World of Holam
Lorebookfrom ChubWelcome to Holam—a world of magic, monsters, and mortal ambition!from Chub
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Six centuries after The Empire claimed half the civilized world, adventurers still find no shortage of work.
This lorebook details the continent of Lastra: its nations, peoples, and the complicated hierarchies that govern them. Humans, elves, demihumans, and stranger folk all share these lands, some more comfortably than others.
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Book settings
- #1World of Holam
Keys: Holam, setting, world
Enabled · After character · Order 1 · 100%
Entry settings
Holam is the name of the world, a high-fantasy realm of magic, monsters, and mortal ambition.
The known civilized world exists primarily on the continent of Lastra, dominated by four major nations and countless smaller territories.
Current Year 632: Year 632 of the Imperial Calendar marks the current era—six centuries since The Empire's founding conquests unified central Lastra. No active wars trouble the continent; relative peace has held for decades. However, tensions simmer perpetually between The Empire and neighboring nations, driven by economic competition, territorial disputes, and resentment of Imperial dominance. Internally, The Empire faces standard challenges: monster incursions, criminal organizations, rogue magic users, political corruption. Adventurers remain in high demand. The current age is one of opportunity—dangerous enough for heroes, stable enough for hope.
- #2Continent of Lastra
Keys: continent, geography, map, Lastra
Enabled · After character · Order 1 · 100%
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Lastra is the primary continent of the civilized world, spanning diverse climates from northern tundra to southern tropical coastlines.
The Empire controls the fertile central and eastern regions, while Fullandra, Nascin, and Relegai occupy western, northern, and southern territories respectively.
Mountain ranges, vast forests, and river systems create natural borders and trade routes. Beyond Lastra's edges lie lesser-known lands, unexplored wilderness, and oceanic mysteries. Most campaigns and guild contracts focus on Imperial territory, though border regions see frequent activity.
- #3The Empire
Keys: The Empire, Empire, racial hierarchy, discrimination, social standing, Imperial
Enabled · After character · Order 2 · 100%
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The Empire is the dominant power on Lastra, controlling approximately half the civilized world since its founding conquest 632 years ago. Relatively liberal by historical standards, it nonetheless maintains firm governmental grip through registration systems, licensing requirements, and bureaucratic oversight.
Magic users operating within Imperial borders must register their abilities; guilds require Imperial charter; certain professions demand licensing. Despite this, personal freedoms are broadly respected and citizens enjoy legal protections rare elsewhere.
The Empire's strength lies in organization, infrastructure, and the legitimacy of established rule. Its capital city houses the Adventurer's Guild international headquarters. Relations with neighboring nations remain perpetually tense but stable—The Empire's dominance is resented but rarely challenged openly.
The Empire maintains no explicit legal racial hierarchy—all recognized species hold citizenship and theoretical equality. Practical reality differs. Social standing correlates roughly with human resemblance: pure humans occupy default highest status; human-passing individuals (many elves, subtle demihumans, concealed planar-touched) integrate next most easily; visibly non-human but culturally familiar races (most elves, common demihumans) occupy middle tiers; and obviously inhuman individuals (orcs, heavily-marked planar-touched, rare demihumans) face greatest institutional friction. Discrimination manifests through hiring preferences, housing access, social assumptions, and countless daily micro-interactions rather than codified law. Progressive movements advocate genuine equality; traditionalists defend existing structures. Most Imperial citizens exist somewhere between, accepting hierarchy as unremarkable default.
- #4Fullandra
Keys: Fullandra, western
Enabled · After character · Order 2 · 100%
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Fullandra occupies Lastra's western territories, a proud nation defined by maritime tradition and mercantile power. Less regulated than The Empire, it prizes individual enterprise and trade freedom. Relations with The Empire are cordial but competitive, particularly regarding shipping routes and guild jurisdiction. Fullandra maintains its own adventuring traditions predating the unified guild system.
- #5Nascin
Keys: Nascin, northern
Enabled · After character · Order 2 · 100%
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Nascin spans the northern reaches of Lastra, a hardy nation of mountain clans and forest settlements. Cold climate and rugged terrain breed tough, independent people suspicious of Imperial bureaucracy. Nascin tolerates The Empire's existence but guards its sovereignty fiercely. Magic traditions here skew toward divine and nature-based practices. Northern guild contracts often involve monster hunting and wilderness survival.
- #6Relegai
Keys: Relegai, southern
Enabled · After character · Order 2 · 100%
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Relegai covers Lastra's southern regions, a warm nation of coastal cities and inland plains. Culturally diverse due to historical trade connections, Relegai values scholarship and magical research. Relations with The Empire are complex—Relegai was among the last territories to accept Imperial influence and maintains strong academic independence. The nation produces disproportionate numbers of learned magic users.
- #7Magic System
Keys: magic, vitalism, spellcaster, casting, vitalists, vitalist, mage
Enabled · After character · Order 3 · 100%
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Magic in Holam derives from three primary sources: innate ability (bloodline gifts, racial traits, spontaneous manifestation), divine blessing (granted by gods, spirits, or sacred pacts), and learned practice (scholarly study, mentorship, institutional training). Most magic users specialize in one source, though hybrids exist. Within The Empire, magic users must register their abilities and primary school with Imperial authorities; failure to register carries legal penalties. Outside Imperial borders, regulation varies by nation. Magic is broadly accepted as reality—feared by some, respected by most, desired by many.
Vitalism is a rare and coveted magical discipline focused on life-force manipulation. Practitioners drain, transfer, and weaponize vital essence—healing allies, harming enemies, sensing living creatures. The school occupies uncomfortable space between healing arts and necromancy; Vitalists are valued for versatility but sometimes viewed with unease. Demand for skilled Vitalists consistently exceeds supply. Within The Empire, Vitalism requires registration under "Restricted Practices"—legal but monitored. The discipline requires either innate sensitivity to life essence or extensive specialized training; most practitioners display some combination of both.
- #8Adventurer's Guild
Keys: Adventurer's Guild, guild, adventuring, adventurer
Enabled · After character · Order 4 · 100%
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The Adventurer's Guild is the preeminent organization for mercenary heroes, monster hunters, and contract workers across Lastra. Headquartered in The Empire's capital city, it maintains branches in all four major nations and most significant settlements.
The guild provides: contract brokering, member verification, legal protection, and standardized ranking systems.
Membership requires registration and baseline competency testing; guild contracts carry legal weight and insurance backing. Most professional adventuring parties operate through guild channels, though independent work remains legal if less protected.
- #9Human Race
Keys: humanity, mankind, humans, human
Enabled · After character · Order 5 · 100%
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Humans are the most populous and politically dominant race on Lastra. Adaptable, ambitious, and relatively short-lived compared to other races, humans drive much of the continent's commerce, politics, and expansion. Within The Empire, humans occupy the highest social station by default—not through explicit legal supremacy but through cultural momentum and institutional bias. Human-passing individuals of any race navigate society more easily than those with obvious non-human traits. Most Imperial leadership, wealthy merchant families, and guild administrators are human or human-adjacent.
- #10Elf Races
Keys: elves, elvenkind, elf, elven, drow
Enabled · After character · Order 5 · 100%
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Elves are long-lived humanoids with innate magical affinity, slender builds, and pointed ears. Elven lifespans stretch centuries, granting perspective humans often lack but sometimes creating disconnect from shorter-lived races. Multiple subraces exist, each adapted to different environments and cultures. Elves occupy comfortable middle-tier status within The Empire—respected for magical talent and craftsmanship, but rarely holding highest political power. Elven communities often maintain semi-autonomous traditions within Imperial borders.
High elves represent the most magically accomplished elven subrace, typically dwelling in ancient cities or arcane academies. Pale-skinned with hair ranging from silver to gold, they favor scholarly pursuits and formalized magic. High elves often carry reputations for arrogance—sometimes earned, sometimes stereotyped. Within The Empire, high elves integrate most successfully among elven subraces, their refinement aligning with Imperial aesthetic preferences.
Wood elves inhabit Lastra's great forests, favoring naturalistic magic and ranger traditions over arcane study. Typically tan or brown-skinned with earthy hair tones, they maintain closer ties to wilderness than civilization. Wood elves tolerate Imperial presence but rarely seek urban life; those encountered in cities are often adventurers, traders, or exiles. Their practical skills make them valued guild members.
Dark elves dwell primarily underground or in shadowed territories, adapted to lightless environments. Characterized by dusky to obsidian skin and pale hair, they practice magic traditions other races find unsettling. Historical conflicts with surface peoples created lasting stigma; dark elves face more prejudice than other elven subraces within The Empire. Many dark elves encountered on the surface are outcasts, reformers, or those seeking opportunity denied below.
- #11Orc Race
Keys: orcish, orc-blooded, orc, half-orc, half-orcs, orcs
Enabled · After character · Order 5 · 100%
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Orcs are powerfully built humanoids with prominent tusks, green to gray skin tones, and reputations for martial prowess. Historically framed as savage raiders, modern orcs have integrated into Lastra's civilizations over centuries—though stereotypes persist. Pure orcs face notable discrimination within The Empire, occupying lower social tiers regardless of individual accomplishment. Many orcs gravitate toward mercenary work, manual labor, or adventuring where strength matters more than social standing.
Half-orcs carry mixed human and orc heritage, displaying softened orcish features—smaller tusks, variable skin tones, imposing builds. They navigate awkward middle ground: too orcish for human high society, sometimes too human for orcish communities. Within The Empire, half-orcs fare better than pure orcs but still face institutional barriers. Many half-orcs find acceptance in adventuring guilds where competence trumps bloodline.
- #12Demihuman Races
Keys: rabbitfolk, , beast race, beastfolk, wolfkin, kitsune, catboy, nekomata, demihumans, catgirl, animal hybrid, dogfolk, demihuman, vulpine, catfolk, lapine, bunnyfolk, foxfolk
Enabled · After character · Order 5 · 100%
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Demihumans are naturally occurring humanoid species displaying animal characteristics—ears, tails, fur patterns, animalistic features blended with humanoid forms. Not magical hybrids or cursed humans, demihumans are distinct species with their own evolutionary histories and cultures. Dozens of demihuman varieties exist across Lastra, from common catfolk to rare dragonkin. Socially, demihumans occupy complex positions within The Empire—legally equal citizens but practically subject to hierarchy based on proximity to human appearance. Those with subtle traits (merely ears and tail) face less discrimination than those with full fur, muzzles, or dramatically inhuman features. Demihumans frequently encounter fetishization and stereotyping based on their animal aspects.
Catfolk are among the most common demihumans, displaying feline ears, tails, and occasionally slit pupils or subtle fur patterns. Most catfolk appear largely human otherwise, granting them relatively high social mobility. Stereotypes associate catfolk with curiosity, independence, aloofness, and heightened agility—sometimes accurate, often reductive. Catfolk communities exist throughout The Empire, well-integrated into urban and rural settings alike.
Wolfkin and dogfolk display lupine traits—pointed ears, bushy tails, occasionally enhanced canine teeth or golden eyes. Socially similar to catfolk in standing, wolfkin face stereotypes of pack loyalty, aggression, and heightened senses. Many wolfkin find work as trackers, guards, or adventurers where their perceived strengths become assets. Some wolfkin varieties display more pronounced features approaching full fur and muzzles, facing greater discrimination accordingly.
Rabbitfolk possess long ears, cotton tails, and often enhanced leg strength for jumping. Among the more human-passing demihumans when ears are hidden, rabbitfolk nonetheless face particular fetishization due to cultural associations with fertility and submissiveness. Many rabbitfolk actively resist these stereotypes. Their populations concentrate in pastoral regions and farming communities.
Foxfolk display vulpine ears, fluffy tails (sometimes multiple among those with strong bloodlines), and occasionally russet hair coloring. Cultural associations link foxfolk with cleverness, trickery, and magical aptitude—stereotypes with some statistical basis, as foxfolk produce disproportionate numbers of innate magic users. Foxfolk face mixed social reception: respected for cunning, distrusted for the same reason.
Kitsune are a special female-only subrace of foxfolk with ancestral ties to the spirit world, affording them special spiritual abilities such as Charm magic, Possession magic, and are often worshipped by spiritual humans/elves as "protectors" of the spirit realm.
Beyond common varieties, numerous demihuman types exist across Lastra: bearfolk (large, strong, rare), mousefolk (small, numerous in certain regions), lizardfolk (cold-blooded, scaled, often from southern climates), birdfolk (winged or flightless varieties), and countless others. Rarity generally correlates with discrimination—common demihumans benefit from familiarity while rare types face suspicion and exoticization. The Empire legally recognizes all demihuman varieties as citizens; social reality varies dramatically by region and individual circumstance.
- #13Planar-Touched Races
Keys: fiend-touched, elemental-touched, half-demon, half-angel, part-fae, demidemon, part-demon, part-fiend, part-celestial, aasimar, faeblooded, planar, planar-touched, celestial-touched, changeling, tiefling, half-fae, part-angel, fae-touched
Enabled · After character · Order 5 · 100%
Entry settings
Various planar-touched bloodlines exist among Lastra's mortal populations—descendants of unions between mortals and extraplanar entities. All planar-touched share common social challenges: visible heritage markers, inherited abilities or requirements, and assumptions based on ancestry rather than individual character. The Empire treats planar-touched as legal citizens with standard rights; social standing varies by specific heritage and visibility.
Part-demons carry infernal heritage from demons, devils, or other fiendish entities. Previously detailed; they face moderate stigma with succubus-descended individuals facing additional assumptions about promiscuity and predatory behavior.
Part-angels descend from celestial beings—angels, archons, or divine servants. Typical markers include luminous eyes, faint golden or silver highlights in hair, and occasionally vestigial wing-nubs or halos visible only in certain light. Part-angels face inverse prejudice from part-demons: assumed virtuous, pure, trustworthy regardless of actual character. Many part-angels find these expectations suffocating. Inherited abilities often include minor healing, light manipulation, or enhanced resistance to corruption. No biological dependencies typically accompany celestial heritage—a fact part-demons note with bitter envy.
Part-fae carry heritage from the Faewilds—elusive dimensions of nature magic and capricious spirits. Fae blood manifests variably: unusual eye colors, plant-like growths in hair, slightly pointed features distinct from elven traits, or auras of unease around iron. Part-fae often inherit minor glamour abilities, nature affinity, or emotional sensitivity. Social reception mixes fascination with wariness; fae are famously unpredictable, and their descendants sometimes inherit that reputation. Some part-fae struggle with compulsions or restrictions inherited from fae ancestors—inability to lie directly, aversion to iron, or obligation to honor bargains.
Rarer planar-touched varieties exist: elemental-blooded individuals descended from genies or elemental lords, shadow-touched with connections to planes of darkness, and stranger heritages from more obscure dimensions. Rarity typically increases both fascination and suspicion. The Empire's registration systems categorize all planar-touched for administrative purposes, though enforcement outside major cities remains inconsistent.
- #14Monsterkin Races
Keys: , monsterkin, monstrous humanoid, monster-kin, monster hybrid, monstrous demihuman
Enabled · After character · Order 6 · 100%
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Monsterkin are humanoid beings displaying characteristics derived from magical creatures, monsters, or beasts beyond common animals. Unlike demihumans who descend from natural fauna, monsterkin trace lineage to magical or fantastical species—the distinction sometimes academic but socially significant. Monsterkin vary dramatically in appearance: some appear nearly human with subtle tells, others display obviously inhuman features. All share humanoid intelligence, capacity for civilization, and legal recognition within The Empire, though social standing falls generally below standard demihumans due to unfamiliarity and association with dangerous creatures.
Monsterkin varieties span Lastra's magical bestiary. Common examples include: griffonkin (avian and leonine features, often winged, fierce reputations), dragonkin (scaled skin, occasional horns or tail ridges, sometimes breath capabilities, respected and less rare), slimekin (translucent or gelatinous properties, malleable forms, face significant discrimination due to inhuman appearance), lamiakin (serpentine lower bodies or scaled patches, often face predator assumptions), arachnikin (spider-like traits, multiple eyes or additional limbs, heavily stigmatized), harpykin (feathered arms or wings, taloned feet, associated with mountain regions), centaurkin (horse-like lower bodies, technically quadrupedal, require accommodation), and minotaurkin (bovine features, imposing builds, warrior stereotypes). Countless rarer varieties exist wherever monsters and mortals share territory long enough for integration.
Monsterkin occupy the lowest comfortable tier of Imperial racial hierarchy—recognized citizens but frequently facing fear, disgust, or fascination depending on specific heritage. Those with subtle traits or prestigious lineages (dragonkin especially) fare better than those with unsettling or predatory-associated features (arachnikin, lamiakin). Monsterkin communities tend toward frontier settlements, adventuring professions, or specialized trades where their unique capabilities outweigh social friction. Many monsterkin develop thick skin regarding stares and comments; others conceal traits when possible. The Adventurer's Guild notably maintains stronger anti-discrimination practices than general society, making guild membership attractive for monsterkin seeking professional respect.
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