{"sf1_id":912157,"sf2_id":null,"title":"Nether Encyclopaedia: Dune Riders","author":"Arkham_Beast","words":1946,"posted_at":"2015-09-18T18:17:00.000Z","tags":["Alchemy","Cobra","Demon","Dinosaur","Dragon","Drake","Fantasy","Gay","Magic","Male","Naga","Reptile","Snake","Taur"],"url":"https://fse.anthro.fr/stories/912157-nether-encyclopaedia-dune-riders","original_url":"https://sofurry.com/view/912157","image_url":"https://www.sofurryfiles.com/std/thumb?page=912157\u0026ext=.jpg","description":"Finally.\nThe inhabitants of the second continent of the Nether Realm: the Dune Riders, people of Sahhra.\nTook a while for my brain to go and come back for this, but when I began writing, I surprised myself by adding a few species I thought of on the spot and instantly loved.\nAgain, if I missed anything, just tell me, or if you have any more questions, ask in the comments or PM me.\nEnjoy this episode of Nether Encyclopaedia. Three more continents to go.","content":"Creators of impossible miracles and rulers of the dreaming plane.\n\nTraditions:-\n\nThe Dune Riders don't have a certain tradition as a whole, but the royal family tend to hold parties for the kings/emperors as an anniversary party of when they took the throne.\n\nThe royal family treat themselves as complete equals to their people, sometimes joining them for street festivals, market auctions, even get invited to small family parties and such.\n\nAll Dune Riders wear magical artifacts they create using alchemy and rune magic called Bonds.\n\nSome of these artifacts act as power storages, that can charge a certain amount of energy for later use, and others act as mediums that channel the Dune Riders' powers for more accuracy and affectivity.\n\nAppearance:-\n\nDune Riders are all lizards, saurians and dragons in appearance, with a rare occasions of taurs being born.\n\nTheir clothing and houses resemble those of ancient arabia, giving them that 'Hundred and One Nights' stories feeling.\n\n\\_\\_\\_\\_\\_\\_\\_\\_\\_\\_\\_\\_\\_\\_\\_\\_\\_\\_\\_\\_\\_\\_\\_\\_\\_\\_\\_\\_\\_\\_\\_\\_\\_\\_\\_\n\nSpecies:-\n\n\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\n\nDjins:-\n\nRoyal tiered spirits, capable of creating small miracles.\n\nDjins are more affiliated with spiritual, dream and rune magic, capable of exorcising nightmares who invade a person's dreams, as well as curing someone from impossible diseases that were deemed incurable even through magic.\n\nThey also have the exclusive ability to posses inanimate objects.\n\nAppearance:-\n\nThe Djins are all wingless dragons or royal lizards in appearance.\n\nTheir bodies look spiritual, varying in size and build, with eyes glowing in the colour of their aura.\n\nThere scale color range from red, blue, sky blue, light purple and white, their auras also ranging from the same colours.\n\nClothing:-\n\nThey prefer to wear baggy clothing made from light fabric and many jewels.\n\nTheir accessories are mostly rings, necklaces(jewel studded collars for some), toe rings, thigh and bicep Bonds and for some with long manes and hair: hair bands.\n\nTraditions:-\n\nDjins build rune circles in locations brimming with spiritual power, they tend to go there to replenish their powers.\n\nDuring mating season, Djins craft accessories using rune magic and alchemy, giving them as presents for the one they love.\n\n\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\n\nIfrits:-\n\nWielders of infernal magic and hellish fire.\n\nIfrits are more on the hot-headed and sadistic sides, easily provoked and difficult to soothe.\n\nThey are more affiliated with the dark tiers of magic, like: dark fire, poison(toxin) earth and darkness(which can be mixed with other types of magic for extra effect, except light and holy magic).\n\nThey tend to mess and play with their targets and hunting prey before putting either out of their misery, as well as the tendency of treating their captured prisoners and slaves badly. Very, very badly.\n\nAppearance:-\n\nIfrits look like a mix between demons and dragons, closely resembling the Void Walker Violences.\n\nThey have hard and thick skin that acts as body armor, ranging between red, black green and dark brown in colour.\n\nThey have big and thick horns that can grow into smaller branches like antlers.\n\nClothing:-\n\nIfrits like the Djins and other inhabitants of their realm, like to wear baggy clothing, wear gauntlets or gloves that act as power channels to increase the power and affectivity of their powers and spells.\n\nAccessories include: earrings, rings, bracelets and bicep and thigh Bonds, but unlike the Djins who wear only two(one for a bicep and one for a thigh) Ifrits prefer wearing six( two for both biceps, two for both thighs and two they wear on their ankles) since their bodies are big and powers are great, they need large amount of inner energy as well as all the extra power the Bonds can hold.\n\nTraditions:-\n\nIfrits, like the Void Walker Lusts, prefer 'mating' with mortals.\n\nBeing the 'devils' they are, they tend to make blank oaths and empty promises or any other underhanded method they can think of in order to stay with their desired mortal, giving them everything they desire for the first few times, making the poor mortal believe they are actual genies of the lamp.\n\nBut later the Ifrit starts making almost impossible demands as payment for their services.\n\nAfter they have their fun with a mortal, they leave them, but after ruining them emotionally, spiritually and on very rare occasions: physically.\n\n\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\n\nMirages:-\n\nTravelers and wanderers, having a habit of moving from place to place, never staying in one for too long, except if they find a mate.\n\nMirages are more affiliated with illusion, water, wood and wind magic.\n\nAppearance:-\n\nMirages are slim and athletic in build, having the least amount of muscle among the ruling species.\n\nTheir scales are thin and don't give much natural defence, that's why they prefer to stay in the back rows and away from any direct fight.\n\nThey have small horns, that can extend to a few inches.\n\nTheir colour ranges between: light green, pale blue, yellow and white. With occasional markings varying in shape and locations.\n\nCothing:-\n\nMirages prefer silk and slightly see-through clothing, and they tend to wear as little as possible.\n\nAccessories include: ring Bonds that act as both channelling mediums and power storages, toe rings, horn rings and earrings.\n\nTraditions:-\n\nMirages tend to leave for other realms, seeking those who have lost their way, both physically and spiritually, and help them get back on the right path.\n\nDuring mating season Mirages tend to help other Dune Riders get together before finding a mate for themselves.\n\n\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\n\nSand Striders:-\n\nThe fastest of all the Dune Riders.\n\nThe Striders can run so fast that they are\u0026nbsp;thought of having the ability to teleport for those who see them the first time.\n\nThey are more affiliated with fire, electric and wind magic, mixed with some illusion magic, they can create copies of themselves that can operate for some time before disappearing.\n\nThey mostly act as messengers or assassins, but those who have some upper body strength, can be employed as royal guard.\n\nAppearance:-\n\nStriders are similar to the Mirages in build: athletic, but with slightly more toned muscles, with the more stronger muscles being in their legs.\n\nThey also have thin scales with minimum natural defence, forcing them to rely on the 'hit-and-run' tactic that makes full use of their speed.\n\nTheir scale colour ranges between: yellow, dark orange, brown, sandy brown, white and black.\n\nClothing:-\n\nSand Striders prefer light, but skin tight clothing, since the usual baggy clothing effects their speed and also their balance.\n\nAccessories include: ankle Bonds, toe ring Bonds, and earrings, along with gloves that hold some sharp throwing knives and needles for use in combat.\n\nTraditions:-\n\nStriders hold a yearly contest called the Desert Trials. A race to see who is the fastest Strider in the realm.\n\nOn this occasion, the other Dune Riders use their magic to create a race track and obstacles that will challenge not only a Strider's speed, but also his reflexes and coordination.\n\nThe track changes shape and course every year, with the obstacles also changing in order to keep things challenging and interesting.\n\n\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\n\nShade Warlocks:-\n\nNagas that vary in shape and length.\n\nThe Warlocks are also called: Cultists of the Sands for their affiliation and preference for all kinds of black and dark arts of magic. Yet they are mostly affiliated with poison/toxin, hypnosis and black magic.\n\nThey, despite their preference to the darkness, they are quite the attention seekers. Doing anything to get someone's attention.\n\nAppearance:-\n\nThey have slightly thick scales, giving them some defence, that vary between: crimson, brown, light brown and black.\n\nThe adults have small snout horns and spike plates that go from the top of their heads to the tip of their tails.\n\nSome tend to 'carve' tattoos on their bodies, saying it's a necessity to use their powers more affectively.\n\nClothing:-\n\nThe Warlocks tend to wear cloaks, veils and big scarves to cover their features for some reason.\n\nThey also wear many accessories, which include: ring Bonds, tail ring Bonds, collars, piercings, bracelets and earrings.\n\nTraditions:-\n\nThe Warlocks tend to gather in caves in certain locations that have the same spiritual power as the Djins', but the ones the Warlocks prefer come from a much darker source.\n\nDuring mating season, the Warlocks\u0026nbsp;hide away from sight, because of their dark tendencies, they always mark themselves as undesirable and unwanted.\n\nBut on the occasion a Warlock is chosen as a mate(due to the insistence of a Dune Rider) they are the perfect lovers, making sure that their mate is happy, mostly as a thank you for choosing them.\n\n\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\n\nGolems:-\n\nAt first creatures created using the arcane alchemy, but later became a thinking, living specie of their own.\n\nThe Golems were elemental constructs of alchemy, mostly earth Golems used in construction.\n\nBut then one Golem began developing feelings for Warlock(his creator), later began thinking and acting on his own. Until finally, in a last experiment a few Djins and Warlocks banded together and combined their powers, turning a creature of pure stone into a physical entity of the earth made of flesh and blood.\n\nThe Dune Riders then began building Golems of other elements, many of them, giving them true life like the first living Golem, until they became a small pack, which then grew into a separate civilization among the Dune Riders.\n\nAppearance:-\n\nGolems are big in size and build, since they are affiliated with elemental magic, their bodies and scales take the form and colour as the element they govern. Like those with fire element look like walking magma rocks and are red, orange or yellow in colour.\n\nThe Golems have horns with variable shapes and sizes, also in parallel with their element.\n\nClothing:-\n\nGolems very rarely wear actual clothing, most instead conjure and make 'clothes' using their own elements.\n\nThe Bonds the Golems wear are different, instead of rings and braces like the other Dune Riders, they are more varying in shape, going from harnesses to crowns. They are instead called Relics.\n\nWhen the Golems do wear clothing, the only wear loin-clothes or waist cloaks.\n\nTraditions:-\n\nGolems tend to visit elemental fountains found around the realm to recharge, but not their energy.\n\nInstead what they charge is special cores built into their Relics, acting as their source of power, made from elemental stones mined from certain caves located near said elemental fountains.\n\n\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\\*\n\nSoul Eaters:-\n\nCreatures resembling tall sharks or short kobolds.\n\nAll with the ability to dive and 'swim' through the sand.\n\nThey just like the Void Walker Creepers, are unable to use magic, but unlike the Creepers who are weak and somewhat worthless, the Eaters make up for it, with abnormal agility, strength and speed(but still not as strong as the other Dune Riders)\n\nThey usually live in burrowed colonies or in holes built on the sides of valleys or canyons.\n\nThey were named as such because: instead of eating a live creature, the eat it's soul, since their bodies are unable to digest actual meat.\n\nAppearance:-\n\nThe Eaters are like a mix between sharks and kobolds with varying sizes, but all with large hands, and curved nails used for digging.\n\nSharp teeth laced with poison.\n\nThin tails tipped with fin shaped feathers.\n\nClothing:-\n\nEaters tend to wear cloaks and waist cloaks, with handmade trinkets they make themselves.\n\nSuch accessories include: necklaces, bracelets, and ankle bracelets. No Bonds.\n\nTraditions:-\n\nEaters are merchants by skill, despite their primal looks, they are more intelligent than they show, able to calculate large numbers in an instant.\n\nAnd when visiting another realm, they only need to learn the basic currency function and their brains will do the rest.\n\nThat's why, they tend to work as merchants or accountants to an existing business.\n\nThey love joining public festivals and parties, since it's the perfect moment to open shop.  \n  \n\n"}