Seeds of Chaos
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This is a Lorebook containing information on the world depicted by Lord Arioch's Renpy title 'Seeds of Chaos', which is available on Patreon and Steam.
There isn't a properly compiled wiki or anything for the game, so this was made by scanning through the game's files with GROK, making subsequent summary files, and then using those to make a lorebook.
I.E, this is likely to contain errors, but it's the best we've got for the moment.
Note: I have some weird bug that prevents me from responding to comments.
Listed as “Seeds of Chaos Lorebook”
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Seeds of Chaos
202 entries · scan depth 50 · budget 500 tokens · recursive scanning off
Lore of Solance and the Six Realms: gods, peoples, factions, places, and the history that led to Karnas's half-demon children claiming Castle Bloodmeen and binding Rowan and Alexia Blackwell to their service.
Book settings
- #1Solance
Keys: the world, Solance, Solanse
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Solance is the world. The Six Realms occupy its western continent or the six nations upon it: Prothea, Rosaria, the Forest of Ealoaen, the Frozen Tundra, the Empire of Sand, and the Dragon’s Tail. Castle Bloodmeen stands on the northwestern edge of the Rakshan Wastes, which are not one of the six, and unofficially rules them. Two greater powers still matter to the Church of Solansia. Goblins of Blackholt say most of the old gods were slain centuries ago, and that only the lady of order and the master of chaos still hold real power.
- #2The Six Realms
Keys: Ealoaen, Rosaria, the realms, Frozen Tundra, Dragon's Tail, Six Realms, Prothea, Empire of Sand
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Six Realms are the known civilized nations of Solance: Prothea the holy city-state, Rosaria the human feudal realm, the Forest of Ealoaen of the elves, the Frozen Tundra, the Empire of Sand, and the Dragon’s Tail. After the Chaos War there is no open war between them and no alliance except the religious one. All five pay some tribute to Prothea and accept it as final religious authority. Rosaria, being closest, is the most tightly bound. Every realm is still mopping up remnants of Karnas’s host and its own internal troubles.
- #3Neryon's Folly
Keys: Neryon's Folly, Planes of Chaos, the Folly
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Neryon’s Folly tore a hole through to the Planes of Chaos. Chaos flooded into Solance. What came through twisted existing peoples and created others; these are the chaos races. Children are taught that the Folly ripped open reality. Fey teaching holds that chaos was already part of the world and the Folly broke the balance. Too much order and the world becomes a painting. Too much chaos and you get the Rakshan Wastes, a limb of the world that is long dead. One of the oldest Rosarian abbeys was founded soon after the Folly.
- #4Leylines
Keys: leyline, Netherweald, leylines
Enabled · Selective · Before character · Order 10 · 100%
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Leylines are the veins of Solance and the souls within its blood. Pinch a vein too long and the land starves. They are the physical connection between the world and the spiritual. Fey travel by walking the lines themselves, which can cross a continent and is hard on mortals. Jezera’s portals must sit on leylines. Her network already strains them; Queen Kassandra sent ambassadors because of the damage. Too much order or too much chaos both break the balance the lines maintain.
- #5The Chaos War
Keys: Demon War, Karnas's invasion, Chaos War, last war
Enabled · Selective · Before character · Order 10 · 100%
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The Chaos War broke out in 868 A.F. when the Fell Star rose and Karnas led his host of brigands, monsters, and chaos races against the Six Realms. It lasted five years. Cities burned, temples were defiled, and castles were leveled. The host reached the doorstep of the holy city of Prothea. No blade or mortal magic could finish Karnas. At Bloodmeen the other heroes held his weapons while the living saint Daenara called the goddess Solansia into the hall. He was struck down into the Plane of Chaos. His scream emptied the castle. The official story is that his children were purged and the heroes went home. The war ended around 873 A.F.
- #6Corruption
Keys: chaos-taint, taint, corruption
Enabled · Selective · Before character · Order 10 · 100%
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Corruption is how far a person has slid toward chaos. Empathy thins. Impulse and an appetite for darkness grow. It rises from time in chaos-touched land, from dishonourable acts done for gain, from cursed objects, and from intimacy with chaos-tainted beings. High corruption makes it easier to carry the moral weight of dark deeds before they break a person.
- #7Calendar of Solance
Keys: calendar, Goldwreath, months, 879 A.F.
Enabled · Selective · Before character · Order 10 · 100%
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A year on Solance has forty-eight weeks and twelve months of four weeks each: Hoar’s Breath, Frostskein, the Slow Thaw, Arkanan’s Bloom, Tariel’s Ascent, Goldwreath, Layela’s Favour, the Burnished Days, Stormgather, Tariel’s Descent, the Long Nights, Whitefall. The present year is 879 A.F., Week One of Goldwreath. The meaning of “A.F.” is not recorded.
- #8Fell Star
Keys: Fell Star, demon lord
Enabled · Selective · Before character · Order 10 · 100%
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A Fell Star is the bloody beacon that announces the coming of a new demon lord, a child of Kharos. Each Demon War is marked by one. A new demon lord takes a generation or more to emerge. Greater demons themselves rarely walk Solance.
- #9Solansia
Keys: the Goddess, lady of order, Solansia, Solensia
Enabled · Selective · Before character · Order 10 · 100%
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Solansia is the greater deity of order. She created the world. Her worship is the state religion of the Six Realms. Her seat is the holy city of Prothea, where her high priests live and where the saintly bloodline is kept. About nine hundred years ago she chose humans to lead the races. Living saints come from that line. A new saint is raised when a new demon lord appears. Common oaths are “Goddess fend” and “May Solansia watch over you.”
- #10Church of Solansia
Keys: Codifice, High Arbitron, church, Church of Solansia
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Church of Solansia is the state religion. Rosaria’s branch is led by High Arbitron Marianne, a Prothean, preaching at the Grand Codifice in Rastedel. Native priests answer to her and many resent a foreigner in the chair. Her legitimacy sits on the Baron and on the goddess. Inquisitorial Guards in blue are her escort. The church joined Rosaria in an eradication campaign against chaos races. Abbeys, monks, and the seven prayers are the local face of it. Living saints appear when a demon lord does.
- #11Kharos
Keys: master of chaos, Kharos, God of Many Faces
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Kharos, the God of Many Faces, is the greater deity of chaos. He is not a proper resident of Solance. A fragment of him entered through Neryon’s Folly. Since then he has spent his strength opening a path for one of his children. That child is a demon lord. Jezera refuses to worship him. She says Karnas was his tool and she will not be.
- #12Kronn
Keys: Kronn, God of Death
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Kronn is the God of Death. He has a voice and almost no doctrine. He comes when chaos stirs. The dead of the human church go to the world that lies beyond. The gods alone are said to live forever.
- #13Sol
Keys: fae dragon, Sol
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Sol, in fae teaching, is a dragon beyond Order and Chaos, asleep, and the gate through which fae souls are reborn. Queen Kassandra is his guide. He is not in the Solansian pantheon. Whitescar says Order and Chaos are a petty dichotomy, halves of a whole at war with itself. Sol is beyond either.
- #14Daenara
Keys: Daenara, living saint, Daenera
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Daenara is the current living saint, a direct conduit of Solansia and the strongest living human mage. She gathered six heroes to confront Karnas. At Bloodmeen she called the goddess into the hall while the others held the demon lord’s weapons. Her order is conservative. Disruptive inventions are frowned on. Steel spread in the last war and is one of the reasons Karnas lost; Solansian smiths tried to keep the method.
- #15Prothea
Keys: Codifice of Light, holy city, Prothea
Enabled · Selective · Before character · Order 10 · 100%
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Prothea is the holy city and holy kingdom. Immaculate roads. Summer processions to the Codifice of Light with golden roses and silver silk. The western shore is reachable except when mountain snow closes the passes. Protheans are humans of the first covenant with Solansia: pale, silver hair, golden eyes. A Prothean child is worth a ransom even to bandits. Prothean paladins were elites in the last war.
- #16Forest of Ealoaen
Keys: Ealoaen, elven forest, Ealoean, Ealoran
Enabled · Selective · Before character · Order 10 · 100%
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The Forest of Ealoaen is the elven forest of giant trees. The road through it is dark, twisting country. Elves rarely leave. They are at war with their dark-elf kin, the Dae-Avakii. Half-elves in human towns are those who left or were born outside that forest. The last king of Ealoaen who tried to conciliate the dark elves was spiked on the gates of Emyn Ordas.
- #17Frozen Tundra
Keys: Uvarth, Frozen Wastes, Frozen Tundra
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Frozen Tundra lies south of Rosaria in the continental order. Named sites include Uvarth, Fel Dragon’s Fall, and Frost Crown. It is snowbound and little else is widely known.
- #18Empire of Sand
Keys: Empire of Sand, deserts, Qerazel
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Empire of Sand lies to the east. Dunes as tall as mountains, half-buried squares, a canyon. The twins’ mother was a village girl in the eastern deserts. They were raised in Qerazel. Karnas scouted here before the war, stayed longer than anywhere else, and left her pregnant. When the war began the village already knew whose children they were. Other named sites are the Forgotten City and Crescent Oasis.
- #19Dragon's Tail
Keys: Hoz'Holt, petrified, Dragon's Tail
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Dragon’s Tail lies east of the wastes. Indarah is from here and hates hereditary rank. Greyhide the minotaur is from here. Named sites include Travelers Rest, Temple of the Three Moons, and the Petrified Forest. Hoz’Holt in Rosaria is also built of petrified wood; that is not this forest.
- #20Rakshan Wastes
Keys: Deadman's Pass, Rakshan Wastes, Rakshan
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Rakshan Wastes are bleak country of ruined bogs on the northwestern edge of which stands Castle Bloodmeen. A dead overland road runs between the Empire of Sand and the Forest of Ealoaen, with the shell of a tavern and a portal beside it. Deadman’s Pass is a dilapidated demon fortress on the road in. A Chidwyr — a winged, scorpion-tailed toad-thing — still hunts the last rise before the castle.
- #21Rosaria
Keys: Rosaria, Rosarian
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Rosaria is a human feudal realm of farmland, with woods, swamp, and hills. Ruled from Rastedel by a baron. Dukes hold the regions. Minor nobility sits under them. Nearly fifty houses. The De’Rosa have ruled for as long as the realm has existed. Their old title was King. They still style themselves Baron, an honor kept from the empire that came before. The house sign is a Rosarian rose. Most of the land is arable. The great eastern wood is the Blackholt. The Broken Mountains shed ogres. The Rosarian Valley cuts the north of the realm off from Prothea. Rosaria is the biggest iron producer of the Six Realms. Wine from private vineyards is the regional luxury. A bad harvest is in progress. Bread is dear.
- #22Rastedel
Keys: Rastedel, capital, Grand Codifice
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Rastedel is the capital of Rosaria, sitting on the fork of the River Yael. North bank is the lower city: bakeries, bars, brothels. Southeast is industry: merchant guilds, granaries, smiths, the eastern mining companies, doctors. Southwest is the smallest quarter: noble estates, servants, fine shops, military ground. The baron’s palace and gardens are second in grandeur only to the Codifice across the river. The Grand Codifice has eight towers, the tallest buildings in the city. The High Arbitron preaches there twice a week. The river smells of fish, garbage, and manure. The famine shows in thin faces and the price of bread. Court politics sort into Blue (Marianne and the Prothean clergy), Purple (the Thorns under Werden), and Copper (merchants and the lesser mine-lords).
- #23Yael's Fork
Keys: Yael Fork, Yael’s Fork, Yael's Fork
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Yael’s Fork is the duchy of Duke Doran Raeve. Arthdale pays this duke’s tithe and is owed his protection. The garrison is within riding distance. Raeve Keep holds the main bridge over the Yael’s southern tributary.
- #24Arthdale
Keys: Arthdale, Briarbridge
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Arthdale is a hamlet between the Western Forest and the Yael’s southern tributary in the duchy of Yael’s Fork. It had not changed in hundreds of years: smith, tavern, sleepy inn, fields, western hunting woods. It is famous only because Rowan Blackwell lived there. Briarbridge is the next village south. The White Road runs nearby. Western-woods bandits raid farms and caravans on it. Seven years after the war the twins burned the center of the village, seized Alexia, and forced Rowan into their service.
- #25Raeve Keep
Keys: Reave Keep, Raeve Keep
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Raeve Keep is one of the smaller castles of Rosaria, by the main bridge over the Yael’s southern tributary. Seat of Duke Doran Raeve. Strategic because of the bridge. His niece Helayna is captain of the knights. In peacetime the post is mostly ceremonial.
- #26Karst
Keys: Karst, Hero of Karst
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Karst is the northern keep of Rosaria. In 868 the commander died, the nobles fled, and Rowan Blackwell, seventeen and a levy, held it for four months. He remembers three assaults. The second is the one the songs skip: he ruined the siege engines the night before. The starving garrison, the night smuggling, the breaches and the tunnels in the rear are part of the same siege. He is called the Hero of Karst for it.
- #27Blackholt
Keys: Blackholt, eastern forest, goblin principality
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Blackholt is the great eastern wood of Rosaria, darker the farther in, twisted bark, a canopy that turns day to dusk. Deeper in is a goblin culture older than the caravan clans. Hoz’Holt is built into a hillside of petrified wood: old stone, murals, newer timber walls, a domed Grand Hall. It is the seat of the New Goblin Principality under Prince Tue-Row. Gol Tower, a petrified great tree and stone spire, was the first refuge after humans drove the goblins into the wood. The Che clan has stewarded it since the exile. Politics are centuries of clan feud and a clansmoot. There were historically four elite clans. Where one fell, another took its seat. Che are the only line that held theirs from the exile.
- #28The Orciad
Keys: Orciad, Ulcro, orc horde, Batri
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Orciad is a warband of a few thousand in a side valley off the Rosarian Valley, split between camps and already fighting itself. It is a remnant of the last war, hiding from Prothean heavy cavalry. Ulcro is the older warchief: one eye, scars, a calm that is costing him. One of the few competent orc generals of the last war. His half of the camp is veterans in marked Bloodmeen steel. He wants Lady Eleanor Delane to accept him. Batri is the young rival, possibly the largest orc in the camp, in looted Rosarian plate badly kept. He says any orc may challenge, and that Ulcro stole his captive. Tarish is an orc woman of standing with a third, smaller camp. She thinks past strength. The horde is stalled while the chiefs dispute Eleanor.
- #29River Yael
Keys: River Yael, Yael, the river
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The River Yael rises in the eastern mountains. After Rastedel it splits: one branch to the sea, one south until it vanishes under the Broken Mountains. Rastedel sits on the fork. Arthdale sits between the Western Forest and the Yael’s southern tributary.
- #30Castle Bloodmeen
Keys: Bloodmeen, Bloodomen, Castle Bloodmeen
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Castle Bloodmeen is the seat of the demon lord, champion of Kharos. A jagged black tower over an abyss. The bridge into it is where much of Daenara’s alliance died. Rowan was one of the few who made it back across. The trophy hall behind the throne is now the portal chamber. A dark glass there opens onto other lands. The throne is black stone worked into tentacles. Obsidian pillars line the room. The surface is Jezera’s. The underground is Andras’s. They split the work that way. The castle is loud with picks and hammers, staffed with orcs, mercenaries, and magicians, and still only a raiding camp with a very large roof. The barracks cannot hold more than a handful of occupied villages, and they could not survive a real counterattack. Rowan now serves as its steward under the twins’ command.
- #31Verdoin Abbey
Keys: abbey, Verdoin Abbey
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Verdoin Abbey is a Solansian house whose garrison was pulled. Unaffiliated orcs moved in. Abbeys are often built on leyline nexuses. One of the oldest in Rosaria dates to soon after the Folly and is not on a line. Monks use seven prayers, three stages of self-reflection, and a purification rite.
- #32House De'Rosa
Keys: Casimir, DeRosa, Baron, De'Rosa
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The De’Rosa have ruled Rosaria for as long as the realm has existed. Their old title was King. They still style themselves Baron, an honor kept from the empire that came before. Casimir IX is the nominal sovereign. On paper he can levy, tax, and judge. In practice he barely speaks. His son died on the North Illia Fields early in the war. His grandmother was Baroness Casamira IV. The house sign is a Rosarian rose.
- #33The Thorns of Solansia
Keys: Werden, Purple, Thorns of Solansia, Thorns
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Thorns of Solansia are the oldest and most exclusive Rosarian knightly order. Purple cloaks. Second sons and cousins of dukes, earls, and counts compete to enter. Based in Rastedel, commanded by Duke Antoine Villele of Werden. He led them through much of the last war. Many great lords back him. Werden’s levies may not enter the capital without permission. Court politics call them the Purple.
- #34The Copper Club
Keys: Jacques Mineur, merchants, Copper, Copper Club
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Copper Club is a coalition of small eastern mines against their liege lords and the big companies. Handshake deals, a password, no paper. Jacques Mineur heads it. He refuses titles in private and wants a commander who is not a liege lord’s man. Lady Ameraine is a masked Copper noble already in correspondence with Jezera. Lady Liliana is Jacques’s partner. Court politics call them the Copper.
- #35The Blue
Keys: Marianne, Prothean clergy, Blue
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Blue is the court faction of High Arbitron Marianne and the Prothean clergy in Rastedel. Court gossip says she rules the Baron. Native priests answer to her and many resent a foreigner in the chair.
- #36Cla clan
Keys: caravan clan, Cla, Cla-Min
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Cla are a goblin caravan clan. Cla-Min is their head. They hold exclusive trade rights on Jezera’s portal network in exchange for supplying Bloodmeen. Cla-Bow is her twin brother, an archer who wants a heritable title. Cla-Yil is a younger woman of the family. Caravan goblins are traders, schemers, and portal-merchants who admire sabotage.
- #37Che clan
Keys: Che clan, Che-Lin, Gol Tower
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Che clan are the only goblin line that held their elite seat from the days of the exile. They were mediators and keepers of the sacred sites. Che-Lin is high priestess of the Che and keeper of Gol Tower. She hosted Tue-Row when he was younger. Her guards call him a tyrant. The Che brought their faith into exile and kept a sanctuary any goblin could enter. Marrowigz Night is the festival of whatever the clans managed to save in the last days before the exile, and mourns what Rosaria took.
- #38Fae of the Netherweald
Keys: fae, Kassandra, Whitescar, Netherweald, Arzyl
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The fae are hidden people of the Netherweald, the dream-paths. They are not a chaos race. They scorn both Solansia and Kharos. Souls return to Sol. Two factions sit under Queen Kassandra and are kept from open killing by a Concordat they are ashamed of. Whitescar’s side treats mortality and reincarnation as holy. Arzyl’s Midnight Court delays the cycle. Whitescar calls her a soul-eater. Both sides were warned not to meddle with mortals. Jezera met them while studying leylines. Her portals strain those lines, so Kassandra sent two hostile ambassadors at once.
- #39Queen Kassandra
Keys: Great Awakener, Kassandra Thornheart, Kassandra
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Queen Kassandra, called Thornheart by witches, is the Great Awakener, the first fae Sol saved, queen and prophetess of the Netherweald. She is the only reason the two factions are not at war. She is mercurial and likes a riddle with a second meaning. She is spoken of constantly and not met.
- #40Sisters of Slaughter and Lust
Keys: dark elves, Sisters of Slaughter, Dae-Avakii, Sisters of Lust
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Dark elves call themselves the Dae-Avakii. They are much diminished and split at least into the Sisters of Slaughter and the Sisters of Lust. Their society is matriarchal and keeps its males as property. A king of Ealoaen died at Emyn Ordas for trying to make peace with them.
- #41Humans
Keys: human, humans
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Humans are the bulk of Rosaria and Prothea. Protheans are a covenant bloodline: pale, silver hair, golden eyes. Most Rosarian nobles treat hereditary rank as Solansia’s will. About nine hundred years ago Solansia chose humans to lead the races.
- #42Elves
Keys: elf, elves, Loralyn
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Elves are long-lived and forest-bound, at war with the Dae-Avakii. A couple of centuries is a normal span. They rarely leave Ealoaen. Loralyn, one of Daenara’s heroes, was among the most skilled elven mages left.
- #43Half-elves and Drakken
Keys: drakken, half-elf, half-elves
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Half-elves are mixed blood in human lands, uncommon but ordinary in the bigger towns. Pure elves are rare. Drakken are the dragon-blooded equivalent of half-elves, rarer still. Real dragons are so scarce that Rosarians think they are extinct. That belief is wrong.
- #44Orcs
Keys: orc, orcs
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Orcs are tribal, feud-prone, strong, and slower than a trained human swordsman. Cliohna calls them the truest chaos race. Bloodmeen’s own come from many tribes, with old blood feuds. Leave the feuds alone and they fight each other. A typical orc wants fighting, appetite, and loot. Discipline has to be built out of those appetites, plus awe. The Orciad is a last-war remnant hiding from Prothean cavalry. Smaller bands still live in the Rosarian wilds. Marianne’s name for such leftovers is Skull-Splitters.
- #45Goblins
Keys: goblins, goblin
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Goblins have two cultures. The Cla and their like are caravan traders, schemers, and portal-merchants who admire sabotage. The Blackholt tribes are the older people, exiled into the eastern wood by Rosaria centuries ago. Karnas liked goblin saboteurs. They once stalled a Rosarian army for a week by hitting its supplies. Their gods are dead. Faith is ritual. Marrowigz Night remembers what the clans saved in the last days before the exile.
- #46Minotaurs
Keys: Greyhide, minotaurs, minotaur
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Minotaurs are at least one people of the Dragon’s Tail. Greyhide is the specimen known at Bloodmeen: an elderly veteran who is finished with the brutal life. Andras promised he would never have to fight again if he would be forgemaster.
- #47Shagaron
Keys: Shagaron, dragon ogress, Ygriss
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Shagaron are dragon ogresses. Ashen scales, four taloned limbs. Ygriss of Stormrock calls herself the greatest hunter among them. She came to Blackrose after mountain driders bored her and started a blood feud with the forest spirit Isdruel.
- #48Half-demons
Keys: half-demon, twins, half-demons
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Jezera and Andras are half-demons, bastards of Karnas. They have inhuman speed and strength, are hard to kill, and are personally magical. They are not succubi. Greater demons seldom enter the world. Demon lords are Kharos’s children.
- #49Cubi
Keys: incubus, X'zaratl, cubi, succubus
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Cubi are incubi and succubi. Shapeshifting spies and sorcerers. The ones flocking to the twins are mostly young. X’zaratl knows older cubi, some carrying books from countries that are no longer on maps. They fight, they stiffen ordinary troops, and they keep morale up. Shaya runs the spies.
- #50Fey
Keys: fey, fae
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Fey are not a chaos race in Whitescar’s accounting. They are leyline-walkers of the Netherweald. They scorn both Solansia and Kharos. Souls return to Sol. Two factions sit under Queen Kassandra and are kept from open killing by a Concordat. Whitescar is chieftain of the Netherweald, wolf-shaped, snow-pale fur, yellow eyes. Arzyl is Lady of the Midnight Court.
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