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The sky is made up of a unique type of gas that absorbs and holds radiation, including light, slowly emitting it, creating the sun and stars for Kar'lo'theuses. The less radiation it holds the less it weighs, causing it to slowly rise through the water, as it gets closer to the surface, the more radiation it absorbs, causing it to sink back to the bottom, only emitting the radiation once it's out of the Sea, giving the sky light.
Considered by many to be where the origins of life on Ceryniotsklesu comes from, a subterranean multi-continent world, Kar'lo'theuses contains several forms of ancient life and holds the origin for many of the myths found within surface cultures.
 
== Life ==
 
* '''Scainian'''
** Fradic
*** While the top of their heads don't grow much hair, they have long busshy sideburns and the females tend to grow beards where has men tend to have no hair aside from the sideburns. Being a heavy dark blue with red eyes, they stand at an average of 3 foot with most of them appearing over weight, their biology actually favors this, with the thinner one is, the more unhealthy they are. That saying, there is of course a limit. Similar to their Grilit cousins, they live in holes, however unlike the Grilits who prefer holes in smal hills and plains, Fradics prefer holes in ravines and caves. Unlike the Grilits who were too small to defend themselves from the wars that began happening, the Fradics managed to barricade their homes and defend themselves from the outside.
**** '''Physical Traits:''' Retaining their bushy sideburns and unique biology, Fradics’ skin could have a slight metallic sheen, hinting at their mineral-rich diet and underground lifestyle. Their red eyes have slit pupils, allowing them to see in the dimmest light. Over time, their bodies develop a “crust” of mineral deposits, which they carve into personal symbols of identity.
**** '''Expanded Lore:''' The Fradics’ preference for ravines and caves has led to an intricate culture of “story walls,” where they etch their history into rock. These carvings are sacred, and destroying them is considered a grave offense. Their weight-centric biology gives them immense strength but requires specific minerals in their diet to remain healthy.
**** '''New Feature:''' Fradics produce a faint seismic hum when agitated or focused, which they’ve weaponized to destabilize enemies during sieges.
*** The Fradic are not stout miners but sinewy, wiry people with skin like slate or volcanic rock, textured and dark. Their bodies are highly durable, almost stone-like, and they grow patches of crystalline formations (quartz, amethyst, etc.) as a byproduct of their lifestyle.
*** The Fradic are artisan architects who see the world as a canvas for functional, enduring beauty. They are practical visionaries, creating sprawling underground sanctuaries and towering aboveground monuments that blend seamlessly with their environments.
** Grilit
*** With light blue, bordering white skin, these 1'6" creatures tend to live in holes around certain parts of the world, originally from Guatrus, they were forced out of their home from the constant fighting between the two major races that had taken over the content. Their hair tends to be thick and in two different colors.
**** '''Physical Traits:''' Building on their pale blue skin and small stature, Grilits’ hair could naturally grow into elaborate, plant-like shapes that reflect their emotional state, like antennae signaling mood.
**** '''Expanded Lore:''' Forced from Guatrus, they’ve become expert negotiators, acting as mediators and spies across other races. Their holes are often covered with living moss or flowers to hide entrances, blending into their environments.
**** '''New Feature:''' Grilits secrete a faintly glowing sap that can harden into shapes for tools or seals, used for defense and decoration.
*** Grilit are slight and shadowy, their skin reflecting muted tones of their surroundings like a natural camouflage. Their eyes are large and reflective, like moonstones, allowing them to see in complete darkness.
*** Far from being gadget-makers, Grilit are masters of interior design and emotional manipulation through space. They create dreamlike environments that evoke specific moods or memories, often as a form of storytelling or therapy.
 
* '''Fliron'''
** Hieyood
*** With light brown, almost beige colored skin, this sub-race of Fliron stands on average at 6' and their hair has no curls in it, being silky smooth, and dark blue. Their hands tend to be longer than that of humans and they have two rows of teeth, the front row being sharp similar to a sharks while the second row is more like that of a goat. The second row can be moved just barely to allow for the food to be grinded down. Also similar to a shark, the teeth of the first row gradually fall out and grow back over the course of a Hieyood life. The second row of teeth is due to their throats being really soft and can be torn easily. Similar to the other sub Fliron races, they have pointed ears and noses, however on average the men tend to be very skinny and bony while the women tend to be more plump and heavier. While the men have become world renown for their perceptive skills, the women have gained their own notoriety for their beauty. Females have the ability to retract their front teeth.
**** '''Physical Traits:''' Their shark- and goat-like dental features are an excellent touch. To enhance their uniqueness, their dark blue hair could subtly shimmer in the moonlight, giving them a ghostly appearance at night. Their beige skin might appear mottled with faint, symmetrical patterns resembling ancient runes.
**** '''Expanded Lore:''' The Hieyood’s perceptive skills could extend beyond sight, allowing them to sense vibrations in the air, akin to sonar. Their societies are known for their cryptic riddles and prophecies, and their mistrust of outsiders often fuels rumors of dark practices.
**** '''New Feature:''' Their retractable front teeth could have a venomous property when extended, used only in dire circumstances.
*** short, squat, and gangly, with limbs that are slightly too long for their bodies. Their skin shimmers with faint bioluminescence, varying in intensity based on their mood or health.
*** These people are nocturnal scavengers and scavenger poets, wandering under the moon to collect scraps, bones, and treasures, which they craft into fantastical objects. They are hoarders of history, using their creations to tell cryptic tales of forgotten eras.
** Boonish
*** Small 8" characters with short pointed ears, very tan, almost brown skin and are often very ugly, with pure white eyes, and a pointed nose. They tend to prefer the confort of old dirty torn clothing, and are fairly rude when talking. One of the hairier none-beast races, they are easily offended and are one of the few Fliron sub-races to naturally use magic, though they usually tend to be small, non-lethal spells.
**** '''Physical Traits:''' I love their ugliness and small size. To make them even more memorable, their pure white eyes could glow faintly in darkness, giving them an unsettling presence. Their hair might grow in coarse, wiry patches, similar to animal fur.
**** '''Expanded Lore:''' Known for their offensive manners, Boonish society prizes confrontation as an art form. They hold “insult tournaments,” where wit and creativity are the ultimate show of status. Their small spells are often mischievous, such as rearranging objects or creating minor illusions.
**** '''New Feature:''' Boonish can sense and manipulate the emotions of others, though in crude and unpredictable ways, often leading to chaos.
*** Boonish are small, agile beings with translucent skin that faintly reveals their glowing, fluid-like circulatory system. Their bodies emit a faint aroma akin to spices or wildflowers.
*** Boonish are caretakers of the unseen, tending to spaces between worlds—hidden glades, forgotten corners, and neglected homes. They are excellent problem-solvers and mediators, but their solutions are often strange and circuitous.
** Fleary
*** The only sentient race with wings that allow them to fly, this 6" race of Flirons carry torso long pink hair and tend to have a glittery reflection in mirrors and water. Due to one of the past kings of Caidanadi having taken one as a slave to use it's magic, it is thought that all Flearies have a unique grasp on magic, this however is not so.
**** '''Physical Traits:''' Their glittery reflections are brilliant. Perhaps their wings have a crystalline quality, refracting light into shimmering colors. Their pink hair could emit faint bioluminescence, giving them an ethereal glow in dim environments.
**** '''Expanded Lore:''' Due to their small size, Flearies are often used as spies or emissaries. While most cannot wield magic, they possess a natural resistance to it, making them invaluable in magical combat scenarios.
**** '''New Feature:''' When emotionally distressed, Flearies shed a dust-like substance that causes hallucinations in those who inhale it.
*** Fleary are insect-like, with semi-translucent, carapace-covered bodies and delicate, vibrating wings. Their colors range from metallic hues to muted earth tones, depending on their diet and environment.
*** Fleary live in hive-like colonies but are highly individualistic. Their focus is on the “pollination” of ideas and culture, flitting between communities to share news, inspire art, or whisper secrets.
** Hober
*** A sub-race of 4 foot bearded, pointy eared, and short button like nosed creatures, usually causing mischief for everyone, including their own, they are one of the rarer races to find in towns and cities as the few that weren't killed by one of the past kings of Caidanadi were forced to go into hiding in the forests due to their overly playful and usually chaotic natures.
**** '''Physical Traits:''' I love the chaotic and mischievous nature. To add depth, their noses could have sensory capabilities akin to those of bloodhounds, and their beards might grow uncontrollably, used as a form of expression or even weaponized in pranks.
**** '''Expanded Lore:''' Hobers’ chaotic tendencies often lead them to be wanderers, living in exile or secrecy. They create “chaos maps,” diagrams of pranks and traps they’ve laid over generations, passed down to their descendants.
**** '''New Feature:''' Hobers can temporarily warp luck—either enhancing their own or cursing others with streaks of misfortune.
 
* '''Ocros'''
** Crotis
*** With grey skin and a large amount of muscle mass, Crots tend to stay among their own, as they're threatening appearance tends to lead to lots of trouble for them. With the females averaging 5'6" and the males averaging 5"5", the females are the only ones who grow any hair on their head, while the males grow facial and chest hair. They tend to have six tusks that stick out from their mouths, two rows on the bottom and a row in between them on the top, just slightly bigger than a human's canines. Their teeth tend to be more rounded with the exception of the tusks. They usually prefer meat, despite the fact that their digestive system is built more for vegetables and fruit. Having been at war since their creation, there are no better fighters in the world as they begin teaching their young how to fight as soon as they can walk without falling.
**** '''Physical Traits:''' The idea of females being taller and the males growing hair in unusual places is excellent. Perhaps their tusks could grow into spiraling patterns, often carved or stained with symbols of status.
**** '''Expanded Lore:''' Their obsession with fighting has made them master tacticians, using unorthodox strategies to outwit stronger enemies. Their culture revolves around arenas where disputes are settled with ritual combat.
**** '''New Feature:''' Crotis blood can temporarily harden upon exposure to air, forming a natural armor during battle.
*** Crotis are sinewy, hairless beings with thick, leathery hides that adapt to their environment over time, shifting in color and texture like chameleons. They have four small eyes arranged symmetrically across their faces.
*** These nomads are environmental enforcers, seeing themselves as shepherds of balance. They destroy what grows too strong and protect what grows too weak, even at great personal cost.
** Rogger
*** Green leather skinned, pointy eared and pointy nosed creatures with sharp teeth, and below average intelligence, they little muscle mass and with the average height of 5'6", they tend to be rather skinny. However what they lack in one on one battles, they make up for in numbers, as it seems the more of their own kind that are fighting one opponent, the better they are
**** '''Physical Traits:''' Their pointed features and leather-like skin are great. To make them more unsettling, their eyes could have an oily, reflective quality, and their ears might twitch when detecting lies.
**** '''Expanded Lore:''' Roggers thrive in numbers, but their society values cunning over brute force. Leaders are often chosen through elaborate games of strategy, and betrayal is not only expected but admired.
**** '''New Feature:''' Roggers can mimic voices and sounds perfectly, often using this ability to sow confusion or ambush prey.
*** Rogger are grotesquely beautiful, with asymmetrical, bulbous features that often grow or shrink based on their diet and mood. Their skin is coarse and dotted with lichen-like growths.
*** Roggers are shrewd bargainers and collectors of debt. They thrive in social chaos, weaving webs of obligation and barter to maintain control. Despite their cunning, they are viewed as fair dealers who honor their word.
***
* '''Pluam'''
** Manikise
*** Also known as Estreauings, they are a 6'5" race of forest people, with their limbs and skin being made of bark and wood. While they have stayed out of most wars, the pluam have been at war since their birth with each other, with the race of Manikise having an ever growing hated for their weaker but more polite brothers, the Siptrin. The Manikise have recently gained the acceptance of the other races after their battle for the [Region K] where their stamina cunning gave them a high advantage.
**** '''Physical Traits:''' Their bark-like skin is brilliant. Let’s add that their limbs can grow or shrink slightly based on their environment, allowing them to adapt to different terrains. Their eyes could resemble knots in wood, glowing faintly when angered.
**** '''Expanded Lore:''' Their warlike nature stems from an ancient feud over resources. They see forests as sacred battlegrounds, and their cunning comes from centuries of guerrilla warfare.
**** '''New Feature:''' Manikise can release spores that speed up plant growth, creating instant barriers or weapons in forests.
*** Manikise appear as humanoid shapes formed from living wood, with branches sprouting sporadically and leaves shifting color based on their emotions or health. Their joints creak like old trees.
*** These beings live in perpetual cycles of growth and decay, celebrating both equally. They view time as fluid and are often enigmatic, offering advice that seems nonsensical until it proves true.
** Siptrin
*** While the Siptrin aren't nearly as accept as their Manikise brothers, they have found an alley in the race of Grilit, where they live in a symbiolic relationship. Unlike their Manikise brothers, the Siptrin don't have a type of elastic wood for skin, instead their skin is a harder type of stem. Unlike their Manikise brother's tough textured skin, the Siptrin skin feels soft and silky like that of a flower pedal. They tend to stay quiet and cause no harm to others, very rarely is it known for one to be hostile, even when provoked, often preferring to run from danger or try to dissolve it.
**** '''Physical Traits:''' Their soft, petal-like skin is excellent. Perhaps they have flowing, vine-like appendages that emit calming pheromones, enhancing their peaceful nature.
**** '''Expanded Lore:''' The Siptrin’s symbiotic relationship with the Grilits could be expanded into a spiritual bond, with the two races sharing dreams or senses. Siptrin art is renowned for its ephemeral beauty, often crafted from living plants.
**** '''New Feature:''' Siptrin can release a soothing pollen that heals minor wounds and eases pain but also makes them vulnerable while doing so.
*** Siptrin are amorphous clusters of vines, moss, and flowers that take on vaguely humanoid shapes when interacting with others. They emit low vibrations that feel like humming.
*** Siptrin are symbiotic beings who embed themselves in ecosystems, acting as living nodes that connect flora, fauna, and even sentient races. They are peaceful but will defend their “webs” with ferocity.
 
----The sky is made up of a unique type of gas that absorbs and holds radiation, including light, slowly emitting it, creating the sun and stars for Kar'lo'theuses. The less radiation it holds the less it weighs, causing it to slowly rise through the water, as it gets closer to the surface, the more radiation it absorbs, causing it to sink back to the bottom, only emitting the radiation once it's out of the Sea, giving the sky light.


Quaiskopribra (Quais)
Quaiskopribra (Quais)
Line 10: Line 90:


Guatrus: The largest of the five continents and the furthest north on the world map. The native home of the Vadrocor and Unhuman races. Yetran: The most secluded continent on the bottom right of the world map, just under Ewend. It is the native home of the Zethoye.
Guatrus: The largest of the five continents and the furthest north on the world map. The native home of the Vadrocor and Unhuman races. Yetran: The most secluded continent on the bottom right of the world map, just under Ewend. It is the native home of the Zethoye.
[[Category:Locations (1.31.99.:3-534)]]
 
 
 
Drelic, Laopkanias; The language used by the Kletis races, Eldar Speak.
 
Those who live in Kar'lo'theuses believe in [[The 15 Realms]].

Latest revision as of 18:13, 14 December 2024

Considered by many to be where the origins of life on Ceryniotsklesu comes from, a subterranean multi-continent world, Kar'lo'theuses contains several forms of ancient life and holds the origin for many of the myths found within surface cultures.

Life

  • Scainian
    • Fradic
      • While the top of their heads don't grow much hair, they have long busshy sideburns and the females tend to grow beards where has men tend to have no hair aside from the sideburns. Being a heavy dark blue with red eyes, they stand at an average of 3 foot with most of them appearing over weight, their biology actually favors this, with the thinner one is, the more unhealthy they are. That saying, there is of course a limit. Similar to their Grilit cousins, they live in holes, however unlike the Grilits who prefer holes in smal hills and plains, Fradics prefer holes in ravines and caves. Unlike the Grilits who were too small to defend themselves from the wars that began happening, the Fradics managed to barricade their homes and defend themselves from the outside.
        • Physical Traits: Retaining their bushy sideburns and unique biology, Fradics’ skin could have a slight metallic sheen, hinting at their mineral-rich diet and underground lifestyle. Their red eyes have slit pupils, allowing them to see in the dimmest light. Over time, their bodies develop a “crust” of mineral deposits, which they carve into personal symbols of identity.
        • Expanded Lore: The Fradics’ preference for ravines and caves has led to an intricate culture of “story walls,” where they etch their history into rock. These carvings are sacred, and destroying them is considered a grave offense. Their weight-centric biology gives them immense strength but requires specific minerals in their diet to remain healthy.
        • New Feature: Fradics produce a faint seismic hum when agitated or focused, which they’ve weaponized to destabilize enemies during sieges.
      • The Fradic are not stout miners but sinewy, wiry people with skin like slate or volcanic rock, textured and dark. Their bodies are highly durable, almost stone-like, and they grow patches of crystalline formations (quartz, amethyst, etc.) as a byproduct of their lifestyle.
      • The Fradic are artisan architects who see the world as a canvas for functional, enduring beauty. They are practical visionaries, creating sprawling underground sanctuaries and towering aboveground monuments that blend seamlessly with their environments.
    • Grilit
      • With light blue, bordering white skin, these 1'6" creatures tend to live in holes around certain parts of the world, originally from Guatrus, they were forced out of their home from the constant fighting between the two major races that had taken over the content. Their hair tends to be thick and in two different colors.
        • Physical Traits: Building on their pale blue skin and small stature, Grilits’ hair could naturally grow into elaborate, plant-like shapes that reflect their emotional state, like antennae signaling mood.
        • Expanded Lore: Forced from Guatrus, they’ve become expert negotiators, acting as mediators and spies across other races. Their holes are often covered with living moss or flowers to hide entrances, blending into their environments.
        • New Feature: Grilits secrete a faintly glowing sap that can harden into shapes for tools or seals, used for defense and decoration.
      • Grilit are slight and shadowy, their skin reflecting muted tones of their surroundings like a natural camouflage. Their eyes are large and reflective, like moonstones, allowing them to see in complete darkness.
      • Far from being gadget-makers, Grilit are masters of interior design and emotional manipulation through space. They create dreamlike environments that evoke specific moods or memories, often as a form of storytelling or therapy.
  • Fliron
    • Hieyood
      • With light brown, almost beige colored skin, this sub-race of Fliron stands on average at 6' and their hair has no curls in it, being silky smooth, and dark blue. Their hands tend to be longer than that of humans and they have two rows of teeth, the front row being sharp similar to a sharks while the second row is more like that of a goat. The second row can be moved just barely to allow for the food to be grinded down. Also similar to a shark, the teeth of the first row gradually fall out and grow back over the course of a Hieyood life. The second row of teeth is due to their throats being really soft and can be torn easily. Similar to the other sub Fliron races, they have pointed ears and noses, however on average the men tend to be very skinny and bony while the women tend to be more plump and heavier. While the men have become world renown for their perceptive skills, the women have gained their own notoriety for their beauty. Females have the ability to retract their front teeth.
        • Physical Traits: Their shark- and goat-like dental features are an excellent touch. To enhance their uniqueness, their dark blue hair could subtly shimmer in the moonlight, giving them a ghostly appearance at night. Their beige skin might appear mottled with faint, symmetrical patterns resembling ancient runes.
        • Expanded Lore: The Hieyood’s perceptive skills could extend beyond sight, allowing them to sense vibrations in the air, akin to sonar. Their societies are known for their cryptic riddles and prophecies, and their mistrust of outsiders often fuels rumors of dark practices.
        • New Feature: Their retractable front teeth could have a venomous property when extended, used only in dire circumstances.
      • short, squat, and gangly, with limbs that are slightly too long for their bodies. Their skin shimmers with faint bioluminescence, varying in intensity based on their mood or health.
      • These people are nocturnal scavengers and scavenger poets, wandering under the moon to collect scraps, bones, and treasures, which they craft into fantastical objects. They are hoarders of history, using their creations to tell cryptic tales of forgotten eras.
    • Boonish
      • Small 8" characters with short pointed ears, very tan, almost brown skin and are often very ugly, with pure white eyes, and a pointed nose. They tend to prefer the confort of old dirty torn clothing, and are fairly rude when talking. One of the hairier none-beast races, they are easily offended and are one of the few Fliron sub-races to naturally use magic, though they usually tend to be small, non-lethal spells.
        • Physical Traits: I love their ugliness and small size. To make them even more memorable, their pure white eyes could glow faintly in darkness, giving them an unsettling presence. Their hair might grow in coarse, wiry patches, similar to animal fur.
        • Expanded Lore: Known for their offensive manners, Boonish society prizes confrontation as an art form. They hold “insult tournaments,” where wit and creativity are the ultimate show of status. Their small spells are often mischievous, such as rearranging objects or creating minor illusions.
        • New Feature: Boonish can sense and manipulate the emotions of others, though in crude and unpredictable ways, often leading to chaos.
      • Boonish are small, agile beings with translucent skin that faintly reveals their glowing, fluid-like circulatory system. Their bodies emit a faint aroma akin to spices or wildflowers.
      • Boonish are caretakers of the unseen, tending to spaces between worlds—hidden glades, forgotten corners, and neglected homes. They are excellent problem-solvers and mediators, but their solutions are often strange and circuitous.
    • Fleary
      • The only sentient race with wings that allow them to fly, this 6" race of Flirons carry torso long pink hair and tend to have a glittery reflection in mirrors and water. Due to one of the past kings of Caidanadi having taken one as a slave to use it's magic, it is thought that all Flearies have a unique grasp on magic, this however is not so.
        • Physical Traits: Their glittery reflections are brilliant. Perhaps their wings have a crystalline quality, refracting light into shimmering colors. Their pink hair could emit faint bioluminescence, giving them an ethereal glow in dim environments.
        • Expanded Lore: Due to their small size, Flearies are often used as spies or emissaries. While most cannot wield magic, they possess a natural resistance to it, making them invaluable in magical combat scenarios.
        • New Feature: When emotionally distressed, Flearies shed a dust-like substance that causes hallucinations in those who inhale it.
      • Fleary are insect-like, with semi-translucent, carapace-covered bodies and delicate, vibrating wings. Their colors range from metallic hues to muted earth tones, depending on their diet and environment.
      • Fleary live in hive-like colonies but are highly individualistic. Their focus is on the “pollination” of ideas and culture, flitting between communities to share news, inspire art, or whisper secrets.
    • Hober
      • A sub-race of 4 foot bearded, pointy eared, and short button like nosed creatures, usually causing mischief for everyone, including their own, they are one of the rarer races to find in towns and cities as the few that weren't killed by one of the past kings of Caidanadi were forced to go into hiding in the forests due to their overly playful and usually chaotic natures.
        • Physical Traits: I love the chaotic and mischievous nature. To add depth, their noses could have sensory capabilities akin to those of bloodhounds, and their beards might grow uncontrollably, used as a form of expression or even weaponized in pranks.
        • Expanded Lore: Hobers’ chaotic tendencies often lead them to be wanderers, living in exile or secrecy. They create “chaos maps,” diagrams of pranks and traps they’ve laid over generations, passed down to their descendants.
        • New Feature: Hobers can temporarily warp luck—either enhancing their own or cursing others with streaks of misfortune.
  • Ocros
    • Crotis
      • With grey skin and a large amount of muscle mass, Crots tend to stay among their own, as they're threatening appearance tends to lead to lots of trouble for them. With the females averaging 5'6" and the males averaging 5"5", the females are the only ones who grow any hair on their head, while the males grow facial and chest hair. They tend to have six tusks that stick out from their mouths, two rows on the bottom and a row in between them on the top, just slightly bigger than a human's canines. Their teeth tend to be more rounded with the exception of the tusks. They usually prefer meat, despite the fact that their digestive system is built more for vegetables and fruit. Having been at war since their creation, there are no better fighters in the world as they begin teaching their young how to fight as soon as they can walk without falling.
        • Physical Traits: The idea of females being taller and the males growing hair in unusual places is excellent. Perhaps their tusks could grow into spiraling patterns, often carved or stained with symbols of status.
        • Expanded Lore: Their obsession with fighting has made them master tacticians, using unorthodox strategies to outwit stronger enemies. Their culture revolves around arenas where disputes are settled with ritual combat.
        • New Feature: Crotis blood can temporarily harden upon exposure to air, forming a natural armor during battle.
      • Crotis are sinewy, hairless beings with thick, leathery hides that adapt to their environment over time, shifting in color and texture like chameleons. They have four small eyes arranged symmetrically across their faces.
      • These nomads are environmental enforcers, seeing themselves as shepherds of balance. They destroy what grows too strong and protect what grows too weak, even at great personal cost.
    • Rogger
      • Green leather skinned, pointy eared and pointy nosed creatures with sharp teeth, and below average intelligence, they little muscle mass and with the average height of 5'6", they tend to be rather skinny. However what they lack in one on one battles, they make up for in numbers, as it seems the more of their own kind that are fighting one opponent, the better they are
        • Physical Traits: Their pointed features and leather-like skin are great. To make them more unsettling, their eyes could have an oily, reflective quality, and their ears might twitch when detecting lies.
        • Expanded Lore: Roggers thrive in numbers, but their society values cunning over brute force. Leaders are often chosen through elaborate games of strategy, and betrayal is not only expected but admired.
        • New Feature: Roggers can mimic voices and sounds perfectly, often using this ability to sow confusion or ambush prey.
      • Rogger are grotesquely beautiful, with asymmetrical, bulbous features that often grow or shrink based on their diet and mood. Their skin is coarse and dotted with lichen-like growths.
      • Roggers are shrewd bargainers and collectors of debt. They thrive in social chaos, weaving webs of obligation and barter to maintain control. Despite their cunning, they are viewed as fair dealers who honor their word.
  • Pluam
    • Manikise
      • Also known as Estreauings, they are a 6'5" race of forest people, with their limbs and skin being made of bark and wood. While they have stayed out of most wars, the pluam have been at war since their birth with each other, with the race of Manikise having an ever growing hated for their weaker but more polite brothers, the Siptrin. The Manikise have recently gained the acceptance of the other races after their battle for the [Region K] where their stamina cunning gave them a high advantage.
        • Physical Traits: Their bark-like skin is brilliant. Let’s add that their limbs can grow or shrink slightly based on their environment, allowing them to adapt to different terrains. Their eyes could resemble knots in wood, glowing faintly when angered.
        • Expanded Lore: Their warlike nature stems from an ancient feud over resources. They see forests as sacred battlegrounds, and their cunning comes from centuries of guerrilla warfare.
        • New Feature: Manikise can release spores that speed up plant growth, creating instant barriers or weapons in forests.
      • Manikise appear as humanoid shapes formed from living wood, with branches sprouting sporadically and leaves shifting color based on their emotions or health. Their joints creak like old trees.
      • These beings live in perpetual cycles of growth and decay, celebrating both equally. They view time as fluid and are often enigmatic, offering advice that seems nonsensical until it proves true.
    • Siptrin
      • While the Siptrin aren't nearly as accept as their Manikise brothers, they have found an alley in the race of Grilit, where they live in a symbiolic relationship. Unlike their Manikise brothers, the Siptrin don't have a type of elastic wood for skin, instead their skin is a harder type of stem. Unlike their Manikise brother's tough textured skin, the Siptrin skin feels soft and silky like that of a flower pedal. They tend to stay quiet and cause no harm to others, very rarely is it known for one to be hostile, even when provoked, often preferring to run from danger or try to dissolve it.
        • Physical Traits: Their soft, petal-like skin is excellent. Perhaps they have flowing, vine-like appendages that emit calming pheromones, enhancing their peaceful nature.
        • Expanded Lore: The Siptrin’s symbiotic relationship with the Grilits could be expanded into a spiritual bond, with the two races sharing dreams or senses. Siptrin art is renowned for its ephemeral beauty, often crafted from living plants.
        • New Feature: Siptrin can release a soothing pollen that heals minor wounds and eases pain but also makes them vulnerable while doing so.
      • Siptrin are amorphous clusters of vines, moss, and flowers that take on vaguely humanoid shapes when interacting with others. They emit low vibrations that feel like humming.
      • Siptrin are symbiotic beings who embed themselves in ecosystems, acting as living nodes that connect flora, fauna, and even sentient races. They are peaceful but will defend their “webs” with ferocity.

The sky is made up of a unique type of gas that absorbs and holds radiation, including light, slowly emitting it, creating the sun and stars for Kar'lo'theuses. The less radiation it holds the less it weighs, causing it to slowly rise through the water, as it gets closer to the surface, the more radiation it absorbs, causing it to sink back to the bottom, only emitting the radiation once it's out of the Sea, giving the sky light.

Quaiskopribra (Quais)

Caidanadi: The primary continent that Realm-534 takes place on. The native home of the Drela -.

Chosias: The island just below Caidanadi, and native home of the Blein.

Ewend: The land to the right of Caidanadi, the native home of the Glie.

Guatrus: The largest of the five continents and the furthest north on the world map. The native home of the Vadrocor and Unhuman races. Yetran: The most secluded continent on the bottom right of the world map, just under Ewend. It is the native home of the Zethoye.


Drelic, Laopkanias; The language used by the Kletis races, Eldar Speak.

Those who live in Kar'lo'theuses believe in The 15 Realms.