Loracis

Presentation

Loracis is also known as the Shattered Lands. Millenia ago, this once golden world fell into a seemingly endless conflict among its inhabitants. Due to their longstanding suffering, eventually 14 outsider deities heard their pleas and arrived at the light shores.

With the help of the divinities, peace was restored and there started the Divine Era, a second age of glory and enlightenment. But these Divinities did not properly understand Loracis, and with their capricious tampering started to unravel its foundations. One of these divinities, knowing that they had doomed the light shores, tried to fix it, opening a rift to the Plane of Umbra, also known at the moment as the Realm of Chance. They intended to seek a course of action that would solve the problem, but instead, all the possibilities contained in Umbra erupted into Loracis, breaking and dispersing the world even further. Every individual was broken into a subset of possibilities: Thus Eladrin became a myriad Elves, the Indral turned into Orcs, Goblin and all kinds of green-kin. The lands broke and folded upon themselves, reshaping the landscape forever. The divinity, later named Reckless, sacrificed their existence to close the rift to Umbra, now an empty Plane. This catastrophe would forever be known as the Mirror Break.

The remaining Deities with the help of a few chosen mortals stitched the world together before it’s collapse, sewing it to the surrounding planes. Nine major “Pillars”, and several dozens of minor ones kept the world tied together now.

After this, the Divinities signed the Reckless Pact, where they agreed to never intervene directly again in Loracis. All, but three: One had grown addicted to the mortal’s adoration, and would not part with it, so decided to steal all the light in the world, and make themselves indispensable, decided to only let enjoy the warmth of light to those who professed their adoration to them, and either burn or let freeze the rest. They would be known as The Thief, or The Devourer, though most would call them the Sun.

A second one, sibling to the Sun, tried to mediate with them, make them see reason. But their pleas were unheard. When the rest of the Divinities and mortals decided to take action, the divinity chose to protect their sibling. Their spell made the Sun indestructible, but at the expense of their own power. The Divinity was promptly captured, and a prison was built for them. They would be known as The Sibling and The Wild, but most people would call them The Moon.

Eventually there was a big battle, and an army of mortals with the blessings of the other Divinities managed to chain the Sun to Loracis, forcing it to revolve around the world, sharing it’s light with everyone in a rather poor semblance of the light tides of yore.

During this battle, another Divinity managed to hide in the world, It’s motives unknown. Some say it’s in the deepest parts of the sea, biding its time. It’s known as The Deep or The Hidden One.

With this, the Mortal Era started. Not without hiccups, as sequels of the Mirror Break assaulted the lands. Every now and then, the Aurora shines in the sky, and where the Aurora could be seen, disasters follow.


Peoples of Loracis (Specific)

Most known species live in Loracis too. Humans, Dwarves, Gnomes, Elves, Orcs, etc… They are joined by three more races endemic to this world:

Ouran

Lithe and beautiful creatures, tied to both the Dreams Plane and the Nature World. They are humanoid in nature, but all have animal tails and ears, along another individually specific animal trait. Their eyes are big and bright and their irises are never a simple circle, always have weird shapes, like cat slits, or rectangles like toads or goats. Some have spirals or emblems.

https://www.worldanvil.com/w/loracis-28english29-helwar/a/ouran-article

Stats

Ability Score Increase +2 Dex

Size: Medium

Speed: 30ft

Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

 

Tail: Due to your appendage your equilibrium is greatly enhanced. You have Proficiency in the Acrobatics Skill.

 

Efficiency: Your body optimizes your energy intake and consumption. You only need to eat half as much as other races and get the full benefits of a long rest with only 4 hours of sleep, and four other hours of light activity.

Premonition: Your deep connections to the Dreams Plane brings you closer to prescience. When you finish a long rest, you can roll a d20 and record the result. At any moment before the next full rest, you can “remember” having dreamed about what’s about to happen and you can replace any attack roll, saving throw, or ability check made by you. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. When you finish a long rest, you lose any unused foretelling roll.

Ouran Rapos

Ability Score Increase +1 Int

Ouran Martial Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.

 

Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

Ouran Lynkos

Ability Score Increase +1 Wis

Ouran Martial Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.

Fleet of Foot: Your base walking speed increases to 35 feet.

Choose one:

  • Cantrip: You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.

  • Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Ouran Panthos

Ability Score Increase +1 Cha

Superior Darkvision: Your darkvision has a radius of 120 feet.

Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Panthos Magic: You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Panthos Weapon Training: You have proficiency with rapiers, shortswords, and hand crossbows.

Satyr

The Folk, as their societies tend to call themselves, were born of the joining of the Eladrin and Ouran bloodlines. The magics that imbue both of their parent races clash and negate themselves within them, so most of their innate magic talents never show up on Satyrs, including their long lifespans. Most people believe Satyrs are the reason for the Ouran / Elven animosity, as both races blamed the other for the fleeting lives of their offspring. Luckily, contrary to most other hybrids Satyrs are not naturally sterile, so they eventually founded their own societies and full Satyr families are today more common than satyrs born from Ouran and Elven parents.

Satyrs are medium humanoids, with usually a thicker body than any of their parent races, almost human-like, and as diverse as them. Their primary differentiating traits are their furry, hooved legs and short tails, almost goat-like. Most of them also have antlers in different kinds of shapes. Their ears are pointy and covered in some amount of fur. Their eyes are big and brightly colored. Often they have weirdly shaped irises. Males can grow full facial hair. In some clans, the fur they grow covers most of their body, while others have no fur at all from the waist up.

Stats

Ability Score Increase +2 Wisdom. +1 to two other abilities of your choice.

Maturity: Satyrs grow approximately at the same rate as humans do and reach maturity at 20 years of age. However, they live almost three times longer than humans, as their life expectancy is of 180 years. They keep young and able up until the last two decades of their lives, where age starts catching up with them.

Size: Medium. They naturally tend to have an athletic body shape, but there are Satyrs in a very diverse amount of complexions, heights, and weights. Generally they are between 150 cm and 2 meters tall, not counting the antlers, and can weigh as little as 40 kg or as much as 120kg, not counting overweight people. 

Speed: 35 feet.

Natural Instinct: Satyrs are especially attuned to wildlife and the environment. They are naturally trained in the Nature skill.

Downtime hobby: Satyrs often dedicate their leisure time to improve a skill, as a hobby. Gain proficiency in a skill of your choosing.

Hooves: Due to their hooves, they suffer no disadvantage for difficult terrains due to them being rough, and can climb pronounced slopes with ease. Step-ladders are difficult for them, though, and climbing them costs them twice as much as it should.

Diminished Presence: Satyrs can make themselves scarce pretty easily. You can attempt to hide even when you are only lightly obscured, or behind creatures of your same size or bigger.

Languages: You can talk, read and write Common, Sylvan, and your choice of Elven or Ouran.

Tiroi

Animal people, Kith, or children of the Moon are names, mostly insults, others give them, but they know themselves as Tiroi: The people. They are in fact a collection of species, more than a singular race. They are divided into roughly three groups: 

Kholoi are big and brawny, while still lithe and quick. They usually resemble humanoid big felines like tigers or lions, or big canines like wolves or bears.

Tabaxi are not as big as Kholoi, but they are faster and more agile. They usually resemble cats or small canines, like foxes or jackals.

Aarakockra and Kenku are humanoid birds. Aarakockra retain flight, while Kenku are sly and cunning.

There are other small groups, like Tortle (Tortoise humanoids), Loxodon (Elefant humanoids), or Mousefolk (Mouse/rat humanoids), but these are minorities.

Tiroi joined the civilized races not long ago, and most societies saw them as barbarians, or little more than cattle. As such, they have been considered lesser citizens or even slaves for a long time. Nowadays this perception is starting to change, mostly due to the good will of the Kholoi Druids and Shamans that instruct and protect their “betters”.

Kholoi

They usually don’t think of themselves as “Kholoi”, that is a term made up just to differentiate them from the other groups that have their own collective names. Kholoi were the first Tiroi, and think of themselves as just that.

Stats

Maturity: Kholoi reach maturity at age ten, and then slowly age, keeping strong and capable until their last years. Their lifespan is approximately 90 years.

Size: Kholoi measure between 1.8 and 2.5 meters tall, and weigh between 120 and 200 kg, while healthy. Their size is medium.

Ability Score Increase +2 Str

Speed: Their speed on land is 30 feet.

Unending Stamina: Kholoi are physically able to be active for longer. That’s why they are naturally proficient with the Athletics skill.

‘Tis but a scratch: You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Tail: Due to your appendage your equilibrium is greatly enhanced. You have Proficiency in the Acrobatics Skill.

Subrace specifics:

+1 To Constitution, Wisdom or Dexterity.

Choose one:

  • Long Runner: Your base walking speed increases to 35 feet.

  • Soft Step: Advantage in Stealth checks done in the wild.

  • Keen Hearing and Smell: You have advantage in Wisdom (Perception) checks that rely on hearing or smell.

Regular Races on Loracis

Major Races

Dragonborn

Proud ancient race, Dragonborn can be found almost everywhere in the world and are one of their most common inhabitants. Their main religion is the following of Bahamut, and their clergy rule the Holy See of the Platinum Dragon, their Empire of smaller kingdoms, in the eastern side of the world. Their state claims ownership of any Anointed that appears in their lands, and deploy them wisely along their territories to protect their people from the Aurora. They respect Druids and the calming effect of their magics, but trust their Platinum Dragon and their Anointed more. Neither Elves nor Ouran trust Dragonborn easily, and the feeling is mutual. But as with all the old races, old grudges are not for everyone and often individuals ignore the norm.

Elf

Elves were once a single race, the Eladrin, and shared the world with the Ouran as siblings. But after the Mirror Break the Eladrin on Loracis turned into a myriad of elves. High elves in the Lahves empire on the South Eastern isles, Wild Elves divided into clans on the woodlands in the continents, and Dark Elves in Sentra, the Dark Continent to the west. Sea Elves inhabit most of the water bodies of Loracis, but are majorly found within the Twisted Sea. Aavariel are so rare that most people spend their lives believing they are legends, but they live in flying towns hidden in magical clouds.

Their animosity towards Ouran is legendary, at least between their countries, but individuals often find any excuse to not be at each other’s throat. Most of them are secluded into their own lands, but it is not rare to find some elves among the rest of the civilized peoples.

Human

Among Dragonborn and Satyr, Humans are one of the most common inhabitants of Loracis. Most of the countries that are majorly human are either around the Twisted Sea or are a part of the Aaram Sultanate or Light Empire. Humans were one of the last races to appear, during the Divine Era, but they were crucial in the events that happened after the Mirror Break and that granted them the sympathy of the other species. Their industrious nature and inquisitive minds made them grow exponentially and cover most of the globe. Humans can interbreed with most other species, but with the exception of Half-Elves and Half-Ouran, their offspring is always Human, although it takes characteristics from the other species.

Halfling

Halfling are an off-shoot of Humans that happened during the Mirror Break. As such most of their lands and customs are the same as Humans. Eventually, they grew their own communities and customs. Halfling are way more relaxed than humans, maybe because they have four or five times their lifespan. They like simple pleasures and most of them shy away from the crowded City-Dais. But some of them are quite the opposite and enjoy the crowds. Most City-Dais have a section with smaller buildings and roads, to accommodate such Halflings.

Orc and Half-Orc

Originally all greenskins were Indral, a proud race of tough individuals, made to survive in a harsh world. With the Mirror Break, Orcs became the closest thing to an Indral that was left, similarly to Elves and Eladrin. There are some communities of Orcs around the world. They mostly shy away from the bigger City-Dais, and their people often prefer to caper an Aurora by themselves without any protection rather than share a Dais with other races. They get along with Goliath, Minotaur, and Tiroi pretty well as those races share some tribalistic traits with them. Some Orcs give in to their rage, and even some form bands and roam the lands as bandits, but those are outcasts. True Orcs are masters of their anger and shun those that give in to the Red Veil. Orcs share lands with the Goliath on the mountains, and with Elves and Ouran in the forests and plains. They claim no country of their own but have some cities and big towns. 

There are Orcs more close to civilization than others, and most city-orcs still have a deep connection with their tribal natures and rites while abiding by the common grounds of society. Your Orc neighbor, the shoe-maker that brings you pie when they make extra, might don a ritual garb and summon the spirits of his ancestors each weekend, or grab an ax and help kill monsters when the need arises.

Orcs can breed with other species, but their offspring is often sterile and similarly to humans’, an Orc offspring is always an orc. The only exception are Orc-Human hybrids, that are considered either full fledged humans or full fledged orcs, although they gain some characteristics of their other heritage, and are still sterile more often than not.

(A player might choose the stat-block of either the orc or the half-orc, independently if they want to play a full orc or half-orc. Whatever makes more sense to their character)

Ouran

Often found in the northern reaches of the world, as far away from the Elven lands as one can be. The Rapos Ouran have one country, known as the Nahn Rise, situated in the warm waters in the northeastern corner of the world. They are a closed-off people, shunning mostly any other species and even other Ouran. They used to trade with the Araam Sultanate, to their south, and with the Lynkos tribes to the west, but with the rise of their new Imperial Family, they closed their borders for good. Accordingly, Rapos Ouran are the rarest of them outside of the Rise. Those Rapos are either outcast, estranged, or emissaries.

Lynkos are the friendliest of the bunch. They call the Twin Isles their home but travel the world quite often and some even join communities with other races.

Panthos Ouran keep mostly to their jungles and caves, shunning the sunlight. Their tradition reveres Starlight above all else, and are pretty content in their little corners of the world. The biggest Panthos community shares lands with the Dark Elves in Sentra, and they know nothing of any animosity between them. The biggest community not in the Shadow Lands is in the northwestern reaches of the Elohim continent, sharing a border with the Light Empire.

Satyr

The last of the most common races, Satyrs were once a rare event, and most often seen as a sad accident. Since Satyr are not sterile and can breed between them, at some point they parted ways with their parent races and proceeded to inhabit the whole world. They are everywhere. Rarest to see in the Holy See, but present there too. When they live among their parent races, their relationship depends on the region. For example in the Nahn Rise Satyrs are third-class citizens, just one step above slaves. Among the Twin Isles, they are brothers and sisters and share the same rights and obligations as the Lynkos do. Panthos clearly see them as inferior, but they are not rejected nor shunned, more pitied than anything else.

Among Elves of any kind, Satyrs are well respected, but most societies see them as working-class citizens and allow no aspirations to rise up.

Among other species, there is no prejudice for or against Satyrs. Some jokes about their promiscuity survived the ages, from when they started to expand to all corners of the world, but other than that they are well respected. 

Satyrs are the de-facto druids of the world. So many of them are naturally inclined to it that one thinks about druids, Satyrs are the first to come to mind.

Tiroi

Native to Pradera, the myriad of species that form the Tiroi have been known to the civilized world for less than a century, though their traditions and history grow deep. Common metals like Iron and Copper are rare in Pradera, and thus Tiroi evolved accordingly, using what materials they had. Pradera is otherwise brimming with rare materials hard to get outside their continent, and that prompted a quick invasion from the civilized world. The tide is changing, though, and the Council, an organization the Tiroi forged to compete with their colonialist’s governments, is growing and liberating more of their lands each passing decade, and they do it the Tiroi way: Peacefully unless there is no other option but to fight.

Most peoples see Tiroi as slaves. The Free Marches abolished their slavery a short while ago, and the Light Empire is about to follow suit, but changing people’s perception is more difficult. As such small pockets of Tiroi can be found almost anywhere. Weirdly, the place where Tiroi are most respected, other than their own lands in Pradera, is the Holy See of the Platinum Dragon, where slavery is prohibited completely. If you see a Tiroi knight in full armor or a rich Tiroi merchant, they are surely from the Holy See.

Kobold

These little folk are everywhere. Some people say you can’t rise a stone without finding a murder of them. Some kobold individuals sometimes gain the respect of their communities, one can find Kobolds among Wizards and Druids, merchants and scholars, even farmers or soldiers. But apparently Kobold intelligence can be anywhere between a very big fork of options. Sadly most often than not Kobolds fall under the “simpler” side of that fork. Tie to that that Kobolds are by nature inclined to be subservient, obedient, skitterish and easily malleable, and then it’s no wonder why Kobolds end up doing all kinds of jobs no one else would want to do. There is a saying when something is either too tedious or too dangerous, that goes: “This is Kobold work!”

If it weren’t for this, and their lack of presence in any kind of high society or ruling body, they would be considered the most common race in Loracis. Well… they are. But no one cares about them.

Uncommon Races

Gnome

They are another off-shoot of Humans. Way less common than Halflings, Gnomes can still be easily found around the world. And most people would pay them no mind. They are more attuned with the fabric of the world than Humans and can do small illusions or communicate with woodland beings. Their own communities often welcome visitors, as long as they don’t stay too long. And when thrown into a section of a City-Dais with other smallfolk, they tend to segregate themselves even more. That being said, Gnomes are eccentric by nature and every individual is a world of their own.

Goblin

Often known as scaleless Kobolds, or green Kobolds, all Goblins really have in common with Kobolds is their size and their relative skittishness. Goblins are in fact a fierce race, an of-shoot of the Indral like the Orcs are. They are physically the weakest of the greenskins but they have learned to fight together, or leave and live longer if the situation seems dire. They are often as intelligent as most other sentient races, but their society simply doesn’t promote scholarly individuals. They are very tied to their families and call upon the spirits of their deceased to protect them from the Auroras.  All goblins can trace their lineage to the Great King Gob (don’t you dare question that!), so all goblins are family, in a sense, and will help each other. This also means that their family feuds are the stuff of legends.

Within City-Dais they often end up working with Kobolds… But beware of the goblins and never think they are just another Kobold. Goblins won’t suffer and keep silent as Kobolds do. So much this confusion happens that rioters are often called “Goblins”.

Firbolg

Some scholars claim that Firbolg are yet another off-shoot of Humankind. Others claim they were once giant-kin. Some others claim they are hybrids between humans and giants (no matter how impossible that seems). Nevertheless, the Firbolg are not a common sight in the world. Their own land, known as the Shaded Valley lies in the mountain range between the Holy See and the Free Marches. Firbolg don’t often live among other species, but they sure do travel around a lot. The sole exception to that are Gardeners: A group of Firbolgs that travel the world constructing and maintaining natural Dais around all the world.

Lizardfolk

Lizardfolk are weird. When the mirror break happened, they broke into several off-shoots, like all the other races. But they kept living together and did not have any kind of inner conflict. Most Lizardfolk often inhabit marshes and humid landscapes, but there are Lizardfolk adapted to most environments except the coldest ones, and they are solitary by nature. When an Aurora happens, they seek the closest Dais, natural or otherwise, or caper it by themselves. Some Lizardfolk seem to enjoy coexisting with other races. But most of them just act like nobody else is there, even in the crowded City-Dais.

Tabaxi

Same as Tiroi. They are seen less often only because they are not as physically strong, and thus weren’t “exported” to other countries as slaves as often.

Half-Elf / Half-Ouran

Half Elves and Half Ouran don’t often have communities of their own. Most often than not they live among their parents. Some consider them a step up from Satyrs, while some think completely the opposite. Half-Ouran usually have tails, their ears are slightly pointy and furry, and their eyes have the unusual tones and shapes of the Ourans, but never have an “extra” animal trait. 

Stats wise, if a player wants to play a Half-Ouran they just substitute the Fey Ancestry trait for the Premonition one, and they substitute the Elven language for Ouran.

Rare Races

Aarakocra

Part of the Tiroi collective, they usually live in the highest mountains in Pradera and are very hard to capture, so the rest of the world have almost never seen them.

Centaur

They are not part of the Tiroi, but live in Pradera too. They are a bellicose race and inhabit an area of Pradera that the invaders did not consider very rich, and as such, they were left to their own devices.

Dwarf

Yet another offshoot of the human race, the proud Dwarves once were one of the most prominent races of Loracis. Their technological and magical savvy gave them an edge where their numbers faltered. Ruins of their old technological marvels spot the known world. Three disasters fell on them:

1- Relying too much on the humans, that often revered them as blessed fathers, but soon learned that the Fathers would not share their technological marvels.

2- Creating the Warforged after the humans abandoned them. The constructs served them until one day they rebelled. Why, if they weren’t supposed to be sentient? No one knows, and the Dwarves won’t tell.

3- When Olmyn of the Eternal Armada came asking for their secrets, they didn’t share them. So Olmyn decided to turn them into ghosts (via killing them) and forcefully draft them into his Eternal Armada.

Now that I look at it…. It was only one mistake three times committed: Not sharing.

Most Dwarves live within the protection of the Frost Prince, an Archfey near one of the Pillars, in Lahves. Some of them still try to reclaim their old land of the Warforged hands. Very few of them can be found outside these places, and when they are, they are protected by either a Divinity, an Endless, or powerful magic. Otherwise, Olmyn is quick to capture the soul of unprotected dwarves.

Eladrin

They mostly no longer live within Loracis. Elves were Eladrin once, but the Mirror Break turned them into elves. What little of them survive is because, at the moment of the Mirror Break, some Eladrin had decided to flee to the Feywild to escape their dying world. Some Eladrin have crossed back since, but they are more like tourists and maybe some adventurers seeking thrills, than real citizens of Loracis.

Loxodon

A rare sight within the Tiroi. Also native to Pradera, but have found a place within the Holy See church, of all places.

Goliath

Goliath are a very rare sight. The stone people very rarely leave the mountaintops, and their tribes are scattered along all mountain ranges in the world. Almost no Goliath leaves their tribe, and when they do is to wander and adventure, or on a religious Seek, one of their rituals.

Kenku

Very rare kind of Tiroi. They have adapted pretty well to the industrious City-Dais.

Minotaur

It is said that the Hidden One took their island away to use it as a cover and hide from its peers. As a last act, the other gods gave the Minotaurs a strong sense of direction, so they would never lose their lands again. One would expect Minotaurs among the peoples of Pradera, but they have been a constant in the civilized world for ages. They appeared one day with their ships, and have sailed all the seas since then. So if one wants to find a minotaur, the coast is the most sensible place to look for them.

Tortle

An extremely rare kind of Tiroi, living in the southern coasts of Pradera, very far away from the Twisted Sea and the civilized lands.

Planetouched

Planetouched are special. They are not considered different species, but a condition one can be born with, independently of the species. 

Basically, D&D rules state Aasimar, Genasi and Tiefling as humans “touched” by other planes (elementals, superior or inferior planes). Those might be the “standard” stats for a Human Planetouched, but in Loracis any race can be born as Planetouched. So one can find Satyr Aasimars or Minotaur Genasi, or Elven Tielfing) Rules wise, we’ll see case by case how to operate, if someone wants to be Planetouched.

Planetouched are very, very common. Everyone has a familiar or a friend, or a neighbor, that’s Planetouched, due to the influence of the Pillars, and the interference of both Divinities and Endless Beings.

Aasimar

They are touched by either the Positive Plane or have a celestial bloodline. Most Aasimar are, obviously, in the Light Empire where the Angel, the Embodiment of the Light Pillar, resides. Their Empress is an Aasimar Satyr and has ruled for nearly two centuries.

Genasi

Elemental Genasi are born near the elemental pillars or have an elemental lineage. Earth Genasi are born near the Sultanate (The Sultana is an Earth Genasi Human). Fire Genasi are often born within the Holy See, where the Fire pillar resides (The Archbishop of the Holy See is a Fire Genasi Golden Dragonborn). Water Genasi are common around the Twisted Sea, where the Water Pillar is. Air Genasi are common around the globe, as the Air Pillar is invisible and floats in the air around the world.

Hero

Heroes are the off-spring of Mortals and Divinities or Endless Beings. Every individual is different and they are not a cohesive race at all. Some Heroes are just regular mortals with a special knack or an ease with the arcane arts. Other Heroes are so powerful that they rival or even become Endless Beings themselves.

Tiefling

Most tieflings, if not all, are born of fiend lineage or fiendish pacts. Theory says that Tieflings should be born within reach of the Negative Pillar, but not many can survive there.


Religions of Loracis

Religion is a sensitive issue in Loracis. One can’t deny the existence of Endless Beings, as they live among mortals, although some believe the tales about them to be blatant exaggerations. The effects of the Divinities’ actions can be seen and felt every single day, but since the Reckless Pact they no longer intervene in the world, so naysayers conclude that to be a petty excuse, and believe Divinities to be a fabrication, their Anointed just magic rarities like plenty of others. To them, the Aurora might be the natural state of the world.

Others are in awe about the fact that there are still worshippers of the Divinities, given that even their own religion tells that the Divinities brought catastrophe to Loracis. All the more surprising when the Endless Beings offer a tangible, untainted alternative.

The Divinities

Demonym: Diviner

The fourteen outsider Divinities that reached Loracis in its time of need. 

To those that believe in their existence, to worship them is the only sane conclusion. They might have caused the destruction of the world, but with their almighty power and outlandish minds, they are truly Gods. Beings of another kind of reality that turned their sight on Loracis.

Their worship nowadays is vastly extended and ingrained in society, though not many people really have faith in them. Most sing to Mirth on happy occasions or still pray to Valor on trying times. But most people do that for tradition’s sake more than real faith, though there are real worshippers in every community.

The only country still directly associated with the Divinities is the ouran’s Nahn Rise, where any other kind of religious worship is prosecuted.

In most other parts of the world, Diviners are suffered more than tolerated, in part because Divine magic and their anointed are safe to use, and can protect their communities.

The Divinities are known by two names: One for when their actions were positive, one for when pettiness had caused damage to the world. They are not dual entities at all, but their actions always fall somewhere in the middle of the two traits they are named for. The Divinities are not usually worshipped by themselves but the whole pantheon as a whole. Although some individuals, especially Clerics and Anointed, feel stronger for one of the Divinities and there are temples dedicated to one or a few of them alone.

The ten pact Divinities and their symbols are:

 

Valor – Temerity

  • Valor’s symbol is an eclipse: a rough circle, with a dot in the middle.

  • Temerity’s symbol is similar, but the circle is broken at the top and the bottom, and the middle dot is no longer there.

Empathy – Dependency

  • Empathy’s symbol is two circles intertwined, both the same size. A dot where their surfaces intertwine.

  • Dependency’s symbol are two circles, one inside the other, with a line connecting them

Passion – Obsession

  • Passion’s symbol is a flame, with curved lines that curl at the top, around a dot.

  • Obsession’s symbol is similar, but the lines are straight and pointy, and looks more like a burst.

Honor – Privilege

  • Honor’s symbol is a rough triangle, with a dot in the middle.

  • Privilege’s symbol is a lopsided triangle. The bottom tip and the dot are missing.

Responsibility – Obligation

  • Responsibility’s symbol are two squares, one within the other, and a dot in the middle of the smaller one.

  • Obligation’s symbol are two squares side by side. One is bigger than the other, and they are connected by a line.

Wit – Treachery

  • Wit’s symbol is a small dot surrounded by a couple of loops of a loose spiral.

  • Treachery’s symbol is a straight and pointy line, folded into itself five times, forming a rough and spiky upside down star.

Kindness – Naivety

  • Kindness’ symbol is a circle with a little star embedded in it, and a dot in the middle.

  • Naivety’s symbol is similar, but the star is bigger than the circle, that is now broken. The dot is no longer there.

Pride – Arrogance

  • Pride’s symbol is a four points star, with a small circle embedded in it, and a dot in the middle of the circle.

  • Arrogance’s symbol is an eight points star.

Mirth – Folly

  • Mirth’s symbol is five circles. One bigger than the rest, and the other four in an arc above it. The big circle contains a dot.

  • Folly’s symbol are four circles together, with a line tying them in a loop.

Power – Destruction

  • Power’s symbol is a rough hand, fingers together and showing the palm, where a dot is contained.

  • Destruction’s symbol is a fist.

The remaining Deities are worshipped in a way or another, too, as even in their betrayal, there are good aspects to them.

The Sun – The Thief – The Devourer

Its symbol is either a raging sun or an open-ended circle.

There is no denying the foul acts of The Sun, but now that it’s chained, it’s the sole source of light and warmth for Loracis. Those that oppose undead often worship The Sun, as it hates undead and destroys them whenever it can see them.

The Moon – The Sibling – The Wild

Its symbol is either a moonbow or two spheres, one perfect, the other distorted, separated by a vertical line.

The Wild always took a liking to the wilderness of Loracis, preferring Flora and Fauna to sentient beings. It is said that it is the origin of Lycanthropy, a blessing it would bestow upon its followers, to bring them closer to nature.

When it gave most of its power to the Sun, and was caged in the Moon, it lost control over its own power and blessing, along with its mind. It is said that it’s calm as a pond on some days, and raving mad and thrashing its jail on others.

People still pray to it, to take care of mental illnesses, or to get help in the wilderness.

Its power is now tied to the Sun’s, and it grows and dwindles as the phases of the moon come and go.

The Deep – The Hidden One

Its symbol is an eye, either closed or open and showing a spiral where the iris would be.

Of all the Pactless Divinities, it’s the less understood and has the lesser following. Some might say it’s the patron of secrets and misdeeds, but Treachery is already there. It is said that if one really needs it’s help, it’s happy to offer it, for a price.

Reckless.

Its symbol is a wide V. 

As it is deceased, there is not much worship for it. It is a part of the religion, but has no more power than the lessons its story can give to the Diviners. Every now and then, an Anointed of the Reckless appears. The Diviners believe those are cursed souls, taken by the mindless remains of the Divinity.

The Endless Beings

Such entities are transcendent individuals. Way, way more than any mortal, but not gods. Most of them even started as regular mortals, and attained Endlessness during their lives, or after them.

The Endless Beings are safe alternatives to the Divinities. They did not break the world, for starters, but are powerful enough to grant divine power to their followers. They are also tangible individuals, for the most part.

There is not a threshold for what an Endless Being is or an exact rule, but all of them have a few points in common:

  • They are Endless, meaning their lifespan has no end.

  • They are powerful enough to grant clerical or pact powers to their worshippers.

  • They can see and alter the fabric of the world.

What this last point means is anybody's guess, but all of them seem capable of miracles that can’t be explained with magic, Arcane, Divine or otherwise. This is not an exhaustive list, but they are the most known Endless Beings.

The Angel

Demonym: Celestian

The symbol of the Angel is a drop with a crown of light.

The patron of the Light Empire, the Angel was once a “simple” celestial, an inhabitant of the positive plane of energy. The lands of Elohim, where the Positive Pillar is, were an inhabitable wasteland. Waves of destruction and thunder emanated from the Pillar. A group of lesser celestials took pity upon the people living there and tried to tame the Pillar. Their intervention worked, for a few moments, but then the Pillar fought back, and they started to die to its thrashings. The last one decided to try and merge with it, to direct it’s anger away from the mortals at least. 

What was an act of despair turned into a bright hope, as the celestial took the Pillar into itself and assumed it’s infinite power, ascending to Endlessness, becoming The Angel.

With the Pillar under its control, it turned the random thrashings of energy and thunder into a steady flow of light, warmth and power. Under the tutelage of the Angel, the Light Empire was born and grew exponentially, due to their free access to near unlimited energy.

The Angel doesn’t like to rule directly, and instead promotes an Emperor that acts as it’s regent.

The Angel protects and nourishes it’s citizens and encourages them to expand it’s light to all corners of the world. Arguably the most powerful of the Endless Beings, The Angel is tied to the Pillar and can extend its power only as far as it’s worship reaches.

Celestian’s shun any other kind of religion. To them all of those are too full of caveats or exceptions, too many unknowns, while the love and warmth of The Angel is true and palpable.

Olmyn the Cursed

Demonym: Esprit – Peacer

Olmyn’s symbol is an arrow with a swirl as its fletching.

Admiral Javes Olmyn was once a human mortal, living during the Mirror Break. When the Sun stole all the light and refused to leave Loracis, the Divinities helped forge an Armada of mortals that could help them subdue the rogue Divinity without endangering the world even more. Olmyn was the leader of such a military endeavor. 

Olmyn’s Armada flew into the skies and fought the Sibling, entertaining it while the Divinities grew a jail around it. After that they flew into the Sun, and with the blessing of the Divinities they fought the rogue Thief.

At the end, Olmyn himself managed to shackle the Sun, but not before it cursed him and his Armada. The raging light of the Sun burned them all and destroyed their bodies. But the Sun had cursed them to never go into the Beyond, as it wanted to destroy the very last shred of their souls. Olmyn, now the Ghost Admiral, fled from the fiery rage of the Sun, eventually finding solace in the now empty plane of Umbra.

From there, Olmyn still fights his battle, although the curse and the long years have twisted his perception, undeath is more of a blessing than a curse, and now believes the ends justify the means. He still believes himself leader of the mortal’s Armada, now known as the Eternal Armada, and uses his position as he pleases.

He uses his right of conscription with liberty, not only intercepting souls before they go to the Beyond, and extending his curse to them so they can join his ranks, but also actively takes the souls of still alive mortals that he deems valuable to the cause. His right of requisition, as his noble objective, is absolute.

Not long after someone dies, a group of Ghostly Conscriptors show up and take the soul of the deceased, taking it to Umbra to join their ranks. Only if the soul is protected, or already spoken to someone else, will the soul be free of the Conscriptors. Priests can offer a ceremony, no longer than three days after the death, and the soul will instead travel to the Beyond. Other Endless Beings can offer similar protection, though some still take the soul for themselves or send it somewhere else, instead of freeing them into the Beyond. Devils and some kind of arcane arts can stop the Conscriptors too, but what happens to the soul after that is usually not good either.

Olmyn’s faith is divided between Esprits and Peacers. Esprits actually agree with Olmyn, life is the respite from the Eternal War, and upon death comes their time to serve and fight in the Armada. To them, an eternity of doing nothing worthwhile is an abomination. They see the Ghostly Conscriptors as a blessing, a way to serve and make their families proud even after death. They often celebrate for days after the Conscriptors take the soul away.

Some extremists or misguided people actually kill people, or themselves, thinking them to be more useful in death than they are in life, but not even Olmyn himself takes lives without thought or reason. Life is precious and short, and Eternity is forever.

Some families take it as a dishonor if after the death of an individual, the Conscriptors never show up, especially for families that have long lines of conscripted members.

Peacers, instead oppose Olmyn’s actions and take it upon themselves to protect the souls of their loved ones. Peacers usually participate in massive annual ceremonies, where they protect their souls. They still revere Olmyn, but think that his use of the right of requisition is excessive. 

Those that wish to serve Olmyn in death, often stop going to the ceremonies, and when they feel their demise is near, perform a suicidal ritual that sends their soul directly to Olmyn.

Dwarves are a special case: Olmyn negotiated with their king long, long ago, during decades. He wanted only the secrets of their weapons, to incorporate them in his ghostly armada. But the Dwarven King refused all offers. Eventually, the King, tired of the debate, challenged Olmyn to a battle: If the King won, Olmyn would never again ask anything of a Dwarf, and he could not use his right of conscription upon them. If Olmyn won, the King offered the right to ask anything of any dwarf, including him”. The fight would be a battle of wits in a board game the King was very proud of.

During the match, the Dwarf King used all his tricks and even recurred to cheating, but Olmyn proved to be better. The Admiral, angry at the Dwarf for trying to lie and deceive him, took the wording of the King’s prize to the letter, and decided to take the souls of any adult dwarf that he deemed an asset to the Armada, without waiting for their demise, and started with the soul of the King that is now his most trusted general.

Nich, the Returned.

Demonym: Nightian

Nich’s symbol is a shooting star.

Nich was an Eladryn, during the lost golden Era previous to the Divinities. She was one of the first Druids of Loracis, and researched the new source of power and tested its limits. Somehow she touched the plane of Umbra, when it still was the realm of Chance, and fell into it. Her body and essence were twisted, unmade and reconstituted countless times, while she witnessed all the possibilities of all the actions occurring at the same time. Just a brief second of this broke her mind, and she shut it off. During millennia, she stood there on the precipice of existence, until the gods broke open the wall to the plane of Umbra, and among all other things, Nich came back to Loracis.

Nich remembers little of her time in the realm of Chance, but her perspective of the world is completely different, and her power is overwhelming. Her body is now night incarnate, her eyes mirror all the possibilities happening all at once, and her followers believe she is now a sliver of infinity.

Her personality, though, is mostly the same. She was now almighty, but her first worry was to help those around her, and as The Angel took upon himself the Positive Pillar, she decided to try and help those that live under the Negative Pillar, in the Shadow Continent, Sentra. She can’t do as the Angel did,the nature of the Negative Pillar is anathema to anything, but she erected a barrier that divided the continent, and kept the southern part mostly safe, while she teaches anyone that wants to learn. Often she roams Sentra, helping those in need and vanquishing the undead apparitions that emerge.

Bahamut, the One-Eyed

Demonym: Metallian

Bahamut’s symbol is a rough draft of a dragon head looking at the viewer, left eye shining.

Bahamut, or the Platinum Lord, is one of the last of his species, the Dragons from the First Era, origin of magic in Loracis. He was not present during the Mirror Break, as the Divinities had evicted him from the World for preaching and warning against them, but his lover, Tiamat, was imprisoned there with most of their species, as she had tried to fight the Divinities one time too many. As such, when the Mirror Break happened, Tiamat and all the others broke too. Bahamut came to Loracis and tried to piece her back together, giving his right eye as fuel to the magic, but he could never get all of her pieces together. Only those that were raging and seething seemed to remain. He hoped that once enough of her was together the others would come back, but it would never happen. In the end he had to fight her, as she became an enemy of mortals.

Bahamut, sad for the destruction he had caused, both to mortals and her lover, decided to stay and try to fight her. He was now diminished, one-eyed, but with the help of the Dragonborn that still remembered him as a loving father, and the good-natured Dragons, he evicted the chimeric Tiamat to the Astral Plane.

Most of his power is now perpetually bound to keep her prison, but he decided to remain in Loracis when his followers asked him to do so. He mostly rests in his palace within the Holy See, where a religion founded around his persona started a whole empire. He cares not for their devotion, but accepts it wholeheartedly, and devotes his waking hours to help as much as he can.

Two of the tenets of his religion, and thus of the Holy See, are of his own volition:

First, everyone must be equal in the eyes of the law. Classes and slavery had brought disaster to the world, and he would not abide to a third happening. And secondly, and as an exception to the first, all Anointed in the lands of the Holy See would be conscripted, and would be forced to pledge their lives to the realm. As Divinities had broken the world, they and their servants would be made to pay for its reconstruction.

Thus, worship of the Divinities within the Holy See is prohibited.

Tiamat, the Three-Eyed-One

Demonym: Chromathian

Tiamat’s symbol is a trio of eyes arranged to form a triangle.

Tiamat’s followers mostly extend their hate towards the Divinities, for breaking the world. But most of them think more than that, they want a general purge of the world, as the current inhabitants were the ones that caused the end of the glorious eras of the past, and the coming of the Divinities.

As Bahamut reconstructed the few pieces of her that he found, Tiamat’s love and mirth were lost and forgotten, and she is now a seething coil of anger and resentment. Rightly so, many would say.

Not many people often promulgate their worship of the Raging One, as there is not a single society that thinks her tenets are moral, but her worshippers hide and lurk in most places, often in plain view. As the Raging One offers quick and easy power, in exchange for fealty and liberation.

Titania, the Ravel

Demonym: Ravelian – Summer Courtist

Titania’s symbol is a simple curved line hinting at a smile.

Titania is an Archfey, from the plane of the Feywild. When the Eladrin fled there, she took most of them under her wings as part of her Summer Court.

When the Feywild Pillar was erected, she moved her palace to it, as the area of the Pillar was at the same time in the Feywild and in the Material Plane, and extended her influence to Loracis.

Her followers often call her King of the Dance, and that seems to be all she does, dance and party at her court. She takes care of her borders, and even offers Warlock pacts and Anoints some mortals here and there, but she does so to protect her Ravel, more than anything else.

She, as most of her Summer Court, is joyous and playful on the outside, but hides inside a childish cruelty and pettiness that can surprise those unaware of it..

Prince Frost, the Heartless

Demonym: Appeased – Winter Courtist

Prince Frost’s symbol is a frozen heart.

Frost is an Archfey, much like Titania. Once, when he still had his name, he loved a mortal, and decided to shed his powers and become mortal himself, to grow old and die with his loved one. But the mortal, as mortals do, changed his mind later on and left him alone. Frost cried himself near death, until his sister Titania came to check upon him. Innocently, she asked him if there was something she could do to help him. He asked her to help him restore his status as an Archfey, but to freeze his heart first in a way that not even he would be able to undo, so he would never fall prey to the claws of love. She joyfully agreed, not really knowing what she was doing, and all she asked in return was his name.

Prince Frost returned to the Feywild, and instead of coming back to the Summer Court, he founded the Winter Court, where the jaded and sly Fae would gather, away from the joyful commotion of his sister. 

When the Pillars were erected, a minor one emerged near his castle, and from it came Dwarves, asking for haven and protection from Olmyn. Prince Frost was about to refuse, as it was much of a hassle, but when Olmyn came to his court, demanding the Dwarves back, he decided instead to offer his protection to them, and do as his sister did and move his palace to the Pillar.

The Elemental Lords

Demonym: Elementian

The Elemental Lords are a collection of Endless Beings, elemental in nature, that act as Emissaries of their Primordial Lords, almost gods of their own, in each of their planes. There are sixteen of them, and the individuals sometimes change, as some of them abandon the office or are substituted by another elemental, but the offices are always kept.

The Four Major Elemental Lords are:

  • Sargas, Ambassador of Fire. Its symbol is a roaring fire.

  • Tyl, Ambassador of Water. Its symbol is a bubble.

  • Aher, Ambassador of Earth. Its symbol is a mountain.

  • Garuda, Ambassador of Air. Its symbol is three curly lines representing wind.

The Four Paraelemental Lords represent the points where the major planes intersect, they are:

  • Krakatoa, Ambassador of Smoke. Its symbol is a plume of smoke.

  • Ember, Ambassador of Magma. Its symbol is a volcano.

  • Ghaunadaur, Ambassador of Ooze. Its symbol is a bubbling puddle.

  • Cels, Ambassador of Ice. Its symbol is a snowflake.

The Four Positive Quasielemental planes, represent where the elemental planes intersect with the plane of positive energy, they are:

  • Thayim, Ambassador of Lightning – It’s symbol is a lightning bolt.

  • Saya, Ambassador of Radiance – It’s symbol is a pillar of light.

  • Kobauld, Ambassador of Mineral – Its symbol is a diamond.

  • Parvo, Ambassador of Steam. – Its symbol is a cloud.

The Four Negative Quasielemental planes, represent where the elemental planes intersect with the plane of negative energy, they are:

  • Nada, Ambassador of Vacuum – Its symbol is a double spiral

  • Sult, Ambassador of Ash – Its symbol is a black spot

  • Ydeca, Ambassador of Dust – Its symbol is a rounded, inverted diamond.

  • Uneara, Ambassador of Salt – Its symbol is a hexagon with spikes on the vertices.

As a group, the Elemental Lords regulate the Pillars and the travel to and from the Elemental Planes and the Material Plane. As a collective they have the most Anointed of all the Endless Beings, but theirs are usually mortals that work with them and need the Anointment to even survive their work environment.

Aher, Ambassador of Earth doubles as First Visir of the Araam Sultanate, second only to the Sultana herself, while Garuda refuses to work with any non Aavariel mortal.

Agathon, the Overlord

Demonym: Reddian

Agathon’s symbol is a straight sword with a pointy guard.

Agathon was a Goliath, and a Tiefling. Shunned by his people for his fiendish heritage, traveled the world as a sellsword when the Mirror Break was still fresh. During his travels, he attained fame and glory, and honed his infernal energies. At some point, his tribe welcomed him back, but he just refused to rejoin them as an equal, and instead ruled over them. Under his yuke, the Red Tribe won many battles, and conquered the whole Ashen mountain and its many caves. 

Not much longer after that, a fiend lord tried to claim Agathon as him, one of his Anointed, and invaded the Ashen mountain from under it. At that moment, though, Agathon was strong enough to pull on the magic leash the fiend tried to impose on him, and brought it to its knees, before beheading it with his greatsword. Agathon took the magic essence of the fiend using the same tether, and together with his own might, it was enough to ascend him to Endlessness.

Agathon suffers no intrusion into the Ashen mountain, where his clan thrives, but leaves others alone and has no longer any intentions of conquering more lands. The only exception to this is for petitioners, with coin or other worthy payments. Besides that, Agathon has a deep hatred for fiends, and sometimes takes his flying carriage and travels the world looking for fiends to smite.

Centuries later, still he and his clan work as mercenaries, as long as they like the job and the payment. If the job looks especially fun, or he feels like it, even he sometimes takes it. He is happy to Anoint those of his tribe that he deems worthy, and also to adventurers and mercenaries that he takes a liking to.

Intua, the Timespinner

Demonym: Endian

Intua’s symbol is an hourglass with the top half still full.

In life, Intua was an Ouran witch. When her time came, she, like many others before her, chose to stash her soul in a Phillactery, and keep living as a lich, always devoted to the studies of the arcane. During her time as an Undead, she courted Olmyn, and that’s how she came to know about a magical artifact from the first golden era of Loracis. With it in hand, she rejoined with her soul and ascended to Endlessness, but she would never be alive again, and the artifact transformed her body, halfway into that of a dragon. Her irises took the shape of hourglasses, and she could not stop watching the flow of time go around her, but never into her.

Intua is interested in affecting the timeflow, now that she can perceive it, and dedicates most of his time to that endeavor. Sometimes she Anoints people that might be of help to her, and every now and then visits the arcane schools of Loracis in search of research material that she trades for pearls of arcane knowledge.

Isaan, the Roar

Demonym: Roaran

Isaan’s symbol is three concentric circles.

Isaan was a lion looking Tiroi. During the times following the Mirror Break, the peoples of Pradera suffered a lot. With the divisions of their clans, wars and battles started and no one knew how to palliate the effects of the Aurora, yet. 

Isaan was a simple warrior, not even a leader of its people. Youngest of a bunch of siblings, all he knew was the lance. But when one especially devastating Aurora, after a lost battle, started taking the lives of his clan, Isaan raged and ran into the Aurora, decided to at least die trying to do something. When he came out of the other side, time had passed, years. Others didn’t even notice it, but to him, it was centuries of running among the bursts of random energies of the Aurora. During his time there, the souls that had died within the Aurora visited him, and joined him in his body, enhancing his soul, body and mind. When he came out, Isaan was Endless, and now only a tiny voice inside the collective.

Isaan is a special Endless, in that he lives a normal lifespan, but when he does die, another Tiroi is born with the Soul Collective within and thus becomes Isaan, the Roar.

His cult is extended in Pradera, but his Anointed are rare. Every iteration of Isaan needs to relearn its powers, and thus cannot sustain it’s Anointed until it learns again.

Colmathew, the Moon’s Lover

Demonym: Mathian

Colmathew’s symbol is a fang.

Colmathew was one of the first lovers of the Sibling, an Indral. When they created Lycanthropy, Colmathew was the first blessed with their power and was turned into an Endless at that point. When the Moon stood against the Mortal Armada, Colmathew watched aghast as they gave away their powers to the Sun, and were jailed. As the Sibling turned into the Moon and lost their power and mind, so did he.

Colmathew didn’t become crazy but instead grew apathy towards other intelligent beings. Somewhere inside, he knew that the Moon had to be trapped. But he still loved them. So he trapped himself in his wolf form and roamed the world.

With the passing of the centuries, his heartache grew to unbearable levels, and decided to take action. He passed his blessing, now a curse to others that lost control as the Moon grew and waned, and formed an army. With his army he invaded the heavenly jail and tried to break free his lover. But when he reached them, saw with his own eyes that the Sibling was no longer sane. Colmathew aborted the fugue plan, and turned tail, but left a small mirror in a corner of the jail. From their jail, the Sibling can now watch the world, and when the Moon is full, Colmathew can look at it and see the Sibling’s reflection in the mirror.

Colmathew rarely creates Anointed. He prefers to pass on his “blessing” if his power is needed, or take action himself and avoid the middleman.

Thrill, the Red Veil.

Demonym: Veilian.

Thrill’s symbol is a red drop. 

Thrill was an Orc, one of the first ones after the Mirror Break. By then the red hot anger that could overcome the Orcs was not totally understood, they had not had anything similar when they were Indral. Thrill was born angry, or so they say. Her clan saw the Red Veil as the gift the Mirror Break had given to them, and encouraged her. She unleashed his anger and primal savagery in battle, and they cheered her for it. It didn’t take long for her to start taking the lives of her own clan and start roaming the world killing everything in sight.

Plenty of Orcs tried to subdue her, and every time she overcame her own limits but lost more and more of her mind to the rage. Eventually, she was nothing more than anger in physical form and became an Endless out of sheer rage.

Nich, Olmyn and Agathon joined forces with Orcs and Elves and managed to subdue Thrill, and she lays now raging perpetually under chains, in a cave deep underground the Umbral plane jail of the Eternal Armada, guarded by death reapers that can’t be affected by her aura of rage.

Those that love violence and bloodshed, like some gladiators or mercenaries, sometimes become Veilians, and even Anointed. The Anointment is a curse, though, as it endows them with power and stamina, it slowly erodes the restraint of the Anointed until they become a raging beast.

Orcs are especially vulnerable to Thrill, and thus have a tradition of self-control and shun those that give into the Red Veil.

Endo, the Sleeper

Demonym: Dreamist

Endo’s symbol is three bubbles of different sizes, tangent to each other.

Endo was a Satyr, a fortune-teller of renown, that lived close to the Dreams Pillar. He learned the art of fortune-telling from his Ouran parent, and became aligned, in a way, with the ways of the dreams. Often he would go into the pillar and dream there, to go deeper and deeper into the Dreams plane and come back with its information.

One day, Endo didn’t wake up, and his body slowly turned into glass. But he was not dead, his spirit had become lost into the Dreams Plane. When he managed to come back, he was no longer a mortal, and no longer needed his body. 

Endo roams the dreams of others, and communicates it’s wishes through mediums, although he is vastly content in experiencing the world through the dreams of mortals, that sometimes remember dreaming of an affable weird rainbow-colored Satyr that chatted with them, in lucid dreams.

If the need arises, he can appear in the material world, for a while, and use his vast powers to reshape reality just as one does in dreams when lucid dreaming.

Fortune tellers and oracles are usually Anointed by him, the covenant giving them a connexion with the Dreams Plane.

Falcian, the Feathered Whale

Demonym: Whalian

Falcian’s symbol is three feathers.

Falcian is almost a beast of myth. A gargantuan whale that soars the skies with it’s feathered, winglike fins. Not much, if anything at all, is known if it’s intentions or its origin. Falcian can be spotted sometimes on very clear days or playing joyfully around hurricanes and storms.

No one knows why there are Falcian’ Anointed, as it seems like a primal beast. But whenever they happen, they have mostly free reign to use their power as they please.

Avariel and Aarakokra, are the most known worshippers of Falcian, although there is always a group of people that try and follow it’s movements, studying him, and the Orsan people in the Free Marches base their rulership in an old tale about a single interaction with Falcian.

Sometimes, animals of all kinds, especially birds, become Anointed by Falcian.

Armoddan, the Howl

Demonym: Howler

Armoddan’s symbol is a pair of pointy jaws

Much like Falcian, Armoddan is a gargantuan beast of unknown origin. Looks like a dinosaur that walks half the time on its four legs, and half the time only on its hind legs. His back is covered in spikes and his howl can cause hurricanes. He lives in the seas, but it is often seen roaming the southern reaches of Pradera, hunting the larger beasts that inhabit there.

Why does this monster Anoint mortals is anybody’s guess, but it seems to have a preference for Lizardfolk, that worship it.

Sometimes, animals of all kinds become Anointed by Armoddan.

The Kraken

Demonym: Kraken Cultist

The Kraken symbol is a blot with eight squiggly lines around it.

The Kraken is a gargantuan beast, similar to a squid, that roams the seas of Loracis. It’s a primal beast that moves only by instinct. Sometimes attacks ships, and sometimes the luckily mariners live to report a dark shadow swimming below them.

Sometimes, people that worship the Kraken get Anointed by it, as do random animals. Sea elves, Tritons and Sahagin fear the creature, but among them there are cults to the Kraken. 

Sometimes, animals of all kinds become Anointed by the Kraken.

The Tarrasque

Demonym: Herder

The Tarrasque symbol is a pair of eyes.

Another gargantuan beast, the Tarrasque is an unstoppable beast. It looks like a fur covered dinosaur, but larger and squatter. Every few decades it wakes up, gorges on food and hibernates again, and not even death stops it’s rampage.

There aren't many Tarrasque Anointed, and the Herders do not really worship the beast, but follow it and try to contain it and minimize the damage it does.

The Star Faith

Few followers of this tradition remain, and most of them are Panthos Ouran, and Dark Elves. In short, the Star Faith tells that the creators of Loracis made it perfect, and afraid of breaking it’s balance, decided to watch from afar, and that every star in the firmament is one of the creators looking down upon them. There are no Clerics, nor Anointed of the Star Faith, but there shouldn’t be. If what they believe is true, the Stars would never intervene in any way.

Magic and Anointed

Magic is an important and problematic issue in Loracis, it’s a common necessity, and its study and practice is extended around the world. But the practice of it carries its own dangers.

Magic is divided into three groups:

Weakening, Channeled, and Reinforcing magic.

The only Reinforcing magic is natural magic, like the one used by Druids. It is believed that Druidic magic was the only natural source of magic of Loracis, and thus where there are druids, or druidic magic is usually employed, the fabric of the world heals itself, little by little. For example, the secret druidic enclaves around the world are protected by Dais, but they are rarely affected by the Aurora, which seems to ignore them. But once the effect of the druidic magic disappears, the fabric of the world comes back it’s regular dishevel.

Weakening magic is basically only Arcane magic. Specifically, when it is powered by the fabric of the world, and not the bloodline of the caster or being channeled from another being. The act of casting arcane magic in those conditions means that the fabric of the world has to reconfigure itself to allow the impossible to be possible. Although it turns back to normal after it, it deteriorates over time and its use and abuse. 

This is not a proven fact, but it’s an extended theory. Why is Arcane magic not abolished? Well, it’s too useful. It’s the only kind of magic anyone can achieve with enough effort. It’s also the most versatile type of magic, it serves to protect against the Auroras, and through its study, the great Arcane Schools (Acad?mias) of the world intend to fix Loracis for good.

Channeled magic is that comes not from the caster, nor from the world, but from another being. Be it Divine magic, or given through a pact, or a bloodline, this kind of magic does absolutely nothing to the world and it’s safe to use. 

Here is where Anointed come into play. Divinities made the Reckless Pact, and can’t intervene directly, and even indirectly their hands are tied. Endless Beings have free reign to do as they please but are not as powerful as Divinities. This means that Clerics and Warlocks all around the globe can cast minor spells and cantrips, but their patrons can’t simply serve high-level magic to everyone. If a regular cleric tries to cast high-level magic, and it’s Divinity or Endless is capable of sparing the power at the moment, the spell will work, but if their patron is otherwise occupied, they simply won’t get enough power to cast the spell.

That’s why some individuals are Anointed. Divinities and Endless Beings choose a few individuals and Anoint them, grafting their symbol upon them and bestowing them with priority. An Anointed that is also a caster will never lack the power to cast the spells it has mastered. Anointed that are not casters usually have special powers or abilities. Warlocks are usually all Anointed, there is almost no point in signing the pact otherwise.

The magical powers of people like paladins that come from their conviction in their oaths, the empowering rages of barbarians, or the quasi magic skills of monks are another kind of magic that comes from within the souls of their practitioners, and has no effect on the world’s fabric, but sometimes even those are Anointed by Divinities or Endless, and power their skills.

Dais

Dais is the word for a magically protected zone where the primary effects of an Aurora won’t take place. Most kinds of magic can create a Dais, but only Druidic Dais can be found naturally in the world.

Druidic Dais often take long to grow up and consolidate, and necessitate a druid (or an army of them) that focuses on it to activate and reinforce it during stressful times, or a very big extension of nature, but once set up they are a permanent fixture and need only basic maintenance to keep operative.

Arcane Dais are way, way more efficient. But they are also very costly to maintain and have to be recast every time they are needed. Can make one as small as to fit only a cat, or as big as cities, depending on the manpower you can apply to it.

Divine Dais are the easiest of the bunch, they can be raised on a whim, all it’s needed is a powerful cleric or Anointed and the right spell and ritual, and the Divinity or Endless maintains the Dais. But limited as they are, neither Divinities nor Endless can keep these up in all the world.

This refers to the biggest town or city dais. Smaller Dais can be cast using raw magic power within the hour by any powerful caster.

The thing about the three kinds of Dais, is that they interfere with each other, so most cities only have prepared one or two kinds of Dais around them, and activate one or the other depending on their situation.

Druidic Dais, though, require a permanent commitment because of their persistent nature. Cities that use Druidic Dais usually only have those. Combining Druidic Dais with any of the other two kinds is a complicated endeavor.


Magic in day to day life

Depending on the origin of each individual, the way their society approaches magic differs, but however they do tread with it, magic is a part of their day to day lives. Most kids in the world get tested very early for magic capabilities. If a kid shows promise, usually they are taught at least the bare minimum, to be able to uphold an already active Dais and support their community. 

Some Druids wander the world, visiting schools and teaching those capable, but in bigger city Dais, especially those protected by a Druidic Dais, there are Druid teachers at regular schools and actual Druid Schools in some cases. Druids are important all around though, farm-land protected by Dais is rare and Druids can help maximize the yield of those, so kids that show special promise are encouraged to follow through with their studies and become full-fledged Druids. For people out of big cities, living in smaller towns or smaller communities in the wild, getting druidic training is not that easy. Luckily they are often visited by traveling Druids, or travel yearly with kids of a certain age to the nearest publicly known druidic circle to be tested and or taught.

Schools within cities might demand tuition, or that tuition might be paid by the city itself (so laymen pay via taxes). Some circles, especially those at the south of the Twisted Sea, claim ownership of the kids that pass the test, often giving no explanation or remuneration to the family, but this kind of legislation is rare and archaic. Some countries do force the kids to attend a Druidic School and are forced to be there until they pass or are expelled. Usually, though, kids with druidic potential are rejoiced by their families and their communities.

Wizards also test kids at a young age, similarly as Druids do. The Art can be practiced by almost anyone with enough wit and perseverance, though, so what they find with those testings are the outliers, especially capable kids. Those kids are encouraged to attend the nearest Arcane School, often subsidized by either the state or an Acad?mia. When they know the basics, they are sent to the Acad?mia. To spend 10 years within their walls, learning and honing their arcane skills.

Arcane magic, though, is dangerous. Acad?mia are usually surrounded by nature and have druids protect their lands, as the accumulation of Arcane practitioners in such a small space increases the virulence of the Aurora.

After their third year in the Academy, students can partake on The Test, an exam of their abilities, personalized to every individual and that is considered to be a harrowing experience. Students that pass The Test are granted a permit that allows them to cast Arcane spells out publicly, within reason. Magic practitioners that have learned outside an Acad?mia, might apply for The Test and get their permit. A mage without a permit is legally able to cast spells up to 2nd level, within reason (standard law applies too), but casting greater spells without the permit is against the law. 

Students in Acad?mia that don't pass the test or hedge wizards might have knowledge of greater spells, but are only allowed to cast them under the supervision of a wizard with their respective Permit, that vouches for them.

Some students leave the Acad?mia just after getting their Permits, while others finish their 10-year tenure, with or without passing the Test.

Similar to the other two magic traditions, kids might also be tested for clerical capabilities, but this is much rarer. It doesn't happen in schools unless the school itself is funded or directed by a religion. Usually, churches offer testing to parents willing. Since clerical magic depends not on training or effort but on devotion, cloisters and other religious schools just teach the history of the being or beings. More often than not, novices are just unpaid servants in the church. Some churches are better in encouraging the faith of their novices than the others. 

Anointed are a special case. Some kids are born anointed, some with an innate faith, some resenting their Anointment. Some grow outside of any church structure and get Anointed, where they have a “place” within a church.

Regions

The Free Marches

The Free Marches is a coalition of the nine countries that span the eastern coast of the Twisted Sea. Originally known as the Free Marches because they were smaller countries compared to the three big factions around them, and didn’t belong within them. Almost 600 years ago, the states decided to officially create “The Free Marches”. All states agreed to a few bullet points but are free to rule otherwise:

  • All citizens in the Free Marches have a right to travel and commerce within all regions of the Marches. Can’t set tariffs to products of other states or impair other states' economies.

  • Slavery is abolished in all of the Marches. Voluntary indenture is allowed, though.

  • War between the constituent states is disallowed.

  • Other states cannot intervene in the inner politics of the other states.

  • If an exterior force menaces one of the states, others have an obligation to help protect them.

  • Similarly, one state can’t declare war to a foreign force without the agreement of the majority of the coalition.

Garlebrandt

Garlebrandt is a coastal country in the northern reaches of the Free Marches, around the Twisted Sea. It’s government is a parliamentary kingdom ruled by a King chosen by the parliament from within the available members of the royal family.

Known for its vineyards and strong tradition of military service and knights. Their army is renowned all over the world, almost as much as Garlebrandt brand wine and cider, and their cunning merchants. Their population is mixed, people of most races can be found here, but Human and Satyr are slightly more common than the rest, by a small margin.

Vara’dros


Known as the Land of the Lakes, it’s name is in an ancient dialect and directly translates to “Lakeland”. The ancient home of long time gone dwarves, Vara’dros is peppered with ancient relics of the Fathers. The most notorious one is the Reaching, a site located north of the Ark’dros lake, that the Students of Madwin are investigating. 

It’s inhabited by Human, Satyr and Dragonborn the most, in mostly equal rates, but only by a slight margin. Most other races can be easily found within their borders. It has an unusually high amount of Water Genasi of all races being born within its borders.

It’s the most lush of the Free Marches, due to the lakes and the old volcanoes that fertilized the lands. It’s full of lush forests and green rolling hills, rivers and lakes. It has lots of natural Dais that allow for a lot of wildlife to flourish.

The state is a Republic ruled by a council of the wealthiest families of the region. Traditionally, after the Dwarves departure, it was a human/satyr Kingdom, but the failures of the nobility forced a revolution, nearly 400 years ago. The Aristocracy and the common people raised against the nobility and overcame them. Then the Aristocracy decided the richest were the most capable of ruling a country (after all, they rule their private companies good enough to get rich!). The richest aristocrat gets to rule, but the Zerken family has been ruling for generations. The current Lord Legislator is Etienne Zerken.

There are three big Acad?mia. Levihn Acad?mia lies within Levihn city, and it’s the one most subsidized by the government. Acad?mia Ancaval and Acad?mia Ark’dros have a long standing rivalry and often pride themselves on having the most distinguished alumni, the better campus and the most awarded professorship. All three Acad?mia have both lowborn and aristocrat alumni, and all students have to work as servants for the first school year, but after that rich alumni usually don’t serve anymore, while the less favored ones keep acting as servants as payment for their tuitions.

Druidic Circles are found distributed along the wilderness of the country, while some lay within the towns and cities.

The capital city, Levihn, is located at and within the Fulgur mountain, extending into the old Dwarven tunnels, to maximize the area covered by their Dais. Even if it’s the capital, it is the second in size and population, behind The Gates, that extends at both sides of the Aurum’mine’s mouth, and holds one of the best preserved Dwarven relics in the world, the gates that name the city and that can close navigation to and from the river at any given moment.

To the east lays the frontier with Xaela, the Tear Woods, a haunting forest with trees big enough to reach the clouds, and whose shadows hide deadly threats.

To the southeast there’s a passage to the Ustok Federation along the Bald Mountains.

At the north lies the Jaw Ridge, home to the Red Winds of Orsa. Lately, the Orsans have been annexionated to the Aaram Sultanate, and a countless trickle of refugees comes south to Vara’dros.

To the west lies Garlebrandt. At the crossroads between Vara’dros, Garlebrandt and Orsa lies Fort Gallance, an old Garlebrand’ military outpost that now hosts Aaram’s armies.

To the southwest lies the Walled City Anyder, a Light Empire Outpost turned into a full city, the first real foothold of the Empire into the eastern shores of the Twisted Sea.

Ustok

A Federation of old Orc tribes turned into a full blown state, Ustok is a harsh land, dry and parched. But what the land lacks in nourishment gives back in riches. Mines of rich metals and gems pepper the landscape, and has quarries of several kinds of rare building materials like marble, granite or basalt. 

Orcs are the most common race, but by a slight margin, followed by humans, elves, and halflings. Members of all the other races are easily found in all the corners of the state.

Ustok is also the Students of Madwin homeland, one of the most renowned societies, comprised of students and experts of all the subjects imaginable, from the Arcane and the Divine to politics, engineering or herbalism, whatever the subject, there’s a Student of Madwin that’s an expert on it.

Red Winds of Orsa

A collection of small city states that lay atop the Jaw Ridge, the Red Winds of Orsa gets its name both from an ancient legend about Orsa, an Ouran kid that rode the winds of the Jaw Ridge atop Falcian’s back; and the walls of the mountains that are mostly red clay, easily showing the strata with it’s shades even to the untrained eye.

The Jaw Ridge defines its people. This mountain chain is composed of steer and sheer cliffs, that look carved with a straight knife. The tops and cliffs where the Orsans live are very high, and most of the ravines in between are below sea level, though they remain dry most of the year. 

Orsans live in the small spaces in the mountain tops, or in caves or ridges in the mountains, and have built an extensive network of bridges and even zip lines connecting the mountains.

The capital is Falcian’s Nest, an exuberant city carved out of the mountaintops, full of bridges and elevators, painted in a myriad of colors, with colorful flags and tapestries set to wave and ripple with the wind.

Orsan’s are loosely ruled by a Windmaster, an hereditary title equivalent to King. Loosely meaning that most people not in Falcian’s Nest will never even know they have a ruler.

Four years ago, Windmaster Ajit Huema was slain in his sleep, leaving no heir. A short civil war ensued, when Ajit’s Father and Uncle fought for the Windmaster sceptre. Falcian’s Nest erupted in flames, and whole families were being thrown out of the bridges for being suspects of supporting one group or the other.

Eventually, the Orsans woke up one day and both candidates had killed each other, or themselves. 

Namhu Agartha, Aaram’s Regent, sent relief and offered her armies to keep the peace while the Orsans elected a new Windmaster. The Windmaster’s family then found out that Agartha’s family had close ties with Huema’s, as they have intermarried on some occasions throughout history. Her ascendancy was the closest in line to the throne, and they elected her as their new Windmaster.

Agartha has changed a lot of the policies in that state, and now people have to pay taxes and serve in the military for at least a year, while they get in exchange better services, like steel and stone bridges instead of rickety wood and rope ones, or paid Arcanists or Druids to keep and maintain Dais.

A lot of people fled towards the south during the war and are doing it now due to their new obligations to their ruler, though, while Aaram’s soldiers fill up most of the ranks of the yet untrained Orsan military as well as the positions of power.

Xaela

Xaela is a small region, mostly covered in lush forests of enormous size. It’s inhabitants mostly live in the hinterland and know to avoid the forests and keep to the roads, as faerish creatures roam the shadows of the giant trees.

The capital, Mother-of-pearl, is set up in the treetops of the Lent Forest, a safe forest, kept and ruled by a Dryad named Amaryllis.

Xaela is mostly inhabited by Satyrs, Elves and some Lynkos Ouran, followed by gnomes and Lizardfolk.

Saltice

Saltice is an archipelago at the eastern shore of the Twisted sea, with a few footholds in the mainland to its east. Mostly inhabited by Elves and Minotaur, followed by Dragonborn and Orcs, it’s a maritime nation at heart. They do little to no farming, and survive via fishing and trade.

Theren’s County

An old region, from a previous country, that still remains up to this day even if it’s parent state does not. They are ruled by Counts of the Ouran’s Theren family and are mostly independent and autonomous. They are renowned for their masonry and architecture, and have built plenty of notorious buildings around the Twisted Sea.

Dask City

A single city-state encased between Garlebrandt and Theren’s County, owned by the Dask, a family of Deep Gnomes. There’s not much to the city, it’s main feature is a waterfall that powers a mill, which in turn powers all the factories within. Most of the city is underground in a big ravine that eventually reaches the sea.

It’s inhabitants work for the Dask in one way or another. There are no unemployed people, everyone is always doing something, or a job is found for them.

Clan Territories

A wildland of marshes and swamps situated to the east of Saltice, home to almost two score clans of mostly Lizardfolk. They tend to not mix with most other races, but clan Seda is comprised of Satyrs, clan Fire’e is mostly human and half elf tieflings and Fey’ri (elven tieflings), and clan Xagreb is comprised of mostly greenkin. A couple of “civilized” cities sprinkle the land, with humans.

The most ancient of their leaders acts as the Speaker for the whole clans to the council of the Free Marches. At this moment the Speaker is of clan Ronka, a wizened tiefling lizardfolk female.

Aaram Sultanate

The Aaram Sultanate lies to the north of the continent, and the Earth Pillar lies within its borders. It’s a mostly arid land, although small pockets of lush and green greatly compensate for it. Most of its territory, though, is a desert, home to few nomadic clans.

For generations, the Sultanate had the best whitesmiths in the whole world, and also easy access to rare metals to produce their jewelry. They were also one of the few peoples allowed to trade with the Nahn Rise, and greatly exploited that advantage. 

250 years ago, a virulent plague killed most of the crops, and their people starved. The Sultana of the moment declined several offers of help from the Nahn Rise and the Holy See, by reasons unknown but that history would remember as just pride and fear of losing their grip on the land.

The populace was on the verge of rebellion and eventually the Sultana was forced to abdicate in favor of their advisor. 

It has been a tradition since then, that when a new heir to the throne comes of age within the Aaram family, an Abdication Celebration is held up, several days of festivity that end with the Aaram heir abdicating in favor of the current Agarthan Regent.

As of 50 years ago, the Nahn Rise has closed their borders completely, and the Aaram’s have lost the biggest part of their market. It is known that Namhu Agartha, the current Regent, wants to have access to the Twisted Sea and the market opportunities it would offer.

The Earth Pillar resides within it’s borders and as such, Earth Genasi are most commonly born within the Sultanate.

Light Empire

Loosely ruled by the Angel, arguably the most powerful Endless of them all, and with the ability to channel the infinite energy of the Positive Pillar, the Light Empire is a force to be reckoned with. 

They have armies upon armies of devout followers of the Angel and professional militaries, and almost literal armies of missionaries leave their borders every year, to preach and convert the citizens of all corners of the world to their religion.

They don’t seem to be interested in conquering lands, though, capable as they might be. Their inquisitors and crusaders fight injustice where they see it, jurisdiction notwithstanding, and their engineers find incredible solutions to problems thanks to their technology. Technology that can only be powered if the Angel’s faith has sufficient followers in the zone.

The peoples of the Empire are often acquiescent of other religions, but very few look at them with contempt, as the Angel teaches acceptance. Most Empire citizens see other peoples as barbaric or at the very least unrefined, though, mostly because they are used to a technology that it’s impossible anywhere else in the world.

Most Aasimar are born within the Light Empire.

Holy See of the Platinum Dragon

Loosely ruled by Bahamut, the One-Eyed, this Theocracy is a complete empire of other minor Kingdoms and Countries, all of whom has the Platinum Dragon as their official religion, and all of them are subjects to the Holy Seer, a King of Kings and leader of the religion, only second to Bahamut himself.

Every King or equivalent ruler is mostly free to do as they please as long as they pay their taxes, obey the mandates of the Holy Seer if they were to issue them, and their religion keeps being the same. They have to follow the tenets of the Platinum Dragon,then, which is another implicit constraint. Two of the most important ones are: 

In exchange, the Holy See provides protection in the shape of armies and magical Dais, an equitative distribution of the taxes’ money for infrastructures, and help with any issue one of its constituent countries might need.

Acad?mia within the Holy See are often renowned as the best of the world, and most advances in Arcane knowledge and practice are often found within their walls.

The fire pillar lies within the Holy See, so most Fire Genasi are born within their borders. The main race in the Holy See are Dragonborn.

Beasts and Creatures

Common beasts

Roovill

These bird-like creatures are part earth and wind elementals, part beasts. The most common breed look like big swans with earthly colored feathers, and big, flat, shovel-like beaks. Their feet and legs are actual roots, and their backs are made of soil. Every roovill needs seeds of one kind or the other growing on their back, as they need to use photosynthesis to metabolize their nutrients. 

Most roovill are domesticated animals, capable of flight only in short bursts and only if the plant growing in their backs is small and resilient enough to allow it. Generations of serving as mobile plantations for Loracis’ farmers have adapted this beasts to a point where they would not be able to survive on the wild for themselves.

There are countless breeds of roovill and farmers around the world use them instead of regular soil, so the animals can move and cover themselves in Dais-protected barns or other refuges. These animals don’t require a lot of attention, they have extremely good memory and know where they need to sit back again, so a roovill will always plant itself in the same spot, if possible.

The breed of the roovill and the diet and care it’s given affects the yield it’s seed offers.

Graff

The Graff are partially earth and water elementals, part beasts. These big, squat quadrupeds look like enormous shell-less turtles, with big backs made of soil. Depending on the breed of the Graff, their skin is covered in earthly green scales, grey or maroon fur, or blackish dry skin, and it’s covered in marks and patterns similar to strata. Their eyes are always pink-ish, the redder the younger and healthier the Graff is, and they become clearer and whiter with age. 

The smallest breeds of Graff are 150 cm (5 foot) tall and weigh 250kg (550 pounds), while the largest ones are usually aquatic only creatures capable of housing a small building.

Graff, like Roovill, depend on the vegetation growing on their back to survive, and are domesticated animals. Few Graff thrive without humanoid supervision. These gentle giants are also extremely easy to herd, even small children can pull the biggest Graff around with ease, and have the same kind of perfect memory Roovill have, always know where their spot is.

Graff with green eyes, though, are dangerous. It is unknown the reason why their eyes turn green, but when they do, they turn into wild, man eating beasts. 

Also, while they are not easily spooked by anything, when they are, they just run away without contemplations or looking around. Graff stampedes are authentic living disasters.

Lutryrm (Lutts)

Lutts are believed to be distant cousins of wyrms and dragons, but are mostly water mammals, like otters. They are inherently magical, though, capable of empathic communication via telepathy. 

They are divided into two large families, saltwater and freshwater.

The smallest breeds are often pets, while some of the most magically tied sometimes form pacts with magic practitioners and become their familiars. Some of the biggest breeds serve as mounts, or pull carriages. There’s a certain breed of freshwater Lutryrm known as Argentos, that are big as shire horses or elks, and have wings and can fly carrying a passenger or two on their back. The biggest breeds are saltwater, though, some even pull ships along the sea. 

Other, smaller breeds can magically fly or levitate, but are too small to carry passengers.

Lutts originate in Vara’dros and the Twisted sea, and are rarely seen elsewhere.

  • Freshwater Lutryrm:


  • Saltwater Lutryrm:


  • Argentos Lutryrm:


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