black blue and yellow textile

MAPS

COIN VALUE

Republic

Kingdom of Eldoria

Empire

Republic Gold Coin: $1200

Republic Standard Silver Coin: $100

Republic Small Silver Coin: $10

Republic Copper Coin: $1

Large Eldorian Silver Coin: $800

Standard Eldorian Silver Coin: $100

Small Eldorian Silver Coin: $4

Quarter Small Silver Coin: $1

Empire Gold Coin: $600

Empire Silver Coin: $5

Empire Copper Coin: $0.5

an abstract photo of a curved building with a blue sky in the background

Ores, Metals and Plants

Adamantina:

A lightweight metal with high resistance and impressive durability, but very little flexibility. Excellent for shields and armor, but a sword forged entirely from Adamantina snaps easily because of its rigidity. It’s often blended with Mitrhil and Oricalco in the crafting of weapons.

Durânio:

The hardest and most resilient metal known to exist. The only mine in the world lies within the Kingdom of Eldoria. It cannot bond with any other metal.

Mitrhil:

A highly flexible metal with moderate resistance and moderate durability, and extremely light. Used to add flexibility and lightness to alloys mixed with other metals.

Oricalco:

A metal with high durability and high resistance, but very heavy and not very flexible. Weapons made from it are extremely heavy and can break easily. Commonly combined with other metals to increase an alloy’s durability and resistance.

Gold:

A highly malleable metal used for coins, jewelry, architectural ornamentation, and crafted objects. It is the second most valuable metal in the world, surpassed only by Durânio due to its rarity on the continent.

Silver:

A highly malleable metal used for coins, jewelry, architectural ornaments, and crafted objects. The Gray Elves favor weaving silver embroidery into their garments. In the eastern lands of the continent, it serves as the standard currency, since no gold mines exist in that region.

Pulsara:

Extremely malleable. Used to enhance magical capacity and reduce mana consumption.

Pyraen:

An amber-colored metal capable of holding an enchantment. The only mine lies in the Tauraxia forest. Known among the Minotaur nobility as the Oath Stone.

Runalita:

Used in its raw ore form. It has the ability to measure someone’s magical level.

Simbara:

Extremely malleable. Used to suppress mana and magic.

Urum:

Used in its raw ore form. It has the ability to reveal someone’s race.

Plants

Willow Bark:

Its tea is used to reduce fever and treat pain and cramps.

Hemlock:

A highly toxic plant used to create powerful poisons.

Fairy Bellflower:

Tea made from this flower helps restore mana. Used to brew Mana Potions.

Ashleaf:

Used by women for weight loss. It has a bitter taste.

Serpent’s Blood:

Tea made from it has abortive and contraceptive properties. It has a bitter taste.

Tribulus:

A plant used in the creation of Aphrodisiac Potions.

Valerian:

Its roots are used to produce powerful sleeping draughts.

Measurements of Time, Speed ​​and Magnitude

Speeds

Gnomes, Dwarves, Blue-Haired Lumens: 1.5 mph

Humans, Eldorians, Pure-Blood Lumens: 1.8 mph

Elves, Half-Elves, Green-Haired Lumens: 2 mph

Orcs, Minotaurs, Felids: 2.5 mph

Harpyrians and Fairies usually travel only by flying.

Horse-drawn cart, loaded: 2.5 mph

Horse-drawn cart, empty: 3.7 mph

Two-horse cart, loaded: 4 mph

Two-horse cart, empty: 5.5 mph

Ordinary horses: 5.5 mph

Horses from Luminalis: 7 mph

Horses at a fast gallop: 8 – 9 mph*

Dragon Lizards: 10 mph

Boats: 9 mph

Time

A year is divided into 13 Moons. Each Moon corresponds to the time the moon takes to complete its four phases.

Measurements**

Finger: 1 in

Palm: 5 in

Half-Arm (from fingertip to elbow): 18 in

Arm: 29 in

Man: 78 in

Examples Converted

3 palms tall: 15 in

The height of 5 men: 390 in

Trivia

Estimated area of the continent: 30,370,000 km²

Maximum horizontal distance: 8,500 km

Maximum vertical distance: 3,850 km

*These are estimates. There are many variations depending on race and region.

**There is a time limit for maintaining this speed, depending on the race and the horse’s health.

RACE

Gifted with a lifespan of 200 to 300 years, they reach maturity at 18. Orcs stand between 2 and 2.5 meters tall. Hostility is a defining trait in how they relate to most other races. Among Orcs, strength is highly valued, and their powerful build places them among the physically strongest races-second only to the Minotaurs. They maintain a relatively peaceful coexistence with Minotaurs and tolerate the presence of Felids. With effort, they manage to keep a rudimentary trade relationship with Dwarves and Gnomes. They are fierce enemies of the Humans of the Empire-not that other humans enjoy better treatment, but Empire humans hunt Orcs as if they were animals to be taken as trophies. Orcs cannot reproduce with other races. They worship the God of Strength, Urzagor, a war deity who grants courage and power in battle. Their government is led by a King, beneath whom sits a council of twelve Generals chosen from their greatest warriors.

Orcs
Minotaurs

With a longevity of 400 to 500 years, Minotaurs are humanoids with bull-like heads. Though bipedal, their bodies resemble bulls far more than other humanoids. Their hands and feet, however, match those of the other races. They reach physical maturity at 20, but are only considered adults by society at 50. Standing between 2.5 and 3 meters tall, they possess an imposing presence, yet are known for valuing wisdom and knowledge, often adopting peaceful-or even pacifist-ways. They do not use their physical strength for fighting, not even to protect themselves or their loved ones. They try to maintain friendly relations with all races except the Humans of the Empire, who hunt them like animals. Because of their physiology, Minotaurs are unable to have physical relationships with other races. They lack religious concepts and place their faith instead in the pursuit of knowledge.

Felids (Catfolk)

They possess feline facial features, including pointed ears atop the head resembling those of cats. Their large, expressive eyes have vertical pupils. Equipped with sharp teeth and visible fangs, their skin is covered with a coat similar to that of felines. They also have a long, furred tail that is vital for balance. Strong and athletic, they move and react with great speed. Their daytime vision is excellent, and their night vision is exceptional; their hearing is the keenest among all races. They usually live from 100 to 200 years, reach physical maturity at 20, and stand between 2 and 2.5 meters tall. In their homeland, some tribes still resist wearing clothing. They receive Elves and Minotaurs well, maintaining friendly relations with them. Dwarves, Gnomes, and human merchants are accepted with some caution. Found in many parts of the world, their relationship with other races varies greatly depending on how they are treated. In several regions, their agility and dexterity are valued, making them ideal as bodyguards, mercenaries, and even soldiers in various kingdoms. Some use their physical gifts for less noble work, such as assassins. They can have physical relationships with other races but cannot produce offspring. Their faith revolves around the Ancestral Forefathers, revering the dead whom they believe influence the living. They have no governmental or political structure; members of their race are completely independent. They do not marry. When a female becomes pregnant, she raises her young until they can live independently, and they form no marital or parental bonds.

Dwarves
Gnomes

Living 300 to 400 years, Dwarves reach physical maturity at 30-around the time their beards achieve respectable volume-and are then considered adults. Though their height rarely exceeds 1.6 meters, they are sturdy and strong. Known as tireless workers, they take pride in this and do not shy away from physical labor. They coexist harmoniously with Gnomes. Rough, lively, and proud, they nonetheless make skilled merchants. They get along well with those who understand their direct and brusque manner. They are enthusiastic travelers, eager to expand their professional knowledge and to explore new places and cultures. They cannot reproduce with other races. Their faith is rooted in hard work. Dwarven political structure is similar to that of Human kingdoms.

Living 200 to 300 years, Gnomes become adults at 30. Their maximum height of 1.4 meters and youthful appearance make them resemble human teenagers. They have no beards or mustaches. They stand out for their intellect and above-average cunning. Inventiveness and creativity are common traits among them. They are also proud workers, which has brought them close to Dwarves since ancient times. They typically share lands with Dwarves. They tend to avoid travel or exploration unless accompanied by Dwarves. As shrewd merchants, their interactions with other races resemble the relationship between traders and their clients. They cannot reproduce with other races, and their religious beliefs change to mirror the beliefs of whatever customer they are dealing with.

Harpiryanas (Bird-Women)

Their race is composed entirely of females. Their bodies combine human head, torso, arms, and legs-except for their feet, which resemble the curved, razor-sharp talons of birds of prey such as eagles or falcons. Instead of hair, they have delicate feathers. Their intense, predatory eyes reflect their nature. Powerful wings, lined with sharp feathers, give them the ability to fly and glide through the skies with extraordinary agility and speed. They stand around 2 meters tall and live from 100 to 200 years. They dwell in high mountains where they build their nests. Like birds, their young hatch from eggs. Though they struggle to relate to other races due to easily wounded pride, they bear no innate hostility and can coexist peacefully when necessary. But those who approach their nests become targets of their lethal fury. Religion eludes their understanding, and reproducing with other races is impossible. They have no government, though they respect the strongest among them.

FAERICS

Faerics have no fixed life expectancy. Their bodies fully mature between ages 20 and 30, and they are considered adults once they can survive on their own. After reaching maturity, centuries pass before they show any sign of aging. Although they do not stop aging entirely, compared to humans, each millennium for a Faeric is equivalent to about ten human years physically. They lack body hair except for the hair on their head and their eyebrows. Their ears are long and pointed, and their hair colors range from green to blond, gray, or white. Reproduction is difficult for all Faerics. In even rarer cases, they can produce offspring with Humans, Lumens, and Eldorians. Half-Elves are seen as abominations by Faerics in general and are often marginalized. The race is divided into Fairies, Forest Elves, Dark Elves, and Gray Elves:

Fairies

Fairies stand up to 1.4 meters tall and have wings that allow them to fly. They live in harmony with nature and form relationships exclusively with other Faerics. They can communicate with animals through feelings, sending and understanding emotions. Their society is matriarchal, though both sexes exist. In a distant, forgotten past, some fairies were born without wings. These fairies produced offspring who also lacked wings. To compensate for this physical disadvantage, they gradually grew taller, stronger, and more agile with each generation. This unique offshoot of Fairies eventually became known as Elves. They avoid contact with non-Faerics and rarely leave the Elven Forest. They live in small, family-like communities devoted to preserving nature and animals. The oldest fairies possess the rare ability to become invisible.

Forest Elves
Elfos Cinzentos

The tallest among the Faerics, reaching up to 2.5 meters. They usually dwell in forests and live closely with nature. Their communities resemble extended families. Their eyes and hair commonly have green tones. They get along well with other Faeric races. They allow Eldorians to pass through their lands. They tolerate other races but prefer they stay away from their settlements. Reserved by nature, they share a belief in the spirits of nature.

Half-Elves

Standing between 2 and 2.5 meters tall, they have pale skin and hair usually gray or blond, rarely green. Their eyes tend to be green, blue, or grayish. They developed a society similar to that of humans, creating their own kingdom built on prosperous trade, diplomacy, and academies. Though they have social classes, their system is less rigid than that of humans. They welcome other races into their kingdom and allow commercial interaction but are strict with lawbreakers. They maintain positive relations with Faerics, Eldorians, and Lumens. Dwarves and Humans are tolerated as long as they respect the law. They adopted the Lunar Church as their official religion, worshipping the moon as a deity tied to life cycles, fertility, and emotions. Half-Elves are not allowed to enter their kingdom.

Dark Elves

They stand out for their shorter height, rarely reaching 2 meters. Their nearly translucent skin has a pinkish tint, while their hair is stark white. Their eyes are gray or red, completing their unique appearance. Naturally solitary, these Elves avoid all forms of social interaction and prefer isolation. They have no family structures or communities. When they desire it, they seek someone to mate with purely for physical need, not for producing offspring. They inhabit dense forests and live nocturnal lives because their skin is sensitive to sunlight. They react aggressively to intruders in their territory, except when looking for sexual partners. Spiritually, they have no concept of religion.

Pure-Blood Lumens

Extremely rare, they are the offspring of Faerics and humans. Their ears are pointed but medium-sized-between the ears of Elves and humans. Their hair and eye colors may come from either ancestor. They live for about a thousand years and reach adulthood at around 18. After reaching maturity, they continue aging but at a much slower rate. A 700-year-old Half-Elf looks like a human of about 50. Their maximum height is around 2 meters. They coexist peacefully with Humans, Eldorians, and Lumens, adapting easily to their surroundings. Their religion varies depending on where they live. They are usually mistreated by pure-blood Elves.

Blue-Haired Lumens

These are spirits that gained physical form through the magic of the Light Jewel, though the exact moment of their origin is unknown. All pure-blood Lumens are male. They average about 1.8 meters in height, have silver hair, and eyes that emit a vivid glow. They appeared fully grown and have never aged. Their bodies have androgynous features. They can reproduce with Faerics, Half-Elves, Humans, and Eldorians. They do not understand the concept of religion but respect those who do. Pure-blood Lumens can communicate mentally with one another.

Born from a pure-blood Lumen and an Elf. They reach physical maturity at 20 and show extremely high muscular development. Physically, they are nearly as strong as Orcs and as agile as Felids. They have no affinity for magic. They never age.

Green-Haired Lumens
Humans

Born from a pure-blood Lumen and a human woman. They reach physical maturity at 20, but their appearance matches that of a 15-year-old human. They never age. They possess great magical capacity, but their physical combat ability is equivalent to that of a not-very-athletic human teenager.

However, all identify simply as Lumens, regardless of lineage. It is impossible to tell a 50-year-old Lumen from a 3,000-year-old one by appearance. A Lumen’s personality develops over the years, though their body does not change.

Humans of the Empire

At best, they reach a height of 2 meters. They live up to about 80 years and are considered adults at 18. Their hair is typically brown, black, blond, or red. They are less agile than Elves and Felids, weaker than Orcs and Dwarves, and possess less magical power than Lumens. They cannot fly like Fairies or Harpiryanas. Even so, their intelligence, cunning, creativity, and inventiveness are remarkable. Their behavior is strongly driven by passion. They make up the most populous race on the continent, even though Elves occupy a larger territory. Humans can have sexual relationships with almost all races except Minotaurs and Harpiryanas. They commonly travel throughout nearly the entire continent.

Eldorians

In the far west of the continent, humans formed an isolationist Empire that forbids the entry of non-humans with physical and magical barriers. They look down on anything non-human and leave their lands to hunt Orcs and Minotaurs as though they were animals. The Religion of Sozdan-the creator god-was founded by them. This faith teaches that humans were created to endure the trials of living among “inferior races” before ascending to a promised land reserved exclusively for humans.

Demons

A mixture of human, Faeric, and Lumen blood at some point in the past gave rise to people resembling tall, strong humans. They can reach up to 2.5 meters in height. Their hair colors resemble those of humans: blond, brown, red, or black. Everyone is born with a unique lifespan, but they generally live between 600 and 1800 years. They are considered adults at 19. Some Eldorians worship nature; others worship the God Veritas-known among humans as the god of truth and justice; others follow the Lunar Church of the Gray Elves. Most, however, show no interest in religion at all.

Dragons (Version told in the Republic)

Blood-eaters, Demons are nocturnal and mysterious beings. Physically, they retain the appearance of the race they belonged to before becoming Demons. Their eyes can see hundreds of meters in the dark, and their movements are fluid and graceful, reminiscent of animals on alert. They maintain a small community and a hierarchical structure, though they have no social classes or defined religion

Lycanthropes

Their race is composed entirely of females. Their bodies combine human head, torso, arms, and legs-except for their feet, which resemble the curved, razor-sharp talons of birds of prey such as eagles or falcons. Instead of hair, they have delicate feathers. Their intense, predatory eyes reflect their nature. Powerful wings, lined with sharp feathers, give them the ability to fly and glide through the skies with extraordinary agility and speed. They stand around 2 meters tall and live from 100 to 200 years. They dwell in high mountains where they build their nests. Like birds, their young hatch from eggs. Though they struggle to relate to other races due to easily wounded pride, they bear no innate hostility and can coexist peacefully when necessary. But those who approach their nests become targets of their lethal fury. Religion eludes their understanding, and reproducing with other races is impossible. They have no government, though they respect the strongest among them.

More a condition than a race, Lycanthropes can transform into terrifying, lethal creatures. When transformed, they usually develop thick, coarse fur covering their bodies. They have the head of a giant wolf, with an elongated snout, strong jaws, sharp teeth, and pointed, upright ears. Their bites are powerful and often lethal. Their eyes remain human. Their hands turn into strong, sharp claws, and their legs resemble the hind legs of a wolf, granting them great speed and agility. When transformed, they become taller, more muscular, and possess supernatural strength. Their powerful build is one of their defining traits. They are extremely rare, and this condition has only been found among humans, though the cause remains unknown.

SKUG MARKS

This blessing from the Jewel of Death grants the wielder Supreme Dexterity, Superior Resistance, and Superior Strength. It also offers Invisibility and the Touch of Death, an ability that kills with a touch—provided the wielder is not invisible and feels true hatred for the target. It is a rare, effective, and extremely dangerous power.

Assassin's Mark

The blessing bestowed by the Time Gem grants the wielder Supreme Dexterity, Supreme Endurance, and Superior Strength. Furthermore, it manifests two rare abilities: Last Breath, which allows one to survive for moments after a fatal blow, and Total Dodge, a form of perfect evasion. It is a blessing that expands the body to its limit and distorts time around the user.

Mark of Skill
Mark of Violence

The Miasma Jewel's blessing grants the bearer Supreme Strength, Supreme Endurance, and Superior Dexterity. It also awakens Berserker Fury, which multiplies their strength for a brief period, and Last Breath, allowing them to survive for moments even after a fatal blow. It is an unstable and powerful blessing.

Mark of Precision
Animal Mark
Mark of the Paladin

The blessing of the Space Gem grants the bearer Supreme Dexterity, Superior Endurance, and Superior Strength. It also grants Perfect Precision, allowing them to hit any target even in motion, and Insensitivity, drastically reducing the perception of pain. A rare blessing, made for those who master the space around them.

The Jewel of Wisdom's blessing grants the wearer Superior Endurance, Superior Strength, and Superior Dexterity. It also offers Animal Form, allowing transformation into an animal of similar size, and Animal Communication, enabling limited dialogue with wild creatures. A blessing focused on understanding and harmony with the natural world.

The blessing of the Jewel of Light grants the bearer Supreme Strength and Supreme Resistance. It also grants the Divine Shield, a magical shield capable of withstanding great physical and magical damage, and the Luminous Explosion, a powerful attack of sacred energy. A blessing made for absolute defense.

Mark of Charisma
Healer Mark
Shadow Mark

The blessing of the Jewel of Light grants the bearer Supreme Strength and Supreme Resistance. It also grants the Divine Shield, a magical shield capable of withstanding great physical and magical damage, and the Luminous Explosion, a powerful attack of sacred energy. A blessing made for absolute defense.

The blessing of the Jewel of Life grants the bearer Supreme Magic and Superior Resistance. It also grants Absolute Healing, capable of healing any wound—though it cannot bring the dead back to life—as well as the Divine Shield, a magical shield that withstands enormous physical and arcane damage. A blessing focused on protection and healing.

The blessing of the Shadow Jewel grants the wearer Supreme Magic and Superior Resistance. It also offers Shadow Stealth, allowing one to move through the shadows swiftly and undetected, and Vampirism, capable of healing oneself, increasing physical or magical strength by absorbing the vitality of others. A dark blessing.

Fire Mark
Air Mark
Eartk Mark

The blessing of the Jewel of Fire grants the bearer Supreme Magic and Superior Resistance, in addition to Absolute Fire Magic, allowing them to control and manifest flames at their most extreme level. A blessing of pure destructive power.

The blessing of the Jewel of Air grants the bearer Supreme Magic and Superior Resistance, along with Absolute Air Magic, allowing them to control winds and air currents in their most powerful form. A blessing of swift and extremely versatile attack.

The blessing of the Earth Jewel grants the bearer Supreme Magic and Superior Resistance, in addition to Absolute Earth Magic, allowing them to manipulate soil, stone, and minerals in their most powerful form. Excellent for creating solid and defensive barriers.

Water Mark
Dragon Seal

The Water Jewel's blessing grants the bearer Supreme Magic and Superior Resistance, as well as Absolute Water Magic, ideal for creating ice barriers and performing attacks with water blades.

A mark found on someone who has been chosen to act on behalf of a dragon.