((Another place descriptiong from the 7 systems that got turned into an Amber shadow.))

MANTIS

Mantis is Damienne's personal shadow. She invented the world and it's history in her head as a child. It was her imaginary play place. She wrote stories about it, pretended she lived there and was their queen, and generally did what children do in the own little worlds.

When she grew up she sought out Mantis in shadow, to make it her own world, instead of just a dream. Her father gave into this, provided she returned home after finding it. She returned but whenever she could get away she went to Mantis. Eventually she set up permanent residence there. She now resides there but returns to Inferno to visit her father and friends often.

Mantis is a techno-magic shadow. It is about fifty to one hundred years ahead of shadow earth in technology. It also has very potent forms of magic. There are combinations of these to forms as well. However, as one will soon read, usage of these three forms of power is limited to certain areas.

Kelric, Aradia, Nephadya, and Nokomis

Once, Mantis was a completely magical world. Many races of creatures inhabited it. Then technology was discovered. Large wars were fought between those who wished for the Dominance of magic to continue and those who wished for a new regime under technologies banner. The Magicians saw technology as a threat to their power. To be a mage, one had to go to a very expensive school, the money for which went to the government. The only jobs for a mage were in the government. A very effective way of getting a workforce and making money. Technology put power such as that the Mages had is the hands of the masses.

The magicians set up court in Aradia, and drove out the revolutionaries. These "techno heretics" went to the little colonized land of Nokomis to the south. Between the two there was a great war, called the Excursion. Each side bred killing machines and artifacts of destruction. The after affect of this war was the creation of such monstrosities as vampires and killer cyborgs. The two sides realized what they were doing and banded together to banish the creatures and their followers to Nephadya.

The last isle was also squabbled over between the two powers. It was eventually divided between the two, eastern Kelric going to Aradia and western Kelric to Nokomis. They then attempted to settle it. The native peoples of Kelric, the Manataras, a race of jackal men, resisted. Eventually, both sides were freed and united as one isle. It has the most diverse population.

These are the four contents of the shadow. Aradia and Nokomis are connected by a short isthmus (sort of like North and South America). Kelric is a large landmass lying directly east of Ariadia and Nokomis (think: Africa). Nephadya is a large island to the north west of the two (think: Australia).


Aradia is the northernmost continent. It's climate ranges from sub-arctic to plains. Most of the continent is deciduous forest or open fields where the trees have been cut down.

Every 1,000 maras (aprx. 1 mara=1 mile) around the boarder of Aradia is a crystal, buried about 10' in the soil. This is their defense barrier. It is used to keep the effects of technology from working inside Aradia. These all link back to the capital, Ados. Ados is located roughly in the center of Aradia, on a mountain range known as the Arachnians. The capital building sports a large crystal, which channels the power to the boarders. There are back up crystals hidden inside the city and in it's suburbs In case the main crystal is attacked. To use technology here, one must be very skilled, use something very subtle or incredibly strong, or have a special converter and deflector that is only issued by the government (though the black market carries them). Aradia is governed by Geasadomia, an elven princess.

The peoples of Aradia are typical fantasy creatures, such as elves, fairies, and the like. This is also where most of Manits' dragons, centaurs, and other magic oriented creatures are found.

Nokomis has a plains to desert climate. Most of it is either plains or large sub-tropical rainforest. Much of this has been cut down for space for its factories and cities.

Nokomis also sports a defensive barrier like Aradia's. It has the same setup, with the buried projectors, but instead of magical crystals they are shield generators. This is to keep magic out. Like Aradia their capital, Tobey, houses the generators that power the shield and the back-ups in case of attack. The capital, though, is more to the North West than Ados, so as to better defend against both Aradia and Nephadia. It is governed by Aeacus, a born cyborg.

The peoples of Nokomis are more technological peoples, such as humans, dwarves, gnomes, etc. It also has many cyborgs, both bio-constructed and born cyborgs. There are two of the "newer races", left-overs from the war between Nokomis and Aradia.


Nephadia is mostly mountains. There are deciduous forests in the mountains, where they are not barren stone. It is pocketed with many valleys.
It's capital, Nox, is nestled in the Aker mountains. It has no defensive barrier, for it is both a technology and magic place, and it's inhabitants are more than capable of taking care of themselves. Nephadya is governed by Melusine, a Kindar5 vampire.

This is where all the undesirables were sent. The traditional monsters, such as goblins and orcs were sent here. Now few are left in either Aradia or Nokomis. Also, some of the unwanted newer races were sent here. This isle is native to the Kindar5, a race of winged vampires. During the excursion, the government of Aradia captured many Kindar5 and used their blood to make vampires of all races, as troops for the war. These troops were loosed on Nokomis. They created more and more of themselves, eventually being able to reproduce. It was these creatures and the havoc they caused that lead to the truce between Nokomis and Aradia and the banishment of all undesirables to Nephadya. Now there are vampires of all races. There are three main types, Kindar5, born, or created.

The final land is Kelric. This is the "melting pot" for the races of Mantis. It has the most diverse population. Almost all races, be they animal, humanoid, or another inhabit it. It's native peoples are Manataras, a race of half-jackal half-men.

It is a techno-magic continent. It has bred talented mages and engineers alike, but none are more well renowned than it's techno-wizards. They combine the aspects are both and are responsible for most of Mantis' greatest achievements. Kelric is governed by Loki the Heretic, who is of Manatara origin.
The four governors make up the counsel, which answer to Damienne.

The Time That Came Before

This is anything that took place more than 1,500 years ago. It is much like our B.C. (BCE if I am politically correct) It holds much fascination for modern Mantisians. It is generally divided into three Ages; the Magick age (1501 to 2500 years ago), the Age of Creation (2501 to 3500 years ago), and the Dawning (everything preceding 3500 years ago).

The Magick age was back when Aradia ruled everything, and all was
magic, hence the name. Everything else was unexplored or little explored land, by the civilized peoples (can you tell who keeps the history books?).


The Age of Creation was the time of the creating a lot of races by the Gods and such. Damienne is revered as the creatress or a vessel of the Creatress. The members of the Counsel aren't sure exactly what she is, but they know that she supposedly had something to do with Mantis' history and creation.

The Dawning was the creation of the world, the four continents, and the four major races: the Elves, Humans, Kindare, and Manatara. the Gods walked about freely and did godly type things. Usual myths, heroes, etc. Also, much religious and non-religious myth extends into the Age of Creation and the early parts of the Magickal age.

So what does Damienne have to do with all this?

Well, it's her damn shadow! She made herself a Goddess, but a very enigmatic one. The original Goddess "Damien Raven" created Mantis from the blood that was spilt after a battle between Nox and Nix, the two twin death gods, who had been fighting over a soul.

Damienne, however, didn't want to be followed around by a bunch of religious fanatics. She is supposedly "Damien Raven's" daughter/avatar/emissary. She is supposed to help solve the Counsel's problems but other than that she is free to do as she wishes. Most of the common peoples do not know of Damienne, which allows her to run around and do as she chooses without the crowds wanting to be saved.

She aids the Counsel in it's decisions. She came to Mantis about 10 years after Kelric gained it's freedom. She helped negotiate a major peace treaty between the four. This was done by her keeping the four leaders in one room together until they negotiated the treaty. She spurred them along with threats to hit them all with lightning bolts if they didn't hurry up. Those who know of her are rather shocked to meet her, as she is nothing like a god.

Copyright Me 1998

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