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The Land of Errionys

A Homebrew World created by Claira Voyant (@shotgunRunner0, @melody_melody_0)

Version 0.9.0

Errionys is a world spinning through many planes of existence. Past its rich, oxygen-rich
atmosphere, and through the wispy plane of stars and darkness, one can see Errionys whirling
through many planes of existence, from the bright, whispering planes of Avali to the dark,
whirling, stormy regions of Igurie. Due to Errionys’s widespread orbit and the way it dips above
and below the Horizon, it was thought to be a “boat” or a vessel for the gods. Even now, people
still debate on the true purpose and origin of Errionys, but no single theory has stood all the
tests.

Vast mountain ranges so high they wear the clouds on their heads, wide plains rich with plant
and animal life, hot deserts with air that trembles, and sheets of glimmering ice can all be found
on Errionys. Nature mingles with the lost past as trees take over what used to be ancient
structures or wartime reinforcements. To this day, nature mingles even with the present, where
the living races leave their mark on history. During the day, the sun sprinkles light down on the
earth, firmly coaxing green shoots and seedlings to sprout from the torn ground. At night, the
stars and strange, sometimes unexplained lights shine down on the curve of the world. If
someone were to look up at the sky at the right moment, they would be able to see the second
moon sailing slowly along the sky: Illenhra. And if one were to look to the east or west,
depending on the time of year, one possibly could spot Chaloun, the Floating Continent,
hovering miles and miles above the tallest mountains, a dark patch of floating earth standing out
against the sky.

Against the background of Errionys are portals that lead to the Planes. Each Plane has a
domain of its own and directly affects the physical Errionys. The inhabitants of Errionys
themselves also affect the Planes in ways that they do not realize or understand. The planes
are also alive with their own inhabitants, some making homes of their own strikingly similar to
mortal houses. Others drift for eternity amongst the planes, calling nowhere home.

No Consensus

In most settings, there exists the idea of Good and Evil. However, in Errionys, the idea of good
and evil is put to the test. Entire races do not necessarily fall under traditional ideas of good and
evil. Angels are perfectly capable of committing mass murder if it furthers a certain agenda, and
demons can be perfectly reasonable if they are treated well. Even churches of Order and Chaos
find no consensus and build up their theories and teachings in order to spread their religion.
Religions that stick to dogma but fail to respond to counterarguments shrivel up and die, or
simply use the power of charisma to get their way.

Polarities and Unities


There is rarely any “one, true truth” on Errionys. Everything is arranged in oppositions, as well
as mergings, or even seemingly random clusters. The regions have shifted, merged, and fallen
apart with time, leading many to believe that the only constant thing in Errionys is change and
multiplicity.

Even the political borders and geographies reflect this. Gosung may be a region far north, but it
has bitterly empty frost wastelands as well as subtropical areas powered by lava and ley lines.
Alma is a generally warm region, but is also privy to some of the most bitterly cold coastlines
and oceans. Seasoned travelers enter new continents and strange caves, believing that nothing
is always as it seems.

The Living Thinkers

With the postwar movement towards unity and enlightenment, a vibrant academic culture has
also sprung up. With the planes being linked to core concepts, every institution and school that
is able engages in debate and deliberation when it comes to philosophy and thought. A keen
observer may be able to identify strains of Classical Elven thought in the words of a dwarven
scholar, or an Idealist core in the book of a Veccieri scholar.

It isn’t common for a blacksmith or a random guard to have read some. In fact, many
correspondence courses for city guards include reading some basic law and lore. However,
many people end up boxed into one way of thinking, and only the truly wise keep themselves
from staying in their box.

A New Society

A great aaracockra scholar wrote that “war is a great societal motivator”. Indeed, the wake of
the 21-Generation War drew many changes into society. Traditional hierarchies were morphed
to uplift the poor. The dregs and fringes of society arrived at the heart to try and change things
for the better.

As benevolent as these changes might have been, there are always new problems to be solved
and new challenges to face. Certain people might even work actively against change for all
sorts of reasons. Hopefully, the new and old can work together to face a world past a
destructive war.
ORIGIN

The earliest surviving text, from one of the many incomplete epics of the Azhal empire goes:

"In the ages before ages, there were two deities."

"These two deities were ageless, nameless, formless."

"These deities were one of the same soul, yet separated by eons and expanses of all and
nothing, chaos and order."

"They wished to be together, so they made two vessels. One was of Substance, the other was
of Movement."

"They crossed the expanse of infinity, and their vessels met."

" Thus started the first moments of the world."

--Alynon. Poem of the First Sunrise. Approx.. Year 097

Errionys’s understanding of the creation of the world is not far from the truth.

In the beginning, there were two nameless entities so vast, and so old, that no living being
knows their name or true nature. The two of them were separated by a great expanse of void
and emptiness. Though the void stretched through space and time, these entities were not
simply bound by these concepts. Therefore, the only two existing, active concepts in the world
were inevitably to meet each other as long as they moved and remained dynamic. And for
beings of their sheer power and vastness, remaining static simply was not an option. Perfection
required constant changes to become more perfect than they already were.

So the two deities grew, moved, and danced through the void, until they met in the middle. Their
meeting created the concept of Multiplicity, as they were were no longer one, but two. The
creation of the concept of Multiplicity created a set of smaller multiplicities, of dyads, fours,
eights, and so on. Soon, there were shapes, clouds, planets, planes, different gods, vibrations,
and worlds. At the center of it all, where the creation of Multiplicity came into being, there was a
world suited to supporting life. The world that started it all became known as Errionys, and the
moment where one became two was called “The Instant Of Multiplicity”.

Along with the world of Errionys, the plane of existence was also turned into a multiplicity. From
a single blanket of void came two hemispheres: the Lighter Hemisphere Avali and the Murky
Hemisphere Igurie. These two planes have their own sub-planes, and even a few planes which
cut through and across both planes.
Most of Errionys’s early history was more or less unremarkable. Creatures grew and evolved,
though on a much smaller scale than their predecessors. It was during the Second Era where
the bloodiest conflict known to the mortal realm swept the land and painted it red.

Errionys’s history is marked heavily by what is known as the bloodiest conflict known in the land,
the 21-Generation War. The number is actually more or less arbitrary, as it represents the 21
generations that could have been. The exact number of human, elven, halfling, and other
generations whose possibilities were destroyed by the war is currently unknown. Many an
individual has lost something dear to them during the war. Precious people, lands, and entire
cities have been wiped out by mortals and warmachines.

One of the most feared memories of the war are the Creations, automatons made by many
major sides of the 21-Generation War. These were machines made as soldiers that needed no
food, minimal water, and light maintenance. The cheaper models were made of poor-quality
metal, only followed orders, and were meant as suicide warriors who would torch cities at the
expense of their own lives. They had no consciousness, and therefore no guilt or fear. but the
higher-end models resembled actual people, with artificial skin that felt alive, and even different
models that resembled different races. These higher-end models were designed to have wills
and minds of their own, and acted more or less like living beings. These higher-end models
were more feared than the mindless automatons, even though they didn’t have the mindless
goal-endedness of the cheaper models.

Many regions and nations make it a point to destroy every Creation they discover. Despite their
efforts, a few Creations still manage to pass off as normal living beings, and live all over the
world, though mostly in secret.
The Regions of Errionys

The Elder Continent: Vadour

Ander’s Bell – This region is among the most well-known due to its involvement in the 21-
Generation War. Ander’s Bell was among the wealthiest countries in terms of commerce and
trade, whose varieties of goods seconded only to Porstova. The world’s largest banks are
centered in Ander’s Bell. Among the stone structures and felt flags of Ander’s Bell are lightly
forested flatlands, which taste rain in spring and autumn. The southern beaches are mostly
gravel and stone.

Though the war is over, the region of Ander’s Bell still considers King’s Rock a rival in terms of
development. What they do not have in terms of knowledge and people, they make up for in
terms of commerce and banking.

While Ander’s Bell has a rivalry with the neighboring region of King’s Rock, the two regions
share a military. The inventors and brightest minds and bodies of Ander’s Bell constantly
compete with King’s Rock in an endless cycle of one-upmanship, but they are deterred from any
further acts of warfare by the rest of the world

King’s Rock- The peculiar name of this place carries itself through history; the 21-Generation
War was said to be started when “King’s Rock rang Ander’s Bell across the river”. King’s Rock
is the center of innovation and progress. Machinery, tools, and manufactured goods are
produced here, thanks to ore and coal mined from Oleavale. It is also here where the Creations
were first created, until the schematics and ingredients were stolen by Ander’s Bell.

King’s Rock has a terrain and climate similar to Ander’s Bell. In fact, its proximity and similarity
to Ander’s bell may have triggered its desire to rise above its neighbor, starting the war.

After the war, King’s Rock spent the most gold on reparations and rehabilitation to atone for all
the wartime atrocities. The region may have gotten its money from various sources: organized
crime, charities, and even members of the Executioner’s Sword, but no one really knows for
sure how King’s Bell pays for its reparation efforts.

Oleavale- Oleavale is known for its deep forests, widely believed to be magical hotspots. This
land has the most protected natural resources. While the settlements have the capacity to be as
urbanized as King’s Rock and Ander’s Bell, most of the natural spaces are protected by the
Plutarch of Oleavale.

The northern edge of Oleavale experiences cool summers and bitter winters, where the sea
itself turns into ice. Even so, there are still a few hardy individuals who live on the northern coast
and still hunt and fish for survival. Most people are centered around the capital city of Iridett.
Iridett used to be known for the flower fields surrounding the area, until the fields were turned
into the barren Sandstone Basin.

It is here where many non-Azhali ruins are found, from grand ancient tombs to secret tunnels
carved by runaway rogues. There are also many magical hotspots, such as virgin wells deep in
the forests, or trees so ancient they have names no one can read, carved 100 feet up their
trunks. This has made Oleavale one of the most attractive places to visit by scholars,
adventurers, and grave robbers. As majestic as the sights and historical stomping grounds of
Oleavale are, deadly traps and curses are also hidden in many of the ruins, costing many a
traveler their life and limb.

Porstova- This region is known as the trade capital and vies with Alma for massive control over
seaways and trading contracts. Though people stereotype this as the richest region, with
mansions for miles around and fat aristocrats making laws while picking finger food from a silver
tray, the opposite is the same: people working the earth to make ends meet. Fortunately, the
earth in Porstova is fertile enough to support agriculture.

Most of this region is grassland and steppe. Most of it has been converted into farmland, where
farmers and landlords command fields of corn, potatoes, beans, and other vegetables. A few
exotic spices and ingredients are also grown here. If the climate does not support such a spice,
it is most likely imported from Hasova.

Porstova is run by a Council of four Crowns, though it is generally known that the four Crowns
are chosen via an oligarchical system. The longest running family is the Schiff family, a gnomish
family whose members have been in the Crown Council since the Second Era, and the only
family whose Crown has never been assassinated during the war.

Alma- The southernmost region of Vadour is known for its warm weather. It is the closest region
to the southern continent of Hasova, and it is here where most of Hasova’s culture blends with
Vadour. This region is also a popular trading port, given its vicinity to Hasova.

Nearing the south, Alma has a comparatively warmer climate compared to the rest of Vadour.
The ground is sandier, though the sands sometimes are brilliant with color. Some sands even
have names ranging from Azure Dunes to Crimson Grain. Some scrubby grasses also grow
here and there. While most of Alma is mostly sandy, there are also a few areas lush with
greenery and waterholes for all sorts of creatures.

Alma is also known for its vibrant artistic culture. Young painters are offered drab stone walls to
paint, resulting in many of the settlements having lively splashes of color. Dance competitions,
carnivals, and festivals are advertised even in distant regions to get foreigners to have a taste of
Almaic culture. This is also an effort to restore political relations with the Hasovan nations, which
partially closed themselves off from Vadour due to the war.

Phaleila- Known in Hasova as “The Heart Of Vadour”, this region is the most widely respected,
and yet the most severely damaged in the 21-Generation War. What was a thriving region full of
thriving cities and lively towns was flattened by the war. The only main city left is Phaleila, high
in the Mountains of the Moon. The city here is home to the old monarchy, who are still treated
as monarchy, but have no political power.

The routes in and out of the capital city of Phaleil are strictly guarded by a military body. Trade
and travel are strictly limited; only people with a Phaleilan passport can travel in and out. It is
also here where people are most suspicious of Creations; mandatory body checks include
checking your body composition; whether you are made of flesh and bone or metal and magic.

The fields of Phaleila are also home to many memorials to the war, as more than 85% of its
original settlements were flattened by legions of Creations. It is not unusual to see a graveyard
full of unmarked graves in the middle of an otherwise plain field, or the charred remains of a
bustling trade town with ominous obelisks at four corners. If one travels to the mountains at the
western edge of Phaleila, they would meet craggy peaks, the unusually tall, spindly, Towers of
Phaleil, and the capital city itself, carved out of stone and sitting high atop a mountain.

Gosung- A far-off region which keeps itself isolated from all the trappings of the other regions, it
is rare to see people moving to and from Gosung. It is separated from the rest of Vadour by a
wall, which extends from either side, several leagues into the sea.

Gosung’s climate is a realm of extremes, from warm, humid summers in the south to bitterly
cold winters in the north. The southern half is warmed significantly by very active volcanic vents
and streams of lava. The pocket of warm weather here is also powered by two ley whorls, or
two streams of mana that converge and create a large spiral, with some residual eddies to the
side.

The buildings here are usually made of yellowish stone bricks, sometimes so well-fitted that they
need no mortar to hold them together. Other marsh-dwelling Gosung natives have houses on
ten-foot stands, reinforced with bamboo, vines, and physics.

As closed-off as Gosung is, it is home to some of the most vibrant academic cultures fostering
love for philosophy and science. However, scholars of Gosung are loath to share their insights
with the rest of Phaleil, which they see as dangerous. Only a privileged few are allowed through
the walls of Gosung. Among the few things the people of Gosung are willing to share with the
rest of the world are exotic woods, whose trade is carefully regulated.

During the war, Gosung cut itself from the rest of Vadour, due to a disagreement with King’s
Rock. Its current military government shows no wish to take down the walls it built, even though
the 21-Generation War is over.

The Younger Continent: Hasova

Though Hasova is known as the “Younger Continent”, this is no more than a name; there is no
definite proof that Hasova is younger or older than Kyr or Vadour. Many reputable scholars
believe that the entirety of Errionys was made in an instant, so calling Hasova the “younger”
continent makes little sense. Then again, lots of traditions don’t make sense, like knocking on
wood or not stepping on cracks.

Heartland Hasova

Valja- Valja is one of the closest states to Alma, the southernmost region of Vadour. It serves
mostly as the Hasovan’s last stop towards Vadour, and the Vadourian’s first stop in Valja. Valja,
and the entire region of Heartland is known for all the wild chickens roaming around the stony
ground. Some of these chickens are domesticated, and there are some chickens bred for color,
but most are feral. Most also do not give out much good-tasting meat, though they would do as
a traveller’s meal in a pinch. More than chickens, Valja also happens to be the host of the
annual Hasova Conventions, where representatives of all the Hasovan nations meet to discuss
peace, political issues, and problems.

Valja is one of the states still run by the monarchy. It also happens to be a land closest to the
Dead Lands, where various jewels and exotic minerals are discovered and mined. More than
half the population of Valja are miners, and are paid comparatively low. There is much
grumbling around these parts, but most lower-class Valjans are conditioned to take what life
gives them.

Dead Lands – Called Luha in the local Valja language, the Dead Lands are not an actual state,
but a general name for a barren stretch of land that sits between Valja and the Hasova Strait.
Almost no one lives here. Most of the region is rocky desert, and hardly hospitable. This is more
or less the only thing that keeps it from being occupied by other larger nations.

Before the 21-Generation War, there were tiny communities living in Luha. Desert-dwellers,
elves, and humans would congregate in the very few verdant areas of Luha, either forming
home communities of their own or for more druidic purposes. As the 21-Generation war began,
anyone who tried entering Luha or getting word from people inside it just… disappeared. After
the war, no sign of life was found. Not until the next generation of nomads set up camp.

The only beings living here are dwarven nomads, and the occasional outcast caravan filled with
drow, genasi, and tieflings. None of the people living here have any political power, which
makes it a prime target for indiscriminate land-grabbing and persecution. The Dead Lands are
also widely believed to be the site where the Creation known as Orphan was built.

Aejita- People know Aejita as the land where philosophy rules over the land. The leaders of the
country must learn in a special course of rhetoric, logic, ethics, and philosophy in order to qualify
for election.

Aejita’s tough educational system is held in a region of grasses so tall that they seem to reach
for the sky. Rivers flow through these “forests”, naturally irrigating them. Some of these rivers
are diverted into cities for various uses, though use of water for waste disposal is a crime.
Marshes also dot the landscape, though most have been drained to make way for stone
urbanization.

Due to its high standard, scholars from Vadour, specifically Phaleil and Gosung are sent there
to study the philosophy of Hasova. Having a certification from any of the universities of Aegita is
seen as a great honor and privilege, though studying in one of those universities is almost never
cheap. Scholarships are offered at almost impossible standards, leaving only the elite to be able
to take the Leadership Course.

Aejita closed its borders when the war rolled by. It also refused to entertain any visitors, barring
outsiders from almost a century of thought. However, this also stagnated Aejita’s growth,
causing a rift between “traditionalists” and “the Nouveau”.
Enfan- Enfan is a hospitable nation of desert made livable by a complex river system. While
most of the terrain is loose sand, the inhabitants have made more than 60% of the farmland into
lush gardens of desert fruits and vegetables. Certain spices grown here are imported straight to
Porstova, instead of through Aegita and Valja. Aside from food sources, many medicinal plants
and ornamental flowers are only grown here. The culture of Enfan seems to foster a rough, yet
rustic style, which reflects itself in the architecture and cuisine. While high Valjan cuisine seems
a bit extreme, Enfan values a cuisine of earthy flavors and thin broths, accentuated with only
dashes of spice.

Enfan is also most likely the oldest nation in all of Errionys. It holds ruins and artifacts even
older than those in Oleavale. Enfan also has Hasova’s most extensive museum collection,
housed in the Era Museum. Many thefts have been attempted on this collection, but only one
has succeeded: a tome on souls and its link to magic, stolen in the Second Era. The tome and
its thieves have never been caught, and there is currently a ridiculously high bounty on these
unknown thieves.

Enfan is also home to various religions, only two of which have become dangerous. The Cult of
Twilit Eyes, also known as the Cult of Vitui, is a cult worshipping the God of the Heavens. These
cultists are known for piracy of trading ships and attempting to forge alliances with the Dowa
Barbarians of the Ivory Sea. The other cult has no official name, but is a cult devoted to the
sinking of Errionys into Igurie. Its cultists wear strange black masks that make them look as
though they have no face.

Westerly Hasova

Epicenter – Epicenter serves as the joint capital of four nations: Spirea, Zong, Hokuri, and
Keiran. Each of these nations have a geographical space and division of their own, and still stick
to their individual cultures. Epicenter is known as the metropolis of Westerly Hasova, and it is
where most duty-free trade happens. Created in the 3rd Era, it is among the youngest nations
across Errionys, though few even consider it to be a nation.

Originally, Epicenter used to be a part of the Hokuri nation. However, a civil war within Hokuri
between the elves and the sea elves caused a treaty to split Hokuri and what is now known as
Epicenter. The cosmopolitan elves of Epicenter kept to themselves for a few centuries, until
another treaty very politely asked them to restore connections with the outside world. After an
internal series of talks which spanned a month, Epicenter once again reunited with their
Hasovan neighbors as a joint capital.

Spirea – Spirea is known for being responsible for Epicenter’s non-elven engineering. One
knows they have entered Spirea when they see the tall buildings, majestic arches, and long,
silvery bridges reaching into the water from the shore. Majestic pumps and seawalls hold the
sea back, allowing for the construction of more manufacturing plants.
Spirea’s engineering feats is due to an alliance between the dwarves, gnomes, and elves of
Spirea. Together, they managed to seal a deal with what once was an infertile Hokuri, buy an
entire patch of land, and use it to explore the boundaries of art and architecture.

With innovation comes other problems: Food could hardly be grown on Spirea, and the high
elves weren’t accustomed to growing crops. Most of Spirea’s food is imported, or grown
underground. Many officials are loath to replace some of Spirea’s manufacturing facilities for
farmland for various reasons, though there is some clamor for more advanced types of farming
and food production. Spirea’s leaders have yet to act on these calls to action.

Spirea is also home to some of Hasova’s greatest engineers. Some of thes engineers are
undergoing trial or serving their sentences for contributing to atrocities in the 21-Generation
War.

Hokuri- Once the largest nation of Hasova whose dominion covered most of Westerly Hasova,
the nation was once literally run by a military. The military was so bent on might and conquest
that its dominion stretched from the Westerly to a tiny sliver of the western Dead Lands.
However, a civil war between the races, sparked by apparent hostilities and discrimination,
caused the political, economic, and military might of Hokuri to crumble. During their moments of
weakness, Spirea purchased a good chunk of its lands, and a demand by the elves and gnomes
forced Hokuri to give up a portion of its lands, most of which became Keiran, Akiri, and
Epicenter.

Given this history, much bitterness surrounds what is left of Hokuri, which suits them just fine;
Hokuri is rather closed-off in comparison to their neighbors. Hokuri also carries the record for
most Vadour wartime invasions fought off and aerial troops shot. No one is sure whether this is
an achievement or a shameful act, and the military government of Hokuri has very little to say
on the matter.

Zong- Zong was once a separate region from Hokuri. However, the Hokuri military invaded
Zong and forced its traditional leaders to cede their loyalty to the military government of Hokuri.
For more than 400 years, Zong was merely another province of Hokuri.

This was so until an earthquake hit the province of Zong. 50% of the infrastructure was
destroyed, and a hefty fraction of the populace was killed. At the same time, protests started
popping up in Keiran and Akiri. Hokuri decided to deal with those first, leaving the citizens of
Zong to pick up the pieces themselves. This spread dissatisfaction across most of the surviving
citizens of Zong.

As Hokuri reeled from the loss of Keiran and Spirea, Zong took the opportunity to aggressively
state their independence. An underground resistance group created a declaration stating the
separation of Zong from Hokuri. At first, Hokuri paid no attention to this, focusing on the revolts
in Keiran and Akiri. However, Hokuri suddenly noticed that the citizens of Zong were building a
stone wall dividing Hokuri and Zong. They tried to contest Zong’s independence but relented
when they realized that there was nothing special about Zong, and they could live without it. For
years, Hokuri would see Zong’s independence as a “pruning of the weak”.
While Zong still struggles with its relative independence, it remains one of the poorer states in
the Westerly. Space and population is a pressing issue here. The land and sea can barely
sustain the growing population, and minor gangs and organizations are growing to be a large
threat to Zong’s integrity as a nation.

Keiran- Keiran is one of the youngest nations in the world, created during the Silent Years. As
Hokuri’s old power crumbled, the nobility of the humans revolted against the military regime of
Hokuri. A war fought not by the military of Hokuri, but by the locally-trained foot soldiers and
militia of Keiran was fought, targeting the military center in Keiran itself. If the military center fell,
they thought, then Hokuri’s chain of command would be disrupted, giving Keiran time to seize its
own land. Soon, after 200 days of warfare, the Hokuri military government signed a treaty that
would end the rebellion but give the humans their own nation.

Given the many different humans and nationalities gathering in Keiran, most of the ancient
monuments have been forgotten. Centuries-old cairns lost their meaning, and Keiran’s history
was essentially condensed into the “200 Days Of War and Glory”.

Keiran is the nation of the humans. All sorts of humans are welcome here, making Keiran a
popular vacation spot for people in Porstova. It has warm, humid weather which many
northerners find enjoyable, especially in the winter months.

Akiri is even younger than Keiran, but not by much. It was also born during the Silent Years, in
a period of political unrest in Hokuri.

Akiri had a similar situation to Keiran, revolts sparked by discrimination and injustice. However,
these revolts were led by students in Akiri’s main academies. These revolts were also held after
Keiran’s independence, further weakening Hokuri’s already fractured state. As the students
barricaded themselves in their cloisters and schools, Hokuri opened fire on them. This civil war,
or genocide, as others would have called it, lasted 82 days, killed 445 protesters, 220 of whom
were students. Finally, the bloody revolt was ended when the Treaty of Akiri was signed by 12
student leaders and the Military Magistrate of Hokuri.

The student protesters were legally too young to run for office, so the new leader of Akiri was
one of their fathers. The recent years of Akiri were spent figuring out how a new government for
the people should work.

The Hidden Continent: Kyr

Kyr is usually spoken with an air of wonder and exoticism. Most people who live in Vadour or
Hasova will never meet a Kyrian in their lives. The entire region is a small island of icy plains
and frigid mountains. There are only two settlements.

Navodya is a large city-state that stretches from the southeastern edge of Kyr towards the
center. It is here where the only port to Vadour and Hasova stands. Icebergs float alongside
boats, which are gently punted away by druids, wizards, or able-bodied individuals with metal
poles.

Navodya was initially contacted by King’s Rock for educational purposes in the 1st Era. After
centuries of discussion and exchange of materials, an exchange program was started for the
brightest and best fledgling mages in Vadour, as well as the most curious in Navodya. There
were whispers in Navodya murmuring that the exchange program was simply a way for
Navodya to get the most unruly of their students, but they came back eventually. And after a
lengthy debriefing period personally handled by some higher professors from the Kyrian
Academy of Magic… they were fine. There were no adverse effects on their education, and they
knew better. They would not grow subversive in any way, and the traditional teachings of the
Kyrian Academy of Magic stayed true. These are true statements, and the Kyrian Academy of
Magic has always spoken nothing but the truth.

The exchange program officially went on hiatus during the war, and all exchange students were
sent home. It was only after the peace talks that the exchange program continued, with very
little trouble.

The Floating Continent

The Floating Continent is always visible to 1/8th of Errionys at any point in the year. It hovers at
about 20,000 feet above the sea, and only just barely brushes the tops of the Phales Towers as
it floats by. It takes two years for the Floating Continent to make a full revolution around
Errionys. Not many people can say that they’ve been to the Floating Continent, due to obvious
difficulties. Only a few high-end airships can reach The Floating Continent, and only two of
these privately-owned vessels are authorized to land on the Floating Continent.

However, certain Veccieri travelers use their mana-manipulation to travel to and from the
continent. Certain mana threads, subtle enough so as to not disturb the natural ecosystem of
Errionys, but strong enough to support the weight of a Veccier, hang down from one edge of the
Floating Continent. Veccieri climb these threads to move to and from the continent.

Known as Chaloun in Veccier, the climate on The Floating Continent is a lot colder than it is on
the surface of Errionys. The air is also a lot thinner, as though one were standing high on a
mountaintop. However, the Veccieri’s use of mana and climate control have allowed the
Floating Continent to have thinner atmosphere of its own, allowing most races to comfortably
live there. .

There is only one major city on Chaloun, known as Lilin-Vae. This used to be a camp of
expatriates from Illenhra, but interaction with some elves, aaracockra, and individuals who
managed to find themselves on the Floating Continent were allowed to trade and live amongst
the Veccieri. Some half-Veccieri, half-human hybrids were discovered, but they proved to be
slightly psychologically unstable and infertile. They also died relatively young for humans.

Illenhra

No native of Errionys has ever been to Illenhra.


Known in texts as “The Sail Of The Vessel”, Illenhra is known as the home vessel of the
Veccieri. In the First Era, the first political “earthquakes” happened there. Waves of tyranny and
autocracy caused some of the Veccieri to take flight to the Astral plane and similar planes, to
find themselves on the Floating Continent.

The political system of Illenhra demands that leaders have the most of everything. The most
power, the most support, the most resources, and the most infrastructures. This caused a
desperate, bloody scramble for resources among the upper crust. Unable to fend off a ruling
class with armies, fortresses, and money, the lower classes were caught in the crossfire.

This caused some mages to offer their literal lives and bodies to create portals that led to the
Astral Plane. For years, the Veccieri wandered the astral plane, their bodies threatening to be
torn apart by various astral phenomena, until they found the proverbial light at the end of the
tunnel: The Floating Continent.
A History of Errionys

With the creation of Errionys came the creation of various races. It is safe to say that all the
races came into being at around the same era. However, as with the incidence of time and
causality, nations meet, battles fought, kingdoms rise and fall. It’s safe to say that not everyone
changes and grows at the same rate.

1st Era – Year ??? to Year 540

The early inhabitants of Errionys mostly kept to themselves, as creatures have the tendency to
do when there is no higher power lording over them. Kingdoms and tribes of individual races
and conglomerations thereof sprouted here and there, from the ancient kingdoms of the
Lizardfolk and Serpentfolk to the tribes of the Southern Elves in what is today known as Alma.

In what is currently Central Vadour, a powerful empire borne out of conquest burst into bloom.
This was called the Azhal Empire. The main constituents of this powerful empire were humans,
elvenkind, and gnomes. The halflings sat at the borders of this new, powerful empire, uninvited
but unobtrusive. The First Mother Language, Azhal, was born amongst the different races of the
Fahar Empire, a mixture of various human languages, Gnomish, Dwarvish, and Elven. Some
traces of the Azhali language even contained a bit of Veccier, though no one knew where it
came from.

While the races of the lower lands grew and interacted, it would only be in the 2nd era where the
People of the Moon, or the Veccieri, would make significant contact with the races of the “lower
lands.” During this era, the Veccier stayed on the floating continent of Chaloun, though a colony
of them exists in the second moon Illenhra.

The Story of the Veccieri

As mentioned earlier, the Veccieri came from the moon Illenhra. The political unrest there
caused a mass migration from the moon. High mages and apprentices alike gave their lives to
save the lower classes, using their bodily mana as energy to create hundreds of portals leading
from Illenhra to the Astral Plane.

For years, or perhaps no time at all, the Veccieri were wanderers of the Astral Plane. More than
half of them perished in astral winds and mishaps, and some of them collapsed due to
starvation or fatigue. With what little they could forage from portals to other worlds, they pressed
on, until they found the proverbial light at the end of the tunnel.

They stepped out onto a continent where the air was thin, just like they were back in Illenhra.
There were trees of flat green leaves and strange clear crystals, which released prisms when
light struck. The earth was damp and cold, and the ground they were on floated, high above
another world.
Atop a continent of thin air and frigid breezes, they saw the lower land of Errionys. They saw
freedom.

Initially, their camp was poor, living off forage and what little supplies they had left. Only half the
Veccieri who had left Illenhra survived to land on the Floating Continent, and those numbers
were dwindling. Finding food was difficult; these were strangers to a world that they did not
know. Some of the more wily Veccieri took ropes down to the surface of Errionys to find help
and new resources, and they did.

They brought back elven and human intellectuals eager to meet these new inhabitants of the
world, and they worked together to make the Floating Continent a livable place. Some of the
changes involved binding an atmosphere to the Floating Continent and showing them which
plants were edible crops and which were not. In exchange, the Veccieri gave the people of
Errionys the mineral called Crux, found on Illenhra and the Floating Continent. Crux is a faintly
glowing mineral with magical properties. Sometimes, they would send people back to Illenhra to
surreptitiously take back some Crux and trade it with Errionys, sometimes with deadly
consequences.

2nd Era – Year 540 to Year 610

The 2nd Era met the start of the province of Phaleila. Phaleila is one of the names for “moon” in
the Veccieri language.

While most of the Veccier stayed on the Floating Continent, a small number of them descended
onto the mountains of Phaleil and set up camp there. They worked alongside the wood elves,
set up camp with the human caravans, hunted with the reclusive goliaths, and traded ores and
materials with the Phaleilan dwarves. This was also the primary trading post for Crux. The
elves, human settlements, and dwarves had almost direct access to this stone, which could fuel
magical items, store spells, and serve as unusually powerful arcane foci. Holding a monopoly
over this stone gave the early settlers the power they needed to set up a new city, called
Phaleil.

Eventually, the power of the Azhal empire dwindled as more and more people set up camp
around the Phaleil mountains. The grand capital in the north became more or less a small town,
eventually succumbing to a slow decay in the year 590, when its heart in Oleavale crumbled
away in lieu of Porstova’s rise.

While the Veccieri used to be commonplace and Crux was in high supply, most of them
suddenly disappeared. This was due to seven of their spies getting caught on Illenhra, and
subsequently tortured and executed. Security was heightened, and the trade of Crux started
dwindling. However, it would be in the First Flourishing where the trade of Crux from the source
to Errionys would slow to a trickle.

The First Flourishing- Year 610 to Year 780


As trade of Crux spread, the towns began to flourish in concentric waves. As the city of Phaleil
grew and advanced, smaller settlements popped up around it like seedlings. The use and
distribution of Crux soon was spread thin, that each settlement barely had any. There were
years where each settlement had only 9 kilograms of Crux to last them for a year. However,
people learned to get by with what little they had.

The uses of Crux and other various minerals from Phaleil and the Veccier traders expanded.
Alchemists used ground Crux in potions for various effects, from pyrotechnics to cursebreaking
potions. Artificers used the more volatile varieties to create weapons and mining equipment.

It was during this era where two spies sent from Errionys to Illenhra were captured, tortured for
information, and executed by the ruling classes. Security on Illenhra tightened, and Crux was
more valuable than ever. Prices skyrocketed, and some people turned to dismantling old
inventions for the Crux that was still inside.

In Hasova, people had even less access to Crux. This prompted them to use other means, such
as natural minerals, gunpowder, and other volatile components. This prompted more or less the
same results. The people of Vadour looked down on this, calling it backward and barbaric. But it
wasn’t as though they had much choice: the people of Vadour were loath to have their secrets
taken by others.

The 21-Generation War – Year 780 to Year 1050

It is generally believed that the first spark of the war started when an inventor from Ander’s
Rock, a gnome named Nadish Belrottam was accused of stealing schematics for a “weapon of
domination” from the Inventors’ Guild in King’s Bell. Beltrottam was executed by hanging a week
after he was accused, with a trial that more or less resembled a mock trial. The evening after
the execution, a small band of soldiers from King’s Rock attacked a caravan of travelers headed
for Ander’s Bell. Skirmish after skirmish bloomed like poppies in a field. The first blood of the 21-
Generation War was shed.

With the growing altercations escalating into all-out war, the two warring regions scrambled to
gain support from other regions. The other regions too, sought to gain strength and defense
from one of the two most powerful regions of the era. Oleavale and Porstova sided with Ander’s
Bell, while King’s Rock gained the unwavering support of Alma and Valja. Gosung also initially
sided with King’s Rock, but the leader of the Gosung Legion, Sir Kagra Earthspine, cut all ties
with King’s Rock after finding out of its propensity for domination by force.

Through all of this factioning, Phaleila remained neutral. This was due to the Veccieri believing
that the distribution of Crux had no place in warfare. Before they could properly stall the
distribution, the central city of Phaleil was hit with demands from both Kingside and Bellside: be
with us, or against us.

Before Phaleil could even respond, both Bellside and Kingside found out that the other side was
trying to win Phaleil over, and attacked. They both started attacking the fringes of Phaleil, which
had little in the name of defense. Villages were burned to the ground, citizens accused of being
either Kingside or Bellside were slaughtered, and more than half the original Phaleila was
reduced to ashes. The capital scrambled to defend its citizens, but it was too late, and there
weren’t enough resources to defend all the strongholds. Phaleila watched as its citizens were
turned into ash.

Hasova’s economy also suffered during the war. As all the resources were being pumped into
the war, there were less scholars, food supplies, and Crux being distributed to Hasova, who had
no source of Crux of their own. To keep the war from spilling over into Hasova, they imposed a
trade embargo: Everyone from Vadour had to leave Hasova, and no trade with Vadour was to
be done until the war blew over. The nations of Hasova also signed a Steel Wall treaty, where
any military personnel or equipment coming from Vadour were to be destroyed. All the nations
of Hasova signed this agreement, except for Valja, which still openly supported King’s Rock.
Valja would be the target of derision and disgust for the rest of Hasova for more than a century
after the war.

In the spring of Year 890, the first prototype Creations were invented by a team of King’s Rock
intellectuals. Creations are automatons powered by Crux and built of both organic and organic
matter. The prototypes were barely sentient, and mostly consisted of metal frames around a
series of stones and magical conductors. These Creations were designed mostly as
warmachines that did not need food or sleep, and needed only minimal maintenance. They
were tested on some Bellside structures in Oleavale, from allied villages to small military
strongholds. The first ever Creations tore through villages and poorly-maintained strongholds
like a sword through paper.

The Massacres of Blue, and the Creations

The first massacre of Veccieri immigrants first occurred in year 987. The value of Crux was at
an all-time high. Craftsmen and weapons dealers were finding it difficult to acquire the Crux
needed to power weapons, opting to scavenge battlefields for discarded equipment. This would
all change with the discovery of Veccieri blood.

Less than a year later, an unknown group affiliated with the Kingside stole some schematics of
newer Creations. They sold the schematics to King’s Rock, who improved on the prototypes and
built Creations that more resembled living beings. The most common were Creations
resembling humans and elves, but there were even towering Creations that looked like living
minotaurs. There were even projects for extremely powerful Creations, which remained in
development for nearly half a century.

Soon, even infiltration-type Creations were forged: Creations specifically designed to look as
normal as possible, made to collect information and attack opposing nations from the inside.
Military leaders and monarchy were killed by Creations posing as allies and trusted advisors.
Soon, special rangers were trained specifically to find and execute Creations before they could
get too close to the core of their chain of command. Even towns and villages started refusing
defense and help from legions of Creations, demanding only live soldiers. Only a few Creations
managed to gain the trust of the populace and stayed within the ranks of the common guard
until they finished their mission. The rest were destroyed.
The war started to come to a close when the battles only involved legions of Creations, led by a
High Creation. These powerful Creations were known for their impossibly powerful magic.
Though certain high-end Creations could use magic, or some semblance of it, these High
Creations towered over the others in terms of size and power. Magically-created lightning
storms destroyed the few settlements left in Phaleil. They were also capable of bending the wills
of beings not of the plane of Errionys, sending demons and corrupted, mind-broken angels to
lay waste to the land. The legions of mindless “ground-level” Creations slaughtered their fellow
Creations, and even humans who dared stand in their way, whether by choice or not. Among
the most infamous of these Creations were Sera, a mage-type Creation known for slaughtering
millions of Oleavale peasants and destroying the flower fields of Iridett; and Orphan, a Creation
so large that it blocked out the sun when it took flight.

Finally, a secret organization only known as The Executioner’s Sword simultaneously destroyed
all known Creation plants across Vadour. They also slaughtered the people who dared create
the automatons. This caused a break in the chain of command, causing the remaining Creations
to keep following the last command they were given: destroy anyone on the opposing side.
Fortunately, the members of The Executioner’s Sword followed their job up to the end, and
slaughtered every last Creation they could find, including Sera and Orphan.

The Silent Years – Year 1050 to Year 1140

After the war, Vadour was left with rubble, ashes, and the memories of bloodshed. Hasova had
quickly put up their walls to shield themselves from danger, and the Dowa barbarians had taken
control of the Ivory Sea, refusing to let anyone from Vadour pass. Porstova’s economy was
wrecked, and so was everyone else’s.

Every citizen, from the nobility to the lowliest peasant picked up the pieces of their lives.
Settlements forced their way through the rubble as ramshackle shanties were constructed atop
what once were comfortable cities. Some people fled to the hills and forests, creating
communities of their own deep in nature. Druids and rangers offered comfort and sustenance to
travelers who had lost more than their homes.

In Hasova, more than just post-war reparations were happening. Dissent was stirring up like a
simmering pot of soup in Hokuri, as factions and entire chunks of land were taken away. Zong
was one of the first to go, building the infamous Stone Wall of Zong. Spirea purchased the
entirety of Spirea to fuel Hokuri’s war effort, while costing the Westerly superpower more land.
Keiran and Akiri successfully seceded from Hokuri after years of bloodshed, reducing Hokuri to
a husk of what it has once been. As these fledgling nations pooled money and resources to start
over, they took some time off from most worldly affairs, choosing to figure out who was to lead
and how leading worked. Most of their prototype governments would only succeed after a few
decades of chaos. This was coupled by the diluting of resources from the recent war. Aside
from the outright violence that took out thousands of people, more people died in Westerly
Hasova of disease and starvation.

More than property and lives were lost. A “leak” formed in the fabric of Errionys, causing the
decay of the wildlife and crops. Various holes leaking black, shimmering liquid popped up
everywhere as Erryonis sank into the planes of Igurie. Crops withered and died, disease was
widespread, and entire farms were lost to growing marshes of black. This plague would last for
50 years, until the leak was “repaired” by various adventurers using bits of Crux to repair each
break in reality, some adventurers losing their lives in the process. These “unsung warriors”
would be among those silently honored in the Festival of Healing.

The revival of Porstov and the renewal of the entire region of Vadour would take around 200
years, though scholars would argue that the old glory of Vadour was never reached, and it
would take 500 more to reach the Days of Old Glory.

The Second Flourishing- Year 1140 to Present

The remaining members of the nobility, the leaders left of the war, notably religious leaders and
political leaders, held a Summit in the Sky, where peace and rehabilitation talks were held at the
Phales Towers. The two remaining Crowns of Porstov, Lord Keema Schiff and Lady Pyra
Petroulos agreed to kickstart the economy, while the Commander of Alma’s Legion,
Commander Agaros, volunteered to assure Hasova of the neutrality. The summit lasted for two
weeks, involving even members of The Executioner’s Sword, the remaining officials of King’s
Rock and Ander’s Bell, and the few people involved with the Creations. It was rumored that one
of the people at the summit, only known as Michel was a Creation, but they were arrested
before they were examined, as they were talking about mercy, and the living will. They were
never seen again.

The summit agreed on some things. Emphasis would be placed on the grassroots, especially
the areas most affected by the war. Creations would no longer be allowed to be manufactured
and all Creation plants would be destroyed. At the time, no one knew that some Creations had
survived, so there was no question of keeping them alive. King’s Rock and Ander’s Bell would
no longer have separate militaries, but have a joint military run by a single elected official.

With these changes, the general populace began to have a semblance of hope. Surviving
business owners put up shop, and engineers took out their centuries-old schematics. Bits of
Crux were found in rubble, which powered new and old inventions. Stalls were set up along
roadsides, selling travelling essentials and interesting tools cobbled up from scraps, such as a
bright crystal torch that would go out in about a year, and a mechanical spider that could send
messages to a specific city at a specific time.

At the same time, even the urban centers were coming back to life. People who had lost
everything in the countryside returned to cities such as Porstov and Iridett to start anew. This
swelled the population of these cities, causing Porstov to mandate large tracts of land to be
used for farming. Druids and rangers agreed to help expedite the process, bringing fertile
harvests of corn and other crops to the masses. Though Iridett’s flower fields were lost to Sera,
the inhabitants made up for it by recovering old paintings of what once was, and using them as
reference to make new, fresher art styles.
With the protection of rangers and druids, damaged forests were returned to a lively state. The
mushroom forests once again towered over the homes of the halflings. Lands frozen by weather
effects were thawed, and new seedlings planted.

Every year, the post-war summit would be celebrated with a week-long celebration of silence
and quiet remembrance known as the Festival of Healing.

Factions of Errionys

The Executioner’s Sword

This is among the most respected of warriors’ organizations in Errionys. They are credited with
being the main driving force that ended the 21-Generation War, as well as the organization that
destroyed the Creation Orphan. Created during the war as a response to the mass destruction
of lives and properties, they now exist as a heavily organized mercenary company- but nobody
really calls them that. Even though they handle all sorts of jobs, from goblin-clearing to high-risk
issues of continental security, the green and black bracers they wear are a sign of envy.

As the prime authority on security and combat tactics all over Errionys, they are frequently
called on for regional meetings involving security and anti-war efforts.

They also are one of the most prominent forces in driving anti-Creation thought. While
nonsentient tools and items with switches or command words are okay with them, automatically-
driven machines are on thin ice. As for fully-sentient beings made artificially, members of the
Executioner’s Sword are advised to immediately destroy such items and offer the owners
recompense in up to 1.5x in gold. Additionally, they also write and hand out pamphlets teaching
people how to identify Creations and which outposts to go to when a Creation is discovered.

The Cult Of Vitui

Also known as the Cult of Twilit Eyes, this organization is devoted to the Hasovan god of the
heavens, called Vitui. They believe that they should emulate the heavens that they worship:
powerful, silent, and all-encompassing. Thus, they must first conquer all the thinking races and
urge them to “look towards the heavens”. Any form of resistance is seen as an attempt to keep
people tied to the ground, and are thus met with force.

Though most of the members of the Cult frown on the idea of outward murder, most of them are
fine with quiet assassinations and disappearances done under the cover of night. They also
participate in in torchings and book-burnings if it has been found that such libraries or
establishments are meant to keep people rooted to the ground. They also are skilled seafarers,
and frequently trade and engage with the Dowa Barbarians in the Sea of Stars.

Dowa Barbarians

These are not necessarily an organization, but are a seafaring group of people native to the
northernmost portions of Hasova. They are mostly associated with seafaring vessels large
enough to accomodate entire clans. They used to have larger settlements on land, but were
slowly pushed out by the development of Valja.
While not necessarily selfish or malicious in many ways, they are very wary of outsiders, mostly
due to their history with Valja. Their usual method of dealing with the Landbound involve
barricading passage with their ships and telling outsiders to leave.

While they are isolated from outsiders, they have their own set of laws, traditions, customs, and
even forms of magic that work independently of any system in Hasova or Vadour. However, as
they are such a small fraction of the population and they do not have a specific landmass that
they call their own, barely any ruling body recognizes them as a cultural entity.

Shelfatui Commission

This is an organization of angels and other celestial beings, and maybe some people who
believe themselves to be angels. The lowest of the ranks, called “Torches”, are mostly
composed of clerics and paladins (and the occasional warlock) serving as the eyes, ears, and
swords of the angels and celestials in the upper echelons. There are a few eccentrics that claim
to be part-celestial and even claim to be part of the Commission, but none of the angelic lords
seem to pay them much mind. However, there are a few eccentrics who seem to be actually
part of the upper commissions.

Old Man Rick from down the street for example, sometimes wakes up and declaims in Celestial
in the middle of the town square accompanied by a shining halo of pure light. In the afternoons,
he goes back to collecting squirrel teeth and smelling like murder.

No one actually knows the hierarchical structure of the Commission. Their headquarters are
said to be in Avali, but no one actually has been there. Any unauthorized person who enters a
building temporarily commandeered by the Commission is immediately blasted with holy light
until they leave or are blinded and deafened. The upper personnel are simply shimmering,
vague figures of light that either make people weep upon sight or peel the skin off their skulls.
Aside from the raw celestial power, it isn’t for mortals to understand an organization centered
around pure order.

The Sightless

This cult works completely in the shadows. Almost nothing is known about them or their
purposes. The most telling aspect of their persona is a pure black headdress that conceals any
facial features, from hair to eyes to lips. None of the Sightless even speak.

They sometimes appear in public places and appear to be watching the common folk. Any
attempts to extract information from them, whether through force or through civil means have
failed. None of them have been successfully incarcerated, as they disappear mysteriously mere
moments after being escorted into their cells. It is said that they committed various atrocities
throughout history, ranging from killing an old Hokuri governor-general’s dog to executing
Nadish Belrottam themselves, but no evidence or information has been found.

The Great Conclave


This is the largest unofficial organization of druids, nature clerics, firbolgs, and wild paladins.
Every 7 years, they meet in the Great Forest of Oleavale to exchange news, deliberate on how
to solve problems, and inform the Conclave of the largest threats to nature. The more humanoid
members go straight to the ruling bodies of various regions to advise them on natural threats
and keep them from overstretching their boundaries. The more combat-proficient members take
it upon themselves to protect far-off villages and destroy abominations as soon as possible.

Only the initiated may join Conclave meetings. Outsiders simply cannot enter unless they have
a way to break the unique enchantments.

The Kyrian Academy of Magic

This is less of an organization and more of a school, yet it treats its students and faculty as
members of a highly-respected organization. Located deep in the tundra of Kyr, it is widely
known as the highest academy of magic there is. The scholars of the Kyrian Academy believe
that isolation is the best fertilizer for the deepest recesses of the mind. Every week, porters from
the Academy travel to Navodya for supplies, while other students and instructors hunt in the
nearby forests for education and sustenance.

The Academy is large enough to hold around 2,000 students and 150 teachers, as well as
various staff members. Ambulant trade is allowed here, but academy authorities must be
notified beforehand. Permanent structures for trade are rarely allowed.

Aspiring students may only become students through a letter of recommendation written by a
member of the academy, signed by a sponsor, and delivered personally to the admissions desk
at the outpost in Navodya. A representative will then be dispatched to examine the hopeful
mage in their background, magical aptitude, and general intelligence. Only about 20% of
applicants make it into the Kyrian magic.

For a region that is so closed-off to others, the Kyrian Academy is very familiar with most
schools of magic. There are whispers that the faculty in the Kyrian Academy advocate for less
tasteful forms of magic such as forced, sentient necromancy all for the advancement of science
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Races

The postwar effort attempted to bring the humanoid races of Errionys together. It succeeded in
homogenizing the population. Therefore, each race can be rich or poor, good and evil, in their
own way, given their own circumstances. In this way, one can find the best and worst of people
in any of the races, though certain stereotyped ideas about each remain.

Aaracockra

The Aaracockra were never given much thought during and before the Azhal empire, and
mostly keep to themselves. The machinations of landdwellers simply are too complex and
unnecessary in the face of sheer survival. Only a few ancient writings mention bird-men
swooping from the sky and giving people a playful peck or tearing a person to shreds before
flying off. The aaracockra do not care much about these stories, and choose to either not
comment on them, or accept that that has happened.

Indeed, the aaracockra made their home only on Chaloun. They only made landfall when food
was scarce on the Floating Continent. Otherwise they spent more than half of their lives in the
air, riding on convenient updrafts and catching smaller birds for food. Occasionally, they will run
into a crude aircraft, which has spelled the demise of both pilot and bird. There are some groups
of aaracockra that actively attack aircraft for this reason.

Only very few aaracockra ever existed. Most of them stay on Chalhoun. Even fewer aaracockra
make it a point to walk the ground. Usually, when they complete their task or have seen all that
they want to see, an aaracockra on the ground will immediately take flight back home. An older
aaracockra staying on ground for more than a month is a rare sight indeed.

Sometimes, outcast aaracockra are stripped of their flying abilities. Some are plucked and
thrown to the ground. Others have their wings torn or chopped off, and are left to bleed out.
These landwalkers take a while to accustom themselves to other communities, but some do find
a place for themselves amongst the other mortals of Errionys.

Aasimar

The Aasimar are of a celestial or infernal bloodline, either of angels living on Avali or Igurie.
However, there have also been aasimar who have come from a bloodline with no known Avali
or Igurie natives. These are the Blessed Aasimar, and they are believed to have a reason or
destiny tied to this blessing. All over Errionys, aasimar are treated with reverence, leading to
some being put on a pedestal, away from others. This is why some aasimar decide to hide their
angelic alignment.

Aside from fallen angels, those with qualities that drive towards chaos and freedom are often
aasimar risen from a denizen of Igurie. As angels can fall, some Igurie-descended aasimar can
rise to become a bastion of order if their accomplishments and qualities make them better suited
to a plane of order. This is either through a spontaneous transformation known as a Burning.
Most aasimar only Burn once in their lives, though an aasimar with over 10 Burnings has been
recorded in Enfan. An aasimar that undergoes a botched or failed Burning turns into a mindless
Ashen, a maddened being torn between order and chaos. Almost any aasimar, with enough
effort, can undergo a Burning. However, if their alignment is from their bloodline and not from
their proximity to each of the planes, aligning with the opposite plane can be more difficult, if not
impossible.

The proximity of aasimar to thee two primary planes leads to divine aasimar being actively
pulled into a variety of churches and organizations. Some aasimar thrive in such situations
where they get to help and enlighten adherents of a church. Others are not so happy with how
divine orders wish to “use” them, turning further and further away. Some actively dabble in
chaotic magic and become Fallen Aasimar. Conversely, naturally chaos-aligned aasimar may
choose not to align themselves with a temple and focus on helping others instead, becoming a
divine aasimar.

Dragonborn

The dragonborn are a relatively uncommon sight, especially in Kyr and northern Vadour. Most
of the dragonborn come in colors of brass and copper, but it is entirely possible for dragonborns
to inherit their ancestral dragon’s colors. It isn’t surprising to see a green dragonborn, though
speckled dragonborn and folk with gradients on their scales are quite the rarity.

In Gosung, the dragonborn occupy an important position in the political hierarchy. More than a
third of the political positions in Gosung are occupied by a dragonborn. Historically, the
dragonborn have been responsible for most of the decision-making in the now-defunct Azhal
Empire. In fact, most dragonborn that end up in high-ranking political positions are there by
custom and not by merit, leading to some accusations of corruption and incompetence. Gosung
is slow to respond to these complaints.

While most dragonborn, owing to their physique are hardy and suited to manual labor, they are
hardly found in the merchant districts. They are usually hired as clerks or in low-rank
government positions, possibly though the very distant and vague allusions to the dragonborn
political hero Kagra Earthspine. Some dragonborn balk at this treatment, thinking of it as a
restriction of their abilities. This is the reason why many dragonborn become adventurers and
travelling merchants. A few go on to study magic, partially inspired by their draconic heritage.

Dwarf

Dwarves were among the most prestigious and affluent names during the reign of the Azhal
Empire. Some of the most powerful clans handled the cloak-and-dagger operations of Azhal’s
upper crust, though most dealt with legal and diplomatic issues. Still more secretive and quietly
trodden-down are the grounded dwarves, or coal dwarves in derision, as they were used as the
main workforce for the coal mines. Most of these coal dwarves were accustomed to being
lorded over by superiors, instead finding validation and security through hard work. Only
precious few grounded dwarves ever found it in themselves to stand up to the affluent.
During the war, the ground dwarves were all but abandoned by their superiors. There are
hundreds of stories of entire dwarf colonies dying in cave-ins due to bombings disturbing the soil
structure. Some grounded dwarves survived through sheer willpower and rage at being
abandoned, and their scions still exist today. Many older dwarves still express sharp bitterness
over the war.

With the postwar movement, dwarves have made an attempt to become less striated, though
whether or not these efforts are to bear fruit remains to be seen. The discrimination against the
ground dwarves has lessened, though scions of old dwarf families still speak of their family’s
achievements with an air of pride. Many old dwarf families still own estates and fine houses in
well-off cities and are loath to share the wealth. Some of the most ancient families with names
that stretch over centuries even have crux pendants hanging outside of their doors.

Elf

There are small colonies of elves living on Vadour, but most high elves and wood elves live in
Westerly Hasova. Most of the drow, initially rising up from the Underground, live in Vadour,
though most have been wiped out during the 21-Generation War. The Azhal Empire highly
valued elven scholars and smiths, as they were taught in elven arts such as Western
metalspinning and glassforging. These days, metalspinning and glassforging are still highy-
valued skills, though they have evolved to include principles of machinery. Drow art and
craftsmanship is of exceptional value, as most drow art has been destroyed in the war.

The drow mostly lived in what used to be urban Phaleila. They mostly lived in smaller villages,
though a few drow worked as high-class entertainers and wordsmiths in Phaleil itself. They were
not properly integrated into the towns and villages of Urban Phaleila, as they came from the
underground and had not much opportunity to blend in with the locals. Thus, when the 21-
Generation War hit, they were the most harshly affected. These days, it is rare to see a Drow,
though governments give drow special privileges under the postwar law. Other elf subraces
have also been hit hard by the war. It is common to find elves still searching for missing family
members in wartime documents. These days, the elven population is still at its floor.

Elves have a strange fascination with sleep and altered states of being, as elves do not need to
sleep. Some elves who have participated in the 21-Generation War also find themselves in dire
need of being “elsewhere”. Therefore, drug dens usually have elves as the primary customers,
usually disillusioned individuals who use drugs to emulate or induce sleep. The general public is
aware of this, though these drugged elves are a minority. This hasn’t stopped people from cruel
jokes about elves and drugs.

Firbolg

Firbolgs are also a rare sight. They mostly stay within their conclaves deep in the forests of
Oleavale. The Northern Grand Conclave is the most prominent conclave in the Gold Forest of
Oleavale. Every 7 years, the Conclave gathers to share news and such. Druids of other races,
clerics of nature, and fey paladins are welcome at these gatherings.
The Firbolg are mostly wanderers, though they have shelters in old forests. There are hollowed
out trees in old forests, as well as huts that are too big to be made by elves or dwarves. These
are the travelers’ shelters created by the Firbolg. Travelers are welcome to use these huts, as
long as they keep things neat and orderly.

There also used to be powerful conclave of Firbolg in Old Hokuri, but when the land was sold off
to become Spirea, the Firbolg were driven away and killed in order to make way for Spirea’s
architecture. The remnants of this Grand Conclave are now scattered all over Hasova, either
attempting to protect the remaining forests or expanding their conclave to the seas.

Genasi

Genasi are the children of an inhabitant of the Planes and a humanoid race on Errionys. While
there are almost an infinity of possible Genasi, the most common are of the classical elements.
Genasi of Silence, for example, are almost completely unseen by beings on Errionys, as their
very essence is incomprehensible to mortals. Genasi from the Energy Planes also have a
tendency to simply fall apart as they set foot on the physical plane.

Genasi are seen as a strange yet dangerous race, but are highly respected. A few of the
Porstovan crowns have been genasi, and a number of genasi have become highly valued
mages and fighters in the Executioner’s Sword.

Genasi are so rare that many people believe that they do not exist. They also have a difficult
time integrating into society, so many end up in the fringes of society as underground criminals
or vigilantes. Only the truly lucky get normal positions in society.

Gnome

Gnomes are a relatively rare race on Errionys, though there have been several well-
documented gnomes in history. It is unknown whether gnomes are simply an offshoot of the
Halfling race or are an entirely different race altogether. This gives them some ribbing from the
Halfling race, most of which they take in stride.

This is for good reason; gnomes are generally known as instinctively good at engineering,
architecture, and tinkering. Most roadside tinker’s shops are run by gnomes, sometimes with an
elven partner. Their constructions are generally made of odds and ends, but are sturdy enough
for the usual adventurer. They are known to have an almost instinctual need to dismantle
machinery and put them back together.

Goblin

The goblins are still considered murderous pests in the rural areas of Errionys. Most goblin
tribes are not for much aside from murdering and stealing. However, an increasing number of
goblin families and societies are becoming accepted into the general community.

Goblins still have a seemingly innate need to commit mischief, or perhaps it is is simply how
they look. The green-skinned goblins are usually tolerated in many cities, but are far from
accepted. Rural communities outright kill goblins.
That does not mean that there are no respected goblins, though they do have to work more than
other races to get respect. The Executioner’s Sword openly accepts goblins into their ranks, and
a prominent goblin family sits in the high political seats of Zong.

Goliath

Goliaths have been one of the oldest and most closed-off races in Errionys. Even before the
days of the Azhal Empire, the Goliaths have been living in the mountains of Phaleil. The
occasional goliath or two would stop and help a hurt or lost traveler, but otherwise they were
rarely seen. These rare goliath sightings are of barely adult goliaths.

The goliath way of life is heavily centered on survival. The tiny goliath villages may be hardy, but
cannot take care of each member individually. Therefore, children are taught to care for
themselves at an early age. Therefore, most goliaths that live beyond 20 have a haughty, stone-
hewn aura about them. As rugged as they seem, goliaths prefer diplomatic approaches to
settling conflicts.

During the 21-Generation War, a party from King’s Rock went to the mountains of Phaleil to
recruit the goliaths for the army. They were rebutted time and time again, until the people of
King’s Rock gave up. To this day, people from King’s Rock still feel lukewarm towards the
goliaths that refused to help.

The goliaths’ survival instincts were pushed to the limit during the war. While supply lines were
cut and spies continued to crawl about the Phaleilan mountain ranges, the wildlife suffered, and
the Goliaths found it more and more difficult to stay fed and get medicines for their ailing and
elderly. More elderly and sick goliaths died of illness than during any other point in their history.
A single death is devastating to a colony with so little in the way of population, making the
Goliaths one of the most heavily hit race during the war. In this light, a team of Goliaths were
among the representatives of the Summit in the Sky. To this day, goliaths are almost
unanimously for anti-war efforts.

Half-Elf

Like elves and humans half-elves live all over the continents. The postwar social movement cut
down on the elves’ haughtiness and enabled them to intermingle more with the general
population. Thus, most of the half-elves are of postwar age. An old half-elf most likely lived in
isolation.

Before the war and during the Azhal empire, half-elves were almost universally reviled and
shamed. The spawn of an elf and a human, both physical races on Errionys, couldn’t possibly
be a healthy person. It is even believed that some elves and humans in history hid the fact that
they were half-elves.

Halfling
Halflings are some of the most common races in urban and rural areas. Though they try to avoid
the open sea due to wind and keelhauling concerns, they are still very numerous in various
towns and cities.

Halflings are usually the purveyors of most written and spoken art. Though the halflings never
had a written language during the days of the Azhal Empire. Most of the most popular songs
sung by bards, as well as popular tavern music, is of halfling origin.

Orc

Orcs are a rarely-seen race. Most orcs find their home in Gosung, though they are not native to
the area. The earliest mentions of orcs are in Oleavale, where they are believed to have risen
straight from the moss. This reportedly gives them their green color.

Orcs mostly stay in conclaves far removed from civilization. Even during the Azhal empire, orcs
chose not to affiliate themselves with the Empire and instead lived out in the forests. This is due
to the orcs’ cultural dislike for overexpansion and overdevelopment. The orcs also wished to
continue practicing traditional methods of hunting, skinning, and tanning.

During the war, the orcs all but retreated into the forests and kept an eye out for all wartime
forces. The orcs were the most prominent reason for why Oleavale was largely ignored during
the war; marches through the roads almost always ended in a bloodbath. Even when the
Creations came, the orcs’ numbers took a hit, but the Creations were all but decimated.

After the war, there have been efforts to integrate orcs into society. There is some discrimination
against orcs. Most people in the cities see orcs as no different from humans or elves, though
there is a significant amount of bitterness over the Orcfields of Oleavale.

Half-Orc

The idea of a half-orc is distasteful to most. Modern laws have relaxed on the idea of interracial
breeding, but culture has not had time to catch up.

The older half-orcs are rarely created through benevolent means. As most orcs kept themselves
away from other races, half-orcs were extremely rare. As the war rolled by, any outsider was
dealt with harshly, resulting in unwanted spawn. These were the War Halves. As orcs became
more and more integrated into society after the war, more and more half-orcs came into
existence.

The half-orcs of Errionys find upward mobility difficult. Not many aristocrats or wealthy
businessmen want half-orcs, seeing them as a representation of what is unwanted in society
This leads to most half-orcs being stuck in menial labor, or becoming wandering adventurers or
bandits.

Halfling
Halflings are amont the most numerous races of Errionys. They are about as hardy as gnomes,
yet with skills as versatile as humans. Halflings are perfectly fine with living everywhere, from
the Porstovan metropolis to the most remote of villages in Kyr.

Azhali-era halfling art is among the most widespread of folk art in Errionys. Most of the popular
bar songs, old love ballads, and sea shanties are of halfling origin.

Most halflings still do halfling art, but most cannot carry a tune to save a life. The assumption
that halflings can play good music irks some halflings, believing that it’s an effort to “box the little
guys in.

Human

Humans are usually seen as the “rabbits” of Errionys. They spread fast, make good meat, and
generally do nothing else. They also have short lifespans, which adds more to the cruel
allegory. They also are the most blamed culprit for Half folk, such as half-elves, half-orcs, and
even half-dragons. There have been reports of half-Veccieri, but all of them seemed to have
severe mental instabilites and rarely lived past 15.

Humans are among the most widely spread, yet overlooked race. They have an almost
astonishing ability to adapt quickly to various settings and situations, yet do not live long enough
to make the most out of it. The hastening of certain provisions at the Summit in the Sky were put
into place by human representatives.

Humans are also incidentally some of the most influential people on Errionys. The founders of
the Executioner’s Sword were human, and many political ruling bodies across Errionys usually
have at least two humans on the payroll. However, many people refuse to hire or consider
humans for highly specialized work. Humans are often shunted aside for gnomes in tinkering
work. This results in most humans filling in the “cracks” of society, fulfilling jobs that need no
experience or specializations. While most humans are content with this frugal lifestyle, the lack
of glamour and excitement lead many humans to become vagabonds or take to adventuring.

Kenku

Kenku are generally considered the crippled cousins of the Aaracockra. They are flightless and
voiceless, making integration quite the difficulty. Only Valja has had legal efforts to support
kenku and make them part of the system.

People find it difficult to understand that kenku comprehend what they say. Therefore, kenku are
kept away from some clerk jobs. However, some of the more open-minded people have kenku
do copying tasks. Kenku are also adept at assembling and disassembling parts once they have
seen others do it. It is not uncommon for a gnome to have one or two kenku assistants in the
tinkering shop. Otherwise, kenku can be found wandering in groups of 3-5, scavenging for
scraps and acting as petty thieves and cheap mercenaries. Not many people know exactly how
kenku feel about their lives or about the laws in general, and instead have a tendency to tell
them what to do. This lack of understanding causes many kenku to go into crisis during their
lives, manifesting in sun-drying apathy or destructive substance abuse.
Kobold

Kobolds have made an active effort in integrating themselves into the postwar society. During
the Azhal empire, the kobolds simply were another breed of goblin, but with scales. However,
they proved themselves just as capable as humans, elves, and halflings during the Summit in
the Sky, when literally half their numbers set up camp without any outside help and provided
valuable insights on how the new order can be established.

Kobolds find themselves in a variety of positions based on their skills, from political advising to
seafaring. Some people express concerns over the kobolds running the city or region, but these
sentiments are often met with disappointed glances and an unpleasant stare from across the
bar.

Tabaxi

Tabaxi are known as the People of the Extremes. They usually come from either on the
northern edge of Vadour or the southern tips of Hasova. There even is a tiny community of
tabaxi on Kyr, with white fur.

Tabaxi are mostly nomadic. While most tribes stay close to home, a select few might wander off
into a different settlement without meaning to. Some even make it a point to disappear from
home without warning, and then be welcomed back 20 years later as though they had left only
yesterday. Thus, tabaxi find no comfort in the unchanging, believing that friends one day can
become enemies the next.

Tabaxi may carry either a “modern” name (a first name and a last name) or a “traditional name”
still practiced in rural areas. This consists of a given name and a tribe name. Therefore, a tabaxi
is usually named something like “Zahara of the Frozen Wings”. There are currently 16 tribes
recognized by the surrounding regions. Unrecognized tribes are those that engage in theft,
grand larceny, and other crimes.

Tiefling

Tieflings are beings that mostly originate from the influence of Igurie. There seems to be no
pattern to the appearance of tieflings. Tieflings can come in a variety of colors, some with
patterns invisible to the naked eye.

Most tiefling traits manifest before 10 years old. Some babies emerge from the womb looking
normal. After a day to a few years, tiefling children start growing tails and horns. Some people
choose to abandon these tieflings or drop them off at orphanages , creating a disproportionately
large number of parentless tieflings.

Triton

The Triton live on the bottom of the ocean, the largest colony living in the coral reefs of the Sea
of Stars. They mostly live as seafarers and fishers and keep to themselves. They don’t have
much contact with other races, because land dwellers find it difficult to breathe under the waves.
As they are so closed off, tritons find it very difficult to understand land culture. They tend to
forget that objects do not float in the air, nor are they so easily washed away by slight breezes.
They also have problems understanding that kobolds and goblins are not to be attacked, and
sir, please drop the trident, that’s my emotional support dog you’re yelling at.

Though difficult people to deal with, Triton are not necessarily cruel or bloodthirsty, and can be
counted on in a fight, once they understand that the people with swords and spears are not a
barbecuing party and are bandits out to take currency. There are some seaside villages that
create partnerships with entire triton bands and educate them on the ways of the shore.

Veccieri

The Veccieri come from the moon called Illenhra. Slightly luminous, with wild hair and skin in
shades of blue, they carry a special position in Errionys.

They are known as the beings who brought Crux to the world. The war had people discover that
their very blood held almost the same traces of Crux, and many Veccieri families were killed for
their blood and organs.

The Summit in the Sky gave the remaining Veccieri compensation and special rights under the
law in light of the past massacres. Veccieri are given special permission to visit government
buildings in Vadour. Families of Veccieri have monthly stipends to help support families. While
others balk at this seemingly preferential treatment, many still feel pity and are inclined towards
coddling the Veccieri.

The Veccieri are still a bit wary of others, but are still thankful that the political systems are not
as bad as those on Illenhra. Many Veccieri are happy to travel and trade goods, some even
starting up fairly lucrative businesses. Others stay on the Floating Continent, where the largest
Veccieri community live, and some stay on the ground and raise families of their own. Some go
out to become spellswords, but mostly Veccieri are free to choose their path in life. There are
still people out there killing and harvesting Veccieri for their blood, which is what some jokingly
call an “occupational hazard”.

Yuan-Ti

The Yuan-Ti are mostly found in Gosung. The warmer climate and powerful ley lines there keep
them from straying too far and too long. A Yuan-ti that wanders too far from a suitable ley line
can get very ill.

The Yuan-Ti were one of the most powerful people in the Azhal Empire, usually serving as royal
advisers or healers to royal figures. As the Azhal Empire fell, the remaining yuan-ti saw the ruins
and abandoned technology and built on it. To this day, they are credited with the earliest
infrastructures of modern Gosung. They also had the rudiments of the current merging of magic
and mechanical technology.

Yuan-ti are not necessarily the easiest people to deal with. Aside from the very poisonous fangs
that Gosung law has not found it to regulate, yuan-ti still tend to act high and mighty. Young
yuan-ti brood are taught that they sit on the great accomplishments of their ancestors, and that
they are destined for greatness as well. Failure is shameful for a yuan-ti. It is almost every yuan-
ti’s dream to become someone (or something) great. This ambition drives many yuan-ti to
almost horrifying extremes.
Other Non-Player Races

Dragons

Dragons are not a common sight on Errionys. They mostly occupy the Planes, with colonies of
each type living together. ”Colony” is a loose word for congregations of dragons that live in close
proximity. Sometimes broodmates live close by, but baby dragons are left to fend for
themselves after 5 years.

On their home planes, dragons have no need to eat or sleep, and their wounds heal quickly.
Outside of their planes, dragons are mortal beings like any other, albeit beings that grow to
gargantuan size, eat mounds of food, and breathe destructive fumes.

Dragons mostly keep to themselves, but most do love debating. Master debaters on Errionys
are said to “clash as a dragon does”. They mostly argue on ethics and various philosophical
topics, and most dragon gatherings are simply debate halls.

Dragons can have a draconic form and a humanoid form. Most dragons have no problem
turning humanoid to make other races more comfortable, especially if these are not necessarily
harmful races. However, for situations where a dragon needs to seem imposing (which is almost
all the time), they will turn into their draconic form.

Fey

There is no Feywild on Errionys. The Fey instead are simply an entire race of beings descended
from a main ancestor called the Divine Tree. They are inhabitants of the Planes, yet choose
none of them as a home plane. Thus, the Fey are also known as the Wandering Ones.

They embody all sorts of temperaments and personalities, almost as varied as the mortals on
Errionys. However, the main difference is that they are more heavily swayed by abstractions.
The Higher Fey are physically and literally superiors of the others and can bend them to their
will.

However, as Fey are too easily swayed, almost none of them can ever become gods. There are
currently no recorded fey that have ascended to godhood.
Magic in Errionys

Opinions and views on magic vary all throughout Errionys. However, it is generally agreed that
there are five types of magic taught and used all over the realms, though there could be more.
Even though there are five distinct types, there are several overarching rules, such as the rule of
Input and Output: All magic requires a power source and a transformation for any effects to take
place.

Arcane Magic is the type of magic taught at the various universities in Errionys. It is a school of
magic that centers around empowered symbols, crystals, and components to create desired
effects. The magic comes from the power inherently present in the items and symbols used,
which are assigned to them through the Instant Of Multiplicity. Each object and symbol was
assigned an essence, with which mages manipulate, along with their own willpower and intent.

While Arcane magic is the most widely respected and familiar type of magic in Errionys, there
are also many competing schools and factions that wish to prove themselves better than others.
Practitioners of Arcane magic may meet many nose-turners who look down on their style. Such
conflicts have erupted into all-out wizard duels.

Natural Magic is the school of magic where power is drawn from the very nature and life force
present in Errionys. This includes the very life force present in trees and animals, as well as
streams of power flowing through the ground. These streams are called “ley lines”. There are
thousands of them flowing throughout Errionys, ranging from tiny streams that keep a patch of
flowers blooming throughout the entire year, to large lines running through entire continents with
disastrous consequences if they were to be disturbed.

Many practitioners of arcane magic find natural magic to be crude versions of arcane magic, or
downright barbaric at worst. To be fair, some strains of arcane magic are refined versions of
laws and rules of natural magic. However, natural magic also harnesses power that would take
an arcane practitioner tons of components, practice, and preparation to summon. However,
while arcane magic is easy to control in small amounts, natural magic can destroy entire
continents if one things goes wrong.

The odd druid or ranger is treated with the same respect that a live landmine would get,
especially if they were somewhat temperamental. A clear sky spells out sunshine and calm
days, while a storm spells disaster for all.

Religious Magic is a type of magic drawn from nigh-omnipotent beings, or gods. This is the
type of magic that clerics and paladins most often draw from. This is almost never an innate
ability, and usually requires years of asceticism and faith to achieve.

One may think that attaining a level of dedication that allows them to channel divine magic is
easy. However, this type of magic requires a special level of surrender and trust in one’s god.
Trust goes beyond friendly trust or even the trust a prized student has for their mentor, but the
kind of trust that is all-encompassing, reaching beyond fear, doubt, bliss, and hope. It reaches
beyond questions and thought, and may even seem irrational to the more grounded. However,
with fully-assumed trust, the cleric or paladin can share in their deity’s power as one.

Contrary to what one would believe, gods’ magic are not simply innate abilities, but abilities
wrought of the very concepts or planes they have mastered or represent. The Unchained One, a
deity of Igurie, would be master of chaos and discord. They have innate abilities relating to this,
but their power wrought by chaos and discord more is also something they fully embody and are
intimately entwined with.

One can find the best and worst of people in those who practice religious magic. Some are
those who truly believe in the good and in helping those who cannot help themselves. On the
other hand, there are those who truly believe that destruction is the only answer, in the worst
manner possible. This leads to many conflicted feelings regarding clerics of fringe religions, but
practitioners remain one of the most trusted healers and travellers in Errionys

Innate Magic is the type of magic that is drawn from one’s own abilities. This relates to the kind
of magic fey beings or demons have; it’s an innate part of them. However, contrary to gods, they
are not defined by the magic they wield. Innate magic is simply one facet of one’s being. One
thing that is for sure is that innate magic is not learned, but it is acquired at birth. It can be
honed and perfected by someone who is familiar with magic, but its essence ultimately comes
from oneself.

One of the most common ways one obtains innate magic is to obtain it by blood. Precious few
humanoid bloodlines carry innate arcane potential. Bloodlines of non-humanoid creatures such
as dragons and djinn also count as innate magic through bloodline. Magic wielded by most
sorcerers are innate magic, as they come from inner talent.

Though innate magic is among the most powerful types of magic, it is some of the least
understood and most difficult to master. Other sorcerers that teach are incredibly rare.

Planar Magic is the most experimental and legally controlled of the types of magic on Errionys.
It works by pulling out essences from various planes and manifesting them on the plane of
Errionys itself. This means summoning fireballs from the Plane of Fire, casting Silence spells
with a piece of the Plane of Silence, and so on. However, the smallest mistake can create
catastrophic results, from small explosions to entire planes bleeding into the earth. Therefore,
only licensed magical professionals may use Planar Magic according to various ruling bodies
across the continents.
The Planes of Errionys

On Errionys, there is no Plane of Death, nor are there any strictly angelic planes or Hells.
Instead, each of the planes represent an abstract concept or phenomenon on physical Errionys.
Changes in Errionys reflect changes on the planes, and vice versa. For example, if a powerful
deity of fire were killed, the fires on physical Errionys would weaken. Similarly, if a new popular
philosophy made the concept of order a powerful one amongst the conscious beings, Avali
would rise in power.

Good and Evil are all but subjective on Errionys. Most planar beings do not even consider what
nthey are doing good or evil; they simply act. This does not mean that planar beings do not
have free will; they are simply very set in their ways. Most of the lesser planar beings have
some measure of free will, but can lose their alignment to their home plane if they change too
much. The more powerful beings, almost ironically, have little to no true free will.

The Horizon

The Horizon is known as the boundary between Igurie and Avali. The Horizon is generally
thought to be several kilometers wide, but its nature is beyond physical.

Errionys constantly shifts across the Horizon. The most usual manner would be for Errionys to
stay closer to Igurie for Spring and Fall, and for it to shift closer to Avali during Summer and
Winter. However, various physical phenomena such as wars and social movements may cause
anomalies, therefore shifting Errionys across the Horizon to the opposite plane. Being in an
anomalous plane causes strange weather patterns and perhaps an odd personality quirk
sweeping across Errionys, but nothing too damaging, unless people decide to act on it. Order
and chaos, after all, both exist on the physical plane.

Major Planes
Avali

Avali is the plane of ORDER. It is commonly mistaken for the plane of good and light, but this is
a simple miscategorization. In Avali, evil does exist, but in controlled, ordered manner that can
become nigh incomprehensible to the inhabitants of Errionys.

The most common image of Avali is a plane of light and peace, where angels keep visitors from
doing harm and seraphs with blazing swords rise to brighten the skies. This is only part of Avali
that is associated with the plane of Light. The rest of it simply is an endless expanse peppered
with islands, connected with straight bridges and stairways.

Every being in Avali moves like clockwork. Mortals that visit are always anticipated by those that
keep track of Errionys. They are assigned specific lines and times to expect audience, all done
swiftly and efficiently. Angels and similar celestial beings are loath to stray away from their
duties. Any visitor that dares break the order of Avali is thrown into one of the thousands of
Avalian prisons, where all manner of chaotic and lawbreaking individual is incarcerated. Though
most prisons are populated by foolish mortals and renegade angels, the larger, more guarded
prisons are haunted by ages-old demons and archliches powerful enough to destroy entire
planes. These beings are guarded with the utmost devotion to safety and security.

Igurie

Igurie is the plane of CHAOS. Many people believe that Igurie is the plane of evil, but this is
simply a misconception. Many pastors and priests that give sermons teach that chaos is an
essential part of who people are, as it is also given the name freedom.

Rarely anything on Igurie stays the same. The ground level is a shifting mass of color, light, and
shadow, seemingly working towards no singular purpose. The inhabitants are similarly as
purposeless, friend one moment, foe the next, insurmountable horror within a few years.

As the plane known for its lack of restriction, some of the best and brightest creatives and
inventors take inspiration from its roiling void. “Out of Chaos comes Innovation,” says an
unknown monk from the Azhal Empire, and today the adage still stands.

Minor Planes

The Minor Planes bleed into each other and into the two major planes. Both Avali and Igurie
have areas of light and darkness, sound and silence. While there are areas that are both under
the domain of Light and Darkness, for example, the planes still have their own quality and
boundaries. Only a very small area of each plane is safely navigable; the rest of it kills most
unprepared travelers in less than 10 minutes.

Light

The Plane of Light has no ground. The more navigable areas are simply motes of light floating
in an endless white plane, connected to each other by bridges of starlight. Shadows are never
cast, making everyone in the plane of light look strangely flat. In fact, every bit of black is treated
by the natives as a dangerous invader.

The deeper reaches of the Plane of Light is simply suffused with pure light, most of which burns
away all organic matter or blinds all kinds of eyes, including metaphorical and psychic vision.
The Plane of Light is also known as the Plane of Truth, as Light is known to wash away
obscurities and lies. Travellers are advised to induce their own shadows, or to carry a
shadowstone with them in order to ward off the burning light.

Darkness

The Plane of Darkness has no visible ground. In fact, everything in the Plane of Darkness
simply rejects light. Any light source continues to emit heat, but the light itself succumbs to the
darkness permeating the area. One would probably need a map to know where to put their foot,
but even the local maps are shrouded in darkness, and are unreliable to boot.
The darkness is in fact too thick that even looking at it could cause confusion and “darkness”.
Mortals usually end up blind or mad within sixty seconds. This makes this area the favorite of
interplanar beings hiding from authorities or friends.

Sound

The Plane of Sound is a variety of ethereal objects floating in an endless void. Each of these
ethereal objects are things that appear in other planes or on Errionys itself. These objects
constantly repeat the noises that they make, whether it is magma bubbling or the sound of an
anvil hammering. Entire conversations and songs lost to time can even be found here. If it has
been spoken, a simulacrum most likely can be found here. None of these simulacra are
physical; only manifestations of something that exists elsewhere.

The deeper reaches are a cacophony of wild, uncontrolled sound, from white noise to
unbearably loud, rushing waves of noise. Being here for too long can cause permanent
deafness or physical damage to one’s mind and frame.

Silence

The Plane of Silence does not have a name of its own. Most names and images from the Plane
of Silence simply vanish into nothingness. The most lethal of the areas in the Plane of Silence
simply swallow up any screams or sounds, rendering people catatonic or insane within seconds.
Some of the more navigable areas necessitate a constant source of external sound, most
commonly a gnommish timekeeper or a metronome.

The Plane of Silence is an ideal place to destroy a memory or to keep something hidden for an
immeasurable amount of time. It is also a great place to extract the very essence of Silence,
though extraction requires specialized tools and protection gear so that people do not instantly
break down upon handling distilled Silence.

Elemental Planes

Fire

Fire is the element of light and warmth. All types of fires, from chemically induced fires to
naturally occurring forest fires find some affinity with the Plane of Fire.

Fire is not a monolithic element. Some areas of the Plane of Fire reflect stars and innumerable
suns in the sky, making the area as bright as a desert day. Some areas simply are an endless
sea of burning lava. The most common area, where most of the mortal-friendly inhabitants live,
is a warm wasteland, the sky red with falling embers and the pathways lit with ever-burning
torches. The variations in the Plane of Fire depend on its proximity to other planes, with the
purest areas simply being an atmosphere of flame.

The inhabitants of the plane of Fire include most brass, copper, black, and red dragons, as well
as efreet and fire elementals.
Water

The plane of water is similarly not an endless ocean. In fact, the plane of Water is where one
can find the purest healing water, or potent waterbased poisons. Water here is not always pure,
or benevolent.

Some of the most dangerous areas of the Plane of Water whirl with endless storms and
whirlpools. The bottom of the “sea” may or may not have a bottom; some areas simply get
infinitely deep. Some of the safer areas boast water that can be breathed like air.

Merfolk and sirens can be found here, as well as green dragons, white dragons, silver dragons,
copper dragons, water elementals, and some triton.

Earth

The element of Earth encompasses what inorganic can be found in the ground. Aside from dust
and rocks, it also involves gems, crystals, magical foci, and rare metals. These resources are
the envy of many travellers on Errionys, and many a foolish traveller has met their demise here.

The very core of the Plane of Earth is simply an immense, solid sphere of minerals that grows
and expands from within. There is no way to breathe inside, and even tunnelers run the risk of
being crushed by the immense pressure.

In fact, most of the Plane of Earth has no sky. It simply is a mass of tunnels that open up into
earthen citadels, or pits that open up into endless chasms. Sometimes, chasms spontaneously
quake and close up. For this reason, many native citadels are built to withstand pressure, or are
simply immune to being crushed.

Air

At first, the plane of air simply seems like an endless expanse. Flight is almost mandatory when
exploring some areas, but luckily, some of the gases here mitigate the effects of gravity.There is
nothing here but air currents that shift people and various objects around. Some of the more
powerful streams of air are only visible through visual turbulence. Mortals will have to get used
to riding currents with little rest. Some areas are simply a dark void with nothing but a whirling
maelstrom of air for company. The unwary may end up torn to shreds by wind.

As the Plane of Air comes into contact with other planes, the nature of the air currents change.
There may be floating motes of land or asteroids as it approaches the plane of Earth. Proximity
with the Plane of Water involves the air growing heavy and misty with clouds.
The Pantheon of Errionys

Errionys does not have a single god. Instead, different cultures have different pantheons.
Different pantheons sometimes bleed into each other, creating hybrid ideas of gods.

Godhood is a tricky subject. There are many beings that may be considered gods, yet not all of
them are aware. Many beings that call themselves gods are not even gods to begin with.

Godhood involves an all-encompassing understanding and union with a certain thought or


element. In a sense, gods have become one with the very fabric of one of the planes. Therefore,
they have vast control over their very domain. Only precious few beings have ever achieved
this, and even less mortals have ascended to godhood.

Not all gods need worship, nor are they actively looking for worshippers. Some forms of worship
even exist simply to fuel the ego of a being that fancies themselves a god. However, there exist
some gods that have a following on Errionys, usually to promote a certain way of thinking and
acting (making the god their Patron) or to ask the god for favors. A cult may ask a deity of water
for rain to water crops with, while the patron god of a paladins’ order may provide order and
discipline among the ranks.

Avali

It is unknown whether the primary God of Order has a gender, or is a being separate from its
namesake. However, many people still worship them under various banners, faces, and
domains.

The following table describes the most common names people worship Avali through, and their
associated alignments. (It may seem ironic that the primary deity of order has a chaotic side, but
this can be attributed to the many intricacies of mortal action and interpretations of the divine.)
However, this table is in no way restrictive; some people can still worship The Burning One and
be a giving, good person.

Lawful Neutral Chaotic

Good The Guiding One The Giving One The Winged One

Neutral The All-Seeing One The Omniscient One The Songweaver

Evil The Unfettered One The Armed One The Burning One

Igurie

Like their polar opposite, the deity of Igurie is inherently tied to the plane. It is also unknown
whether the plane itself is the god or if the god is a separate entity.
The god of Chaos also has a variety of names, facets and personae that different people
worship. Again, there are lawful interpretations of the same god.

Lawful Neutral Chaotic

Good The Peaceful The Benevolent One The Benevolent One

Neutral The Silent One The One Of Many The Dancing One
Eyes

Evil The Unfettered One The Bloodied One The Unchained One

Other Gods of Errionys

Vadour

Lionel – The Faceless God the Sun and of Nature, most commonly worshipped in Oleavale. He
is the patron of Iridett, though true worship of Lionel has faded into obscurity. Only a select few
paladins still follow Lionel’s tenets.

Kreone- The Demon God of Bloodshed. Armies of Ander’s Bell used to call upon Kreone for
success in battle. Unknown to most, Kreone is linked to Avali, as controlled bloodshed is
infinitely more productive and satisfying than indiscriminate massacre.

Eana- The Patron God of travellers. Eana seems to be a favorite amongst Veccieri who decided
to stay on the ground level of Errionys. It is generally known that Eana was an archfey who
ascended into godhood after she led a thousand travellers safely through the planes. Eana is
still called on for protection during travel.

Blund- The Dwarven God of Sacrifice, mostly worshipped in Porstova. Effigies of Blund are
stamped onto commemorative coins to remind dwarvenkind and all merchants that wealth does
not come without a price. These Blund coins sometimes appreciate to 100 platinums a coin,
depending on mint.

Hasova

Mio – The Hokuri patron goddess of cats. She usually appears in old watercolor paintings as a
preteen girl with cat ears. She is known as the protector of children and small villages. Effigies
of her can be seen alongside roads leading to Hokuri.

Raku – Goddess of Pain, most often worshipped in Alma, Valja, and Enfan. She is the patron of
torturers and those who experience and inflict pain for fun. She is mostly asked to stay away
from families and children, mostly through traditional warding charms. Her pain festivals are
mostly illegal in King’s Rock and Ander’s Bell. Mostly.

Vitui – The God of The Night Sky, most well-known as the figurehead of the Cult of Vitui. He
mostly teaches that enlightenment is reached by entering the void and letting go of all physical
links.

Theoi – The All-God of Valja, celebrated and worshipped by 90% of the Valjan populace. Valjan
law is based on the lawful teachings of Theoi, though some may complain that some of the finer
provisions are too restrictive to the lower class.
Extra Playable Races of Errionys

Veccieri

“Slania ran to the edge of the precipice. The wind howled at the bottom, sending dust and .
Behind her, the human guards of Iridett ran to catch up.

“Halt, thief!” The guard pointed a crossbow at her.

Narrowing her eyes, Slania toppled into the canyon, the faintly glowing gem clutched in her
hand.

She let the wind whistle for a few seconds, fluttering her clothes and sending her hair into a
tangle. Just as the ground rose up to meet her, she let out a rope of mana, supple and strong, to
wrap around a stony outcrop. Timing her swing, she swung herself up, and gracefully landed on
the outcrop.

Looking up, she only saw the moons, slightly overlapping to form a dark crescent of Illenhra.
Feeling the warmth of the gem in her hand, she imagined that her king back home would be
pleased.

The Veccieri are a race of humanoids that only very occasionally step on the surface of
Errionys. There are currently two known colonies of Veccieri: one colony on the Floating
Continent, and another on Illenhra. Not much is known about the colony on Illenhra, except the
for stories from the closer colony which amount to “We’d like to keep our distance.”

Among the most striking features of the Veccieri are the marks on their face. They look like
tattoos which range from swirling spirals to basic shapes arranged in a variety of forms. Certain
shapes can persist throughout generations in a single bloodline. This allows certain noble
families to proudly display their family’s symbols as a crest of honor.

What also sets Veccieri apart from other earthly races is the fact that they have an extra
circulatory system filled with magic, which is called mana in their language. The mana in their
system flows, nourishing their magic and their soul. Injury to this system could cause serious
damage to a Veccier’s body and psyche.

If you choose to play a Veccieri, consider why you chose to leave the stringent community back
on your home moon. Were you a fugitive who seeked asylum in Errionys? Or were you simply
born into the colony on the Floating Continent?

Ability Score Increase- Your Charisma score increases by 2.

Age-Veccieri reach adulthood at around 25, and go on to live up to 300 years.

Alignment- Urban Veccieri who are close to the cities of The Floating Continent, and especially
those who come straight from Illenhra, tend to be lawful. The nobility in particular usually are
lawful evil, as the political system of Illenhra requires only the strongest, ruthless, and most
cunning to rule. Travelling Veccieri are usually Chaotic.

Speed- Your speed is 30 feet.

Size- Your size is Medium.

Innate Spellcasting- You know the Prestidigitation cantrip. You also know the levitation spell,
only targeting yourself.

Mana Manipulation- You have two charges. You may use one charge to cause a tangible,
physical effect with your mana, as detailed below.

You regain all expended charges after a long rest.

Congeal - You can manipulate your mana to create a generic, nonvolatile, tangible item or
manifestation. The item can be solid, liquid, or gas, and dissipates into the atmosphere after 1
hour or until dismissed as a bonus action. You may choose to make the item float and support
up to 200 pounds if you concentrate as though you were concentrating on a spell. If you choose
to create a weapon, it must be a weapon you are proficient in. You cannot perfectly duplicate
items until you have spent an hour examining the item to be duplicated. The item must not
exceed the volume of a 1-foot cube. The item is noticeably made of faintly glowing mana, but
has no other magical properties.

Mana Conduction- As an action, you can create a thread tying itself to another creature within
30 feet. This thread cannot be severed by nonmagical attacks and can stretch up to 120 feet. At
will, you or another character can conduct a spell with a range of touch through that thread. If
the spell requires a saving throw, you can cause disadvantage on that roll. You can only
conduct one spell through the line and target one creature. After the spell, the line dissipates.

Mark- You may mark an individual, creature, or item with a smear of mana. For one hour, you
can detect the location of the target, and the direction in which it is moving. This spell can pass
through most walls, but cannot detect a creature hidden in 1-foot-thick walls of lead. If the
creature moves into another plane of existence, you know that they have moved into another
plane, but no longer can track them until they return to the physical plane.

Creation

“Please, don’t let your elders make you forget what forgiveness and kindness is.” She knelt
down and touched my face, brushing a lock of hair away from my eyes. “People who have done
bad things… please believe that they can change. They can think and say yes or no. They can
act for the better.”
I looked at Rea’s eyes and saw more than an earnest smile. There was a flicker of something
deeper, more haunted and desperate than anything I had seen, as though she were staring
through miles and miles of something I could not see.

It looked like fear.

The Creations were living weapons created during the 21-Generation War. Creations are vilified
across most of Errionys and are usually arrested and killed once discovered. However, a few
are able to keep their true constitution hidden, and live peaceful lives, though haunted by their
past atrocities. One question plagues forward-thinking intellectuals: if Creations can speak of
mercy, feel fear, protect themselves, and even wield magic, that would mean they have souls
and minds of their own. But is that even possible? Can earthly beings create newer beings with
souls?

If you want to play a Creation, consider your origins. You were most likely a weapon created
during the war; where were you made and for what purpose/mission? You may speak with your
DM about your origin and a specific mission or battle you were made for. After the battle, how
did you survive? Did you simply escape from the battlefield, or were you left for dead until you
pushed your way through the ground? And how have you lived so far? Were you protected by a
sympathetic individual, or did you fend for yourself in the wild?

Ability Score Increase- Your Constitution score increases by 2.

Age- Most Creations are over a hundred years old. Their shelf-life is about 800 years if they are
properly maintained, and there is hardly anyone left who can maintain Creations. Creations are
given about 300 years before their insides degrade to a point where they can no longer function.
Most Creations just fall into an inactive state, but very few go into a berserk-like rampage before
fully degrading.

Alignment- The Creations’ masters are long-gone, and their minds and wills are free. Creations
may be of any alignment, though they tend towards chaos, as they have not been properly
inducted into modern society.

Speed- Your speed is 30 feet.

Size- Your size is Medium.

Made of Steel- You are immune to disease. You do not need to eat or ingest water or air,
though you can choose to ingest food and drink once a day if you wish. You need to go into an
inactive state, or sleep, for at least 4 hours a day to minimize overheating.
If a body part of yours is amputated, it cannot be grown back, though someone skilled enough
can attach the amputated part back to you. Furthermore, it becomes obvious that you are a
Creation once a body part has been amputated, as your insides are made of metal and a variety
of fluids, not just red “blood”.

Act Normal- Being a high-end Creation, you look more or less like a normal living being. You
even can look as though you were breathing. Choose a humanoid race of Medium size. You
look and act almost exactly like a being of that race, save for a few physical tells, such as a weld
spot on your neck, or a faint hissing in your left leg. You choose the type and nature of these
marks.

You have advantage on all checks pertaining to passing off as a member of that race. This
advantage is cancelled when a character’s specifications targets your physical tells (e.g. I look
at the mage’s arms for loose joins.)

A Soldier’s Senses: You are immune to being surprised in combat.

Languages- You know Common and one other language of your choice.

Specialization: Most Creations are classified under Combat, Infiltration, or Support. Choose
one of these.

Infiltration- You were created to collect information from the inside of a political
structure. Your skills are geared towards silent kills, espionage, and escape. Though your
weaponry is not as sophisticated as a combat Creation, your ability to pry information from
breathing beings is top-notch.

Ability Score Increase: Your Charisma increases by 1.

Skills: You gain proficiency in two of the following: Deception, Persuasion, and
Stealth.

Record Information: You have the ability to record entire tracts of speech,
though you cannot play them back exactly. You have advantage on checks involving recalling
exactly what someone said and how exactly they said it. Once a day, you can also create a
perfect copy of a written document, which is nearly indistinguishable from the original.

Combat: You are proficient in the ways of a foot soldier, albeit a foot soldier that
exceeds the abilities of a mortal being. Weaponry, agility, strength, and resilience are your forte.

Ability Score Increase: Either your Strength or Dexterity score increases by 1.

Skills: You gain proficiency in two of the following: Athletics, Acrobatics, and
Stealth.
Nimble: You can move through the space of a creature one size larger than you
or smaller.

Weapon Proficiency: You are proficient in two martial weapons of your choice.

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