Glanathen

In my journeys I have adventured in many strange and wondrous lands.  Everywhere from Earth to Arcadia and beyond.  Written here is the description of one of the most unusual.  A ‘world bio', if you will.  Welcome to the enchanting lands of Glanathen.  Please note that most of the specifics center around the kingdom of Heartherra, where most of my adventures took place and where my friends abound.

The world of Glanathen is like Earth in some ways.  It has deserts and oceans, forests, jungles, and grasslands, and even polar caps.  Thatis where the resemblance stops.  The forests are much denser than in most places on Earth, and much quieter.  Nature still holds great sway here, and the virgin forests remain mostly uncut.  The greatest difference between Earth and Glanathen is the almost total absence of true metals.  Iron, copper, silver, gold...all are extremely rare, if they exist at all.

You will no doubt have noticed that I said the forests remain mostly uncut.  Certain sections of land have been cleared for the construction of great and important cities.  This brings us to the inhabitants of Glanathen.  The creatures who rose to dominate the world instead of humans.  The Anthropomorphs (they call themselves ‘the People', or ‘furries' for slang).

These creatures are of every species of animal imaginable.  Bears, foxes, wolves, cats, birds, you name it.  All are partly human, in that they speak and have human arms and hands, use tools, and are intelligent.  They have retained the form of their animal counterparts, however, on most of their bodies.  Most of them have tails and fur or feathers and even wings or claws.  This is not to say that all animals on Glanathen are of the People.  Normal animals still flourish, and the furries have a certain empathy with beasts of their own kind.  Anthropomorphic wolves can often be found running with packs of true wolves, for example.

There are actually two different kinds of People.  There are those who walk on two legs, like humans.  They dominate the planet and form the vast majority of the population.  The other kind still walks on four paws, although where the neck should meet the shoulders they have an extra torso with human limbs.  They are the furry equivalent to Centaurs, and are usually referred to as ‘taurs'.  They supposedly have ‘too much beast in their blood'.  This means they are seen as a lower life form and often used as highly intelligent pack animals.  Some are employed as guards or slaves.  They are not treated badly, though, and, considering how even normal animals are treated on this world, they are more of a lower caste than anything foreign.

Now we get to the specifics.  The kingdom of Heartherra is the largest kingdom on the planet.  It boasts a variety of biospheres for its inhabitants and is a land rich in culture and lore, as well as resources.  It's central region is a dense forest, the heart of which harbors the capital city and the Queen's palace.  The north is bordered by a high mountain range, home of the few miners able to call themselves such, while the south is mostly jungle and swampland.  To the east the forest gives way to rolling plains and a savannah, finally ending at the edge of a desert.  To the west the forest thins out and the land turns to smoothly rolling hills, ending at the trade towns on the sea.  Lots of habitats, lots of inhabitants...no wonder Heartherra has prospered so.

Now let me introduce you to the royal family.  First there is Queen Synthia Sunfur, a lioness of legendary beauty.  She is sleeker than most of her kind, and her fluid movements and natural grace are enough to make the very waters envious.  She is a wise and just queen.  These qualities, along with an iron will and a predator's patience, are all that is keeping her kingdom together.  There has been much strife since her husband, King Dirnam Morninglory, passed away without giving her an heir.  There are many who would eagerly claim the throne of such a great kingdom, and if the matter is left unresolved, then after her death the land will likely be torn by civil war.

To aid in her endeavors, her daughter, Vala Nightglove, journeys on diplomatic missions across the kingdom.  Outwardly a frail but stunningly beautiful vixen, Synthia's adopted daughter is far more than she appears.  She learned early the arts of stealth and survival.  She has a natural talent for combat and is privy to forgotten bits of lore and a smattering of magic in addition to a razor sharp mind.  No political intrigue has caught her unawares yet, and she is one of her mother's greatest assets.

Synthia's adopted son, the young fox Talis Flametail, is somewhat less of an asset.  Wild and impulsive by nature, his curiosity has gotten him into more trouble than most would say he's worth.  But he supports the queen in another way: by constantly reminding her of the wonder of life, the sheer joy of simply living.  Were it not for his cheerful outlook on everything and whimsical good nature, her weary heart might long ago have given into despair.  He also provides her with information sometimes.  It seems he's a knack for picking up bits of information that should be nearly impossible to get.  Maybe it's because people tend to dismiss him out of hand, or maybe it's because he seems to be everywhere all the time.  At any rate, his eye for details and talent for learning new skills has helped Her Majesty more than even he realizes.

Next there is General Redfang, the fearsome  tiger.  That's not his birth-name, but it's what most people call him now and it's the only one he'll answer to.  It was given to him by his enemies, who grudgingly respect his battle prowess.  Although he is advisor to the queen and trainer of the army, he truly loves getting into the thick of it himself.  Where there's a battle, there's Redfang, rallying his warriors with his thunderous roar.  He feels a deep loyalty to the throne, a loyalty proven by his missing right eye.  During a parade, someone tried to kill the King.  Redfang intercepted the arrow meant for his Liege.  It pierced the side of his eye, jutting out just above his cheek.  He survived, but his eye was lost.  In recent years he has grown even more loyal to the throne, however, as he feels he must make up for his failures.  He has two of them.  First, he did not deal well with the loss of his eye.  A few days after his recovery he grew desperate enough to make pacts with dark powers in return for his sight.  Even if he were blind he should have seen what was coming.  He got his sight back alright, but he sees only nightmare visions.  Past battles replay over and over in his eye, forcing him to watch those he cared for and loved, good friends, die horrible deaths time and again.  Even battles he was not present at are shown to him.  People he does not know and yet cares for are gruesomely tortured and slain for his torment.  His second failing is worse still.  He knows that the king did not die of simple illness.  He knows the king was assassinated...and he was powerless to stop it.  He long ago hunted down and destroyed the assassin, but his failure haunts his heart.

Finally, there is Sir Artivus Broadhead.  This proud stag fills two important positions.  He is both Captain of the Guard and Royal Huntsman.  He knows the city and forest like the back of his hand, and woe be unto the intruder who forgets that.  He is admired by his men and sets an example for them in all that he does.  No task is done half-heartedly.  Nothing escapes his keen senses, for the forest is his home and dominion.  He is supreme master of the lands around the capital.  If there is anyone out there who can sneak past him, none of the neighboring kingdoms know.

Oops.  Almost missed one.  Of course, knowing Thervis Brighteyes, that is exactly what he intended.  This white mouse is the royal fool (as in jester).  One would think his name was simply another of his jokes, for he is totally blind.  His eyes are milky and useless, or at least they appear so.  He gets around with incredible ease, though, so it may be just another of his tricks.  He is erratic and seems half crazed most of the time.  There is, however, often a lesson to be learned from any tale he tells, and only a (true) fool would ever try to trick him.  Although unpredictable and unreliable, Thervis holds a powerful position in the court.  Few people know of his true talent.  He is a very, very powerful Sorcerer.  His magic is seldom used and even more seldom obvious.  He knows secrets which few others could even fathom, though, and uses every one of them to his greatest advantage.

The culture of Heartherra is full of bright colors, beautiful music, and noble pursuits.  Many good trade agreements and control of several vital trade routs keep the economy rich and healthy.  This is the only kingdom where metal currency can actually be found.  Bartering is still the primary form of exchange, but the nation is just wealthy enough to be able to keep a coinage system.

Since I'm on the topic, I shall go into further detail about he use of metal on Glanathen.  As I've mentioned before, true metal is extremely rare on this world.  To own anything metal is a sign of wealth.  What metal there is can often be found in the form of jewelry.  Glanathenns like to wear their wealth as much as humans do.  Besides, only rarely does any one person own enough metal to make more than a simple ring or bracelet.  Those few who do usually have it forged into daggers, heart-plates, or other useful items.  The bartering value of metal is extremely high.  A single coin the size of our quarter can pay for a month's stay at a very expensive inn, or buy enough weapons and armor to outfit a small militia.

Speaking of armor and weapons, since metal is not readily available, you're probably wondering what such things are made of.  The People are adept at curing wood and tanning leather, but they also know the secret of two magical processes which can make these materials almost as hard as steel.  These skills are referred to as ‘Forging', and are known by any good craftsman worthy of the profession.  It's a mix of curing procedures (for Wood Forging) or tanning methods (for Leather Forging) and special spells woven into the items.  The results depend on the skill of the craftsman and the material used.  Pine, for example, can be made into a sword but will not hold its edge well, being a soft wood.  Diamond wood, the hardest and rarest of trees, will hold its edge so well that one could almost use it to cut stone.  Leather goods are more costly than wooden ones, for the People are very reluctant to take anything from their animal counterparts.  Still, the carnivores must have meat and it would be a shame to let all those hides go to waste.  Furries never waste anything.  Even the bodies of slain enemies are often made into useful items.

Now let's discuss who the weapons are used on.  The main threat to Heartherra is not a neighboring country.  Most of them are too dependent on trade goods from Heartherra.  Rather it is from a population of wolves who live within its boundaries.  These wolves roam the forest in tribal packs, and claim that the land should be theirs.  They constantly raid the towns and cities for supplies, slaves, and attempts to ‘reclaim their rightful property'.  They are large in number, but lack unity outside their small packs.  They're slightly more primitive than most furries, and this has kept them from really gaining any ground in their take-over attempts.  Still, they are fierce and not something to be dismissed lightly.  Just ask Vala or Talis.  Wolf raids claimed both their parents.  Vala especially bears a deep hatred of the wolves.  Woe be to any that she catches unawares.


Name: Synthia Sunfur

Height: 6'

Weight: 150 lb

Species: Lioness

Description: The golden fur of the queen is beginning to give way to silver as she ages, and her striking blue eyes bear the weight of many years.  She usually favors a violet dress with white lace.  A simple silver circlet rests on her brow at most times, denoting her rank.  During certain ceremonial occasions she wears a somewhat fancier crown.

History: Synthia has lived her whole life in the company of royalty.  She has been given the best of educations and lived a life of luxury.  She has always been aware of her station, however, and has striven to bear it well.  She has known queens who abuse their power, using it for their own ends rather than the good of those they rule.  She despises such false rulers.  She understands the responsibility of royalty to the People, and when she inherited her mother's throne, she made certain to rule as fairly as she knew how.  To this day she works to ensure that her kingdom will continue to prosper even after her death.

Personality: Synthia is polite and caring.  Her years have given her great wisdom and her heart is full of compassion even for those who would harm her.  Her smile is warm and well used, though worn by the years.

Other Notes: Synthia is in desperate straights right now.  She still has several years left, barring illness or injury, but she feels her time drawing nearer each day.  She must find someone to name as her heir before her death, for none of those who stand in line are suitable, in her opinion.  Those who are not airheaded, pampered, witless nobles are too ambitious for their own good, or too naive.  She would gladly name Vala as her air, for her adopted daughter seems perfect for the job, but Vala has no interest in the throne other than to serve it.
 

Name: Vala Nightglove

Height: 5'6"

Weight: 130 lb

Species: Vixen

Description:  Vala is a seemingly delicate vixen of barely twenty winters.  Her brilliant scarlet fur is marked only by a change in color over her eyes, on her hands and feet, and at the tip of her tail.  In these places, the bright red gives way to an obsidian black.  Vala has penetrating green eyes which seem to see right through any falsehood, and usually favors simple leather garments with a forest-green cloak.

History: Vala was orphaned at the age of eight, when a wolf raid claimed her parents.  Her parents had hidden her beneath a bed, where the wolves failed to find her, but she watched as her parents were brutally slain and half-devoured.  When Artivus Broadhead arrived with his guards to investigate the reports of a raid, he found her crying over her parents' bodies.  The noble stag took her himself to see the queen, who was deeply moved by the tragic story Artivus related.  She took Vala in as her own daughter, and Vala is forever grateful for that day.

Personality: Though she is still young, Vala has long ago shed all the mental trappings of youth.  The trauma of her parents' death washed all her childhood dreams away, leaving her with a deeply wounded heart and an even deeper hatred for the wolves.  She has dedicated her life to serving the throne in every capacity she can.  She carries a very serious demeanor, rarely smiling and always keeping a sharp eye out for danger.  She serves Synthia well as emissary, and Synthia believes she would serve even better as queen.  However, Vala has no desire to shoulder the burdens of rulership, and insists on simply remaining a faithful servant to the crown.

Other Notes: Vala has learned the arts of stealth and survival from Artivus, and studies combat under General Redfang.  She has even managed to worm a bit of magical knowledge out of Thervis, a testament to her razor sharp intellect.  Her own iron will is her greatest power, though.  Through sheer strength of will she can invoke some small amount of psionic power to use as she pleases.  Many a foolish traitor has underestimated this seemingly frail young vixen...to their ultimate demise.
 

Name: Talis Flametail

Height: 5' 3"

Weight: 135 lb.

Species: Fox

Description: Talis' most distinctive feature is his tail, which lives up to his family name.  The bright red fur is so glossy that it seems to shimmer with every movement.  Even the white tip has a bit of sparkle to it.  Talis' tail is almost as long as he is tall, and very thick and bushy.  In fact, he's used it as a blanket while sleeping under the stars.  His chocolate colored eyes seem to always be laughing.  His favored garb is simple cloth pants and a light vest, which allows him total freedom of movement.

History: Talis' parents were killed in the same raid that claimed Vala's.  Talis was only four years old at the time, and remembers very little of it.  Artivus' soldiers found him crying in his crib, somehow overlooked or ignored by the wolves.  Synthia adopted him along with Vala, and Talis looks upon them both as family.  Despite growing up as a prince, Talis has no interest in the workings of the court, seeing it as boring and pointless arguing.

Personality: Even if he could remember the events surrounding the death of his parents, Synthia believes Talis would not hold the same hatred for wolves that Vala does.  His care-free and cheerful heart has no room for hate, and little room even for sorrow.  Wild and unpredictable, Talis gets into more trouble than any furry should be able to handle.  He has that legendary cunning attributed to his race, though, as well as an extraordinary overdose of luck.  This, combined with his ties to the queen and the watchful eye of his sister Vala, has been all that saved him on more than one occasion.  Despite his avoidance of formal study, Talis picks up quickly on any skill he sees demonstrated.  He has learned much from simply speaking with the people he encounters every day.  He has a keen eye for detail and a near photographic memory.  His other senses are equally sharp, and it is said that only Artivus can successfully sneak up on this young rouge.

Other Notes: Talis is hard to find when you want him.  It's not that he really tries to hide, but he spends a lot of time on the move.  One of his favorite pass-times is swinging and leaping among the trees.  It has been argued that he is more of a squirrel than a fox.  At any rate, those who do encounter him will always find him polite but inquisitive.  Those who would harm him would do well to think twice about it.  He is dearly loved by all those who frequent the palace or surrounding city, the queen considers him her own son, Vala always keeps a fairly close eye on him (she's the only one who can), and although he has no formal training, he's picked up enough from General Redfang to adequately defend himself.
 

Name: General Redfang

Height: 6' 10"

Weight: 210 lb

Species: Tiger

Description: Her Majesty's General has a number of distinctive features.  First, he stand head and shoulders above most of the other denizens of Heartherra.  He is powerfully muscled, and capable of incredible physical feats.  Second, he is always found with his twin battle-axes tucked in his belt.  Both axes are completely made of iron, and each is worth a king's ransom.  They were a gift from Lord Morninglory after General Redfang saved his life.  The most distinctive feature of General Redfang, however, is his right eye.  Lost to an arrow meant for his king, it has been replaces by a glass orb.  The eye itself is unusual, but not particularly gruesome.

History: General Redfang was born as Tannor Longclaw.  His father, Bruce Longclaw, was something of a local hero.  A good man who cared about his little town.  He served in the army for several years without incident, until a day about three years before Redfang's birth.  Locals say the wolves made a surprise raid, or that it would have been a surprise if they hadn't encountered Bruce.  The story claims he held off twenty of the snarling fiends until the City Guard arrived.  Bruce died shortly after Redfang's birth, while saving a drowning child.  General Redfang never knew his father, but he's heard the stories a hundred times and is proud of his lineage.  He was determined to live up to his father's name, so he enlisted in the army as soon as he was able and diligently studied every form of combat he could.  He excelled in the martial arts and military tactics, and quickly climbed the ranks up to General.

Personality: General Redfang is a man of two minds.  The one most often associated with him is that of the peerless warrior.  Through constant training and iron self-discipline, General Redfang has honed his body and mind into the meanest fighting machine in the land.  In battle, he is 200 pounds of deadly fury.  He fights savagely and efficiently with an almost maniacal fervor.  His roar is the trumpet of doom on the battle-field.  Those who know the General on a more personal level, though, realize that this is a mask he wears in war.  At peace in the palace, the General spends much of his time serving as confidante to those who need a caring shoulder to lean on.  He is possessed of a gentle nature that defies his reputation.  He can often be found engaged in mock battles with the servants' children., battles in which he always loses, to the delight of whichever child vanquished him.  Of course, he'll claim he's doing it to teach the children to be confident in themselves, but the truth is that nothing fills his heart with more happiness than the sound of children laughing.

Other Notes: General Redfang is a great man, but he is not infallible, and nothing proves this better than his glass eye.  He did not deal well with the loss of it, and finally turned to dark powers in an attempt to regain his sight.  It was granted to him, along with some bonuses, in exchange for two ‘favors' to be performed in the future.  Foolishly, he agreed.  Now he has his sight back, but every time he goes to battle, it taunts him with nightmare visions that haunt his conscience.  Aside from that, he got exactly what he wanted and more.  His eye allows him to see normally in total darkness, and it has other powers that he is aware of but never uses.  Each time he makes use of that eye, his heart seems to shout, ‘Traitor!'  As for the two favors...one of them has already been performed.  His eye connects him with the demons that gave it to him, and they used it to hold him paralyzed, preventing his interference while his king was assassinated.  He was forced to watch the entire event.  There is still one favor remaining, and he shudders to think what that might be....
 

Name: Sir Artivus Broadhead

Height: 6'3" (9' w/ antlers)

Weight: 168 lb.

Species: Deer

Description: The Captain of the Guard carries himself with a noble bearing.  His speech tends to be formal even when he's in private, and he maintains a proud posture, back straight and head high.  While in the city, he wears a bright blue silk uniform with the Royal Hunter's crest on it.  Out in the forest, he prefers leather clothing dyed a dark green.  His bow is on his shoulder no matter where he goes, and a small quiver can be seen on his belt even on ceremonial occasions.

History: Artivus is the son of Careb Broadhead, the previous Royal Huntsman., and stepped into his father's position when Careb retired.  He grew up playing in the forest and hunting with his father.  Over the years, he has built a reputation for his marksmanship and hunting prowess.  It is said that nothing moves in all the forests of Heartherra without Artivus knowing about it...and that may well be true.  He has a rather large collection of informants all over the kingdom bringing him information about nearly everything that goes on in any given town or city.  Several years ago, Artivus even formulated a message system for the villages of Heartherra to communicate quickly.  Through a combination of runners and signal horns, important news can be sent from any corner of the kingdom to any other in a matter of minutes.  Although he designed the system specifically to help respond to Wolf raids, it has proven useful for other things as well.  With his own keen senses added to this web of information, Artivus may well be the best informed man in Heartherra...if only he could find a way to keep tabs on Talis.

Personality: Despite his incredible organizational skills, Artivus is really a loner at heart.  He follows his heart more than any other standard, and his heart is a good one.  He is not so loyal to the throne as he is to Synthia herself.  Artivus is one of those people who believes a person must earn the right to rule others by demonstrating competence and good judgement.  The present queen has thoroughly convinced him that she is worthy of the position, and he serves with a single-minded dedication to the principles she has laid out.  Indeed, he is known to be intensely focused on whatever task is presented to him, and to see it measure up to the highest possible standards.

Other Notes: As well informed as he is, Artivus doesn't know everything.  For starters, he doesn't know the secret of Redfang's eye.  He doesn't know that Thervis is a sorcerer, and he doesn't know how the assassin got to the king.  This last item troubles him greatly, for he does know that the king was assassinated, but not how the assassin got past his guards.  Artivus looks on this as a failing on his part, and not one he means to repeat.  He has always taken his duties very seriously, and he is determined to find out how this could have happened and what he can do to prevent it ever happening again.


 Religion

 Glanathen is ruled by a pantheon of powers and demi-powers.  It's a fairly simple heirarchy: every species has its own representative spirit (e.g. there's a spirit for cocker spaniels that is different from the spirit for Irish setters, and one for lions that is different from tigers), and all these lesser spirits answer to a higher power, a god, usually the evolutionary root or a universally held ideal (e.g. all dog spirits answer to Alpha, all horse spirits answer to Thundering-Hooves).  The cat spirits are the exception to this.  They have two gods.

King of Cats (Feline god): Care-free and cocksure, this roguish deity lives for the moment.  He is not always a friendly power, though, for dances among both light and shadows.  Sometimes cheerful and inviting, sometimes ominous and sinister, this being embodies the enigmatic nature of felines, and grants his favor to those who live (and often die) in style.  The one thing this cat will not tolerate in his followers is a sober outlook on life.

Mistress of Cat-kind (Feline goddess): Somewhat more reserved than the King of Cats, the Mistress is still a study in contrasts.  For the most part she is gentle and compassionate, seeking to comfort and protect those who have earned her favor.  Her voice and touch are gentle, and bring healing to the soul.  If harsh measures are called for, though, she can be as ferocious and deadly as a mother defending her cubs.  She cannot stand those who waste life.  It is a gift to be enjoyed while it lasts, and to needlessly cut it short, either one's own or that of another, is loathsome to her.

Thundering-Hooves (Equestrian god): Thundering hooves is a free spirited power.  A rebel with a cause.  He brooks no restraint or boundary, and gleefully smashes all barriers.  He follows no one against his will, and resists all attempt to control him.  His followers are free-thinkers, following no pre-defined path, and obeying only those who earn their respect.

Alpha (canid god): The wolf is cunning, wise, and resourceful.  Although his ways seem harsh, it is only because he knows that only the strong survive.  He is fiercely loyal to his kin and kind, and expects the same loyalty from them.  Disobedience shows lack of discipline.  Lack of discipline is weakness.  Weakness leads to Death.


Wolves

There are a few notes that need to be made on the wolves.  First, the Wolves are not quite as barbaric as most Heartherrans believe them to be.  Their culture closely resembles that of the Native Americans in our own world, with all their brightly colored crafts, strong sense of family, and rapport with the land they live in.  The Packs live in camps, periodically moving from one location to another to avoid being discovered.  Their tools differ slightly from that of the Heartherrans in that they lack the magic necessary for Forging.  In fact, they lack magic as the Heartherran sorcerers understand it entirely.  They do have their own special form of magic, however: the magic in their howls...the power of the Song.

Each and every wolf has their own melody, a song in their heart.  It has no words and the sound is unearthly when it escapes their lips, haunting yet compelling.  This song gives them a strong communion with living spirits, and they can use it to affect such beings.  Their howls can bring terror to the hearts of their enemies, striking the spark of fear in their very souls.  It can call the aid of the plants and animals.  It can even reach beyond the grave, to the spirits of the ‘once-living', who may appear in many forms.  Common manifestations include a voice in the air, an odd reflection or shadow, a burst of flame or furry-shaped mound of rock.  It should be noted that summoning such ‘once-living' spirits is very dangerous, as any good sorcerer could tell you.  Those that have gone on to paradise are never very happy to be drawn back to this abysmal life, and those who have less pleasant after-lives will do whatever it takes to come back and stay...even if it means possessing the summoner.


Ancients

One last group deserving some mention is that of the 'Ancients'.  This is the term used to refer to those species whose kind have always been rare or elusive.  Typically of mythical stock, such as dragons, unicorns, pheonixes, griffons, pegasi, and so on, the Ancients are reclusive and exceedingly rare.  Most of the People believe them to be entirely extinct, but I know of at least one group still wandering around.  And you can bet that wherever they pop up, trouble is hot on their heels...