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Journey: Rayder White.
Chapter 23- Extras: Characters, Countries & Cities and Bestiary.

Chapter 23- Extras: Characters, Countries & Cities and Bestiary.

CHARACTERS:

Rayder White: The protagonist, a young man who suddenly finds himself moved from his home and dropped into an unknown world with strange beasts, monsters and magic.

Cerberus: Gatekeeper of the nether. Gifts Ray the use of magic as a parting gift.

Thail von Graus: The first person Ray met in the world of Krei. He helped Ray both by giving him a ride to the city as well as by giving him a bit of money once at the city.

Ray feels indebted to him.

Corporal Kal: A guard with an impressive moustache and impulsive personality. 

Head trainer of the basic training regimen.

Klein (Herus): A basic training member; has been in the regimen a few months.

Kei Alunin: Daughter of Kira and Kai Alunin. Helps out her parents at the Aluning inn when she can, otherwise studies alchemy at a alchemy school.

Sally (Winny): Owner of “Sally’s clothes”. Sells a set of high quality clothes at a discount to Ray.

Eri lillia von Deus: A mage of the adventurers guild; magic skills unknown. Daughter to the guildmaster of the Adventurers guild. She does not get along well with Ray, for various reasons. 

Jarus von Baius: Grandmaster of the magician guild.

William Erim von Deus: Guildmaster of the Adventurers guild.

Cole (Reinhart): A mage of the magician guild. Current “instructor” of Ray’s basic magic training. Likes to keep a neutral face at all times.

Aya (Grey): A skilled melee weapon user of the basic training regimen. Takes training very seriously.

Riatos: A mysterious entity that resides in Ray’s sword. Who, or what, he is, is currently unknown.

Gray (Veri) aka. “Raven”: A senior member of the basic training regimen. Famous for his prodigious sight enchantment and archery skills. Doesn't like to say more the necessary.

Jacen (Fos): An balanced fighter of the basic training regimen. Doesn't specialise in any one weapon, but is decent with most melee weapons. Jana is his little sister.

Jana (Fos): A mage in training who made the rare decision to also train weapon skills by enrolling into the basic training. Most proficient in light magic respectively sword fighting.

Revis (var):

Kole (marr):

Fura (Ois) Aka. “Sting”:

Leyus (Val):

Lara (Crow):

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Virgil (Jay):

Ley  (Ravi): (A member of Eri's group.) A young boyish adventurer who loves to gossip. Gender unknown.

Kali (): (A member of Eri's group.) 

Hel  (): (A member of Eri's group.)

Shiva (Goddess) : The god of balance; Element: Ice.

COUNTRIES & CITIES:

Raz is the kingdom that Ray unknowingly finds himself in after he got unwillingly moved to this new world. The Capital of Raz is Gerela.

Drea is a republic, formed of many cities banding together and forming a ruling cabinet type government. Their capitol is named Dras in honour of a hero who made a stand and stalling a whole army of monsters all by himself, to give the surrounding cities enough time to form an united front against the incoming monster army.

Bal is a monarchy like Raz, and is the largest and richest of the three civilizations on the continent. its King, Galan is called the wizard king; and is supposedly a very rare and very powerful wizard. He lives in a glimmering silver palace in its capital, Bast.

Raz, Bal and Drea are all mostly inhabited by humans, with the occasional elf or dwarf settling down. There are of course other races living there too, but they are a vast minority it seems.

To the north of Raz there are the Dwar mountains where dwarves have founded the country of Dwarvar, famous for its many winding deep roads connecting its many cities under the mountains. Their capital of Dwar is said to be a sight to behold.

To the south of Raz is a huge desert with a dozen or so small nomadic tribes living there, seemingly a mix of races forming tribes out of necessity to survive as there are many deadly beasts and monsters in that region.

There is apparently a bit of tension between Drea and Bal since a century ago. In recent years they have been known to be prone to skirmishes every other year or so. Yet they never escalate to full blown war. Most likely so as to avoid being trade embargoed by the rest of the continent, which would have devastating repercussions on the warring nations, likely causing them to collapse in on themselves within a few years.

Further to the west of Drea there is a huge forest where most of the elves live, Elvar being their Capital.

There is also a Demi-human nation further to the east of Bal called Fulg where most of the demi-humans live. Not much is known about the country however, except the name of its Capital: Fal.

BESTIARY:

Beasts

Name and race unknown. (Currently called Cubby’s by MC): A beast that seems to be a strange mix between cows and bunnies.

Giant boar: Giant boar with huge tusks. Dangerous when aggravated.

Tarrs: Giant docile lizard monsters, resembles salamanders. Often used as beasts of burden.

Monsters

Harrowers: Giant half-bird men with impressive wingspan and very sharp and deadly claws and fangs. Yes, fangs; not beaks like you'd expect.

Fergits: big beasts with four limbs and sharp claws and fangs. While among the less leathal of monsters while alone, they are very lately alone as they live in large packs; pack sizes has been recorded up to a thousand individuals. Given ample resources, they can spawn and raise offsprings to adolescence within 3 months. Therefore they are widely considered the most numerous of known monsters.

Graymanes: A giant horse-like beast; it's primary method of attack is to charge its opponent and ram them with their massive curved horns.

Goliaths: Vaguely humanoid giants of immense strength, usually  wields whole uprooted trees as clubs or throws giant boulders from a distance.

[While wielding immense strength, it is equally lacking in terms of defense]

*Weak to all types of attack.

Rocktrolls: Vaguely humanoid giants with a thick coat of stones that grow on their leathery hide; and to top it all off, they have hyper regeneration of bodily tissue. They known as one of the hardest monsters to kill in a 1vs1 situation; unless you can overwhelm its regeneration. 

*Weakness to fire.

Nightmares: Like the Greymanes, they are a type of horse-beast; unlike Greymanes however, Nightmares are beings of the darkness.

Do not engage at night, or in dark places.

*Weakness to light.

Behemoths: These giant hulking beasts are the biological equivalent of a bulldozer. If that wasn't enough for you then you're in for a treat; they can also use magic!

[Do not engage this monster without a proper party!]

*No weaknesses to speak about, but on the plus side all methods of attack can be effective.

Low demon: low demons are generally described as short and scrawny humanoids; often likened to malnutritioned children. Their telling feature, however, is that they have a single horn somewhere on their heads; usually on their foreheads.

[Dangerous! Can use potent magic, if at all possible, do not engage alone!]

Middle demon: Like the low demons, it is of a humanoid type and usually the height and size of an adolescent. Unlike low demons, middle demons have two horns on their heads; usually their foreheads.

[Very dangerous! Can use very potent magic; do not engage unless you have a full party of 7 experienced members.]

High demon: Humanoid like the low and middle demons, but adult sized and with 3 horns on its head; usually on their foreheads.

[Warning! Kingdom level danger! High demons are known to be able to raise entire cities if left alone; if discovered, RUN and report to your closest authority as fast as possible.]

Arch-demon: There are no known details on Arch-demons; they are presumed to be humanoid like the other demons. Presumed to have more than three horns on its head.

[Danger level unknown; if individuals with matching details are detected, report it to your closest authority as soon as possible.]