Children of Horun A fantasy setting with guidelines for D&D 5e

Children of Horun can be used and shared for personal use, provided it or its derivatives are not used for commercial purposes and that Children of Horun is cited as the source of said derivatives. Introduction Horun is a vast world, inhabited by people of many creeds and cultures from a number of different intelligent species. It is a world where the past has been buried, time and time again, where reality can be manipulated though study and force of will. It is, in a phrase, a fantastic world. Children of Horun is a fantasy role-playing setting suited for many playstyles, with emphasis on political intrigue. It is a medium-magic, low-divine setting; magic is common but magic items are not, learning anything but the most cursory spells is quite difficult, and there are no true gods to derive power from or to influence the world. In terms of atmosphere, Horun varies widely. Campaigns with an emphasis on overcoming adversity or playing one's part in a greater societal structure will work well. On the other hand, standard “great adventurers rising to become demigods” campaigns may not fit the world's theme very well at all. What you use this document for is ultimately up to you. This document is a comprehensive guide of the people, animals, and places of Horun, meant for players and game masters alike. Feel free to share and use this document as you like for non-commercial use, so long as you give credit where credit is due! Chapter 1: The Children of Horun “And so, we split among ourselves, spreading across the world and establishing ourselves among the lifeforms that piqued our interests. Elder Rorak has decided we shall call this new world Horun, saying the name comes from one of our oldest languages. It is a word meaning hope, and desire, and greed, and love. It's fitting, I think. As always, Rorak's wisdom and knowledge surpass all other's.” - An unknown Creosian

Living things on Horun are generally divided into two categories: thinking, feeling creatures with high levels of intelligence, and lesser creatures that act primarily on instinct. Intelligent creatures are usually projects of magic, with the society-producing races being products of the Children of Creos.

Creosians Formally called the Children of Creos, the Creosians are beings from another star. They are demigods, being whose genetic, technological, and magical evolution has brought them to a point where their physical forms can barely maintain themselves. They have no set form, being able to shapeshift at will. In fact, it is said that the Creosians forgot their true forms long before they arrived on Horun. The Children of Creos are extremely powerful, capable of producing magics at will beyond the comprehension of mortals. They are all incredibly intelligent, their ethereal nature letting them hold on to the shared experiences of their ancestors. Aside from their intelligence, no two Creosians are the same, with small differences being exemplified by their abilities. The multiple intelligent races they crafted on Horun are obvious signs of this. This creator race arrived via Creos, which became Horun's second moon. They changed the land, the sky, the ocean, even Matrus, the planet's natural satellite. The ones that still exist on the material plane, if there are any left at all, could singlehandedly destroy all of civilization if they wished to. ear piercings or have carved with innate inscriptions. Female caprus tend to be taller than males and more The Children of Horun lithe, with most caprus falling in a wide four- to seven- Created by the Children of Creos, the Children of foot range. They are incredibly intelligent but not Horun are a number of intelligent species that inhabit always that wise, and stubbornness seems innate to the civilizations of the world. They are almost their kind, to the detriment of themselves and others. universally in mixed societies of varying amounts of Caprus surnames are harsh, with many g-, r-, and n- most such species. They can not interbreed sounds. Examples include: Anorn, Dornog, Gormin, successfully and cross-species relationships are Madriga, Quimegra, Tromin, Yegen. People from generally looked down upon. isolated caprus communities tend to have similarly- harsh given names. Caprus The caprus are descended from social goat- Latrodects creatures. They are satyrs of sorts, with hooved feet Latrodects are a feared race descended from and hard, thick nail caps on their two-fingers-one- arachnids, not often found among the mixed-race thumb hands. They are identified individually by the societies of Horun. Their arachnid heritage strikes fear pattern of their fur coloration and their unique horns, on a base level to most people of other races, and there which they sometimes drill holes into akin to human is widespread distrust of them in most countries. Despite this, some still manage to seek out a living in hermaphroditic with breeders taking on traits as social settings, be it by choice or by heritage. needed; still, some adapt to society by specifically Latrodects are small, only two to four feet tall, with attaching to a single gender. They are descended from eight limbs. Two spindly legs hold them upward, lizards from the arctic north, whose biology had resting on the knuckles of dainty claws. They have two adapted a peculiar resistance to even the coldest sets of arms: an upper powerful set of arms ending in temperatures. They live in tribal communes in the powerful, vice-like graspers, and smaller ones north, but some live in the warmer southern mounts, underneath ending in dextrous, hand-like appendages. using their flat tails to swim and fish or their natural Their abdomens stick out, often a bulbous orb or egg camouflage to hunt. Although somewhat rare, there shape, with their torso rearing up and ending in a are a number of families throughout Horun who fit in mandible-bearing, multi-eyed resemblance of a face. the societies of others races just fine. Most are colored a glossy black, while some lineages Lacertus often have surnames related to their show a huge variety of colors. lineage or tribe, especially in tribes of the north. They Social latrodects are generally female; male tend to be simple, more descriptive than uniquely latrodects are smaller and of lower intelligence, with a identifying, such as Mountseekers, Darkscales, natural tendency for aggression. A latrodect Frosteaters, Drakeriders, and the like. eggmother will produce one or two female offspring and several dozen males, who will stay with the Humans breeding female. Eggmothers tend to be old and rare, Humans (or hominids) are descended from savanna as becoming one requires a major dedication of energy apes, crafted in part by Rorak himself. They are a and time that is not easily reversed. proud species with great potential but also have a Latrodects do not generally have surnames. Being so tendency toward violence. They inhabit a great isolated compared to other races, they are often number of nations across the continent of Vetu, most referred to by names such as “Edric of Nergal,” notably the empire of Arche, the republic of Aragna, identifying themselves uniquely by the name of their the Kingoms of Fohre, and (at least in the past) the lost eggmother. Latrodect names are heavy on c-, d-, and r- kingdom of Zeyla. They are the most populous sounds, such as Becdara, Edric, Homicar, Mesca, Oraic, intelligent race on Horun, their main strengths being and Wudrar. their intelligence followed by their numbers. Human family names run back countless Felids generations, most having lost their meaning. Merith, The felids are a diverse species crafted from the Seilva, Raema, Gideon, and Goresh are the most many feline species of Horun. They are small, about common human surnames, though countless others two feet shorter than humans on average, and often abound. stout, usually described as “bouncy”--they are a race with small bodies filled with bountiful energy. With Other Species large eyes and ears, thin limbs ending in short- Nephropids are an elusive race of large fingered paws, soft fur, and ever-moving tails, felids crustaceans. They live on the ocean floor in large are considered by many other races to be naturally enclaves, sometimes with many thousands of people. “cute,” which many in multi-race societies despise They are odd creatures, communicating through a being called. They come in a variety of colors based on language so far from the languages of Vetu as to be which lineage they descend from, be it the ghost-like completely alien to land dwellers. After the Second felids of the north or the sand-colored folk of the Fall, during which countless nephropids died from Zeresh desert. Their natural dexterity and quick wit poisoned waters, most of these beings' underwater make them excellent craftsmen, storytellers, civilizations have become distrustful of dwellers of the merchants, and even politicians. land. Felid surnames are usually comprised of c-, r-, and s- The selachim are another underwater race, fish-like sounds. Examples include: Ascahra, Corren, Dusken, and derived from many species of shark. They live Hessar, Meisha, Rinessen, and Trossec. even farther out than the nephropids, often in neutrally-buoyant structures. They have perfected a Lacertus type of magic that allows them to concentrate minerals The lacertus are tall, lizard-like humanoids, with from the water to make raw materials otherwise scales that shimmer in sunlight and feathers on their unavailable to them. scalp and back which. They naturally range from the It is thought that other intelligent races were created color of snow to mid-grays and mid-blues, and most by the Creosians but have since gone extinct. Some have an innate ability to consciously change the color races are thought to still survive in the wild ranges of of their scales and eathers. Lacertus are Silvest, unknown to the inhabitants of Vetu. Chapter 2: Magic and Technology The generation of electricity through the traditional use of magnets and copper wire has survived the test Magic of time. Large cities such as the capital cities in The very nature of a thinking mind, in almost every Aragna, Mola and Rahnon in Arche, several cities of form, creates an emergent entity called a “soul”--the Bastion, the port cities in Torindesh and Nenhar, many ethereal mark on the fabric of reality made by a cities in Dokhar, and others retain the knowledge and person, like mass' effect on space and time. Through use of electricity. Primarily, the incandescent light the soul, a person can learn to use magic, influencing bulb allows streets and homes to be safely lit without things indirectly through thought and emotion. the risk of burning oil or torches. Water radiators are Magic is, at its core, an expression of a soul's will. also somewhat common, using electric heaters on the Though it is a result of both thought and emotion, same grid as lighting. Entertainment technology also intelligence does not increase one's natural ability to exists, in the form of record players and simple tune reality to their desires. Rather, the ability to use microphones, though developing these reemerging magic is based on something both innate and arcane, a technologies is slow. mysterious measurement of one's strength of being. Most electricity on Vetu is generated through an In literature, magic is traditionally divided into six abundant resource: wind power. Wind mills outside schools: cities, often placed between farming fields, provide Material (liquids, gases, solids) what meager power is needed for such small Energetic (temperature, light, sound) communities. Other places closer to bodies of water Ethereal (planar manipulation, summoning) utilize waterwheels and tidal mill setups to further Mental (charms, enchantments, illusions) produce electricity. Smaller towns often have a wind Physical (shape-shifting, biologic manipulation, turbine or two generating a bit of power for niche healing magics) uses. Spiritual (reviving the dead, necromancy) Distant communication via electricity is rare, a technology yet to reemerge in the Enlightened Age. These six schools are divided between two Circuit-based telephony exists within Univa, and some superschools: external and internal, environment and craftsmen are working on bringing the technology organism, all and one, all revolving around the base back around by restoring the lines between Univa, manipulation of the ether that forms of the Aerugat, Hegresh, and Atreon. Remnants of radio- background substance of reality. wave communication exist, such as broadcasting These schools are rarely mutually exclusive, and any towers outside large cities, but they have yet to be magic user will have knowledge in all the schools to some degree. Any one caster's specialty is often influenced by how they approach magic to begin with along with their innate ability. A swordsman with an affinity for expressing his will on the environment will likely try to develop the magical ability to manipulate types of matter and energy. A doctor with an affinity for changing herself will likely use magic to enhance her precision and knowledge through mind and body magics. Traditionally, magic in society is left to scholars, studiers of ancient texts and creators of new magic. Magic is expressed through the memorization of formulas and performed by a combination of vocalizations and physical gestures, all merely common mnemonics to express one's magical will in a specific way. There is no single “right” way to achieve a certain magical effect, as much as some schools of thought disagree.

Technology While simplistic compared to modern Earth, Horun's long history has given time for many technologies to develop. Unfortunately, many have also been lost or are only found in certain areas of the world. reharnessed or repaired; study into wireless some of the kingdoms of Fohre, who can surpass technology has only just begun. demands of the market through authoritarian rule, are Also surviving is the steam engine. Wood is sole exceptions, often enslaving knowledgeable mages abundant and coal is a commonly-mined material. The to craft automated soldiers and powerful weapons for dirigibles of Hegresh are powered by such engines their armies. Even Dokhar, which is known for its pushing large propellers, derived from the steamboats magic, has little infrastructure dependent on magic. that preceded them on the Kraine and Lin rivers and Black powder is commonly used for demolition and on the Lake of the Lost. The trains of Bastion also mining. It is also seen in fireworks, firearms, and utilize steam engines. cannons. Firearms are usually seen in pistol or rifle Medicine is an odd practice mixing magic and form, single-action fire with handmade cartridges and manual techniques. Mending the body is a difficult barrel rifling. They are a specialty item, a rare task but manipulating flesh to rapidly heal or hold holdover from the last age, though in skill hands they back bleeding makes it much more manageable. Many can outclass the beloved longbow and crossbow. A physical maladies can be cured outright with fairly push by Arche and Sogren military forces for cheaper simple spells. The wide availability of medicine in production and adoption of these weapons has caused cities has greatly increased the average life some to worry, given their deadly nature. expectancy. Despite the spread of firearms, melee weapons still Also improving hygiene is the wide availability of rule the battlefield, in many styles. Most are made of indoor plumbing, a technology which has luckily not iron, though more stable areas manage to produce faded away. In cities, clean water and organic waste steel in sizable quantities. In some areas of the world, disposal are commonplace, allowing easy access to especially western and central Silvest, weapons are good hygiene practices. commonly passed down through a family line, with Crafting items with magic is a niche industry, children expected to commission a new family blade requiring such time and materials as to be barely should they move away. Polearms are the most widely- profitable in most cases. Places such as Arche and used weapon of war for their reach and control. Chapter 3: Life on Horun “I was born on this land, but so were you, and you, all Peninsula of Vetu, brought by seafarers who cross the of you! We are all of the same soil, all of the same air. Is Elusian. this primordial bond so much shallower than that of Garesh is a language of many dialects, and is spoken family and country? When you kill your fellow, you kill in Arche, Aragna, and the Kingoms of Fohre. It is yourself, you kill your own flesh and blood. I cannot named after an ancient kingdom whose ruins dot the allow that any longer. I will stop both sides, even if it Plains of Goresha. The people of Bastion speak an means I must bear all the sins of this war on myself.” increasingly-distant dialect of this language. - Nen, at the battle of Hegre Pass Torindesh is spoken by the people southwest of the Thisdurn Mountains. It is heavily influenced both by Seasons and Time Dokharesh and languages on the distant continent of Horun's orbit is mathematically simple—so much so Silvest, especially Ekrada. that it's assumed the Children of Creos adjusted it this Zeresh is an ancient language spoken by older way, for one reason or another. Each year is 360 days, civilizations of central Vetu, most recently the people one rotation around Vitus, marked on the winter of Zeyla. It evolved from the same root language as solstice; each month is based on the cycle of Matrus, Garesh and shares many similarities. It is a dying each 30 days, divided into 5 six-day weeks symbolizing language, spoken only by nomadic tribes in the Desert the Five Cycles of creation. Each season is 90 days or of Zeresh. three months, and the months are denoted by the season they fall in—First Spring, Third Autumn, and so Gods and Religion on. There are no true gods that watch over Horun. Winters and summers are often very harsh. Grass There are aspects of nature that are worshiped: the not near a water source will often brown out in the sun, the forest, the moons, the stars in the night sky. heat, turning sun-soaked plains into temporary The Children of Creos are the closest thing that Horun deserts, and the winter snowstorms can easily cause has to “true” gods, and most of them are dead. Still, knee-deep snow in hours. Springs tend to be incredibly they continue to be worshiped, and religions based on wet and falls incredibly dry. their aspects and values remain in the world, if much Winter and summer solstice are almost universally different from how they started. celebrated, with winter being one of family gathering While religions vary greatly, most of them share a and summer being a celebration of life and the sun. In common creation myth known as the Five Cycles: some places, such as Bastion and the kingdoms in Darkness, Arrival, Creation, Strife, and Inheritance. In Fohre, the autumn equinox is a celebration of Matrus. Darkness, the world of Horun is alone in an endless Harvest festivals are held in fall and spring on local void, with simple creatures rising from nothing. In levels throughout Horun. Arrival, the great vessel, Creos, arrives over Horun, It is the 423rd year of the Enlightened Age, which shining light upon its surface. In Creation, the simple began at the start of the Second Fall. creatures of the world are crafted by creatures of light from this great vessel, becoming the caprus and the Language humans and so on. In Strife, the beings of light begin to Having been created by the Creosians, the people of bicker and fight over the future of their creations, who Horun were given a single language to ease can only look up in sorrow at their warring creators. communication and the building of early society. Over As War ends, the remaining beings of light give their thousands of years, this mother language has split into creations the gift of self-determination, inheriting an many dialects. Luckily, most languages on Vetu use the endless future as their successors. same alphabet as the mother language, though the Some notable religious figures include: differences in grammar, punctuation, anad addition Arem, the dark-hearted, the manipulator, the and removal of words makes understanding a foreign defiler, the great fiend. He has no concrete symbol but language nearly impossible. is worshiped for power over others, even if gods do Aperanta is the most widely-spoken language of not grant such power. Arem is imprisoned on Carce, Silvest, spoken in most of the central portion of the within a hole in reality known as the Abyss. The continent. largest organization about Arem is Walkers of the Dokharesh is a language derived primarily from the Abyss, who seek to travel into his prison to learn peninsula of Dokhar, the descendent of the language of Arem's teachings and serve him for all time. the old kingdom of Pentus. Most peoples west of the Destus, the god-child, the last Child of Creos. Destus Draugh speak this, as do the people of Oreama and is a genderless being, often depicted as a child atop a Nenhar. The few permanent inhabitants of Carce are golden throne. They are said to be the last Creosian likely to speak Dokharesh, as well. born, born even after the Creosians had settled around Ekrada is a language spoken across northern Horun. They are worshiped sometimes as a god of Silvest. It is a light language, called “whimsical” by change, sometimes as a god of trickery. Some stories some linguists. It is spoke by some on the Thrisdurn claim Destus was the cause of the split between the Creosians that caused their race to fight and then scatter. Their current location is unknown, though actually was: a caprus with a deep scar down his chest being so young (relatively), they are thought to be very and thin horns that spiraled upward. He was an much still alive. influential adventurer centuries ago whose spirit lives Frein, Arem's first son, the great black wyrm whose on in those who would plunder horror-filled ruins or body opens with maws of teeth, the devourer of souls protect the commonfolk from the forces of evil, not for and spewer of unending anger and war. He is pay but merely for the sake of it. His symbol is often a worshiped by cults who embrace chaos for chaos' sake, sword and shield. He is entombed beneath the Fount who wish for society to fall into anarchy. Frein's of the Silver Spires in the capital of Dokhar. whereabouts are unknown, having disappeared Rae, the soaring bird of fire and flame and the sun. mysteriously along with Yrin and Raiv, a century after Her symbol is a flaming bird or the sun outright. She is they were unleashed on the land. said to give protection and life in Genis' stead and is Creos, the small second moon of Horun, is often often looked upon as a granter of resurrection and worshiped outright as a god in its own right. With reincarnation. Nen was one of Rae's envoys, arguably swirling clouds and clear oranges and greens on its the greatest, and like him most of her envoys are surface, it is an oddity next to the blue-tinted ice of incredibly long-lived and intelligent. Matrus. It is worshiped as a life-giver and a herald of Raiv, the mighty cobra, the venom-dripper, the creation. envious and prideful. She is recognized as a vile Genis, the life-giver and life-protector. Depicted as a creature in most religious mythology but is rarely multi-armed, multi-winged angel, often androgynous worshiped outright. During the Second Fall she and given features of the race that created the given poisoned rivers and lakes, killing countless innocents. depiction. Her symbol is invariably a circle with arcs Rorak, the elder. He is often depicted as an old man on the left and right and a smaller circle atop the with hunched back, a cane, and blank eyes. His symbol central one. She is said to help with live births and is similar to a question mark whose curve spirals into bountiful harvests. Planar scholars believe Genis to be itself. He is often worshiped by studiers of the arcane, dead, her essence scattered to trap Arem, but this does who see him as the ultimate knower, a being of near- not stop her from being worshiped. omniscience. He is generally accepted as a historical Nen, the living god of the caprus, the great figure that led the Creosians, but what happened to adventurer and great warrior. He is depicted as he him is unknown. Seilv, the winged serpent of weather and rain and trade happens over the air via dirigibles, but they are justice and responsibility. His symbol is a serpent with primarily for transport of people, not goods—it is two sets of wings, or sometimes simply a lightning usually much more efficient to transport goods via bolt. He is said to bring about good weather and cart. The capital province of Gralden and its ancient fortune and brings balance to the world against capital of Univa flourish above the others, being the sinners and the depraved. He, like Rae and Wraish, central hub of trade for the region. makes his presence on the higher planes known The Aragnan republic rests somewhat steadily on a through an envoy, a solitary creature gifted with his two-house legislative body: one chosen by great power to carry out his general will and bring proportional support, and one having ten justice and peace to the world. His envoys are usually representatives from each province. On top of electing upstanding and brave, taking on every challenge no these and local officials, the country's citizens elect the matter the odds. High Councilor, who leads policy meetings and Tida, the winged whale. She is the worshiped as the lawmaking sessions. The white-haired Morn Besmit giver of time and seasons, often symbolized by an has been High Councilor for decades, and with his hourglass or entwined clockwork. Scholars believe her popularity and health steady he shows no sign of to be one of the major Children of Creos, perhaps the stopping despite his age of 135. one who found Horun to be a perfect place to craft To the people of this republic, family is the central new races. axis of society. Most everyone comes from a family of Wraish, the dark beast, the miasma-spewer, the some sort, and everyone contributes back to a family great judge. He is depicted as a bipedal creature with in their own way. Families often stay in one place, horns curving out of his back. He is a god of the ending building on their trades over generations and passing of life and the judgment of sins, who will bring wrath skills from parent to child. This has decreased upon the souls of the evil. Often used to scare children somewhat in recent years with the availability of air into behaving. His symbol is a set of upcurved horns. travel, with people having easier access to higher Though dark, he is not considered an evil being, and education and far-flung employment opportunities. most modern religious ceremony around him focus on Outside of family, religion plays a modest role as a the cherishing and remembrance of the dead. His pillar of Aragnan life. To most, Seilv is the deity of envoys are usually brutish or often-overlooked, choice. People follow the teaching generally associated working independently of Seilv's and Rae's to their with him: let small trespasses be, punish large own goals. trespasses harshly, honor one's family and friends, and Yrin, the rotted wolf, the devourer of civilization, stay true to oneself. It is a philosophy of harmonizing the great glutton and slothful. They are often more a oneself with one's social and cultural environment. symbol than a deity to be worshiped, standing for the The popularity of Seilv as a religious figure has made constant, slow onslaught of nature and entropy. Yrin the area a popular birthplace of Seilv's envoy, though mindlessly destroyed many great cities during the the last died in 402 EA and his successor has yet to Second Fall, and their rotting flesh became hordes of reveal themselves. shadowy creatures that hunted down and killed Clothing in Aragna is fairly plain, consisting people that tried to escape. primarily of dull-colored fabric clothing and leather Zakheer is a mysterious demigod who appeared outerwear. Most fabrics are made woven from wool or after the Second Fall. He appears seemingly at soft plant flesh, of which there are several varieties, random, causing chaos and mischief. Though died with simple pigments. Brighter colors are appearing human, he has many abilities that Creosians reserved for ceremonial dress. Most people's fashion are said to have, changing his form at will and having consists primarily of a simple shirt and pants held by incredible magic potential. He is worshiped as a living belts. Large-button coats are sometimes worn over god of chaos by some cults, though he is not directly these, usually hanging down to the buttocks and associated with any of them—in fact, Zakheer's fastened with a belt around the waist. Clothing that handiwork is often seen in the destruction of these shows off more flesh than normal is becoming more cults rather than anything they accomplish. and more popular in the city, and traditionalists are often off-put by this. Headwear is usually little more Nations of Vetu than scarves or shawls, worn by people of all genders. Vetu is an old land, with old peoples—it is the cradle Among family, nudity is seen as fairly normal (as of civilization, burnt and destroyed and rebuilt. family baths are common) but it is considered disruptive otherwise. Aragna The dead in Aragna are treated well, with their Aragna is a large republic, consisting primarily of bodies groomed and then placed in a linen shroud humans with generous but dispersed populations of before being buried in the ground. The belongings caprus and felids. Founded after years of infighting they held most dear are given to their closest friends, and war, the Treaty of Univa in 247 EA united six with any other belongings given to their closest family warring nations into one. members. If they have no apparent family, their The capital cities are grand and growing, with towns belongings are distributed among their neighbors and growing between them to support trade by land. Some fellow townsfolk, as it is considered disrespectful to sell the belongings of a dead person before the script, often a popular saying or bit of wisdom. Estea memory of their death has faded. are universally accepted within Aragna and Tolen, and Life expectancy for humans in Aragna is around merchant guilds in Aragna and Arche conspire sixty to seventy years, even in rural areas. In the together to keep the frigs and the estea of about equal larger cities, such as Univa or Aerugat, the higher worth. Counterfeiting estea is a serious crime, often concentration of available healing magic can allow one punished by long periods in a public stockade and to live well into their 100s while retaining their youth hard labor. —Morn Besmit is one such example. Aragna's economy is driven largely by merchant The official currency of Aragna is the copper estea, guilds, usually restricted to single cities. Merchants in which is produced in denominations of 1, 5, 10, 50, and a city cooperate with each other to negotiate trade 100, with smaller coins worth 1/10th of an estea (1.4e between cities, negotiate with craftsmen and farmers, would be “one and four estea,” for example). These and agree on friendly competitive practices. The coins are stamped with the crest of Aragna on one side largest guild covers most of Evonen, with the top and the denomination on the other alongside a short merchants practically running the province themselves. Their control of Aragna's lumber trade has Toren, and Zen. Examples of female names include: made them a necessary evil in the eyes of many Ameil, Cohrus, Dameil, Elema, Hanna, Jenna, Nina, politicians, even those who haven't been bought off by Orin, Reil, and Wen. them. Gralden is the central province of Aragna and the The justice system in Aragna is primarily capital of the region. It is a huge trading and community-based. A council, chosen by a local transportation hub, second in dirigible use only to the magistrate to be generally balanced between those capital of Kaijeten. involved and neutral parties, oversee a court following The city spans out from the capital building, the established tenants put into law by the Grand Forum. Grand Forum, a Colosseum-like structure where These councils decide both the guilt of the accused and lawmakers and bureaucrats run the government. the punishment. Should the accused decide, the Buildings reach as high as thirty stories, some of the magistrate can decide on the course of action for most complex architectural achievements of the minor offenses themselves, often with suggestions human race. External, mechanical elevators lift people from injured parties. between floors, be it a place of business, a restaurant, The people of Aragna often give their children or a home. One such tower is the Silver Spire of simple names, heavy on n- and m-sounds. The suffix “- Matrus, said to be built by the Creosians themselves, ir” is common, though female versions of such names which is largely used as a place of worship and study. use “-eil” instead. It is customary to name one's The people of Gralden are known for their business- firstborn son after the father's closest friend, or the like attitude. Unlike many other regions, they are often mother's closest friend for one's firstborn daughter. cold and keep to themselves, a symptom of Univa Examples of male names include: Anton, Amir, Bennil, being so densely-populated. That is not to say that the Cord, Dagon, Demir, Emile, Herin, Medir, Logan, Roy, people of Gralden are not generally nice or generous— this is far from the truth, should you befriend someone styles, which spread out through the rest of the region. there. They are merely slow to trust. The majority of its area consists of the Lake of the Lost, Sogren is a rural province in the foothills of the named after folktales of a young girl who was lost on Draugh. The soil here is especially fertile, producing all its waters while fishing with her parents. She is said to manner of fruits and vegetables and supporting great haunt the waters to this very day, granting kind- bounds of livestock. Its capital is Aerugat, a city atop hearted folk with safe passage and, in some cases, life- an ancient bluff, which is home to Aragna's greatest saving magics. The shores of the lake are known for military forces. Lord General Malin commands the their relatively large population of felids, who live as forces of Aragna from here, developing tactics to stave merchants or fishermen. off foreign and domestic threats alike. The Raejen is a mixture of plains and hills bordering the crafsmanship of weapons from Aerugat is unmatched north of the Forest of Balk. Its capital, Atreon, contains in much of the human world. The twin mountains of one of the oldest libraries on Horun, with some tomes Sogrigg and Gremmig are riddled with mines from dating back to before the Age of Nen. The Library of which great bounds of precious and useful metals are the Ancestors creates a deep love of education and drawn. Scholars believe the two mountains have been learning; Raejen has by far the highest literacy rates in mined since as far back as the Age of Deliverance, and on all of Vetu, save for Dokhar. The arcane scholars their veins show no signs of running dry. and philosophers here make continual leaps and The military of Sogren is one of the least-changed bounds in the study of magic, making Atreon a parts of Aragnan governance, staying true to its form treasured asset of Aragna at large. from the Sogren of old. Aragna's armies are The people of Raejen are studious and intelligent, commanded by the Lord General of Sogren, chosen by always willing to help people learn and enlighten military council. He and his Lordsmen are expected to themselves. Not everyone is a scholar, however. There keep the whole of Aragna safe from all threats, foreign is some contention between the scholars with their and domestic, be it rebels, the forces of Arche, or the books and their libraries and formulas and with their congress in Univa using its power against the people magic and the farmers, the craftsmen, the merchants, who elected it. Despite the generous social power this who see the library-dwellers as too pompous to be gives the Lord General, there has yet to be a single worthy of respect. coup in Aragna's two centuries. Still, the capital's influence on the area is Military service is expected of most people from unmistakable. The Library of the Ancestors has Sogren, not by law but by tradition. It is a right of branches in Aerugat, Wan, Hegren, Univa, and even passage for people of all genders, dedicating a year of the Arche city of Mola and Tolen's capital, Nallen, and their life to serving the Lord General, after which most most small-town libraries are also part of their return home. This is criticized greatly by many network. The library will often train volunteers as younger people, who see Sogren's militarized culture teachers and arrange for them to live in small towns to as nothing but a subtle form of authoritarianism. promote literacy and education. This is not always Kaijeten is not so much in the foothills of the looked upon kindly, especially in more conservative Draugh as it is in the Draugh entirely. Its capital, settlements. Hegresh, is a city of odd engineering, a place where Valdren is one of the least-developed regions of eccentric machinists gather to mix magic and Aragna, on par with Evonen. Sitting atop an arid ingenuity into new technology. Hegresh is where the plateau, Valdren's population is still largely made up of airships of Aragna were first developed and its many nomadic tribes. Few people travel through Valdren, airdocks and ports show that. Hegresh is Aragna's gate choosing often to go around it if possible, since its dry to the west, with some travelers by both foot and air nature and isolationist population can make travel coming from as far away as Dokhar proper. quite a challenge. There is no proper capital of this The capital's “Engineering Exchange,” at first simply area, and many Aragnans often view Valdren as a a group of inventors who gathered to share foreign nation altogether. Though they may not realize knowledge, has in the last decade become an active it, the people of Valdren are the direct of political group, branching out to Aerugat and Univa. the tribes that founded Aragna and its predecessor They seek to understand, rediscover, and reimplement nations, whose traditions and familial bonds create the old technologies, such as the telephony infrastructure foundation of Aragna's social strength. and railways whose ruins are found throughout Evonen is by far the most dangerous province of central Vetu. Their success is varied but has recently Aragna. Most avoid it when they can, as it is in the restored the telephony system in Univa to working Forest of Balk proper and is thus home to many order, a simple test to get merchants and wealthy latrodects and foul creatures of dark creation. The nobles interested enough to invest, as the manpower settlements that are in Evonen are often led by cruel needed to recreate such infrastructures is immense. noblemen who pay practically nothing for the less Hidren is mostly water and is thus home to many fortunate to build them mighty defenses against the fishermen. Its capital is a grand fortress on an island, a forest around them. Like Valdren, Evonen has no citadel that is both part of but entirely separate from capital, though the noblemen who control most of the the rest of Aragna: Wan, the Pale City. The province is Balk meet on a regular basis to discuss business. famous for its wide variety of musical instruments and Arche each passing day. They share a great deal of their Arche borders Aragna to the north. It is a primarily cultural heritage with Sogren, with Mount Hestesh human empire, heavily militarized and aggressive. supplying the region with great bounds of ores and The people there are encouraged to defend themselves materials. and defend their country—carry weapons openly, be Balthazel covers the vast pine forests of Arche's suspicious of those who don't, and report any north. Though intensely rural and hard to live in due dissidents to their local propaganda officer. to its bountiful snow and cold weather, the lumber The Archen emperor, Beyoln Arche, fancies himself trade here makes this a go-to destination of merchants a god to be worshiped, and his social, financial, and looking to make an easy living and laborers looking to magic power puts him quite close to it. He has an get better money than what their home towns can incredibly strong soul, with magic so strong that none offer. Compared to the rest of Arch, Blathazel is wild even dare to face him head-on. His generals are and untamed, though that can make the iron grip of similar, either recruited for their strong magic or law even harsher. granted it by the emperor himself. It is rumored that his generals are barely mortal, and their mysterious Bastion air nourishes this rumor. Beyond the Wall of the World, a large, communal The justice system and laws reflect the will of the nation has reached a state of peace. Many people fled emperor. They are harsh, strict, punishing small here during the Second Fall, going beyond the massive transgressions with outrageous punishments. Thievery mounts of the range and finding safety. Bastion has is punishable by public hanging. The severity of one's become a place of peace, with a population of equal crime can even cause punishment to be applied to parts caprus and humans. Beyond the reach of most one's close family and friends, as well. Corruption in other nations, Bastion is self-sufficient and has the government, from the lowly foot soldier to the advanced technologically far beyond all others. upper echelons of Beyoln's advisers, is rampant. Bastion has a widespread rail system, one of the few Arche's relationship with Aragna is tense at best, surviving in the world, with steam-powered trains with skirmishes happening on a regular basis on their shuttling people back and forth across the country. shared border. It has not reached a level of all-out war The country is led by a handful of noble families, yet, but it is obvious that Beyoln covets Aragna's land mostly caprus and human lines with a single odd and cities a great deal. Still, Arche and Aragna have lineage of lacertus. They live in luxury and command similar cultural heritage, giving their people a strong the laws of the land via council of the heads-of- social bond to this day, from names to music and food. household. Luckily, their power does not see much In contrast with Aragna, the glory of the current abuse, and peace is kept at a nice level—in fact, due to emperor is the center of society. Serving his will and their direct control of resources, many people live with his state is the greatest way of life one can take—this is their basic needs met at all times. driven into people's heads from childhood. Outsiders The people of Bastion are inventive and self-driven. are seen as strange and not to be trusted, on the off Independence is valued highly by many. Most young chance they manage to travel through the country people reach adulthood believing that they will one given its restrictions on such things. day become a member of a noble house, by their own Arche flourishes from its bountiful farmlands and work or through marriage, or that they might become the huge forests in its northern section. Its trade runs a powerful merchant. on the standardized frigs, a currency of coins in Despite this, rising up from one's station in Bastion is denominations of 1, 10, and 50 in silver and 100s in quite difficult. There not a strict caste system like in gold. Frigs are stamped with the crest of Arche's the Kingdoms of Fohre but Bastion shares similar roots current ruler on both sides alongside the with those lands. Ideals of racial and genetic destiny denomination. are widespread. Despite its strong economic growth, the Bastion is one of few nations on Vetu where slavery authoritarian government often leaves its population is outright legalized. One can become a piece of with poor health and little food. Magic is strictly property through debt or birth. Treatment of such controlled, leading people to die of otherwise- slaves near cities is generally decent, lack of preventable illness and injury. The life expectancy in personhood aside. In rural areas, such laws are much Arche, compared to Aragna, is abysmal. more difficult to enforce and terrible practices of Capellic is the capital province of Arche, containing punishment and discipline are common. the city of Rahnon and covering the southeast-central portion of the country. Rahnon is a large, sprawling Dokhar metropolis with a raised citadel at its center, the By far the oldest existing civilization on Horun, central palace and home of Beyoln. The people of Dokhar is the sovereign kingdom of the caprus. It is Rahnon are often seen in a haze, and outsiders usually the birthplace of Nen, a bastion of culture and magic are only allowed in as prisoners of war or as criminals. and one of the most peaceful places on the planet. Telkic is the western province, centered around the Its capital is Rianen, the most ancient city on the city of Mola. This area of Arche is generally peaceful planet, predating Dokhar's founding by countless but Beyoln's thought police encroach on it more with centuries. The Silver Spires of Vitus make up the core of the city, surrounding a great plaza and the fountain- in the porous firmament. What few outcroppings of topped tomb of Nen himself. The five spires are said to bedrock have been built upon or harvested for have been built by the Children of Creos, possibly building materials. The ancient castles of the region anchors to another plane or a way to communicate are ancient, dating back to the Age of Nen in some with Creos, their star-faring vessel. cases. Some are crumbling, but all are used for their Dokhar is a country full of magic. Even the naturally tactical and historical qualities. long-lived caprus live into their third or fourth century Its muddy lands make what little natural resources with ease thanks to the wide teaching and availability it has extremely valuable. Economics are based on of healing magics. Younger generations often see this bartering, with gold being saved as a sign of power as a curse, not a blessing, causing Dokhar's politics to and wealth by the ruling monarchs. A wagon filled move at a snail's pace. As well, despite the ability to with lumber is worth half a dozen heads of cattle or heal one's body, the long lives of the caprus give rise to ogira, and workable ore is so rare as to be priceless. a widespread tendency toward mental illness, whether Most metal and woodwork is done by processing and it's dementia and confusion or depression and anxiety salvaging from old works. brought on by trauma experienced through one's long The people of Fohre speak a dialect of Garesh that is life. much closer to that of Goresha of old. They have an The country has some of the worst economic accent of blended words and odd slang which can disparity in the world. Despite being generally make them hard to understand to outsiders. Common prosperous, the poor are extremely poor. Cities often given names in the area include Comi, Sugia, Stranneh, have large neighborhoods with crumbling buildings Finvi, and Avitt for males, and Telta, Briggeh, Ghira, where destitute people are forced to live and often Brenna, Aissen, and Eiban for females. have for multiple generations. The government has never even recognized this as a problem, being Melanvar primarily run by old families with great reputations On the northwest shores of Drakestooth Bay, this and renown. This inconvenience is swept under the country is comprised mostly of lacertus and felids. The rug in favor of the status quo, and there is little sign of people here are hardy and gruff, and outside this changing. communication isn't common. Names in Dokhar, the harsh surnames of caprus families aside, are often elegant and long, full of Nenhar vowels and s- and r-sounds. Examples of male names Named after the sea on which it resides, Nenhar is include Atulmam, Miraneha, Parehirya, Ginasanou, the central port city of the Sea of Nen. Its people are and Mahdehara. Examples of female names include fishermen and merchants, both full of superstition. Ariandrelas, Henisane, Perosa, Thilemathea, and Nenhar, despite being named after the caprus hero, is Kynnascaleh. inhabited mostly by felids who joined together after the Second Fall when Frein swept through the Bluescale Tundra struggling kingdoms on the coast at the time. Though not a proper nation, these large, hilly plains The people of Nenhar are hard-working and are home to many tribes of lacertus and few others. generally friendly. Being comprised of farmers and The people here live simple lives, creating small towns wayfarers, this attitude suits them well. Their one flaw or dens in which their small enclaves can eek out a is their superstitious nature, always mindful of omens decent living. Some people will travel hundreds of and bad luck. Outsiders that don't understand can miles to settle down in this untamed wilderness. often find themselves under scrutiny or at the receiving end of tirades on the subjects of their Kingdoms of Fohre foolishness and ignorance. Sitting in the shadow of the World Wall, these Nenhar deals largely in trading, with local wines human kingdoms are constantly shifting and changing being a standard good. Most everyone knows from a in the marshy expanse they reside in. This land has young age the worth of specific lines from specific been in flux the entirety of the Enlightened Age, with vineyards. Such pride in their country's brewing kings and despots claiming control over various aging brings great distaste for foreign ales that might sale cities. the long path down the River Kraine. There are currently seven kingdoms in Fohre, operating in a feudal system with rigid castes. Peasants Oreama do not look above their station; in fact, the common After the Second Fall, many caprus were sickened by civilian is often a serf, an indentured servant paying the poor treatment of the people by the Dokhar debts of ancestors long forgotten. Above them are government. A silent revolution began, one that land-owners, and above them are merchants, who ultimately failed to change the nation's ways. control the lands they own. Above them are nobles Thousands of supporters of the movement ultimately and knights, appointed by the royalty at the kingdoms' chose to leave. They settled in the valley at the social peak. southern end of the Draugh and declared it Oreama, Fohre is a marshy land in a wide depression, with after one of the founders of Dokhar. waters rom the Draugh and the World Wall collecting People here, caprus and felid and human alike, keep word. There have been talks of folding Tolen into the to themselves in matters of law and regulation. Many Aragnan republic for decades, but nothing has come of human families have lived in the area for countless it as of yet. While the respected High Councilor is in generations, and there are still tensions between them favor, the Lord General of Sogren has been strictly and the caprus population. Barter and trade is the way opposed, swaying political opinion and making it a of the land, and its spread-out nature makes it touchy subject. attractive to foreign expatriates, who often choose to settle down in the Draugh foothills of the area. Torindesh This country is the southernmost nation of Vetu. It is Senvar also the central tradepoint between Vetu and Silvest, This nation is cold and isolated, consisting primarily being the one real gate of culture between the two of fishing villages and pine forests. Its capital of Jolia continents. Its people are hardy, either farmers used to has special traditions with the giant serpents that dealing with the foul waters of the Thirsdurn, or inhabit the churning waters of the Drakestooth Bay it sailors, used to dealing with people from all walks of sits on, with yearly festivals and many shrines life. dedicated to them. Being inhabited primarily by lacertus, the people of Senvar feel a special connection Zeyla to the reptilian creatures of the bay. The sea drakes in This desert kingdom thrived for centuries, even this area are gentle, even docile, in fierce contrast with during the Second Fall. However, in around the 350th their aggressive cousins that fill the rest of the bay. year of the Enlightened Age, the kingdom's inhabitants Tolen suddenly vanished. All trade stopped and many towns This is a simple nation of farmers, run by an elected were outright buried by the encroaching sands, almost council in its capital city of Nallen. Despite its simple overnight. What happened to this large, successful people, many great warriors are born here, rising up kingdom is a mystery. Many of the old establishments to do great deeds. The nation's southwestern section is are now used by felid tribes, as many old wells still unfortunately in the Forest of Balk and is a nesting bear water and some buildings still rise above the ground for bandits and criminals from across the sand, providing shelter during the heat of the day. region. Tolen is culturally similar to much of Aragna, but its Nations of Silvest people are often less educated and “simpler,” in a Coming soon-ish. Chapter 4: Cosmology and Geography “Look at what we've found: a new world, with new would become the world's patron gods. Many life! Its land covered in green organisms that thrive on thousands of years have passed since then, and sunlight alongside ambulant creatures on two or four, civilizations have risen and fallen, surviving the or even more!, legs, and its waters filled with creatures harshness of nature, circumstance, and terrible of an even stranger sort! It's absolutely fascinating, the cataclyms. potential this world's genetic path has. I think we can The cosmos in which Horun resides is one of many use this potential and leave a lasting legacy in this planes of existence, one over the other, influencing universe, before we fade from this plane and our mighty each other indirectly. The power of the soul, a constructs and achievements are swept away by the spontaneous fluctuation of the ether of reality caused onward march of time.” by intelligent life, allows beings to draw power from - Tida, Creosian navigator of time and space these other planes, giving rise to magic. Horun orbits Vitus, a yellow star of average size, and The Cosmos is one of six planets, including two massive gas giants, Horun is one of countless planets in an endless, Agathus and Domirus, visible as small orbs even swirling cosmos, but it is far from the only one to during the day. Its natural satellite, Matrus, is large house life. The Children of Creos, a race from a far- and off-white, its iced-over surface covered in striated flung star whose evolution had brought them to the cracks; its second moon, Creos, is much smaller, brink of extraplanar ascension, arrived at Horun on its orbiting Horun two times a day. It is covered in second moon, now called Creos. They took the life swirling clouds and its surface appear as a mix of forms of the planet and crafted from them several orange, green, and blue. intelligent races. It was not long after the creation of As it currently is, Horun is divided into three main these races that disagreements on the purpose of them continents: Carce, Vetu, and Silvest. Carce and Vetu are came about. Some saw them as a means to continue outliers, the only continents in the northern their existence into eternity as gods; others saw them hemisphere, while Silvest is a supercontinent covering as the last of their people's legacy, that would continue much of the southern hemisphere. No matter the on into eternity. There were disagreements, then place, every land has been touched by some cataclysm arguments, then fights, then war, with all of the or another, be it the judgment of demigods, war by Creosians finally driven out by the three beings that twisted beings of evil, or a demise brought on by their north-south range range of incredibly-high peaks that own hubris. tower over the rest of the land. Central Vetu is dominated by temperate zones in the Vetu, the Old Continent north and the Desert of Zeresh, a large expanse of Vetu is one of Horun's primary three continents. It is sand dunes and buried ruins. The conditions here are an ancient land, home of many Creosian ruins and the harsh but livable to the peoples of the desert who have birthplace of the living god of the caprus, Nen, as well wandered its sands for generations. as the source of the Second Fall which brought the fall of many nations and the death of countless people a Carce, the Frozen Continent mere four centuries ago. Carce is one of the three major continents of Horun, Vetu is a geographically diverse continent, despite though the smallest and least-populated. It is thought being dwarfed by its southern neighbor. Most notably by some to be the homeland of the lacertus during the are its three main mountain ranges: the Draugh Golden Age, but that has long passed. Arem and Genis' Mountains, a fold-zone formation running north- final battle took place here, and the forces of time and south in west-central Vetu; the Thrisdurn Mountains, nature have yet to repair this broken land. Jagged a northwest-southwest region cutting off the mountains stretch across its eastern half and the land continent's southern peninsula; and the World Wall, a is in a constant state of winter, while vast plains known as the Accursed Wastes take up the western half, filled with distorted beasts and harsh cold.. Silvest, the Untamed Lands Glacial forces make this a dangerous place to tread Silvest is an incredibly vast landmas, taking up even without the terrible cold. much of the equatorial region and the southern The Abyss is Arem's prison, sat in a crater in south- hemisphere. Its innards are dry, often deserts hot and central Carce. It is a terrible, black void, a hole in cold, but the coasts are bastions of civilization. The reality that vibrates constantly. Snow that builds up on supercontinent's many plates smashing against each the crater and mountain sides in the area fall down in other cause a great deal of tectonic and volcanic avalanches and vanish into the Abyss. Those who have activity. tried to study it have usually broken down into Central Silvest is dominated by the Great Desert constant paranoia or outright disappeared. Aperantos. It is a vast waste of sun-baked, wind- Erelnen is one of very few establishments on the blown dunes. Its central-most areas are the hottest continent. It is an aging fort of caprus design, manned spots on the planet, going above the boiling point of by personnel from Dokhar. Corrupt officials have a water during high noon. Its edges and southern tendency to send suspicious underlings here on long- reaches are still inhabited, nomads and simple tuber- term assignments. farmers using long-abandoned ruins as their homes. Genis' Rest is the one port of Carce. Its piers of Even without the heat, the desert is inhabited by great ancient stone barely withstand the constant frost, and beasts: sand drakes, the inland brothers of the massive measures must be taken year-round to ensure the port deep sea drakes with similar innate magic abilities, is not clogged with ice. and the aperans, plated lizards who live underground Last Stop is aptly named. It is a prison colony of to avoid the heat. Dokhar, a barely-livable settlement built partially To the northeast is the Morganus Rainforest, home underground. It is also the last settlement on the road to some 90% of the planet's plant life. The rainforest to the Abyss, which no person of right mind would also receives over a third of the planet's yearly take. precipitation, absorbing it like a sponge. Chapter 5: Animals and Monsters legs jutting out from it on each side that hold it up. At Horun is filled with many creatures that are its front, however, the carapace opens and its analogues of Earth animals and plants, many coming amorphous body shows itself. Its front is similar to a in large sizes by magic or natural evolution. Dire yellow-green slug, ending in four stalks topped with animals are not uncommon but very dangerous, eyes. Its slug-like body produces an acidic slime that especially in the Forest of Balk. dissolves flesh and rock at an astounding rate. They Earth animals with analogues on Horun include: often create cave dwellings in mountainous areas or wolves, mountain lions, goats, weasels, bats, rats and inhabit existing caverns. Antel are ambush predators, mice, rabbits, deer and other stags, wild bovines, hiding their body within their carapace and watching lizards, snakes, fish, sharks, whales, octopus, mollusks, into the darkness for prey; they launch onto the prey badgers, ferrets, domesticated dogs and cats, many and cover it in dissolving acid, allowing them to feed forms of insects, bears, crustaceans, crocodiles, frogs, on disgusting, melted viscera. toads, salamanders (especially giant salamanders), Dragons are strange inhabitants of large forests and newts, sloths, wild boar, monkeys, and primates. high mountains. They are suletherons, with innate Horses and camels do not exist on Horun; in their magics and an extra set of limbs above their forward place, creatures such as the origa or domesticated legs as wings. They are much like magpies: of low but stags are used. workable intelligence, naturally curious, and with a There are no true birds on Horun. However, a clade universal affinity for shiny objects. of reptiles known as therons have evolved to fill Drakes are (primarily) aquatic serpents that inhabit similar niches. They are usually bipedal, usually oceans and lakes, a distant clade of pseudo-reptiles. winged, covered in a mix of scales and feathers. Most They range from man-sized beasts to gargantuan are similar to Earth's ancient theropod dinosaurs and monsters, often with multiple sets of venom-injecting early birds. They are not as graceful fliers as Earth fangs. Drakes are covered in thick, smooth scales with birds, but they do well enough to fill that niche almost long, flat tails and two frontward limbs. Drakes are exclusively save for bats. Most therons are no larger relatively intelligent for animals, with the older ones than dogs, though there are one or two species of man- reaching levels of simple speech. They often have sized raptors. A split group called suletherons include innate magical abilities, primarily related to the water; dragons, ogira, aklechim, and other species of drakes in the Sea of Nen are often responsible for large partially-feathered reptiles that have an extra set of waterspouts for the purpose of hunting, lifting prey limbs. high into the air and stunning or killing them for an Akelchim are large suletherons, distant cousins of easy meal. Even farther out, the monstrous deep sea ogira with six legs. Their skin is covered in growths drakes are gods onto themselves, with their emotions similar to scales or feathers, each about the size of a influencing the weather and the ability to human hand, that flick about in the air and shimmer spontaneously generate whirlpools. Many will hold in a rainbow of colors. They are front-heavy, with entire fleets for ransom if they pass over their high, heavy shoulders going down powerful arms to territory. clawed paws. Their heads are canine-like, their large Ogira are many people's go-to steeds, a diverse mouths filled with teeth with exaggerated serrations group of suletherons that have been widely and a long tongue ending tapering to a sharp-angled domesticated. They are capable of bearing heavy loads point. Their heads are topped with a set of horns that on all six limbs or sprinting quickly on their hind sweep back from above their brow, which holds three fours, making them valuable to nearly every use a sets of beady, black eyes. A short tail rests above their steed can have. They are muscular creatures, about as smaller haunches, and though relatively short their tall as a man, with powerful legs both front and back. dual sets of rear legs have more than enough power Their tails swing out behind them, improving their from muscular haunches to propel them forward at balance. They have long, slender heads filled with the more than 30 miles per hour. teeth of am omnivore, a mix of canines, incisors, and They are capable of obscuring themselves almost molars. They have two sets of eyes: small black ones completely, at will, simply by flipping all of their scales that stare out from the sides of their head and larger, to one side. The physics behind the akelchims' colored ones that stare forward. They come in a camouflage is unknown, though a form of magic is variety of colors based on the region they're from, suspected and likely. They are found in mountain such as Aragnan ogira usually being brown, green, and foothills, plains, and the outskirts of large forests, and yellow, and ogira from the Zeresh region often being many superstitions have arisen on how to keep them tan and red. Rare black, white, and even pink ogira are away from settlements. found in various parts of Silvest. A rat-sized relative, the borrachim, is native to the Though decent steeds, some breeds are much too Thrisdrun Basin. They have a nasty, poisonous bite. large to use reasonably. They are often used as Antel are bizarre creatures believed to have been livestock, producing fist-sized eggs and tender meat, originally created by early human mages. The bulk of requiring little more than grazing lands and occasional their form is a thick, black carapace, with six spindly meat scraps for protein. The Viren are beings from Creos, Horun's second indefinite lifespans. What they lack in intelligence and moon. They are bizarre creatures who hide out of magical abilities they make up for in sheer size and sight, aliens on an unknown world. Legends of fey strength. They are the stuff of nightmares: gigantic creatures are almost universally founded on with multitudes of eyes, feelers, and sharp limbs, encounters with Viren. It is not that uncommon for devouring everything in their path. Fortunately, they people seeking magic power to seek out a Viren in the do not stray far from their places of birth in the deep wilderness, as they have incredible innate magic ocean, but the rare egg brought closer to shore by tides abilities. often sparks natural disaster-level events shortly after Gargantuan crustaceans known as rakish inhabit its hatching. the deepest depths of the oceans. They are born from man-sized eggs and grow continually throughout Chapter 6: History “The sky split open. The ground shook—no, the very Trinity (and all Creosians) is not worthy of worship or air shook. I could hear the voices resonating in the air even consideration, being so willing to commit and in my mind, a dark drone reading out the charges of genocide against the peoples their race was our country. The Creosians have forsaken us as we responsible for creating. forsook them, but do they have the right? The destruction they've caused, so many dead. So many The Broken Age (~1,700ya, BA) innocents. So much achievement of our species struck Civilization slowly rebuilt after the Fall. In most down by spiteful beings who do so only because of their areas, survivors struggled to build from rock bottom, whim and their power. I am ashamed to have been some managing to survive by adopting nomadic, created by such monsters. We must be better than them. hunter-and-gatherer lifestyles. Not all suffered so For the sake of all future generations, we must.” greatly in this age—notably, Dokhar was founded by - Celis Orideon, felid scholar, after the First Fall survivors of the old empire of Pentus, first as a nationalist military empire bent on caprus supremacy. Horunite history is traditionally split into Ages based Univa was founded around the Silver Spire of Matrus, on significant events in history. where early religious groups cling to in hopes of divine salvation. The library in Atreon was also built in this The Deep Ages age, as a repository of knowledge salvaged from the The eons prior to the arrival of the Children of ruins of Goresha. After three hundred years, a certain Creos. The Creosians changed Horun dramatically, caprus was born that will change the world: Nen. making knowledge of prehistory a challenge to attain. The Age of Nen (~1,380ya, AN) The Golden Age (~11,000ya, GA) This age was dominated by the adventurer's spirit This is the age in which the Children of Creos crafted and the spreading of Nen's doctrine. Nen traveled the the intelligent life of Horun, educated them, and world and spread his philosophy of the strong helped them thrive. This age began at least 10,000 protecting the weak across all of Vetu, then explored years ago and lasted for most of known history. This the frozen wastelands of Fost, and then half a century age's last years were devastating to all of Horun as delving into the wilds of Silvest. Nen lived into his 600s Arem and Genis and their forces fought, ending on the before willingly succumbing to disease, looking at the date of Arem's imprisonment and Genis' death. The prospering world he had helped create and letting small continent of Carce is trapped in eternal snowfall another take the mantle of Rae's envoy. by the spread of magic from Arem's prison there. The Rising Age (~800ya, RA) The Shielded Age (~3,500ya, SA) Civilization flourished in the aftermath of Nen's Watched over by Seilv, Rae, and Wraish, civilization teachings, and great leaps and bounds were made in thrived and the races of Horun learned to fend for the studies of magic and technology. Railways themselves. This age lasted approximately two connected large areas of Vetu. Electricity-based hundred years, after which the three patron protectors technology begins to develop, starting in Dokhar and ascended to a higher existence. spreading to other areas, including old countries that now make up modern-day Aragna. Zeyla was founded The Age of Deliverance (~3,200ya, AD) in the Zeresh Desert, nomadic tribes gathering their Beginning around 3000 years ago, these 1500 years knowledge and manpower to make themselves a were generally prosperous, with Horunite society better future. The first Kingdoms of Fohre appeared as developing and growing in all corners of the world. well, after bloody wars in the rural marshes of west- Towards its end, the rise and abuse of religious belief central Vetu. This age ended tragically, however, as a led to deadly crusades, with once-exiled Creosians cult of Arem attempted to awaken their patron and takin thrones above Horun's most powerful nations. instead of unleashed Frein, Raiv, and Yrin—the Order Seilv, Rae, and Wrain, the Trinity, took it upon of Arem--sparking the Second Fall. themselves to end this. They manifested themselves as massive beasts, giving rise to their current The Enlightened Age (~420ya to present, EA) representations, in an event called the Fall (now called The vile forces of the Order of Arem caused great the First Fall). The Trinity purged the world of destruction. Entire cities were devoured or burned to encroaching Creosians and made much of civilization the ground, and countrysides were swept clean as they collapse. The kingdoms of Pentus and Goresha in traveled around the globe wreaking havoc. particular met their ends, leaving nothing but ruins Infrastructure in all but the most heavily-defended and vast, empty plains on much of Veta. series and much of central Dokhar were destroyed The First Fall is a large point of contention among beyond recognition. After several decades of genocide religious believers to this very day—many insist the and terror, the forces of darkness vanished mysteriously, simultaneously, despite being in founded by the first of the Arche royal line. Dohkar different parts of the globe. Since then, people have entered a noticeable state of stagnation in the arts, in brought civilization back and have struggled to technology, and in public policy following the Second continue the onward march of progress. Aragna was Fall, possibly as a result of the culture that kept the founded with the Treaty of Univa, and Arche was country safe in those dark times. Appendix A: D&D 5e Guidelines Secondary languages should be based on trade or background based on family immigration, and tertiary Backgrounds languages are usually the subject of specific study. Core 5e backgrounds work well across the board, given extra fluff for an individual character. Magic All magic is, by its nature, arcane; even power Classes granted by extraplanar creatures is not considered With some fluff changes, most core 5e classes and divine. Thus, many spellcasting classes derive their class options work well. Due to how magic works, power from sources not traditionally associated with these changes are most import for divine casters. their abilities, as written before. Barbarian rage and the associated abilities are a Because magic is an emergent quality of intelligence, force-of-will style of magic focusing primarily on the it is hard for items to be imbued with magic items. individual. Magic is a commodity of the educated and the gifted, of Bards are studiers of magic through history, using living things, and the one “easy” way to give objects story and song as expressions of will similar to an magical qualities is the trapping of a soul, which is incantation. akin to enslaving a person's immortal essence. Low- Clerics do not receive magic from a deity. Rather, magic items such as potions and ointments are they are philosophers, and their chosen domain is a common enough at the expense of their crafter's broad subject on which they study. “Turn Undead” and energy, and noblemen are known to have magic odds its improved abilities can be flavored as a study into and ends made by master craftsmen. Beyond that, detaching souls from corpses, being a terrible blight on most magic items are regarded as artifacts of a lost the natural order. time or creations of vile people. Druids gain power through the study of nature. The planes, as well, are more abstract than in classic Think of them as biologists and climatologists. Circle of D&D settings. They often have different physics than the Moon druids learn more about living things by the material universe and are unfit to travel to. Plane shapeshifting into them. shift and teleportation spells should be restricted in Monks' ki abilities are simply another expression of general. magical ability and will. Paladins gain their power through dedication to a cause, focusing on their tenants with such force that Monsters they can express such through magic. Losing faith in For ease of use, most creatures from D&D Monster their cause and tenants will make their powers wane Manuals can be ported in wholesale with a bit of or disappear entirely. appearance and background changes. Rangers are similar to druids, studying and learning Dragons are large relatives of birds and ogira with about nature for the purpose of hunting or taming. magpie-like qualities. Wyverns are an earlier branch, Sorcerers are born with naturally strong souls. and kobolds are the result of experiments on dragons Their ability to use magic is innate. Draconic bloodline and lacertus. sorcerers can easily be reflavored as sorcerers who Goblinoids are the descendents of a set of specialize in a particular element. experiments by caprus in the early years before Nen, Warlocks are those who have made pacts with who wished to see how humans could be changed to creatures from other planes or powerful worldly do their bidding. Goblinoids have proved quite fruitful, creatures such as fey. Alternatively, they have gone spreading across Vetu like the plague. through a magic ritual to bind their souls to another, Manticores and chimeras and other monstrosities basically holding the life of powerful extraplanar are of the same breed, creatures who have been creatures hostage in exchange for power. This is not bonded together or mutated by warps in the ether. always a choice they knowingly made. Some are from experiments, others are caused by Wizards are arcane scholars similar to clerics, but natural distortions. they are often more focused on practical applications Undead are generally plane-trapped souls forced than philosophical study. They study, memorize, and into a body that is not their own. Constructs, oozes, practice to perfect their crafts. Eldritch Knights and and elementals are similar, being souls trapped in an Arcane Tricksters follow similar paths for their artificial body or a crystal attuned to a type of matter. magical abilities. Fey are known as the Viren, said to be creatures who piggybacked on Creos, arriving on the planet from far- off stars. They have strange powers and strong magics, Languages but usually keep to themselves. They are often erratic Languages should be restricted and chosen based on and act illogically; being magic beings from another logical principles. “Common” should be switched out star on an alien world, this is to be expected. for the appropriate language of the area: Dokharesh Celestials and fiends are generally creatures from for Dokhar, Garesh for Aragna and Arche, and so on. other planes of existence, twisted as they may be. There is no concrete hell or heaven, and they usually being able to reroll 1s on a d20, though they must take do not serve any god known to Horun. the second result if they do so. Speed 25ft. Proficiency Giants and trolls are solitary creatures, living in in Acrobatics. mountainous or forested wilderness. They are not Lacertus: Rare, often found in mountainous areas or always of the same breed; some are merely humanoids near fishing towns. Medium size, 6 to 8 feet tall. They who have been warped by the ether in the same way reach adulthood in their mid teens and live to 60 on as monstrosities or aberrations. average, with an upper limit of 150 to 200 years. They Aberrations are either creatures twisted by or have a base speed of 35 feet, are often lawful, and gain created through vile magics or distortion of the ether, +2 to constitution and +1 to wisdom. They have or they are creatures pulled onto Horun from other resistance to cold damage, can go up to a week without planes wholesale. eating with ease, and have advantage on stealth checks to hide in natural settings be it a snowdrift, a collection of rocks, or thick brush. While not in medium or heavy Races armor, swimming does not cost a lacertus any extra These are the suggested races for Children of Horun, movement. based on the intelligent races found on land-based Humans: Common, medium size, 5 to 6 feet tall, societies. adulthood in late teens, can live up to be 80-90 years Caprus: Common, medium size, 4 to 7 feet tall, reach old (or older with the aid of magic). Speed 30ft. No adulthood in mid-20s. They live to 120 years on alignment tendencies. Receives +1 to two stats, one average but there is no innate cap on their age as skill proficiency, and a feat. humans tend to have. Speed 30ft, often of neutral alignments. Being of strong build and mind, caprus gain +2 to intelligence and +1 to strength. Their Skills connection to magic lets them cast detect magic once The skills as-writ in 5e work fine in Children of per long rest and know one wizard cantrip. Horun. However, due to the nature of religion and the Latrodects: Very rare, they avoid interacting with planes, the Religion skill should be phased out. societies outside their own. Small size, 2 to 4 feet tall. Information about religions can be gained from They are often chaotic. Their spider-like nature gives History, and information about the planes and undead them +2 to dexterity and +1 to constitution. They can and such can be gained from Arcana. produce one dose of venom per long rest that can be applied to a weapon. They can also perform a bite Variant Rules attack as an action to paralyze and poison (deals Feats are highly recommended. As well, the spell 1d4+str damage, saving throw is 8 + prof + con, points variant in the DMG works well as expressing paralysis lasts for 1 minute and poisoned condition spell slots as a store of energy and will rather than a lasts for 24 hours), once per long rest. They can also more set-in-stone casting ability. produce a temporary shelter out of their silk, taking an hour to make a shelter good for several days. Latrodects are resistant to poison damage and have Weapons advantage on saving throws against poison. Horun has a variety of weapons, similar in variety to Felids: Uncommon, often in traveling caravans or Earth's. Many odd-looking weapons exist and easily fit small family groups. Small size, 3 to 4.5 feet tall. Felids into one of 5e's core weapon stats with little reach maturity at around the age of 15 and live about adjustment. as long as humans. They are often good and sometimes Firearms are available in Horun, though at 1/10th chaotic, kindhearted but prone to getting caught up in the price in the Dungeon Master's Guide (25gp happenings and ignoring common courtesy. Their equivalent for a pistol, 50gp equivalent for a musket). feline nature grants them +2 to dexterity and +1 to Bullets cost 1gp equivalent for a satchel of 10. charisma. They have seemingly supernatural luck, Appendix B: Art

A take on the lacertus by /tg/ drawfriend Space kid

Sketch of a caprus by anonymous /tg/ drawfriend

Felid art by anonymous /tg/ drawfriend Felid art by anonymous /tg/ drawfriend A superb take on the lacertus by /tg/ drawfriend hack

A line drawing of a caprus by anonymous /tg/ drawfriend