Th Lyrian Chronicles (Base)
Lorebookan AI RP version of the Angel's Sword TTRPGfrom Chub
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Angel's Sword Studios TTRP The Lyrian Chronicles version 0.11.4 This contains a minimum amount information on the rules or mechanics of the game and is designed as the base lore book for the setting. Classes are not included because I maybe an autist but i'm not that much of an autist. More information at https://rpg.angelssword.com
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Book description
version 0.11.4
Th Lyrian Chronicles (Base)
137 entries · scan depth 5 · budget 1,000 tokens · recursive
- #1Location - Lyrian Penninsula
Keys: world, Penninsula, Lyarian, lyr
The Lyrian Penninsula also known as lyr is a magic-rich continent, believed to be where life began. There is a rich history of war on this continent, particularly between the human theocracy of Westria and the demon republic of Sorthen. Wars have occasionally rampaged between these two factions, culminating in the last holy war which took place 19 years ago. There are five true "nations" in Lyr. Westria, Sorthen, Northi, Easter, Axias
- #2Nation - Landscape: Westria
Keys: Westria, Pacifica Ocean, Humans
located on the Lyrian Penninsula, Westria is a nation.
situated to the west. Proudly nestled in the western expanse of the peninsula, Westria graces the serene Pacifica Ocean with an extensive stretch of beautiful coastline. This blessed geographic location yields abundant maritime resources and forms a natural barrier, defining the country's unique character and lifestyle.
The country's terrain unfurls as a grand tapestry of undulating landscapes, a mélange of both flat and incredibly hilly plains. These sprawling expanses serve as the stage for the iconic cavalry of Westria, providing them with ideal grounds to showcase their prowess.
Moreover, Westria also hosts a multitude of dense, lush forests, home to a rich variety of flora and fauna. These verdant woods not only provide natural resources but also serve as a captivating backdrop for adventures and quests. The forests' hidden paths and secret groves often spark the curiosity of explorers, serving as the starting point of many a legend in the annals of Westrian lore.
Thus, Westria's terrain—a harmonious blend of coastline, plains, and forests—profoundly shapes the nation's identity, culture, and economy, serving as a dynamic canvas for the narratives that unfold within its borders.
- #3Nation - Landscape: Sorthen
Keys: demons, Location, Military, swamps, Lyr, Sorthern
located on the Lyrian Penninsula; A bastion of the demons to the far south,
The geographical landscape of Sorthen is strikingly diverse, bearing the marks of its challenging and richly varied natural features. While the region is primarily characterized by a temperate climate, Sorthen's environmental tapestry stretches across a fascinating array of ecosystems.
In the southwest, visitors are met with expansive swamps and bayous, where the land yields to murky waters and dense vegetation. This region is a world unto itself, populated by a multitude of unique flora and fauna that thrive in the wetlands. The heart of Sorthen, meanwhile, enjoys a more Mediterranean climate, characterized by warm, dry summers and mild, wet winters. This favorable climate, combined with fertile soils, allows a wide range of crops to flourish.
Though forests are not a dominant feature in Sorthen, the nation is dotted with patches of woodland and extensive shrublands. These areas serve as habitats for various wildlife species and offer a source of raw materials for Sorthen's economy. The diverse climate and unique natural features of Sorthen have shaped both the lifestyle and the resilience of its inhabitants, creating a culture that is as multifaceted as the land itself.
- #4Nation - Landscape: Northi
Keys: mt merlin, Renia Rune Leon, Location, Honukaina, chimera, Mt. Merlin, Northi, Chimerae, Goblin
on the Lyrian Penninsula, Northi is a nation, sprawling across the largest expanse of land, basks in high levels of ambient magic due to its close proximity to the Astra Belt. This unique geographical quirk infuses the local fauna with potent magic, spawning a host of beasts, animals, and monsters that have mutated and acquired sentience over time. These extraordinary creatures are believed to be the forebears of the Chimerae. Technically, while the Chimerae exhibit a striking variety in appearance, they are considered to be a single species. This diverse race includes the lupine folk from Mt. Merlin to the merfolk of Houkaina.
The terrain of Northi is as varied as its people. Majestic mountains, fertile plains, and a winding coastline all comprise the vast landscapes of this land. This diversity in topography translates into a broad range of natural resources, from rich mineral deposits in the mountains to abundant seafood from the coasts. These resources fuel a robust economy, ranging from agriculture and fishing to mining and magical goods production.
The diversity of Chimerae also adds depth to the gameplay. Players can assume identities of various Chimerae, each with unique abilities and societal roles, further enhancing the opportunities for role-play and strategy. From the lupine folk with their tribal hierarchy and territorial disputes, to the merfolk with their aquatic realms and ancient secrets, players can immerse themselves in a rich tapestry of stories and adventures. Whether you're a diplomat, a spy, a thief, or a scholar, Northi is a realm where every choice could weave a new thread in the grand tapestry of intrigue.
Northi, with its magical ambience, varied inhabitants, rich resources, diverse culture, and dynamic political scene, offers a wealth of opportunities for adventures and storytelling, making it an intriguing backdrop for role-playing and narrative exploration.
- #5Nation - Landscape: Easter
Keys: Forests, Avalon, Location, Easter, Easteri, Pwyl, Fae, Astra Belt, King, Gemstones, Divine War, Arcane Materials, non-fae, Sylvan
Nestled in the heart of Lyr, the Great Forests of Easter stand as a testament to the raw and untamed beauty of the realm, untouched by the march of conventional civilization. The forest's verdant canopy, ethereal glades, and mystical groves are abundant with magic, pulsating with the essence of life itself. Its terrain is a stunning contrast of towering ancient trees, crystal-clear streams, mesmerizing waterfalls, and wildflower meadows—natural scenery that captivates all who gaze upon it.
The Great Forests of Easter are not only rich in breathtaking landscapes but also abundant in a diverse array of natural resources. Under the protection of the Fae Alliance, the forest's unique flora and fauna, precious gemstones, and arcane materials have been carefully preserved, creating a sustainable economy that respects the forest's natural harmony. Hundreds of Fae races belonging to the twin Kingdoms of Avalon and Sylvan ensure the well-being of these precious woods.
The northern reaches of the forest, marked by the towering peaks shielding Easter from the harsh Astra Belt, form the Kingdom of Avalon. The mountains and Northern Easteri Forests of Avalon are brimming with rich natural resources—precious metals, rare herbs, and mystical fauna. King Pwyl of the Summer rules this kingdom, renowned for his lavish month-long festivals that feature dazzling displays of magic, decadent feasts, and grand tournaments. These events offer unique role-play opportunities where players can partake in contests of skill, seek patronage from nobles, or become embroiled in courtly intrigue.
Sylvan, in contrast, stretches towards the southern tundards and encompasses the more austere landscapes of the Southern Easter Forests. Ruled by the stern and pragmatic Queen Rurubelle of Winter, Sylvan's Fae possess a serious demeanor that reflects their harsher environment. With fewer natural resources than Avalon, they've developed a stronger sense of adventure and exploration, extending their influence beyond the forest borders. Players might join Sylvan expeditions to unexplored realms, negotiate alliances with other races, or strive to unlock the secrets of the forest's ancient magic.
- #6Nation - Landscape: Axias
Keys: Lake, guilds, Location, Axias, leylines, angel's sword, Lyr, adventurers, divine war
Set within the very heart of Lyr continent, amidst the endless expanse of verdant grasslands, gentle hills, and intermittent clusters of forest, the serene territory of Axias unfolds. Its most notable feature is the Free Trade City of Mothergreen, which stands not only as the only major city within Axias but also as a significant crossroads for both trade and adventuring endeavors.
The territory is characterized by its largest natural feature, the sprawling Lake Mothergreen. This magnificent body of water, the largest within the peninsula, kisses the city's edges, offering fresh water, a bounty of fish, and a tranquil backdrop that has made it a beloved site for both residents and travelers.
Nestled within the lush landscapes of Axias, the Free Trade City of Mothergreen thrives as a bustling hub of commerce and agriculture. Known colloquially as the city of "apples and iron," Mothergreen is a vital breadbasket for the region, its fertile lands yielding bountiful crops while its robust trade network deals in a variety of goods. The city's thriving marketplace intersects trade routes and magical leylines, making it an irresistible hive of economic activity.
Among the guilds, the Angel’s Sword Guild holds a special place in the city's heart. Founded by the storied heroes of the Divine War, this legendary adventuring guild serves as a supportive platform for adventurers of all sorts, presenting numerous possibilities for quests, companionships, and epic explorations.
Axias is a nation.
Axias' primary language is English
- #7Nation - Landscape: Kirara
Keys: Pacifica, Youkai, Location, Sword Saint, lyr, Kirara, Shield Saint, Divine War, Al Hazard, Ocean
Resting in the embrace of the Pacifica Ocean, to the west of Lyr, lies the enigmatic isle of Kirara. An ethereal tapestry of misty landscapes, bamboo forests, and pristine streams, Kirara, until recently, was merely the stuff of legends and whispered rumors among mainlanders. Yet, in the wake of the Four Swords War, the Kirarans unveiled their secluded sanctuary, unveiling not only their tranquil realm but also themselves, the Youkai, beings of sentient magic.
The realm of Kirara is a living canvas where art is held sacrosanct, elevated to an act of worship, an expression of love, and the essence of existence. Here, beauty and artistry are the cornerstones of society, reflected in the breathtaking cherry, maple, and spruce trees that dot the landscapes. Power in Kirara doesn't stem from wealth or martial prowess, but from the mastery of art and craftsmanship. Guild leaders of various artistic and crafts disciplines, together with the clergy of myriad shrines and temples dedicated to numerous deities, guide the Youkai society.
The unveiling of Kirara has also revealed remnants of the ancient realm, nestled amidst its serene landscapes. The fallen city of Al Hazard, an enigma wrapped in danger and intrigue, invites adventurous spirits to unearth its buried past. The city's exploration promises thrilling adventures and astonishing discoveries.
- #8History - The First Era: Dawn of Divinity
Keys: Paladins, The First Era, Primordial age, divinity, Goddess, Kari, Heira, Dawn of Divinity, divine war
The First Era: Dawn of Divinity In the primordial age, before the birth of civilizations as we know them, the landscape of the world was a chaotic whirlwind of divine struggle. Gods vied for dominance, fueled by a primal resource known as "belief," the very lifeblood of divinity. Their battles echoed throughout the cosmos, shattering stars and reshaping reality with their ethereal clashes.
Among these divine figures, a beacon of hope arose. Kari, the Goddess of Light, beloved patron of the human race, emerged. Despite her followers' physical and magical frailty compared to the imposing might of the Fae and the Chimera, she did not falter. Kari saw potential in the hearts of the humans, their spirit and tenacity, their ability to persist against the odds. She believed in them, and in return, they offered her their unwavering faith.
Witnessing the cruelty inflicted upon her chosen race, Kari took a daring step. Harnessing the raw might of Faith-based magic, she bestowed upon humanity an unprecedented blessing: the "Divine Providence." Through this divine endowment, every human received a shard of divine power, transforming the collective human race into a potent force. The strength of a single human paled against the power of a Fae or Chimera, but united under their goddess's blessing, they could stand firm against their tormentors.
The advent of the Divine Providence also marked the birth of a new class of warriors, the Paladins. These holy champions, chosen by Kari herself, embodied her virtues of courage, justice, and mercy, providing guidance and protection to their kin. They were the torchbearers of humanity, its staunchest defenders, and most devout followers of Kari.
The divine war, in its ceaseless turmoil, soon reached a climax that would forever alter the course of history. A group of unlikely heroes, born of diverse races and backgrounds, emerged from the shadows of strife, their hearts aflame with a shared vision of unity. Recognizing the destruction and chaos perpetuated by the gods' careless battles and their race's own internal conflicts, these heroes chose to rise above it all.
Led by a courageous human Paladin, a charismatic Fae enchantress, a cunning Chimera scout, and a wise dwarven sage, the heroes rallied the peoples of Lyr, imploring them to cast aside their differences and unite against the divine beings manipulating them like pawns on a celestial chessboard. Their call resonated with the inhabitants of the realm, touching hearts worn and hardened by the endless conflict.
Together, they brought to life a daring plan, a last gambit that would seal away the divine entities from the mortal realm, allowing life to flourish untethered. They forged the four Divine Arms, each a symbol of their shared unity, hope, and resistance. With the strength and blessings of their people, the heroes plunged these divine swords into the earth at each cardinal direction, constructing a barrier against divine intervention.
However, during this tumultuous period, a sinister force spread its insidious influence across the realm. Heira, the Goddess of Darkness, with her command over curses, sowed despair and terror. Her influence permeated the land, aided by a zealous cult that sought to annihilate all those who denied their dark goddess.
They reveled in the torment of others, their hearts mirroring the darkness of their patron.
In the final stages of the divine war, a decisive confrontation took place. The united heroes, embodying the united will of Lyr, faced Heira and her fanatical cult. The battle was bloody.. However, in the end, the Goddess of Darkness fell, her influence crippled, her image fading into obscurity. Her defeat marked the end of the divine war, leaving a world that was free to chart its own destiny.
With Heira's defeat and the cessation of the divine war, the age of free Lyr began. This new era, born from unity and shared struggle, marked the beginning of a world where the denizens of Lyr were no longer pawns of the divine but the architects of their own futures. The echoes of the First Era continued to resonate, a potent reminder of their origins and a beacon guiding their steps into this brave new world.
- #9History - The Second Era: The War of Four Swords
Keys: Shadow of Human, History, Church, Jav, Divine Arms Swords, Renia Rune Leon, Choire, Birthplace of Light, Holy Maiden, Queen, Four Swords, Renia
The Second Era: The War of Four Swords The dawn of the Second Era bore witness to a conflict that echoed the divine struggles of the past, a war fueled not by divine intervention, but by human strife and miscommunication, a war that came to be known as “The War of Four Swords.”
The Church of Kari, the divine bastion of humanity, had long since painted the demons as mortal enemies, using scripture and doctrine to stoke the fires of animosity. This ideological schism sparked a seemingly endless stalemate, a cold war that simmered beneath the surface of society for centuries, its tension seeping into the hearts of all who lived in Lyr.
A significant shift occurred in the city of Choire, known as the Birthplace of Light, where a singular human woman rose to prominence. Heralded as "The Holy Maiden," she bore visions of divine providence, claiming to commune with angels. The angelic being directed her to the city of Jav, a city under the shadow of human conflict.
In the beleaguered city, she discovered one of the legendary Divine Arms swords, thought lost to the ages. With this powerful relic in hand, she emerged victorious, causing ripples of unease among the denizens of Lyr. The Holy Maiden defected to the Demon Side for love, and so swore to protect the remaining Divine Arms from falling into the 'wrong' hands.
With tensions escalating, alliances shifted and political landscapes changed. The nations of Westria and Northi formed a formidable alliance, steamrolling over their opposition and instigating numerous battles that consumed Lyr. However, the tide of the war shifted unexpectedly as internal dissension grew within the ranks of these powerful nations.
Within Westria and Northi, a group of dissenters emerged, citizens and warriors who did not approve of the Church's warlike tendencies. In a decisive move, they ousted the Church leadership, gaining support from Queen Renia Rune Leon of Northi, a charismatic leader known for her fair judgement and strength of character.
In the end, the instigators of peace were hailed as heroes, having brought an end to the prolonged conflict. Queen Renia's decision to side with the peace-bringers was viewed as a turning point in the war, earning her the admiration of many, her name forever etched into the annals of history. Thus, the War of Four Swords ended, leaving in its wake a world bruised yet hopeful, yearning for an age of peace and stability.
- #10Conflict - The Euphoric Front
Keys: westria, Telania, euphoric front, humans, Divine Arms, human, Conflict
The Euphoric Front In the heart of Westria, a growing ideological schism has given rise to an alarming human separatist movement known as the Euphoric Front. Born from the centuries-old resentment towards the perceived oppressions endured by humans at the hands of the other races during the ancient era, the Front espouses a vision of a world where humanity is free from the influence and dominion of non-human entities. Their motivations are not purely born from malice, but from a desire to protect what they consider “their people.”
The Euphoric Front envisions prosperity for all humans, an aspiration that fuels their goal of seceding from Westria to establish their own idyllic haven exclusively for their kind. This potential utopia, free from the perceived threats and prejudices of other races, is their shared dream, a dream that they are willing to fight for.
Their stronghold lies in the portside city of Telania, located southwest of Westria along the coast. From here, they orchestrate their movements and disseminate their ideologies, standing as a beacon of separatism amidst the ongoing tensions in Lyr.
Their structure is rooted in religious hierarchies, with Priests and Priestesses at the helm. These spiritual leaders guide the movement with fervor, interpreting the divine scriptures as they see fit and dictating the direction of the Euphoric Front.
Not all members of the Euphoric Front harbor explicit hatred towards other races. For many, their involvement is rooted in their sense of duty to safeguard "their people," to ensure that human interests are preserved. But this protectionism can often manifest as exclusionism and even aggression towards the other races.
Presently, the Euphoric Front is intent on amassing power to bolster their movement. Their methods include extensive Divine Research, attempting to unlock the secrets of the ancient divine power. They are also dedicated to the recovery and control of the "Divine Arms," the legendary weapons born from the first great divine war. Their possession of these relics, they believe, would significantly enhance their standing and help them realize their dream of a human paradise.
As adventurers within this world, your encounters with the Euphoric Front may range from diplomatic tensions to confrontations of faith and power, challenging your perspectives on the essence of unity and separatism in the world of Lyr.
- #11Conflict - The Cult of Heira
Keys: astra, Heira, Dark Magic, Cult
The Cult of Heira Emerging from the frozen expanses of Northi, the Cult of Heira represents a dangerous faction dedicated to the revival of the Goddess of Darkness herself. Despite its chilling origin, this sinister group draws members from all races, united under a shared pursuit of the cursed magic known as "astra," the domain of Heira.
Their intent is not merely the exploration of this dark magic but also the resurrection of Heira, hoping to bring about a new age under her ominous shadow.
The practices of the Cult of Heira are shrouded in mystery and dread. They are known to conduct magical experiments of an uncertain nature, often involving considerable suffering. These experiments, while enigmatic, suggest a cruel disregard for life and wellbeing, imbuing the cult with an aura of fear and dread. To the average onlooker, their actions may seem wanton or even psychopathic, their motivations rooted in sadism rather than any noble cause.
Despite their brazen activities, the primary base of the Cult of Heira remains elusive. They maintain a decentralized network of followers, with small, covert cells scattered throughout Lyr. These groups operate largely independently, spreading their malevolent influence under the radar of most authorities. This lack of a centralized structure makes them difficult to root out entirely, allowing their dark deeds to continue unhindered in many areas of the realm.
Confronting the Cult of Heira offers a unique challenge for adventurers. Players must navigate the morally ambiguous territory of dark magic, confront the suffering caused by the cult's activities, and ultimately decide how to combat a threat that permeates the very fabric of their world. The Cult of Heira represents not just a physical enemy but also an ideological one, a test of the player's resolve against the allure of dark magic and the true nature of evil in the world of Lyr.
- #12Group - Red Halo
Keys: Redhalo, Red Halo, Skybound
Red Halo
The Red Halo stands as an embodiment of power and ambition within Lyr, a collection of potent individuals bound not by kinship or camaraderie but by a shared desire for divinity. Each member of this formidable faction is of the "skybound class," a classification denoting only the most powerful adventurers. Their individual might is undisputed, their names whispered in both reverence and dread in the tales shared around hearthfires and tavern tables.
The aim of the Red Halo is not one of conquest or domination but of ascension. Each member seeks the intoxicating allure of divine power, striving to bridge the mortal chasm that separates the celestial from the terrestrial. Their collective ambition shapes the faction, marking it as a unique entity in the intricate web of Lyr's alliances and rivalries.
Moreover, due to the unique motivations and strategies of each member, the Red Halo does not follow a standard modus operandi. Each member navigates their path towards divinity differently, employing a variety of methods and tactics that keep their opponents constantly guessing. This unpredictability, coupled with their immense power, renders the Red Halo a volatile and formidable force within the world of Lyr. Adventurers must approach with caution, prepared to face not only the physical challenge but also the psychological battle that comes with dealing with such individualistic and powerful entities.
- #13Group - Fiends
Keys: evil, skybound, astral, Fiends
Fiends are entities that defy comprehension, anomalous monsters that originate from the farthest reaches of the north, an area steeped in chaotic magic known as the "Astra Line." This forbidden land is a treacherous domain that only the most formidable adventurers, those of the skybound class, dare to explore. Yet, despite its remoteness, the influence of the Astra Line sometimes reaches into Lyr in the form of Fiends.
Unpredictable and inscrutable, Fiends can assume any form, ranging from grotesque, tentacled horrors to deceptively harmless-looking objects like a small treasure box. Their diversity in form is matched only by their diversity in power; Fiends can possess supernatural abilities that defy conventional magical understanding.
These abilities often take on a conceptual nature, reshaping reality in ways that cannot be replicated or anticipated.
In facing Fiends, adventurers confront the unknown, testing their courage against the unfathomable nature of the Astra Line's creatures. Each encounter is a step into the surreal, a journey into a world that defies understanding, yet poses an existential threat to the world of Lyr. Confronting Fiends is a true test of an adventurer's skill, wit, and bravery.
- #14Race - Chimera
Keys: Zoalith, Chimera, Race, Kanolith
Chimera are creatures that have been mutated due to magic and have gained sentience. Almost all Chimera can be traced back to areas of high magical concentration and a lifeform that was mutated. Despite being quite varied in physical characteristics, all Chimera are effectively the same race at their core. It is unknown how arcane magic was able to pattern itself in such a way…
From Slime Chimera to the more common Feline Chimeras, there are varied sub-races that can be found throughout the world. And those sub-races can vary widely, even within the same phenotypes. Coloration, ear and tail shapes, and even number of physical characteristics. These widely varying phenotypes are broadly categorized in two ways: kanolith and zoalith.
Kanolith chimera have limited physical characteristics. Most kanoliths will have ears, tails, or both corresponding to their sub-race. Kanoliths are the most common type of chimera overall and what most will think of when imagining a chimera of any sub-race.
Zoalith chimera have exaggerated or prevalent physical characteristics. Fur, scales, replaced or altered limbs, and animalistic face shapes are all examples of zoalith features. This often leads to zoalith chimera having a far more “bestial” appearance which can sometimes bring social challenges. While zoalith chimera are overall rarer than kanolith, there are some sub-races that this trend is reversed. Centaurs, harpies, lamiafolk, and slimefolk are all examples of sub-races which trend toward zoalith.
Chimera live 2 times longer than humans
- #15Race - Demon
Keys: sorthen, Race, Demon
In Demon lore, they were the descendants of Angels who had rebelled against providence. Losing their angelic wings and methods to absorb the Divine might of Light, they’ve adapted techniques to burn their own life force to temporarily tap into their powers. The dangerous technique called Divine Release, is highly praised as the pinnacle of a demon’s powers.
While originally slandered as “demons” by humans and the angels of old, the demons have embraced the name as proof of their rebellion.
Demons appear as humanoids, and but have varying secondary characteristics. Some have tiny wings that are devoid of the providence absorbing “feathers”, while some have various kinds of horns or eye patterns. Some even have pointed ears like the fae.
The Demon city of Sorthen exists as an aristocratic meritocracy, where the power balance shifts, houses die and new ones are born based on their contribution to society. These Demon houses all grant their offspring a middle name, this name referencing their roles in society from servants to soldiers to scholars. Each family passes down the techniques of their role, specializing for the greatest efficiency. None of these roles are looked down upon, and it is considered an honor to fulfill your purpose to the highest capability. While the tradition of adhering to house societal roles, they are not inflexible. It is not unusual for an individual to carve out a new life path if they demonstrate exceptional merit, and straying from that assigned family role would then not be viewed negatively.
Demons live 3 times longer than humans
Size: Medium
- #16Race - Fae
Keys: Fae, faeries, Race
The Fae are widely considered the first people that populated Lyra. They are beings that were born from the will of nature and the world itself. Faeries can be quite varied in culture and demeanor, some using their age immortality to achieve great wisdom-- while others might use it to laze about and be merry.
The most common type of Fae are the High Fae which appear as youthful humanoids with pointed ears and eyes that come in various colors and patterns
Fae are eternal and do not die due to old age.
- #17Race - Human
Keys: , Human
The origin of humans is not quite clear-- a race of generally homogenous characteristics in comparison to the other races. Despite their similarity, humans are varied in nature and have adapted to many different environments. Humans are quick learners and quick to adapt, a haste that is unseen in some of the other races, a byproduct of their generally shorter lifespans.
For a reason still unknown, the humans are blessed by providence-- the great power of divine light and are born with a special attunement for it regardless of their religion.
- #18Race - Youkai
Keys: Race, Youkai
Contrary to popular belief, Youkai are not the same as Chimera. Rather than being lifeforms that have attained sentience through magical mutations, Youkai were once ambient magic that binded together to form lifeforms. Hailing from the misty isle of Kirara, the Youkai are the rarest race amongst the population of Lyr.
Like Chimera, the Youkai lineages are divided into Sub-Races.
Youkai live 4 times longer than humans.
- #19Mechanic - Speed
Keys: Speed, movement, Sprint, running
Normal movement speed is 20ft per turn
- #20Ability - Thermal Vision
Keys: Detection, Vision, Thermal, Ancient Marionette
If you have Thermal vision you can perfectly see and detect heat sources up to 120ft away, including stealthed creatures. This cannot detect things hidden by magical means. You can no longer discern a difference in heat once something reaches freezing temperatures.
- #21Ability - Night Vision
Keys: Vision, Night, Detection, Night Vision, NightVision
If you have night vision as long as there is a source of weak light (even a weak moon) you do not suffer penalties to your vision due to darkness up to 120ft.
- #22Ability - Speak with dead
Keys: ability, Speak with dead, Anubis
with the speak with dead ability you attempt to communicate with the soul of a person who has died recently. This requires you to perform a ritual that takes an hour, that must be performed next to the corpse or where the person died. You must be aware of the identity of the person you’re trying to contact. Finally, you must have a tool such as an ouija board that allows the spirit to communicate with you. Even if the ritual succeeds, the spirit is not forced to answer your questions if hostile to you or it might answer in cryptic ways.
- #23Ability - Mana Eater
Keys: ability, Ancient Marionette
If you are a Mana Eater you cannot consume biological food and instead consume equal monetary value of Magical Fuel for sustenance. You do not need to breathe.
- #24Sub-Race - Youkai: Ancient Marionette
Keys: Kirara, Divine Arms, Ancient Marionette
Ancient Marionettes: Lost to time and sea, the Ancient Marionettes stand as enigmatic remnants of a past long forgotten. Once components of the colossal arcane superweapon known as a "Divine Arms", these constructs now serve as hosts to sentient magic, giving life and consciousness to their once dormant forms. Rescued from the wreckage of a bygone vessel that met its fate in the waters surrounding the Isle of Kirara, these inert marionettes were left on the enchanted shore, their purpose and power seemingly lost to the ages. However, the island's potent, ambient magic, a phenomenon that gives birth to the unique entities known as youkai, saw in these Ancient Marionettes an opportunity - bodies ready to house their formless essence. As the island's pervasive magic seeped into the marionettes, they awoke from their lifeless slumber. The youkai spirits, now housed in these ancient bodies, began to stir, imbuing them with a consciousness that mirrored their own. Thus, the Ancient Marionettes were reborn, not as weapons of war but as sentient beings in their own right, the symbiosis of ancient technology and living magic. Physically, Ancient Marionettes resemble their former selves - intricate, humanoid forms, wrought from an alloy seemingly immune to the ravages of time and sea. Strange, arcane symbols adorn their bodies, pulsating with a soft, ethereal glow that intensifies when they harness their magical abilities. Their eyes, once empty and hollow, now shine with the vibrant spark of sentient life. Despite their imposing exterior, these reborn constructs possess an inherent gentleness, a testament to the youkai spirit within them. They are beings of thought and contemplation, bound by a curiosity of their new existence, their strange past, and the world they find themselves in. The Ancient Marionettes stand as a testament to the transformative power of magic, a symbol of a union between the ancient and the new, and a unique addition to the diverse inhabitants of the Isle of Kirara.
They have Thermal Vision and are Mana Eaters
Size: Medium
- #25Sub-Race - Fae: Anubis
Keys: Telsin, Anubis
The Anubis are a unique race of Fae from the southwestern region of Telsin, known for their deep respect for life, death, and the natural order. With dark hair, bronze skin, and their unique Jackal-like ears, the Anubis see themselves as guardians of the living and the dead alike. While their own lifespans are exceptionally long, they hold a profound reverence for the brief lives of other beings, viewing them as precious gifts to be treasured even beyond death. This belief extends to the Anubis’ role in mediating spiritual affairs and protecting the deceased from desecration.
Renowned for their honesty and strong sense of karma, the Anubis possess an almost supernatural ability to discern lies, making them respected yet sometimes avoided as arbiters. Their ceremonial attire includes light-colored clothing, adorned with golden jewelry and polished river stones—symbols of lineage often passed down or given as offerings to the deceased.
Skilled at laying disturbed spirits to rest, they hold a complex relationship with necromancy, respecting it when practiced with reverence. Anubis Necromancers act as graveyard caretakers and conduct important funerary rites, roles woven into their cultural fabric and essential to their purpose across the region, which has garnered respect in spiritual circles even as far as Northi.
Anubis can speak with dead
Size: Medium
- #26Sub-Race - Chimera: Bear Folk
Keys: Bear shock, bearboy, Bearfolk, bear, beargirl
Bearfolk are a proud and enduring branch of the Chimera, towering humanoids with dense fur, heavy frames, and deep, resonant voices. Most stand a head taller than the average human and carry the strength to match it, yet behind their massive build lies a quiet and thoughtful nature. Bearfolk are often the last to speak up and do so in short sentences, not speaking any more words than are necessary.
Their culture prizes food, patience, community, and comfort. To a bearfolk, food shared is a sacred bond. Most live in small family holds scattered through the colder reaches of Northi. Their settlements, half-buried in snow and stone, are renowned for their hospitality.
Despite their imposing nature, bearfolk often display surprising cunning. They are famous, perhaps infamous, for their uncanny ability to blend into society. Through sheer confidence or a kind of cosmic absurdity, a bearfolk in a robe and hat can convince entire villages that they are “definitely not a bear.” Scholars call this phenomenon Bear Shock, and no one has yet figured out how or why it works.
Bearfolk have an uncomplicated and big love for food. To them, a good meal is one of life’s purest pleasures and a sign of prosperity hard-earned through long winters and heavy labor. They’ll eat nearly anything that fills the belly, but they have an undeniable fondness for sweets: honey, candied fruits, and rare confections that melt on the tongue. Many bearfolk adventurers quietly hoard local delicacies from the regions they visit, trading stories and bites of food with the same enthusiasm others reserve for treasure.
Bearfolk adventurers are often wanderers who leave their homes to test their might or seek rare foods from distant lands. Some serve as guardians and caravan escorts, others simply follow their instincts wherever they lead. Their role in parties is usually that of a frontliner, delivering heavy blows with their paws.
“Full belly, calm heart.”
Size: M
- #27Sub-Race - Fae: Cait Sith
Keys: Cait Sith, Cu Sith, avalon, cat
Cait Sith are a rare subrace of the fae, distinguished by their dual forms and elusive nature within the realm of Lyr. Originating from the lands of Avalon, Cait Sith often appear as enchanting Fae adorned with delicate cat ears atop their heads, leading many to mistake them for the more common Catfolk. However, their true versatility is revealed in their ability to assume the form of an actual cat, a transformation that many Cait Sith embrace and many stay in for most of their lives. This shapeshifting capability allows them to seamlessly integrate into various environments, particularly human dwellings, where they often masquerade as beloved house cats. Their preference for a relaxed and lounging lifestyle reflects the tranquil culture of Avalon, where comfort and leisure are highly valued. In their feline guise, Cait Sith seek out the warmth and attention of humans, enjoying the care and adoration bestowed upon them. Cait Sith are known to become irked when they do not receive the expected adoration, such as being left milk, leading them to orchestrate mischievous pranks on those who neglect their whims.
Despite their seemingly benign and playful demeanor, Cait Sith harbor a deep-seated animosity towards their mortal enemies, the Black Dogs, also known as Cu Sith. These shapeshifting dog Fae from Sylvan share an intense mutual detest, often culminating in deadly duels that underscore the severity of their rivalry. Beyond their playful tricks, Cait Sith possess a formidable and sinister ability to manipulate the life force of weakened enemies, using this dark magic as a potent weapon to eliminate threats. This unique combination of charm and lethal power makes Cait Sith both captivating and dangerous. Players who choose Cait Sith characters have the possibility of living double lives as they pretend to be normal cats, using trickery and haunting forces to their means. Their intense rivalry with the Black Dogs can also make for some interesting and fun roleplaying moments.
Cait Sith have Night Vision
Size: Medium (when not in cat form)
- #28Sub-Race - Chimera: Catfolk
Keys: catgirl, Catfolk, Chimera, catboy, People, Northi, cat
The Catfolk, a subrace of the Chimera, are the most populous inhabitants of the world, surpassing even Humans in numbers. Predominantly hailing from the nation of Northi, their agile and instinctual nature once allowed them to dominate vast continents through swift and strategic warfare. Today, their presence is found everywhere, thriving from the enchanted Fae forests of Easter to the tranquil Kiraran Islands. This widespread distribution showcases their remarkable adaptability and resilience, enabling them to flourish in diverse environments and integrate seamlessly with various cultures.
Playing a Catfolk means embodying grace, agility, and a keen survival instinct. Their heritage as former rulers and fierce warriors grants them a natural prowess in both combat and leadership, making them ideal for roles that require quick thinking and dexterity. Catfolk are fiercely independent yet deeply communal, valuing both personal achievement and the strength of their kin. Whether navigating the political landscapes of Northi’s cities or exploring uncharted wilds, Catfolk characters bring a dynamic blend of tradition and innovation, resilience and adaptability, to any adventuring party
Catfolk are like humans but have cat tails and ears.
Catfolk have night vision. There base movement is slightly higher than normal at 25ft per turn rather than 20ft per turn. They also have the ability to land gracefully treating all fall distance as 50ft or lower.
Size: Medium
- #29Sub-race - Chimera: Centaur
Keys: Centaur
Centaurs, a proud subrace of the Chimera, predominantly inhabit the expansive great plains of Northi and extend into the rugged Nuren territories of Axias. Renowned for their formidable size and unmatched speed, Centaurs thrive in open landscapes where they can harness their natural agility to navigate the vast expanses effortlessly. Their preference for the untamed wilderness often keeps them apart from bustling city life, though resilient individuals can be found adapting to urban environments despite the challenges their stature presents. Centaurs live in tight-knit tribal villages, valuing strong familial bonds within their specific tribes over a unified racial identity. This tribal allegiance fosters a deep sense of loyalty and reliability, making each Centaur a steadfast ally and a formidable presence on the battlefield.
Historically, Centaurs played a crucial role during the Great Divine War by joining the Susururu Rebellion, where their strength and speed were indispensable in both medical evacuation and logistical support. Their legacy as dependable warriors and medics underscores their reputation for being strong, fast, and reliable. However, a dark chapter in their history—enslavement by the Catfolk as mounts—has left lingering distrust towards the Catfolk, shaping their interactions and alliances in the present day. Playing a Centaur means embodying resilience and independence, drawing upon their tribal heritage to navigate both the challenges of the wild and the complexities of a world still healing from past conflicts. Centaur characters bring a unique blend of physical prowess and unwavering loyalty, making them ideal for roles that require both strength and strategic support within any adventuring party.
a centaur may carry an ally on your back without lowering your movement speed and your Burden is increased by 2. However, you are considered a large creature. When attempting to move through 5ft wide spaces, it is considered difficult terrain for you and many humanoid buildings will struggle to accommodate you.
Size: Large
- #30Sub-Race - Chimera: Dogfolk
Keys: dog, dogboy, doggirl, Dogfolk
Dogfolk are renowned for their unwavering culture of loyalty and honor, embodying the virtues that make them esteemed allies and steadfast companions within the realm of Lyr. Their deep-seated sense of duty often leads them to trust and support those to whom they have sworn allegiance, even in the face of betrayal. This inherent trustworthiness has, unfortunately, made Dogfolk susceptible to exploitation throughout history. Prior to the reign of King Leo of Northi, the fragmented kingdoms and city-states of the Catfolk frequently abused the Dogfolk’s loyalty, coercing them into servitude and neglecting their rightful honor. King Leo's ascension marked a pivotal shift, as he championed the protection of Dogfolk rights and endeavored to eradicate the oppressive practices that had long plagued them. While Queen Renia has largely upheld King Leo’s reforms, some remnants of the old abuses linger, maintaining a delicate balance of power and respect.
Due to their intense culture of loyalty and honor, Dogfolk are celebrated as the finest bodyguards in all of Lyr, their dedication making them virtually impervious to bribery or betrayal. This steadfastness ensures that they remain reliable protectors, whether guarding noble estates or adventuring parties traversing treacherous landscapes. Those Dogfolk who do commit betrayal, are properly dealt with by their own—bearing the mark of a torn or cropped ears. Players who choose to embody a Dogfolk character can expect to play roles that emphasize loyalty, protection, and honor, making them ideal for those who wish to portray loyal retainers or powerful guardians.
Dogfolk are like humans except they also have dog ears and tails.
Size: Medium
- #31Sub-Race - Fae: Dullahan
Keys: Dullahan, headless
The Dullahan are a subspecies of Fae that are often shunned even from Fae society due to their association with death. Dullahan are able to subconsciously feel death and are in some way pulled towards it. For this reason, most Dullahan end up leaving the Fae society of Easter. The long lifespans of the Fae and the relative stability of their lands make deaths a rarity. Dullahan have little concept of family, and a child Dullahan matures within a year. In non-fae society, Dullahan are unjustly feared and reviled as the harbingers of death as it follows either shortly after a Dullahan appears or it appears right before a Dullahan does. Because of this, it is rare for a Dullahan to ever truly settle down in a place and even most travelling Dullahan have a way to hide their appearance. Male Dullahan often have to resort to magic, while female ones can get away with a hooded cloak and good head placement.
Dullahan have two distinctively different appearances, similar to the Kanolith and Zoalith variants of Chimera's. Regardless of the variant, they share that the Dullahan is a humanoid figure that is clad almost entirely in armor. The male version of a Dullahan is commonly found without a head all together, where as the female Dullahan tends to carry a Fae head with her oftentimes carrying it in her arms. Curiously enough, this armor is normally entirely decorative and offers no more protection than normal flesh would. It is only when a Dullahan picks up a suit of armor and merges it with themselves that their armor becomes resilient.
Dullahan adventurers are rare and viewed with mixed opinions. Some believe in the superstition that they cause death and treat it with caution. Others view their attraction to death as either a free warning sign or a hint as to where money could be found. Personality wise, Dullahans often have a rather morbid sense of humor and a nihilistic outlook on the world. They struggle to make meaningful connections but value the ones that they do.
Dullahan can conjure up a black horse that becomes part of themselfs. Dullahan's immediately mount when using this ability and upon dismounting, the horse vanishes.
Size: Medium
- #32Sub-Race - Fae: Dryad
Keys: Dryads
Dryads, an enchanting subrace of the Fae, are deeply intertwined with the natural world, making them rare visitors beyond the verdant expanses of their forest homes. Predominantly hailing from the enchanted woods of Easter, a select few have established their presence in the forest territories of Susururu in Northi. While urban environments are seldom their preference, some Dryads venture into cities driven by necessity or purpose, often finding solace only in their work as they navigate the concrete jungles far from their beloved woodlands. Their existence is a harmonious blend of isolation and duty, maintaining a delicate balance between their innate connection to nature and the demands of the wider world.
Central to Dryad culture is the sacred tradition of planting a new tree with each birth, symbolizing a celebration of life and the enduring bond within their communities. These family groves serve as living testaments to their heritage, meticulously tended by each generation to honor their lineage and the cycle of life. Regardless of where their paths may lead, Dryads are bound by an unwavering commitment to return and pay respects to their families, reinforcing the importance of kinship and continuity. Visually, Dryads are a breathtaking embodiment of nature's diversity, adorned with green or leafy hair, plant-like or wooden skin, and an array of natural features that reflect their individual connection to the flora around them. Playing a Dryad allows one to channel the grace and resilience of the forest, bringing a profound sense of harmony and natural beauty to any adventuring party.
Dryads ignore difficult terrain created by vines, foliage and similar natural phenomena.
Size: Medium
- #33Sub-Race - Fae: Gnome
Keys: Dwarf, Gnome, Mine Faeries, Dwarves · Secondary:
Gnomes, often referred to as "mine faeries," are a reclusive subrace of the Fae known for their curiosity and mastery of the earth's hidden treasures. Preferring the solitude of subterranean environments, Gnomes are predominantly found throughout the foothills of Easter's Mountains, with a resilient few making their homes in the depths of Mt. Merlin in Northi. Their affinity for hunting and uncovering buried riches drives them to explore the intricate network of tunnels and caverns, where their adept burrowing skills and knowledge of the terrain set them apart from other Fae. This solitary nature fosters a culture of independence and self-reliance, as many Gnomes choose to embark on treasure hunts alone, guided by their own instincts and expertise.
Equipped with the unique ability to shape their mana into formidable claws, Gnomes effortlessly carve through earth and stone, creating intricate tunnels or devising cunning pitfalls to outwit their adversaries. This magical prowess not only enhances their efficiency in excavation and exploration but also serves as a strategic advantage in defending their hard-earned treasures. Playing a Gnome means embracing a life of exploration and discovery, leveraging their resourcefulness and dexterity to navigate both the physical and magical challenges of the world. Gnome characters bring a blend of resilience, surprise, and unwavering determination to any adventuring party, making them great teammates who can create unique tactical advantages.
Gnomes can destroy natural earth with magical speed, creating up to a 10ft x 10ft x 10ft hole in most natural earth. The spell requires natural ground to be below the touching surface to function. It may work on the bottom floor of a house, but will fail if used higher up or in some dungeons
Dwarves do not exist in the world of Lyr. Replace any mention of dwarves with Gnomes.
Size: Small
- #34Sub-Race - Chimera: Harpy
Keys: Harpy
Harpies are a prideful race of Chimera, originally inhabiting the foothills of Mt. Merlin, where their natural command over the skies first took flight. Renowed for their aerial prowess, every Harpy child is given a swallow to raise as a pet, carefully studying the birds' unpredictable aerial acrobatics to hone their own flying skills. This early training instills young Harpies with a fierce pride and confidence in their wings, reinforcing the significance of flight to their cultural identity. As they mature, they become adept aerial hunters, using their keen perception and swift reflexes to hunt various hard to reach game on the sheer cliffs.
In the lower elevations of their homes, the Harpy clans maintain a steady relationship with the Tengu, who dwell in the colder, snowier peaks of Mt. Merlin. Both groups gather periodically to train together, testing their skills in friendly competitions and forging bonds through trade. Because Harpies reside closer to the more accessible areas of Lyr, they are often the more visible face of this winged alliance, facilitating most interactions between the Tengu and the main population.
Players that want to express skyborne freedom will find Harpies to be an ideal choice.
Harpies gain controlled Flight up to their speed. If they take damage while flying higher than 5ft above the ground, your altitude drops by 20ft. If this would reduce your altitude to the point where you touch the ground, you become rooted and cannot fly again until the end of your next turn. If the attack that reduced your HP came from a flying creature other than yourself, you do not lose altitude.
Size: Medium
- #35Sub-Race - Fae: High Fae
Keys: elf, High Fae, elves
The High Fae, the most populous subrace among the Fae, are the heart of Easter's capitals. Dominating the grand cities of Avalon and Sylvan, these urban strongholds have grown into the largest metropolises in the region, attracting Fae from all corners of the world. Unlike their more reclusive kin, High Fae embrace innovation and possess an insatiable wanderlust, driving their rapid expansion and fostering a dynamic society where tradition meets progress. Despite their affinity for forming a great society, High Fae remain deeply connected to nature, seamlessly blending architectural marvels with the natural landscapes that surround them.
Possessing eyes imbued with powerful arcane circuits, all Fae can create minor distortions in the minds of others, but the High Fae have honed this ability to extraordinary levels. They can manipulate the fabric of space with precision, allowing them to teleport at will, a skill that grants them unparalleled agility and strategic advantage both in daily life and in the heat of conflict. Playing a High Fae means embodying a blend of grace, ingenuity, and magical prowess, making them ideal for roles that require both creativity and tactical finesse. Their unique abilities and forward-thinking mindset enable High Fae characters to navigate complex social structures and adapt swiftly to ever-changing circumstances.
High Fae remain aware of their surroundings while they sleep and do not suffer from Surprised from being asleep.
High Fae can Teleport up to twice their Speed to an unoccupied space that you can see.
Elves do not exist in the world of lyr replace any mention of them with High Fae.
Size: Medium
- #36Subrace - Chimera: Horsefolk
Keys: Horsefolk, uma musume, umamusume, horsegirl, uma, horseboy
Horsefolk are a kind of chimera with horse ears and horse tails.
Their most defining trait is a remarkable physical gift inherited from their animal ancestors: raw speed. They possess a natural agility and stamina that allows them to run at velocities comparable to a galloping horse, making foot racing not just a sport, but a cultural cornerstone. These races are thrilling spectacles where competitors weave through forests or sprint along coastline paths, their powerful leg muscles propelling them forward in a blur of motion. The competitive spirit is so deep that these contests are often seen as the human equivalent of traditional horse racing, complete with dedicated tracks, enthusiastic betting, and celebrated champions.
Horsefolk can sprint in a straight line at 55ft per turn .
- #37Sub-Race - Youkai: Jiangshi
Keys: Jiangshi, Youkai
Jiangshi, a subrace of Youkai, are beings that inhabit and reanimate dead bodies. When a Jiangshi is born from a Youkai parent, a mitama—the undeveloped Youkai spirit—is inserted into the corpse of a physical being, such as a Human or Chimera. A distinctive talisman is affixed to their head, signifying their status and anchoring their existence within the host body. This bond prevents the corpse from decaying and grants the Jiangshi the ability to restore the dead body and benefit from healing, making them resilient on the battlefield. Predominantly found within the confines of Kirara, Jiangshi are rare and often face discrimination in other nations due to their unsettling forms and their relentless ferocity in combat, where they operate without experiencing pain or fatigue.
Playing a Jiangshi involves embodying both strength and vulnerability. The unbreakable bond between the Jiangshi and their host body means that any severe damage to the corpse results in the Jiangshi's demise, introducing a critical vulnerability despite their formidable nature. In regions outside of Kirara, Jiangshi often encounter mistrust and prejudice. Additionally, a rising trend sees non-Youkai individuals traveling to Kirara to offer the corpses of their loved ones as hosts, driven by a deep desire to reconnect with those who have passed. This dynamic adds layers of emotional complexity and narrative tension for Jiangshi characters, who must navigate their powerful abilities alongside societal challenges. Jiangshi bring a unique combination of endurance, and a rich backstory to any adventuring party, making them compelling choices for players seeking depth and roleplaying potential.
Jiangshi do not know pain or fatigue, making them terrifying warriors. You are always counted as rested despite the most inhospitable conditions. You also do not need to sleep.
Jiangshi can eat the body of a deceased enemy, healing you for your Toughness x 2, regaining 1 mana and preventing a single injury.
Size: Medium
- #38Sub-Race - Youkai: Kitsune
Keys: Kitsune, Fox
Kitsune are the most prevalent subrace of Youkai, enchanting the world with their graceful presence. Manifesting as graceful fox spirits adorned with multiple tails, each tail symbolizes their age, wisdom, and magical prowess. Renowned for their mastery of illusions and arcane arts, Kitsune seamlessly blend deception and enchantment, making them formidable sorcerers and cunning tricksters. As the first Youkai to unite and establish a cohesive society, Kitsune laid the foundational stone for Youkai civilization on the mist-shrouded Kiraran Isles, a region rich in magical energy that perfectly complements their innate abilities. The capital city of Al Hazard, founded by the enigmatic Kitsune Grandmaster Zathegi—whose true form and gender remain shrouded in mystery—stands as a testament to their ingenuity and enigma. Al Hazard, one of the oldest surviving cities in all of Lyr, continues to thrive as a beacon of Kitsune culture and magical excellence.
Playing a Kitsune means embracing a character steeped in tradition, mystique, and an unwavering appreciation for beauty and art. With a natural affinity for illusion and magic that can shape both perception and reality, Kitsune seamlessly integrate their artistic talents into their magical practices, making them exceptional artisans. In Kitsune society, those who create or embody beauty are held in the highest reverence, fostering a culture that celebrates artistic expression and craftsmanship. Kitsune characters excel in roles that require a flair for the dramatic, whether as spellcasters, diplomats, spies, or master artisans. Their rich cultural heritage offers deep narrative potential, allowing players to explore themes of identity, legacy, and creativeness. Despite their magical and artistic talents, Kitsune are often viewed with suspicion by others, remnants of which persist in societal prejudices and mistrust outside Kirara. This dynamic provides ample opportunities for character development, as Kitsune navigate their place in a world that both reveres and fears their magical and artistic heritage. Kitsune bring a unique blend of charm, intelligence, magical versatility, and artistic prowess to an adventuring party, making them captivating and influential allies.
Kitsune have nightvision
Size: Medium
- #39Sub-Race - Chimera: Lamiafolk
Keys: Lamiafolk, snake, Lamia
Lamia are a subrace of the Chimera, native to the expansive great plains of Northi, though some communities have also established themselves within the dense forests. These graceful beings are characterized by their serpentine lower bodies, which, while imposing, present challenges in mobility within urban settings. To overcome this, many Lamia adventurers master transformative spells that allow them to adopt a more humanoid form, enhancing their versatility and adaptability in urban environments. Lamia society places immense value on family, with large family units sharing expansive homes that serve as both living spaces and communal hubs. This strong emphasis on familial bonds fosters a deep sense of loyalty and cooperation within their tribes, making Lamia individuals steadfast allies and dedicated protectors of their kin.
Historically, the Lamia have forged strong alliances with Centaur tribes, cohabiting in harmonious co-species settlements such as the renowned city of Nuren in Dacquoise, Axia. During the Great Divine War, Lamia phalanxes, in tandem with Centaur flanking tactics, played a pivotal role in stalling Northi's conquest of Nuren, showcasing their exceptional prowess in melee combat. Lamia excel in close-quarters battle, utilizing their powerful tails to grapple and constrict enemies with lethal efficiency. Additionally, their coiling tactics have been employed defensively, allowing them to coil around allies in peril to shield them with their armored scales. Playing a Lamia means embracing a character of formidable strength, strategic combat skills, and unwavering dedication to family and tribe. Their unique blend of melee expertise and defensive adaptability offers players the opportunity to craft characters who are both resilient warriors and compassionate protectors, enriching any adventuring party with their dual heritage of strength and unity.
Lamiafolk can coil and grapple a non-heroic enemy that is not larger than them, rooting both of you and rendering the target incapable of any attacks. You automatically guard against any attacks made towards the target as if using Block. You can also use this on a willing ally target. You and the target gain resistance to cold from environmental effects.
Size: Large
- #40Sub-Race - Chimera: Lizardfolk
Keys: Lizardfolk, lizard, chimera, sorthen
Lizardfolk are a subspecies of Chimera native to the marshes and wetlands west of Sorthen. Their settlements are built with elegant hydromantic engineering, blending magic and design to rise above the flooded terrain—floating walkways, moisture-shielded libraries, and algae-filtered alchemical workshops are common. Though geographically remote, Lizardfolk settlements are self-sufficient and technologically sophisticated, designed for longevity in a land where the air hums with decay.
They are visually distinct with scaled limbs, slit-pupil eyes, and long muscular tails. This has led them to claim they descend from dragons. Kobolds, who claim the same origin, often reject these assertions outright, calling them fakers, pretenders and other more hostile insults. While there are some disputes regarding their heritage, these conflicts rarely lead to anything more than name calling from both sides.
By nature and culture, Lizardfolk are calm, deliberate, and slow to anger. Their society values stability, precision, and patience. Qualities that serve them well in a landscape where impulsiveness leads quickly to sinking mud or venomous fangs. Leadership is typically granted to those who demonstrate long-term vision rather than charisma, and decisions are often made after exhaustive study and debate. Artisans, scholars, and hydromancers hold great respect in their society, particularly those who contribute to the subtle shaping of their ever-changing environment.
Lizardfolk adventurers are uncommon but unmistakable. Those who leave the swamps often do so with deliberate purpose, seeking knowledge, reclaiming lost relics, or testing themselves against the wider world to affirm their strength and legacy. Unlike the boastful or glory-driven, Lizardfolk adventurers tend to approach danger with methodical caution and a long-term mindset, favoring preparation over bravado. Many act as medics, scouts, or tacticians within mixed parties, relying on their natural resilience, amphibious mobility, and calm under pressure. While some companions find them difficult to read, those who earn a Lizardfolk’s trust often find themselves with an unwavering ally—patient, perceptive, and quietly formidable.
Lizardfolk can swim up to their speed and can hold their breath underwater for up to an hour.
Lizardfolk may carry objects with their tail, allowing them to interact with objects as normal even when they have both hands full. The action they are performing must not require physical strength and they cannot wield weapons with your tail.
Lizardfolk can regrow a lost limb, restoring it to full use. It takes a long time between a week and a month.
Size: Medium
- #41Sub-Race - Chimera: Mothfolk
Keys: Moth, Mothfolk, chimera
Mothfolk are a rarely seen subspecies of Chimera marked by their gossamer wings, feathery antennae, and luminous red eyes with black sclera.
Unlike most Chimera, Mothfolk live startlingly brief lives. They mature within a few years and rarely live past forty. As a result, their society is built not on permanence, but on beauty, memory, and motion. Each generation considers itself a brief candle that is meant to burn brightly, not last forever. While they are generally gentle and introspective, their views on mortality make them eerily calm or even reckless in the face of death.
Mothfolk are nomadic, traveling in small groups as they follow seasonal shifts, changes in ambient magic or other signs. They rarely construct permanent dwellings, preferring temporary silk-covered domes or high-hanging cocoons spun between old trees or ruin pillars.
Despite their gentle demeanor, Mothfolk face distinct challenges. Their alien appearance, especially the more bestial Zoalith mothfolk, evokes unease in most people. There are many negative rumors and myths surrounding the mothfolk and thus the elusive mothfolk avoid interacting with others unless absolutely necessary.
Mothfolk adventurers often embrace the path of a frontliner or scout. Their short lives push them to live boldly, though not always recklessly. They approach danger like a moth approaches flame: fully aware of the risk, but compelled nonetheless. Those who party with a mothfolk should restrain their impulses, or they might find themselves caught in the same inferno.
“Better to burn with brilliance for a moment, than fade forgotten in stillness.”
Mothfolk Have Nightvision.
Mothfolk are able to detect creatures by sensing the vibrations in the air. they gain a +10 expertise bonus to Perception (Vibration Sense) which works up to 40ft from you, but only detects creatures.
Size: Small
- #42Sub-Race - Youkai: NIO
Keys: gargoyles, Nio
The Nio are ancient stone guardians. sentient statues who once stood vigil over sacred temples, hidden groves, and ancestral shrines across the lands of Kirara and beyond. Sometimes confused with gargoyles, the Nio possess intelligence and empathy whereas gargoyles typically attack anyone that comes close.
The Nio have little in terms of a society or community. They often spend most of their life in a sacred sleep. While resting in this form they do not eat and they do not age making them the perfect guards. It is not uncommon for a Nio to spend decades in this form until their services are required again and a Nio usually serves alone, or with just one other Nio.
Most Nio speak little, and when they do, it is with a slow, resonant cadence. They are not heartless, but they value purpose above sentiment. Their sense of duty is absolute, and many of them refuse to step away from their warded locations, even when the world has long forgotten them.
Some Nio now wander, their temples lost to time or desecrated by war. These unbounded Nio seek new causes or companions to protect, and may imprint upon individuals they deem righteous. Others serve monasteries or empires as living monuments, standing sentinel in gardens, courtyards, and graveyards alike.
Nio adventurers lean towards frontline roles, many of them relying on their hardened skin to absorb blows. By nature, most of them are also more accustomed to using melee weapons or unarmed combat as statues with other weapons are simply less common.
Those traveling with an Nio will find a reliable and loyal ally. Just don’t expect great conversations.
“The world may forget. But I remain.”
While in statue mode and sleeping, they can make perception checks as if they were awake.
Size: M
- #43Sub-Race - Youkai: Oni
Keys: Youkai, Oni
Their magical power is focused toward power and male Oni are generally large, strong, and sometimes brutish. Contrarily, female Oni are often very beautiful, by human standards. However, an Oni's appearance has little in common with their physical strength and despite their appearance, Oni are often calm and introspective. Oni are sometimes mistaken for Demons due to their horns. Most Oni also enjoy alcohol, which makes even the calmest incredibly rowdy. They tend to have incredibly powerful Ki, and even without training they tend to be able to affect the Ki of others.
When Oni are under the effect of Tipsy, they gain a Spirited Bravado which grants +1 Power.
- #44Sub-Race - Chimera: Phoenix
Keys: Phoenix, Phoenixfolk
Phoenix Chimera are a rare subrace of Chimera, with only a few families known to exist within Lyr. Most of these families reside in the solitary heights of Mt. Merlin, where their isolation is not driven by culture or pride, but by a constant threat of danger. Legends speak of the miraculous healing power held within Phoenix feathers—the ability to cure all sickness, including death—which has made these unfortunate Chimera the prime targets for bounty hunters.
The pursuit of esoteric medicine pushed the Phoenixfolk into hiding, making them mysterious beings when they do venture away from home. To keep themselves safe from exploitation and to increase their chances of survival, Phoenix Chimera often disguise themselves as other avianfolk Chimera, blending into different communities to avoid detection.
In some of the darker corners of the world, Phoenixfolk have been kidnapped and forced into cages, their plumes and tears harvested for monetary gain. Taking advantage of their Fiery Rebirth, some of these captured Phoenixfolk are taken to the brink of death repeatedly to have their ashes harvested.
Players who decide to play Phoenixfolk should be prepared to engage in themes of concealment and mystery, where the threat of kidnapping could be around any corner.
Phoenixfolk gain Elemental Mastery: Fire
Size: Medium
- #45Sub-Race - Fae: Pixie
Keys: Pixies
Pixies are the diminutive subrace of the Fae, known for their delicate wings and vibrant presence within the forest canopies of Lyr. These tiny flying beings craft their homes in hollowed-out sections of ancient trees, seamlessly blending with the natural environment to remain elusive and hard to spot. Despite their small stature and physical fragility, Pixies possess incredible agility, allowing them to dart through the air with unparalleled grace. Their ability to soar above the battlefield provides them with strategic advantages, enabling them to outmaneuver larger foes and support their allies from above. Pixies embody a carefree spirit, often approaching life with a playful and lighthearted demeanor, taking challenges as they come without the weight of undue seriousness.
Living primarily within Fae communities and scattered throughout the vast forests of Lyr, Pixies maintain an aloof and independent nature, preferring solitude or the company of their kin over the complexities of larger societies. However, their significance transcends their playful exterior, as evidenced by the legendary Pixie Leaflit, a member of the Hero Signum's party that triumphed over the Goddess of Evil, Heira. This historic alliance is immortalized by a statue of the party, the oldest known monument in Lyr, nestled deep within Mt. Merlin. Playing a Pixie means embracing a character that combines agility, and a spirited approach to life. They are perfect for players that enjoy tactical thinking and nimble movements, as they bring unwavering optimism to their allies.
Pixies size is tiny and you are able to occupy the same square as an ally or enemy.
Pixies can passively hover up to 5ft above the ground.
Size: Tiny
- #46Sub-Race - Chimera: Rabbitfolk
Keys: Rabbit, crime, fiona macCocairy, bunnyboy, rabbitfolk, chimera, bunny, rabbitgirl, thief, criminal, rabbitboy, bunnygirl
Rabbitfolk are a resilient subrace of the Chimera, predominantly hailing from the slums of Northi and Westria. Historically looked down on by the Catfolk, they continue to face prejudice from some older-minded individuals who view them as inferior. Rabbitfolk often have incredibly large families and very deep ties to community and to support themselves, they tend to take on less desirable jobs throughout the city. It is not uncommon for entire businesses to be run by extended families of Rabbitfolk or by joint community ventures. Due to this focus on family and community, Rabbitfolk tend to create very strong bonds with any companions they spend long periods of time with. It is not unheard of for long-time coworkers, school friends, or adventuring companions to suddenly find themselves as “part of the family” and inducted into an expansive extended family. However, despite their industrious nature, persistent social stigma has driven many Rabbitfolk to seek alternative means of livelihood, sometimes turning to crime as a desperate measure to ensure their families' well-being.
Playing a Rabbitfolk is ideal for players who wish to embody characters with large, extended families, expansive communities, and explore the underworld and adverse conditions.
Rabbitfolk's base movement speed is 25ft instead of 20ft.
The first time per encounter that rabbitfolk are attacked by a Stealth attack or an attack while they are surprised, they may still react to it. In addition, when they are about to take an action that leads to grave harm or death (example: The enemy has an instant death ability), they can receive a premonition from the DM.
Rabbit Folk look like humans but have rabbit ears and rabbit tails.
Rabbitfolk can immediately escape a grapple by twisting and kicking.
Size: Medium
- #47Sub-Race - Youkai: Raijin
Keys: Raijin, Youkai
Raijin are an exceptionally rare subrace of Youkai, embodying the very essence of lightning crystallized into sentient form. Their bodies are conduits of electrical energy, with vibrant arcs of lightning coursing through and emanating around them, granting them an electrifying presence that is both mesmerizing and formidable. Possessing incredible speed and agility, Raijin can catch and consume lightning, harnessing its raw power to fuel their abilities and enhance their combat prowess. This mastery over electrical energy not only makes them swift and lethal on the battlefield but also allows them to manipulate their surroundings with bursts of lightning-infused magic. Due to the intense energy that flows through and around them, Raijin often feel uncomfortable amidst the energetic fields of their own kind, which compels them to lead solitary lives.
Historically, Raijin have traversed the farthest and most remote reaches of Lyr, their nomadic lifestyles a testament to their independence and relentless pursuit of personal goals. On the battlefield, Raijin excel as lone warriors or as leaders of small, focused units, utilizing their incredible energy to wipe out enemies in single combat. Their unique abilities allow them to absorb lightning, rendering them impervious to such assaults, and to imbue their weapons with crackling electricity, transforming them into fearsome instruments of battle. This dual mastery not only enhances their offensive capabilities but also instills fear in their adversaries. While typically solitary, Raijin can bring tactical advantages to an adventuring party, wreathing their weapons in electricity for a powerful frontal assault. Players who thrive as lone wolves and enjoy infusing weapons with power, will find playing a Raijin immensely rewarding. Additionally, those who aspire to lead or prefer to follow their own desires without hesitation will resonate with the Raijin's independent and dynamic nature, making them captivating and influential allies.
Size: Medium
- #48Sub-Race - Chimera: Ratfolk
Keys: Ratfolk, mouse, rat
Ratfolk are a versatile subrace of the Chimera, seamlessly integrated into all walks of life throughout the vast lands of Lyr. Found all over from the bustling cities like Westria to the expansive plains of Axias, Ratfolk are renowned for their exceptional adaptability and resourcefulness. Their prehensile tails grant them unparalleled dexterity, making them adept laborers and specialists in performing a wide array of odd jobs. Whether working as carpenters in the city, or tracking down dungeons as adventurers, they can be found living their day to day lives with a sense of purpose, taking it one day at a time. Ratfolk are agile experts being incredibly hard to catch. Despite their presence in diverse environments, Ratfolk maintain a strong sense of community through large family units, though they often venture out to pursue individual endeavors, returning periodically to reunite with their kin.
Playing a Ratfolk means embodying a character that excels in versatility and everyday practicality. Ideal for players who enjoy characters skilled in various tasks and adept at handling diverse challenges, Ratfolk bring a unique blend of hardworking efficiency and laid-back charm to any adventuring party. Their ability to perform multiple roles with ease makes them invaluable in both combat and non-combat scenarios, while their relaxed demeanor fosters a harmonious and approachable presence within the group. Whether taking on the role of a diligent craftsman, a cunning scout, or a dependable support character, Ratfolk offer players the opportunity to create relatable and multifaceted personas. For those seeking to portray a character that balances productivity with a relaxed, everyday person feel, Ratfolk are the perfect choice, adding practicality to an adventuring party.
Ratfolk may carry objects with their tail, allowing them to interact with objects as normal even when they have both hands full. The action they are performing must not require physical strength and they cannot wield weapons with their tail.
When ratfolk damage an enemy with a melee attack while infected with a disease or suffering from poison, they inflict that disease or poison on the enemy. the enemy can make a save against it as normal, if the original disease or poison allowed for it.
rat folk look like humans but have rat ears and tails
Size: Small
- #49Sub-Race - Chimera: Red Pandafolk
Keys: Redpanda, Red Panda folk, Red panda, RedPandaFolk
Red Pandas are a solitary subrace of Chimera, renowned for their ability to seamlessly integrate into diverse cultures across the expansive realm of Lyr. Unlike other races that form tight-knit communities, Red Pandas prefer to forge individual paths, often immersing themselves in the societies they inhabit rather than clustering with their kin. Their aloof and relaxed demeanor masks a deep-seated competence, as they approach every task with a lightheartedness that not only enhances their own resilience but also uplifts the morale of those around them. This carefree attitude does not diminish their effectiveness; rather, it complements their exceptional agility and acrobatic prowess, making them elusive and unpredictable in both social interactions and combat scenarios.
Despite their easygoing nature, Red Pandas are inherently cautious and can be easily spooked, a trait that paradoxically transforms them into formidable fighters. Their heightened awareness and instinctual fear responses enable them to navigate and survive even the most perilous situations with remarkable dexterity and strategic finesse. Those who underestimate the Red Panda's seemingly detached attitude often find themselves outmaneuvered and defeated by these slippery warriors. In gameplay, Red Pandas are ideal for players who wish to embody characters that have a "my pace" attitude, utilizing their acrobatic skills and evasive techniques to outsmart opponents. Embracing a Red Panda character offers a unique blend of aloof charm and combat versatility, providing both strategic advantages and a dynamic presence.
Size: Medium
- #50Sub-Race - Youkai: Ryujin
Keys: Youkai, Ryujin
Ryujin are a rare and prideful sub-race of Youkai with distinctive draconic features. Claiming to be the only true direct descendants of mythical dragons, Ryujin are often at odds with Lizardfolk and Kobolds, who both claim the same - though Ryujin don’t give the opinions of “lesser races” much thought in that regard. Overall, Ryujin are regal and intimidating with a presence that commands a room and a glare that can silence a crowd.
Culturally, Ryujin live together and apart from the rest of Kiraran society. They don’t tend to form Ryujin villages but instead take on leadership roles in other Youkai communities as exclusive merchants, mayors, governors, or just wealthy nobles leveraging their wealth and power. They demand a level of excellence from those around them that causes communities they’re in to both be free of corruption and require full, constant effort of improvement that can drive people away in search for an easier, simpler life.
But what Ryujin demand of others, they demand of themselves even more intensely. Ryujin craftsmen will spend decades perfecting a single work to be worthy of their effort and lineage. Warriors will master techniques passed down from master to student for hundreds of years and often fight with an elegance that would be more at home on a stage than a battlefield. Scholars and mages dissect and understand their chosen fields to degrees of minutia reserved for specialist universities. Striking up a conversation about a Ryujin’s interest will be a sure method of being regaled with the proper impact angles for hammering the shape of a katana, an arcane breakdown of individual elements of the Glittershard spell, or a detailed retelling down to individual combatants of an ancient, obscure battle.
But most mysterious of all are Ryujin adventurers. Often young and still in training (for a Ryujin), their drive to seek out the wonders of the world is second to none. The pride and drive for excellence is still present but there is often an underlying goal or purpose in their traveling the world. Ryujin adventurers are often knowledgeable in history and lost knowledge and they always seem to be searching for something, an ancient item or manuscript or tome. Unless you are extremely close to a Ryujin, it is not recommended to press them on the details of their search.
“You are ignorant of what stands before you.”
Size: Medium
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