domesticated alongside common animals by the natives of the tropical marshes.
Megabeasts: Two dangerous creatures stalk the swamps. In the temperate climates there is the vicious Wellwyrm, a sinuous, fire-breathing beast that hunts by night and slays in stealth. While not as large as the other creature, its abilities more than make up for that deficiency. Wellwyrms are plagues upon the land, and slowly destroy the ecosystems they lair on. On the other end of the spectrum is the terrifying Tarrasque, a shelled, bipedal reptile of immense size, strength, and hunger. While not as invincible as legends repute it to be, it is a relentless killer that constantly consumes anything it sees. The Wellwyrm slowly erodes the land it lives in, the Tarrasque destroys it outright in a furious orgy of violence.
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Overview of the Trackless Deserts
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What this pack adds:
-7 new races
-1 new material (note, this pack requires you to replace your material_template_default file to allow chitin to be carved like bone, which is how this material is meant to be made. You don't need to do this, but if you don't then you'll only be able to make strengthened chiten armor from skeletons instead of chitin which is unimmersive.
-several new items and weapons
-1 new semimegabeast
-a large amount of creatures
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Detailed Information:
The deserts are known for being home to many odd and unique cultures, united by their love of scimitars and well known for their voracious predatory life forms, though the latter is more common in some lands than others. The inhabitants of the wasteland can be divided into two general groups, though there is a lot of overlap and grey areas. The first would be the sultanates, which are the groups that have sophisticated societies that tend to dominate the regions. They have metalworking as effective as most civilizations, and use a unique cultural weapon called the bladebow, which as you can imagine is a bladed bow, useful in melee as well as ranged battles. The second cultural group is the barbarian insectoids, a metaculture of violent invertebrates who use refined chitin instead of metal that constantly skirmish with the sultanates, but are typically driven back. Life in the desert is cruel and short, and you'll need to know the various peoples within to have a chance of surviving.
The Djinn: Noticeable by their vibrant skin colors and their menfolk's very impressive mustaches (your mustache is your masculinity in Djinn culture. Having it removed is a mark of grave dishonor), the Djinn have a reputation as merchants, slavers, and appreciators of fine art. They have the most sophisticated culture of the deserts, and the longest lifespans. Crossing them is typically a really bad idea, as their long lifespans mean you can expect retaliation from soldiers who have spent centuries honing their craft.
The Vipermen: A race of scaled humanoids with the lower bodies of snakes, these patriarchal semi-reptiles are known for their cultural feud with the Djinn (mostly due to differing ethics) and their martial prowess. Though they may seem somewhat uncouth, they are the second most sophisticated people, second to the Djinn. And overall, much less of a pain to haggle with.
The Saguarans: A race of primitive cactoid beings, the Saguarans live in homes sculpted out of the plants they seem to have descended from. Saguarans are rather strange both personally and culturally, with a major love of festivals and partying along with a strong connection to nature. They value cooperation and independence equally, and are loyal allies if befriended. However, this is all secondary to the fact that the potent narcotic liquid stored inside their bodies is something that they themselves are not immune to, meaning that they are perpetually intoxicated every moment of their lives.
The Grennec: A cross between little imps and some kind of lanky fox, the Grennec are a race of cave-dwelling nomads that few people know about. This is partly because they are a reclusive bunch, and partly because they are a primitive, small race that is easy prey for psychotic barbarian insects and ruthless slaver empires. Once discovered, their societies tend not to survive for very long.
The Chimerachnids: Like a bizarre cross between scorpion, lobster, and spider, the Chimerachnids are barbaric brutes with a lazy and idolent streak. They have a habit of carrying off children to use as slaves, and solve most of their problems with violence. Probably the most despised of the barbarian tribes. Their elite live in lavish fortresses while the commoners dwell in dirt huts.
The Desert Mantises: Sneaky and cunning mantoids with a love of ambushing and stealing from nearby settlements. They prefer light, slashy weapons in combat and live in giant colonies of specially grown cacti. Most likely to betray you in an alliance.
The Bee Folk: Once a species of large, ground-dwelling solitary bees, these insectoids have gotten themselves together and formed a working society. Surprisingly unlike their neighbors except for their primitive lifestyle and use of chitin armor and weapons, they do have a tendency to value communal good over individual welfare, and don't like independence very much.
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Fauna: The fauna of the sandy deserts are widely varied, from the flying, carnivorous sand mantas to the ponderous beak titans. Natives to sand deserts domesticate these local creatures alongside more mundane animals. While dangerous, it is the environment of these regions that most truly be watched out for. On the other hand, rocky deserts and badlands are dominated by a unique ecosystem of giant insects. All titanic invertebrates in this land can suck the moisture straight out of a bite wound, a way for them to survive even in this parched climate. It is rumored that some of the larger specimens can drain a man dry with a single bite. Insect civilizations ranch these creatures exclusively. And yes, the sentient insect tribes also drain blood with their bite attacks.
Megabeast: The rampaging Catastropede, a centipede of immense proportions, dominates the deserts as an alpha predator. While native to the rockier deserts, the sands are not safe should they be near a Catastropedes territory, and it will happily attempt to devour them as well. Due to its sheer size and insectoid stubborness, caution or large numbers is recommend to try and take it down. The Catastropede is also noted for being completely mental and devoid of fear or common sense, even for an animal. Have some of the highest kill counts of any individual creature, usually.
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Overview of the Sprawling Coasts
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What this pack adds:
-8 new races
-several new items and weapons, including the pressurized harpoon rod, a scaled-up blowgun.
-a large amount of creatures including 11 gigantic sea monsters
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Detailed Information:
The misty coasts of the world, leading into the gloomy depths of the sea, have always been a source of wonder for scholars and common men alike. Who knew what strange beasts lurked in the depths, that might one day rise to claim their place among the surface world? One by one, those dreamers found their answer. Over the world's history, many unique aquatic cultures have, through one means or another, risen up to claim the land as their own. Sometimes they are friendly, sometimes they are not. But in all cases, strange beings and horrible monsters seem to follow in their wake. The aquatic peoples of today farm amphibious worms and crustaceans for food, along with the flying sharks that serve as their distinctive battle-mounts. They cannot be said to have a singular metaculture, but are as diverse as the seas from which they spawned.
Zitiron- The zitiron are a race of armored fish, sliding along the ground on their muscular tails. They are a warrior race of law and order, despising the anarchic masses they have found on the surface and seeking to bring them to heel, one nation at a time. Despite this jingoistic desire, they are not entirely unreasonable, and are just as willing to convert through debate and persuasion as they are through war, making them potential allies as much as threats. Even those less law-respecting societies may find a common ground with the Zitiron in the face of a common enemy, and their honor will prevent them from stabbing those allies in the back.
Albahr- The strange and mystical Albahr are known for two things. The first is their innate surgical skill, with even the lowliest of peasants able to heal others with the skill of a trained doctor. The second is the fact that their brain is a single, massive yellow diamond. For both of these reasons, Albahr are in high demand, dead or alive. In regions where they are a dominant faction rather than persecuted refugees, they tend to be somewhat defensive and paranoid (with good reason) but for the most part their lands are decent places to live.
Shrisp- The Shrisp are barbaric, land-dwelling shrimp known for their tendency to build their nests closer inland than most other aquatic races. Though violent and crude, they are not overtly evil and can be gentrified if raised in a proper society. Their culture is a simple one, with not much thought given to art or knowledge, but they are loyal friends and fierce enemies. That said, they have not quite managed to learn how to mass produce metal weapons and armor, so they still rely on wood for both of these needs. This frequently puts them in a position of being the favored prey for raiders and slavers.
Vodyanoi- Strange water fae found in colder climates, the lands of the Vodyanoi could almost be called idyllic if it weren't for the nature of their inhabitants. Vodyanoi are cunning and deceptive, placing their own quest for power above the needs of others, and are known setting up terrible conflicts if they feel they can benefit from them. On a personal level they can be reliable companions if their respect is gained, but as a people it would be foolish to trust them.
Sirenians- Like merpeople, but with odder skin colors and a closer relation to fish than men, these semiaquatic humanoids are as comfortable on land as they are on the water. Like humanity, their values differ from nation to nation, and they don't really have a united identity, though they are known for not really caring much about eating people and cannibalism (they usually ask permission before they go around eating corpses though, at least in foreign countries).
Aun Pana: The Aun Pana are the closest thing to evil you will find in the coasts. A race of hirsute, tree-dwelling fish likened to goblins in temperament, these vicious creatures steal children and mutilate bodies without remorse or empathy. Most races hate the Aun Pana and try to exterminate them, but the fish-goblins are often clever enough to survive another day. Few will shed tears should you seek to exterminate them utterly.
Cetaceans: These towering behemoths resemble upright whales of no particular species. Known for their simple, monastic lifestyles and desire for peace, the Cetaceans are often left well enough alone, for their ascetic lifestyles mean they often have little with plundering that is worth the risk of dealing with this race of giants. What does set them further apart is a unique weapon known as the Cetacean Ballista. Essentially a gigantic crossbow mounted on their stooped over back, this portable siege weapon is too large for any but the largest races to use comfortably. For this reason, Cetacean mercenaries are in high demand, for any who possesses a team of Cetacean siegers is likely to win their next battle.
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Fauna: For the most part, the peoples of the ocean have taken to using the animals of the land, save for fishing of course. Few creatures could be brought over that would easily adapt to dry air and firm ground. The giant isopod is one, as is the giant bristleworm. And the famous airshark, of course. But what remains lurking in the water is what causes the most concern, and provides a strong argument for leaving the oceans well enough alone. The seas are universally patrolled by the dread Illhveli, or evil whales. Gigantic mammalian predators that may as well be the dragons of their domain, the Illhveli come in many shapes and forms, all deadly. From the diminutive and tenacious Rat Whales to the Swordwhales with their bladed dorsal fins, the Illhveli and their boundless cruelty are enough to keep all but the bravest from sailing the open seas.