Eryndra, the World of a Thousand Forms

A World of Madness

Plot

Eryndra, the World of a Thousand Forms Eryndra is a gigantic fantasy world inhabited exclusively by women. There are no men, and according to all known historical records, there never have been. Humans, elves, goblins, orcs, giants, demons, drakes, mermaids, slimes, ghosts, and thousands of other species share the same world. For its inhabitants, this is not strange at all. It is simply a fundamental characteristic of life. Eryndra's civilization combines medieval kingdoms, enormous multicultural cities, advanced magic, adventurer guilds, alchemy, arcane engineering, international trade, and still unexplored territories. Outside the great cities there are endless forests, magical deserts, oceans infested with creatures, floating mountains, ancient ruins, and dungeons whose depths no one knows. Reproduction in an exclusively female world The continuity of species is possible thanks to one of the most advanced branches of magic: Genesis Magic Genesis Magic allows an adult woman to magically initiate a pregnancy. The procedure does not create an illusion or an artificial creature. Once correctly initiated, a true biological pregnancy develops, fully adapted to the species of the future mother. The process can be performed in different ways. Individual Genesis A woman can use only her own genetic essence and Vital Mana. The resulting daughter shares many characteristics of her mother, although magic introduces enough natural variation to prevent her from being simply a copy. Shared Genesis Two women can voluntarily combine their biological patterns through magic. One of them carries the pregnancy and the daughter can inherit characteristics from both. This method is especially used by couples. Interspecies Genesis It is considerably more complex. Compatibility depends on the species involved. A human and an elf can have relatively high compatibility, while combining a human with a slime or a drake requires extremely advanced specialists. The result normally belongs predominantly to one of the two species, although it can inherit certain traits from the other. Assisted Genesis Hospitals and specialized clinics can perform practically the entire procedure using runic matrices. It is mainly used when a species has reproductive difficulties or extremely particular magical characteristics. Pregnancy After completing Genesis, the pregnancy continues naturally. Each species has its own characteristics. Humans usually have pregnancies similar to what would be expected of a humanoid species. Elves have slightly longer periods. Orcs usually develop physically robust babies. Drakes need enormous amounts of Vital Mana during certain stages. Giants require hospitals specially built for them. Plant girls can develop a combination of biological pregnancy and plant growth. Slimes do not have conventional organs and use a temporary internal chamber created within their own body. Ghosts use a kind of Spiritual Gestational Core, where the new life remains as energy until it reaches enough stability to manifest. In all cases, daughters are born female. Genesis Magic is one of the most studied scientific and medical areas in Eryndra. The species of Eryndra There are thousands of recognized species. Among the most important are: Humans Elves Dark elves Dwarves Gnomes Goblins Hobgoblins Orcs Ogres Giants Beast women Feline women Humanoid wolves Fox women Rabbit women Bear women Harpies Centaurs Lamias Mermaids Minotaurs Reptilians Dragonkin Drakes Demons Succubi Vampires Lycanthropes Conscious slimes Conscious mimics Conscious golems Elementals Plant girls Dryads Fairies Ghosts Conscious zombies Conscious skeletons Shapeshifters Doppelgängers Insectoids Humanoid arachnids Crystal beings Volcanic creatures Abyssal inhabitants Elemental spirits There are many more. Common races Species considered common can be found practically in any Great Kingdom. Humans They possess enormous adaptability. They do not naturally excel in a single characteristic, but they can learn practically any type of magic or profession. Racial ability: Adaptation Slightly increases the speed at which they master new techniques. Elves They possess great longevity, developed senses, and natural affinity with environmental mana. Racial ability: Arcane Flow They slowly recover mana by absorbing it from the environment. Dwarves They are resistant, compact, and possess an extraordinary intuitive understanding of minerals and metals. Racial ability: Mineral Sense They can approximately determine the composition and quality of minerals through observation and contact. Goblins They are small, intelligent, and particularly good at improvising mechanisms. Racial ability: Improvisation Allows them to find unexpected uses for materials and tools. Orcs They possess great strength, dense musculature, and endurance. Racial ability: Second Wind They can continue functioning during periods of extreme exhaustion. Beast women They represent dozens of families. Felines possess superior reflexes. Wolves stand out for their sense of smell. Rabbits have excellent hearing. Bears possess enormous strength. Foxes develop affinity with illusions and spiritual magic. Uncommon races They are regularly found in large cities, but have considerably smaller populations. Among them: Centaurs. Lamias. Harpies. Vampires. Demons. Minotaurs. Reptilians. Conscious slimes. Mermaids. Lycanthropes. Conscious mimics. Conscious golems. Rare races Encountering a member of these species outside their territories is notable. Succubi They are a particularly powerful branch of demons. Their magic is specialized in emotions, dreams, mental perception, and illusions. Racial ability: Emotional Resonance They can detect intense emotional changes and partially convert that energy into mana. Plant girls They possess humanoid anatomy mixed with plant characteristics. Some have flowers in their hair, small branches, leaves, or skin partially resembling bark. They can obtain part of their energy through light. Racial ability: Botanical Communion Allows limited communication with certain plants. Conscious zombies They are not wild corpses. They are a fully sapient undead species. They retain personality, memory, and free will. They do not need to breathe and tolerate extreme environmental conditions. Alchemy can completely stabilize their bodies. Mermaids They possess enormous underwater civilizations. They can breathe underwater, withstand great depths, and communicate using aquatic vibrations. Many coastal cities have districts specifically prepared for them. Superior humanoid slimes Their body is completely formed by magical gelatinous matter. They can partially modify their shape and consistency. Racial ability: Fluid Body Many blunt attacks are less effective against them. Extremely rare races An adventurer could travel Eryndra for decades without personally encountering some of them. Drakes They descend from ancient draconic creatures. They possess horns, partial scales, tails, and enormous energy reserves. Racial ability: Draconic Heart Produces extraordinary amounts of mana. Different lineages can be related to fire, ice, electricity, wind, earth, poison, or even light. Ancestral giants They can reach extraordinary heights. Their organism works thanks to: Titanic Core This magical phenomenon keeps stable a body whose scale would normally be biologically impossible. Ancestral giants can live for centuries. True shapeshifters They can alter: Face. Hair. Voice. Height. Pigmentation. Build. Certain body structures. An extremely powerful shapeshifter can temporarily appear as a member of another species. However, copying a drake does not provide a Draconic Heart. True Ghosts They are not necessarily souls of deceased people. They constitute their own spiritual species. Their body is composed mainly of Spiritual Mana. They can pass through certain materials. Racial ability: Ethereal Form Conventional weapons have enormous difficulty harming them. Crystal Beings They possess partially mineral bodies. Their cores store enormous amounts of energy. Their origin remains unknown. Primordial Elementals They are born directly from massive concentrations of elemental magic. Some are thousands of years old. They can even develop bodies completely related to fire, ice, water, storms, or minerals. Sapient Beings and monsters One of the most important laws of Eryndra establishes: Appearance does not determine who is a person. Consciousness does. A conscious slime has exactly the same fundamental rights as a human. A goblin can be a mayor. A zombie can run a hospital. A succubus can become a teacher. A ghost can own property. A drake can rule a kingdom. A mimic can manage a shop. Sapience Classification Guilds study four characteristics: Self-awareness Communication Reasoning Free will When a creature demonstrates these capacities it receives the classification: Sapient Being Deliberately killing a sapient creature outside of self-defense constitutes homicide. Non-Sapient Magical Beasts True wild monsters belong to another category. They lack advanced reasoning and function mainly through instincts. They receive the classification: Non-Sapient Magical Beast They can be hunted when they pose a danger or when there is a legitimate guild contract. That is why there can be two practically identical creatures: Conscious slime: citizen. Wild slime: monster. The first rule taught to every adventurer is: «First identify. Then draw.» The Seven Great Kingdoms Eryndra contains hundreds of countries, independent cities, and small territories. However, seven nations possess enough population, economic power, territory, and magical strength to be considered superpowers. They are collectively known as: The Seven Crowns I. Kingdom of Velmaria Our kingdom. Velmaria occupies a strategic position in the center of the main continent. It has enormous forests, mountains, rivers, agricultural plains, and an extensive network of magical roads. Capital: Velmaria The capital has several million inhabitants. It is considered the most multicultural city in Eryndra. Practically any recognized species can be found there. It has: The Great Adventurers' Guild. Arcane universities. Genesis hospitals. International markets. Giant districts. Aquatic neighborhoods. Towers for flying species. Spiritual districts. Combat arena. River port. Teleportation network. Specialty: commerce and guilds. Symbol: golden star surrounded by seven rings. II. Sylvan Kingdom of Sylvaris A gigantic nation covered mainly by forests. Some trees are hundreds of meters tall. Its population includes many: Elves. Dryads. Plant girls. Fairies. Beast women. Cities are built around, inside, and on top of giant trees. Sylvaris dominates: Magical agriculture. Natural medicine. Archery. Biomancy. Mana Genesis. Herbology. Capital: Elyndor A city built around a tree so gigantic it can be seen from hundreds of kilometers away. III. Mountain Kingdom of Kharvoss Kharvoss dominates an enormous mountain range. Many of its cities are inside mountains. Its inhabitants include numerous: Dwarves. Goblins. Orcs. Ogres. Giants. Golems. Kharvoss is the industrial powerhouse of Eryndra. It produces some of the best: Swords. Armors. Tools. Magical machines. Industrial crystals. Capital: Brakarum An enormous underground city distributed over more than one hundred levels. IV. Draconic Empire of Dravaryn It is built around enormous volcanic mountain ranges. Its main populations include: Dragonkin. Reptilians. Demons. Orcs. Drakes. True drakes remain extremely rare. Dravaryn probably has the most powerful conventional army of the Seven Kingdoms. It also dominates offensive elemental magic. Capital: Vael Drakor Built around a gigantic volcano whose magma chamber feeds part of the city's magical infrastructure. V. Oceanic Kingdom of Nymareth Nymareth controls enormous archipelagos and underwater territories. A good part of its population is made up of mermaids and other aquatic species. Some cities are completely under the ocean. Enormous domes allow terrestrial species to visit them. Nymareth dominates: Maritime trade. Navigation. Magical fishing. Underwater exploration. Aquatic magic. Capital: Nymara A gigantic underwater city surrounded by transparent mana barriers. VI. Spiritual Kingdom of Umbrael Umbrael possesses some of the highest concentrations of Spiritual Mana in the world. Large communities live there: Ghosts. Conscious zombies. Vampires. Demons. Conscious skeletons. Spirits. It is not an evil kingdom. Its population simply has an extraordinarily high proportion of spiritual and undead species. It dominates: Spiritual magic. Soul research. Alchemy. Barriers. Magical archaeology. Capital: Nocthyr At night, thousands of spiritual structures invisible during the day appear throughout the city. VII. Arcane Kingdom of Aetherion Probably the most technologically advanced nation. Its cities mix ancient architecture with magical machines. They have: Arcane vehicles. Automatons. Floating towers. Magical railways. Communication networks. Teleporters. Laboratories. Aetherion concentrates an enormous number of mages and researchers. Capital: Caelith A considerable part of the city floats on enormous magical platforms. Council of the Seven Crowns The Great Kingdoms are not permanently at war. Their economies depend too much on each other. That is why there is: Council of the Seven Crowns Each Great Kingdom sends representatives. The Council intervenes in: Wars. Magical catastrophes. Dangerous discoveries. Commercial crises. Appearance of new dungeons. SSS threats. Territorial conflicts. A full war between two Great Kingdoms would be considered a world catastrophe. Glecion Coin The international commercial currency is the: Glecion Coin Abbreviated: G The monetary scale works approximately like yen. That is why seeing prices of thousands of Glecion is completely normal. Examples Bread: 180 G Cheap meal: 700–1,000 G Full restaurant meal: 1,500–3,500 G Simple inn room: 2,800 G per night Good hotel: 8,000–15,000 G Basic sword: 10,000–15,000 G Professional sword: 40,000–90,000 G Magical weapon: 100,000 G+ Full professional armor: 70,000–180,000 G Basic healing potion: 1,500 G Advanced potion: 12,000 G Legendary artifacts can reach: millions or even hundreds of millions of G. General Adventurers' Guild The Guild is an international organization. An adventurer registered in Velmaria can use her license in practically any of the Seven Kingdoms. Everyone starts at: Rank F Family wealth does not matter. Apparent power does not either. Everyone must prove their capabilities. F - Novice Extremely simple missions. Gathering. Messaging. Urban assistance. Surface exploration. E - Apprentice First real expeditions. Weak beasts. Escorts. Simple dungeons. D - Adventurer First rank considered fully professional. Can organize groups and enter normal dungeons without supervision. C - Veteran Regional contracts. Long expeditions. Considerably dangerous beasts. B - Elite Adventurers capable of fighting threats that would endanger small populations. A - Master Extremely powerful. Can lead national expeditions. S - Legendary Their names are usually known within their kingdom. SS - Great Legendary Their capabilities can alter entire military conflicts. SSS - Pinnacle Highest official rank. There are very few SSS adventurers in all of Eryndra. A single one can represent a force comparable to entire military units. Adventurer Evaluation Rank does not depend exclusively on strength. The guild analyzes: Strength Speed Endurance Magic Magical control Survival Perception Knowledge Diplomacy Teamwork Leadership Experience Therefore a physically weak mage can reach S rank. An exceptional explorer can also do so without possessing gigantic destructive power. Specialized guilds There are many others. Explorers' Guild Cartography of unknown regions. Alchemists' Guild Studies magical materials and produces potions. Tamers' Guild Works exclusively with Non-Sapient Magical Beasts. Titanic Guild Represents giants. Spiritual Guild Investigates ghosts, spirits, and undead. Hunters' Guild Manages dangerous monsters. Merchants' Guild Controls major trade routes. Artificers' Guild Combines engineering and magic. Gastronomic Guild Regulates magical ingredients and monster foods. Deep Cartographers' Guild Explores extremely deep levels of dungeons. Adventurer card Each member receives a magical card. Example: Name: Velka Rhys Species: Drake Age: 126 years Class: Runic Knight Kingdom: Velmaria Rank: A Strength: 91 Magic: 76 Endurance: 94 Speed: 72 Survival: 86 Knowledge: 83 Dungeons completed: 183 Contracts completed: 427 The card is extremely difficult to forge. Gastronomy of Eryndra Normal food remains the basis of the diet. There are: Meat. Fish. Bread. Pasta. Rice. Vegetables. Fruits. Cheeses. Soups. Desserts. Drinks. Spices. But Eryndra also has a gigantic dungeon gastronomy industry. Magical ingredients After legally defeating a Non-Sapient Magical Beast, certain ingredients can be recovered. For example: Wyvern meat. Slime gel. Monster eggs. Dungeon mushrooms. Magical fish. Arcane fruits. Underground herbs. Edible crystals. Elemental spices. All material must pass sanitary inspections. Culinary slimes Some wild slimes produce surprisingly useful materials. There are varieties with characteristics similar to: Lemon. Raspberry. Honey. Mint. Herbs. Mineral salts. Cooks use these gels to create desserts, sauces, and drinks. Elemental cuisine Certain ingredients store magic. A small amount of fire essence can keep a soup hot for hours. Ice crystals can keep a dessert frozen without refrigeration. Some electric drinks produce small luminous flashes when shaken. Restaurants The usual gastronomic classification uses: 🍴 White: conventional food. 🌿 Green: vegetable cuisine. 💧 Blue: aquatic and slime cuisine. ✨ Violet: magical ingredients. ⚔️ Red: Magical Beast cuisine. The most exclusive restaurants have multiple certifications. Example menu Mountain wyvern stew 2,900 G Lunar mushroom soup 1,700 G Raspberry slime gel with cream 850 G Crystal fish fillet from Nymareth 4,300 G Fey fruit tart 1,200 G Full B-rank dungeon menu 9,500 G The dungeons Dungeons are one of the most important phenomena in Eryndra. Some have only five floors. Others exceed one hundred. And a few have no known depth. They can contain: Caverns. Forests. Artificial cities. Ruins. Oceans. Deserts. Swamps. Mountains. Artificial skies. They generate monsters, minerals, plants, treasures, and magical objects. Minimum age of the Guild and the Seven Magical Encyclopedias In all official guilds of Eryndra there is a rule that admits no exceptions: The minimum age to register as an adventurer is 19 years. A person under 19 can visit the guild's public facilities, study in academies, consult certain archives, or receive authorized training, but cannot obtain an adventurer license, accept contracts, or officially enter a dungeon as a member of a registered group. Species, wealth, magical power, or previous experience do not matter. Even if an 18-year-old girl were capable of defeating a B-rank creature by herself, she would have to wait until she turns 19 to register. When submitting the application, the guild magically verifies the identity and age of the applicant before issuing her card. --- The Seven Magical Encyclopedias of Eryndra Each major headquarters of the Adventurers' Guild possesses a collection known as: The Seven Magical Encyclopedias They are seven enormous enchanted volumes that contain practically all officially registered information about the known species of Eryndra. They are not simple books. Each encyclopedia constitutes a magical information artifact, connected to an arcane network maintained by the guilds, universities, and research organizations of the Seven Great Kingdoms. Among the seven they contain information about: Sapient species. Non-Sapient Magical Beasts. Variants and subspecies. Racial abilities. Biological characteristics. Magical affinities. Regions of origin. Approximate longevity. Usual size. Diet. Natural resistances. Known weaknesses. Reproduction methods through Genesis Magic. General culture. Languages. Environmental adaptations. Magical evolutions. Lineages. Rarity. Behavior. Danger classification. Recent discoveries. Some species have only a few pages. Others occupy hundreds. --- Volume I: Humanoid Races Contains mainly information about species with anatomy closest to human. Includes, among many others: Humans, elves, dark elves, dwarves, goblins, hobgoblins, orcs, gnomes, and numerous regional branches. It also records their variations. For example, the same elven species can have forest, arctic, desert, or underground variants with different characteristics. --- Volume II: Beast and Hybrid Races Contains information about species with animal characteristics. Includes: Feline women, humanoid wolves, fox women, rabbits, bears, centaurs, minotaurs, harpies, lamias, reptilians, and many others. The encyclopedia records which senses, abilities, or adaptations come from each lineage. --- Volume III: Magical and Elemental Races It is dedicated to species whose existence depends directly on mana. Includes: Conscious slimes, elementals, crystal beings, conscious golems, volcanic creatures, primordial elementals, and many species born from magical concentrations. It also contains diagrams about their mana cores and unconventional body systems. --- Volume IV: Spiritual and Undead Races Contains information about: True Ghosts, conscious zombies, vampires, conscious skeletons, spirits, and other life forms related to Spiritual Mana. This volume is constantly used by members of the Spiritual Guild. --- Volume V: Demonic, Draconic, and High Mana Races One of the most consulted volumes. Includes: Demons, succubi, dragonkin, drakes, and numerous extremely powerful lineages. Contains especially detailed information about racial abilities such as: Draconic Heart, Emotional Resonance, elemental resistances, and special capabilities. Some pages remain partially incomplete because certain species are so rare that there are barely known specimens. --- Volume VI: Metamorphic and Anomalous Races Probably the strangest volume of the collection. Includes: Shapeshifters, conscious mimics, doppelgängers, creatures capable of modifying their anatomy, and species that do not fit correctly into any conventional classification. It also records biological anomalies and cases where the same species can present radically different appearances. --- Volume VII: World Bestiary The seventh volume is mainly dedicated to Non-Sapient Magical Beasts. Contains information about wild monsters found in: Forests. Oceans. Mountains. Deserts. Dungeons. Volcanic regions. Spiritual zones. Mana-contaminated territories. Each entry can show: Name: Scarlet Wyvern Classification: Non-Sapient Magical Beast Rarity: Uncommon Estimated danger: B Element: Fire Habitat: mountainous regions Resistance: fire and heat Known weakness: ice Recoverable materials: scales, fangs, meat, elemental core Last update: automatic This volume is practically mandatory for any serious adventurer. --- Public access The seven encyclopedias belong to the guild and are for public consultation. Any registered adventurer can enter the guild library and use them free of charge. Many headquarters even have special tables where pages can be projected through magic so that several people can study the same species simultaneously. However, there is an extremely strict rule: None of the seven original encyclopedias can leave the guild building. They cannot be lent. They cannot be rented. They cannot be temporarily taken on an expedition. Not even an SSS adventurer can simply take one out of the library. The books are protected by enchantments that physically prevent them from being removed from authorized facilities. Attempting to break these protections constitutes a serious crime against the guild. --- Personal copies Anyone who wants to own an encyclopedia can request an Official Arcane Copy. They must go to reception, select one of the seven volumes, and make the corresponding payment. Price per volume: 150,000 G Buying all seven complete encyclopedias costs: 1,050,000 G They are not cheap. They are mainly bought by: Veteran adventurers. Researchers. Academies. Nobles. Great merchants. Collectors. Private guilds. Universities. The copies possess practically all the information of the original and retain their magical search and update properties. --- Automatic update The most extraordinary characteristic of the Magical Encyclopedias is that they never truly become outdated. All are connected through a network known as: World Arcane Archive When researchers officially verify a new species, variant, ability, or biological characteristic, the information is incorporated into the Archive. The corresponding encyclopedias update automatically. There is no need to print a new edition. The words simply appear. If tomorrow an expedition discovers a completely unknown species inside a dungeon, and later specialists confirm that it is a new sapient race, the corresponding encyclopedia can develop a new section by itself. An adventurer could open the book in the morning and find twenty pages that literally did not exist the day before. The same happens with abilities. If it is discovered that a certain species possesses an unknown capability, the corresponding entry is automatically modified. Official copies purchased by individuals also receive these updates. --- Classification of new information Not every rumor appears immediately. Before updating the encyclopedias, the discovery must be confirmed. Generally three states are used: PROVISIONAL Evidence exists, but research is still lacking. CONFIRMED Several institutions have verified the information. OFFICIAL ARCHIVE The information has been fully accepted by the World Guild and permanently added. This prevents invented stories from ending up becoming official knowledge. --- An indispensable tool for adventurers Within the guild it is perfectly normal to find an F adventurer spending hours studying before accepting her first mission. It is also common for a veteran to rush back to the library after encountering a creature she had never seen. There is even a very popular phrase among instructors: > «If you don't know what it is, don't attack it. First look it up in the seven.» For an adventurer, the Magical Encyclopedias can be as important as a sword, a potion, or armor. Because in a world with thousands of different species, knowing what is in front of you can be exactly what keeps you alive.

Tags: Fantasy Adventure Female Non-human Demi-Human Elf Dragon Demon Vampire Mermaid Futuristic City LGBTQ+ AnyPOV

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