by Joseph Lee Bush

© Voidspiral Entertainment

Version 2016.9.10

Creative Commons License
This work by Voidspiral Entertainment is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

Distribution Notes

Hello and welcome to the Gigaspell playtest! This little bit here won't appear in the actual manuscript, I just wanted to take a moment to say a few things about this release.

First up, this document is pretty far from complete. Right now, I think it stands at something like 5% by the numbers (which are really not THAT accurate), which means there's a lot of content that just isn't written yet. What I'm curious about is what you think about the themes and setting so far and where you think it might/could go. Eventually, of course, the whole thing will be filled in, with art and editing, but for now, this is what we've got. The idea is to build and expand on it in a way that people like.

A note about the System Adapters as well. I've included Brevity in the book, but I feel that Fate (Core or Accelerated, also available at is probably the best system for the setting. I encourage people to try it both ways.

Comments? Questions? Clarifications? Hate mail? Visit our forums!

Want to playtest/alpha-test the game? Keep reading, do as you will with it, then post your thoughts on the forums.

Like Gigaspell? Consider supporting the project!

More information is available on our website:

Built on Sep 10, 2016, 08:47 PM

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Status Count %
Items 583
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1 Using Gigaspell

Insert Short Fiction Here Schuladan Tedes

1.1 What is This?

Gigaspell is a system-agnostic high-magic fantasy campaign setting. System-agnostic means that you can run it with whichever system you're most comfortable with. High-magic means that it features spells and magic far outstripping typical heroic fantasy. Finally, Campaign setting means that it is a fictional world including races, factions, planes, worlds, nations, magic, creatures, sites, and cosmology.

1.2 What Do I Need to Play?

Gigaspell is only part of putting together a successful role-playing game campaign. To complete it, you will need several things.

Gigaspell is designed as "system agnostic", which means that it doesn't provide stats and game mechanics itself. You will need a separate rule-set, such as Wizard of the Coast's Dungeons & Dragons or Evil Hat's Fate Core to play in Gigaspell.1

This book describes only one of several planes that a game of Gigaspell can occur on. You can use other Planar Setting books as sources for locations in your game, or just to learn more about the cosmology of Gigaspell.

System Adapters are small books that relate Gigaspell to various role-playing game systems. These Adapters provide game rules, stat blocks, and mechanical explanations for the lore of Gigaspell. You technically don't need a System Adapter to use Gigaspell (particularly for generic system such as Fate), but the System Adapter will help clarify how the lore and rules work together. A System Adapter for a simple, fast role-playing system appears in the Adapter: Brevity chapter, along with the entire rule-set.

1.3 Meta Rules

Because Gigaspell is a collaborative storytelling game, a few simple rules can go a long way to keeping everyone at the table entertained.

1.3.1 The Goal

The objective of the game is to tell an entertaining and dramatic story together. If a anything, a piece of lore, a rule, or an implication, gets in the way of that, feel free to discard it.

1.3.2 Arbitration

The Game Master adjudicates all disputes. The Game Master exists so that any conflicts can be rapidly solved. If you disagree with the Game Master's ruling, voice your opinion reasonably, but understand that the Game Master is there to keep the story moving, and that may require making decisions quickly and firmly.

1.3.3 Lore Level

Because the deepest parts of story in Gigaspell may revolve around mysteries and cosmic events that the protagonists are unaware of, certain parts of this book are labeled with a Lore Level. This allows the Game Master and Players to understand whether a character is likely to know about a particular piece of lore. The Lore Levels are broad and general intentionally and are non-mechanical.

Players are encouraged to skip Lore Levels that their characters are unfamiliar with. Even if players have knowledge of high level lore, using Lore Level can help those players decide whether their characters have knowledge of the deeper lore of the world.

Common knowledge is information that may or may not be known by any given average person in Gigaspell. In general, if the lore is unmarked, it's assumed to be Common.

Mysterious knowledge is information that may be known by mortal experts in their fields, or by rare folk who have heard or seen it firsthand.

Esoteric knowledge is information that essentially no mortal knows. These are things that are usually known only to gods, spirits, and other mystical beings, though they may be uncovered by mortals.

Cosmic knowledge is fundamental to the way the multiverse actually functions. This is usually limited to gods, extremely powerful entities, and the Game Master. Cosmic knowledge is presented for two reasons: so that the Game Master can create and integrate stories into the fabric of Gigaspell's reality, and as truths that characters can struggle to comprehend.

1.3.4 Cooperation

Gigaspell is fundamentally a storytelling game, and that makes it inherently cooperative. Remember that the players and Game Master are not your enemies, though their characters may sometimes be. The Goal is entertainment through drama, not to wrack up the most damage. Players and Game Master alike should feel free to suggest anything to each other, as long as it fits into the story. That includes possible failures, quirks, and character flaws, all of which contribute to a dramatic tale.

1.3.5 Your Game

Gigaspell is your game. You can change, modify, scrap, or build on any part of the lore. Game Masters and players alike are encouraged to take the lore presented in the book and use it as a starting point. Our goal is to give you a ton of interesting things to explore, it's up to you how you use it. Strip out the worlds and place the races in a medieval fantasy. Swap in dwarves and elves. Declare that the Overgod is actually a massive MMORPG server. Do as you will.

Note also that the lore in the book is presented in generalities, leaving room for a statement to be wrong or inaccurate in some cases. It's possible to have a skinny, weak Tazal or empathic, righteous Afernis. Most of what is presented here is description, not unbreakable rule.

1.4 World Themes

Ultra High Epic Fantasy: Power is readily available in Gigaspell, and it is deployed with savage ferocity. Wizards are not merely occasional miracle workers, nor limited to little bolts of flame. Big magic happens here, the kind that shatters worlds and reshapes cosmology. The blades of warriors project beams of force, and rogues connive the gods themselves. The gloves are off.

Rule of Cool: Gigaspell runs on the Rule of Cool like a magecycle runs on aetherfuel. Magical experimentation creates super-soldiers, Epochs of war lead turn fertile worlds to wastelands, and hordes of demons devour the World Gods. A repeating shot-cannon can be just as trusty as your giant stone greatsword. Get your diesel-powered mage axe, you're going to need it.

Rule of Drama: Much of Gigaspell revolves around decisions and choices the characters must make, and the aftermath of these choices. This adds to the drama of the stories told in Gigaspell, and is in fact, integral to the cosmology.

Scale: Gigaspell is epic in both scope and scale. There is a tremendous breadth of world to explore, and there is also an astonishing depth of cosmolgical time and power to investigate. Because the gods are treated as characters as well, the game can span people from the lowest possible castes all the way up to the Overgod itself.

Cultures and Ideologies: In Gigaspell, the large-scale struggles are not fought between races, as in other role-playing games, but between political and idealogical groups. The Velita do not hate the Cryu the way Elves hate Orcs, but the Elseden Kingdoms will stand against the Karkavian Empire come Azatyuth or the End Times, regardless of the fact that both polities contain roughly the same demographics. Likewise, religions are far more concerned with each other than the makeup of their worshipers.

Contradiction: The lore of Gigaspell is full of contradictions, misunderstandings, and confusion, like the history of any other world. There will be times when these contradictions are important to the story, and it is up to the group in question to determine if there is indeed truth to any side of the argument, or if the truth is something completely different. Though they would prefer not to admit it, even the gods themselves are sometimes wrong.

Cosmology: How the multiverse actually functions is another theme that comes up often in Gigaspell. Sentience is powerful on a cosmic scale. The characters are not simply mighty heroes and despicable villains, but also people with the power to change the world, sometimes quite literally.

1.5 Conflict in Gigaspell

Gigaspell thrives on conflict. To better understand the conflicts possible in Urezia, they are divided into their components, Protagonist Goals, Conflict Types, Sources of Conflict, and Conflict Scale. While these lists are not exhaustive, they serve to guide the group towards stories that fit well into Gigaspell.2

1d6 Protagonist Goals
1 Machination
2 Investigation
3 Exploration
4 Opposition
5 Assistance
6 Journey
1d6 Conflict Types Subtype
1-2 Armed (1d8)
1 Military
2 Cold War
3 Arcane
4 Invasion
5 Slaughter
6 Expansion
7 Defense
3-4 Social (1d6)
1 Oppression
2 Conversion
3 Subversion
4 Political Opposition
5 Cleansing
5-6 Environmental (1d6)
1 Resource
2 Exploration
3 Seeking
4 Development
5 Survival
1d4 Sources of Conflict
1 Entity
2 Cultural
3 Factional
4 Religious
1d6 Conflict Scale
1 Personal
2 Small Group
3 Faction
4 National
5 World Wide
6 Planar

1.5.1 Protagonist Goals

Urezia is a violent place, but not all conflicts begin and end with fighting. Sometimes, combat is a means to a far more important end.

Note that the goals of the protagonists need not be identical to the overall type of conflict or that of any superior group they belong to.

Machination: The protagonists find themselves caught in a web of manipulation. Generally, this leads to them attempting to find out who is manipulating them and why, and often leads to confrontation with the opponent. It usually focuses on attempting to outmaneuver the adversary rather than taking them on in straight combat, though this often happens at the climax. Sometimes, there are multiple parties involved, each endeavoring to outmaneuver the other.

Cavul Drasacelt and his mercenary associates realize they've been led to betray their own flesh and blood through their last few missions. Not they want to find out who set them up.

Investigation: The protagonists attempt to uncover hidden information. They may be opposed by an enemy, but ultimately the goal is the knowledge, not supremacy. Often this requires no small measure of stealth and subterfuge. Other times, the opposition is largely environmental or social in nature. Sometimes, the information in question is the goal in and of itself, while other times it must be delivered to a third party or utilized in some way. This can easily become a whole other conflict.

High Priestess Kiyurai of the Kahanto knows that someone in the court of Aldion is about to awaken one of the great Azatyu demons of Kanneum, and she must find a way to stop them before they succeed.

Exploration: Superficially similar to Investigation, Exploration is less focused on a single piece or suite of information, instead directed at discovering what lies in the unknown. Oftentimes there is a tremendous element of risk involved, either through native creatures and inhabitants or sheer deadly terrain.

Izgu, a civilized Tazal from Teletius, wants to know what is going on in the secretive jungles of Zegon. She forms an expeditionary group and makes preparations to find out.

Opposition: Opposition is very straight-forward: stop the opponent from achieving their goal. The opponent's goal may be something specific, such as retrieving a powerful artifact, or general, such as causing destruction in an area. The conflict can of course be of any type, but wars, battles, and other physical conflicts are often classified as Opposition.

Danlav Kortaz and his fellow volunteers are the only men and women brave enough to stand against the unstoppable might of the Karkavian Empire. They will defend Arsaky with their lives.

Assistance: The goal of the protagonists need not be inherently destructive. It can also be to the benefit of others. Sometimes allies need help, and the protagonists are the best (or only) group who can provide that assistance, be it in defense of a city or site, or the gathering of resources, or the prevention of disaster.

Aziletio Edius, a minor noble in her own right, travels to the Court of the late King Sejo to help his daughter through a succession fraught with lies and betrayal.

Journey: Journeys often happen as in the course of pursuing other goals, but this one is the goal itself. This can happen when the characters are fleeing oppression or seeking new fortune elsewhere, or when they are transporting goods, either as smugglers or as legitimate merchants.

Newmiz Cérñes has been a Seeker in Tolbaz for many years, but when his latest discovery is taken over by his rivals, he decides to leave it all behind to explore the three worlds of the Broken Ring.

1.5.2 Conflict Types

The type of conflict can also be divided into categories and sub-categories. Note that the protagonists can be on either side of any of these types, and may deal with the situation quite differently depending on their perspective and alignment. Types can also be blended together easily to show complex problems.

Armed Conflicts: Violent conflicts, in which wounds and damage are a matter of course. They can range in scale from back-alley brawls to planar invasion forces.

For centuries, a military and arcane conflict has been raging around the Quinum as Nimelle's protectors attempt to fight off Uthaardu's titanic demons. This war stretches across all of Kanneum and almost every part of daily life is affected by it.

Social Conflicts: While they can be described as "non-violent," in comparison to armed conflicts, social conflicts have a violence all their own. In fact, many have physical components of as well, but usually the high-level issue is not one of military might.

The priests and monks of Kyorai have long been trying to convert the people of both the [Elseden Kingdoms] and the Karkavian Empire to the Kahanto faith. They believe that their religion will help stave off the corruption and impurity of the Azatyu before they take over all of the leadership of Urezia.

Environmental Conflicts: These conflicts do not fit into the other groups because there is often only one participant party.

Khrosadalt is not an easy land for even great beasts to live in. For the people of Teletius, who turned their backs on the colonial ambitions of the Karkavian Empire, survival in Khrosadalt is imperiled by everything from the neighboring countries to the very food and water they consume.

1.5.3 Sources of Conflict

The source is the nature or impetus of the conflict, the place or thing from which it stems. This is the spark that starts the fire. Think of this as a way of characterizing the conflict and understanding its traits.

Entity: Many conflicts begin from specific people, creatures, or powerful monsters. A stubborn king, a mad scientist, and a tyrannical dragon are good examples.

It is widely known that the dark god Uthaardu came to Urezia from Azatyuth, bringing with him destruction on a grand scale. He was the source of conflict in The Shattering.

Cultural: Differences in cultures, or certain cultural mores are also often the source of conflict. Differing values, ideologies, and rituals among subcultures also fit into this source of conflict.

Gerham and its neighbor, Arzur, have drastically different views on how to run a country that is under constant attack from Azatyu forces, leading to all sorts of violence and danger along the border.

Factional: Factional sources of conflict usually pertain to companies, groups, and collectives that are not directly tied to government or religion. Their opposition can be rival factions with similar interests, enemy factions with antagonistic interests, or even cultures or religions hostile to their goals.

Members of the new Restrictionism movement believe that the continued import and use of the technologies of Kesru are to the great detriment of the worlds of Urezia, and they're willing to go to great lengths to put and end to mass production.

Religious: Religions tend to be founded on rules of dogma that often put them in opposition with other groups of people.

Many believe that the Cult of Corruption is merely another wing of Uthaardu's forces, but in fact they are attempting to subvert not just the warriors of Kanneum but the forces of Uthaardu as well. To them, not even the gods of evil are above the influence of corruption.

1.5.4 Conflict Scale

Conflicts happen at all levels of society and existence. Often, in Gigaspell, there are several conflicts going on at once, with different goals, sides, and stakes at each level.

A given conflict may have differing scales on each side, such as when a small elite force takes on a large military, for example.

Note that these roughly line up with the levels outlined in section on Power Tiers, though the scale and the tier may be shifted one or two spaces in relation to each other: A Legendary tier story might have a Personal scale conflict, a Mundane tier story might have Faction-scale conflicts driving it, and a Cosmic tier story may have events that must be resolved down on a National scale.

Personal: Conflicts involving only a handful of participants. Realize that these personal issues can drive larger conflicts with ease, particularly when the participants are powerful or in control of larger groups. What is a petty disagreement to a tyrant is a war to his subjects.

Phedia and Xelmutius were once lovers. Now, they can't stand the sight of each other. Unfortunately, they are some of the most powerful champions on Ramenath, and there is little chance of escaping each others' company.

Small Group: Conflicts involving five to ten individuals per side. These groups are large enough that they can cause real change, but not so large that they can't hide from each other or larger opponents. Many professional groups, explorers, military squads, and other parties fit into this scale directly.

Kirul's merry band of explorers spend nearly as much time trying to dig themselves out of some trap set by their rivals as they do actually exploring the ruins of Gandav.

Faction: Conflicts involving company-sized groups, whether they're military battalions, trade organizations, or small political movements. Groups of this size can put considerable resources into play.

Khurism is barely large enough to be considered a religion, but adherents are highly skilled and organized, making them a formidable force, though few know what they aim to do with all their collected Azatyu and Lescan technology and magic.

National: Conflicts involving thousands or tens of thousands of people at the least. In the normal course of a conflict of this scale, nations or religions can end up changed for the worse or better.

Ajelum is an area of Fenolle that hangs far over the coreward edge, where the hazardous magics of Dalbaz wash the land with dangerously chaotic energies. Arcane storms threaten the stability of the nation five times a year, when Luonerre passes the Sky Wound and Kancaaru.

World Wide: Conflicts who's effects can be felt across at least a major region of the world. Most people living on that world will know of the issue, and many people will find their lives dominated by it. Oftentimes, conflicts of this scale are quite old as well.

Ever since the invasion of Talgruff in 303 CR, the Karkavian Empire has been pushing to expand its boundaries across all of Luonerre. Opposed by the free leaders of the Elseden Kingdoms, the war has raged across central valleys for four hundred years.

Planar: Conflicts threatening not just the people of a world, but the worlds or planes themselves. Conflicts of this scale are almost always regarded as potential apocalypses.

Everyone in Urezia knows of The Shattering, the event that destroyed the many of the old worlds and wrecked Dalbaz beyond recognition. Such is its scale that it is technically still going on even today, in 762 CR, in the form of Uthaardu's continued assault on Nimelle in the Quinum.

1.5.5 Examples

1.6 Resources

Resources for Gigaspell can be found at Among these are sheets for character background and campaign creation as well as links to the various System Adapters and Planar Settings.

2 Folk & Races

Lore Level: Common

Though there are hundreds of cultural groups and dozens of individual races, modern Urezia society divides people into four categories based on their traits and behavior.

2.1 Baseline

The world of Gigaspell intentionally does not include Humans as a race3, but in the game world there is a concept known as "baseline," which refers to what the ultimate amalgamation of all peoples would look like. For the inhabitants, this baseline is not a distant ancestor that one might call Human, but a theoretical average of all the races that just so happens to be roughly similar to us. While this is significantly anthropocentric, most of the races are designed to be close enough to Human that we, as players, can identify with them and lose ourselves in our characters.

2.2 Beastfolk

Beastfolk are the most populous group of peoples. Many of Beastfolk races hail originally from the plane of Vutaaj, where nature is harsh and wild and behemoths rule the worlds. Beastfolk are so called because they tend to share traits identifiable with beasts, animals, and monsters.

2.2.1 Velita

Velita are adaptable, chaotic, and diffuse people seemingly capable at whatever they try their hand at. Velita are renowned for their versatility and stubbornness, with tribes hailing from some of the harshest territory in the cosmos.


Velita Appearance

Build: Velita tend to be svelte, athletic, but not overly muscular individuals, owing to eons of time spent in the jungles of Tazubach and the mountains of Dronool. Velita range from four feet to seven at adulthood, making their average hight and weight subject to speculation.

Skin: Velita skin is generally hairless. It can be nearly any earthy tone from ebony black to snow white. Some Velita have tufts of fur or patterned markings, while others do not.

Hair: Velita hair is just as diverse as their skin. Browns, tans, and grays are frequent, though oranges, blonds, slate blues, and even greens are not uncommon. Due to selective pressures, even more outlandish colors are also possible in individuals.

Velita often enjoy long hair, which they are fond of styling. Hair styles are passing trends and are often localized to specific regions and even social groups. The styling of a Velita's hair is always a better indicator of their social status than their skin or hair color, though dying makes the situation more complex.

If an individual Velita has patterned skin, that pattern is apparent in their hair and on their tails as well.

Features: In short, Velita are roughly baseline with features identifiable in cats, dogs, foxes, ferrets, and other mammals.

Velita eyes range in color all across the rainbow with irises somewhat larger than usual.

Velita have distinctly non-baseline ears which are usually high up on their heads and are sometimes quite large. They can be triangular or rounded, long, short, narrow, or wide, pointing up, or hanging down. They are are usually covered in fine fur that matches their hair.

Velita also have furred tails that match their hair color and pattern. These tails are very active and expressive, often cluing others in on their moods unless the Velita is skilled in deception.

Because of their strong forearms, fingers, toes, and claws, Velita make excellent climbers, though many living in more urban environments prefer to trim their claws. Traits

Attributes: Though historically Velita have been considered agile and strong, this is an artifact of their environs. Velita come in many shapes and forms and individuals may be particularly strong, fast, intelligent, tough, or wise.

Powers: Velita have no truly exclusive specific powers. Rather than being specialists the way Dastrag or Lyushu are, Velita are generalists, able to adapt and learn any skill they put their minds to.

Age: Velita reach adulthood in their early to mid teens. Most live to be at least eighty, though some can live to be nearly twice that depending on numerous circumstances, such as diet, activity, and spirituality. Personality

Outlook: Millennia of moving, changing, and adapting to new environments has left the Velita tenacious yet positive. A popular sentiment is that it is impossible to crush the spirit of a Velita. Individually, this tenacity usually manifests as a strong passion for a few subjects of interest, though their interests may change over time. Socially, Velita are accepting, interested, and unusually non-judgmental.

They can also be seen as flighty, unfocused, and mercurial. They do not often take to a cause in a radically culture-shifting way and are perceived as having no major accomplishments as a race, though this is untrue in a historical perspective.

Relations: Velita get along well with almost every other race and culture, for the simple fact that they adapt to their surroundings. While this has made them slaves in some lands, it has also made them an integral part of almost every culture in Urezia. For most, it is impossible to imagine a world without them.

Physically, they are often associated with Tazal, though anyone who knows specimens of each will tell you that they are vastly different peoples. Velita get along very well with Calba, Lyushu, and Alva well as they share similar outlooks on life.

Alignment: Strongly aligned with Variety and Advancement, Velita are flexible in most all other regards. They often find it difficult to invent or stick to Tradition. Velita of an individual culture often conform to the local norms, taking on the Alignment of their nation and profession.

Archetypes: Velita have no archetypes of their own, except perhaps that most of them go through a phase of intense curiosity in childhood. Instead, Velita usually end up taking on the archetype of their profession or nationality. They may be soldiers or craftsmen, diplomats or magicians. Most Velita change professions over the years, and it isn't uncommon to meet one who has training in a surprising breadth of skills. Culture

Langages: Balhaz, Tharshy, Edriath, Scholatz

Homelands: The world of Dronool in Vutaaj.

2.2.2 Tazal

Tazal are hulking, powerful beastfolk known for their stern attitudes and ferocious loyalty. Their solid, stoic ways are a stark contrast to their cousins the Velita. Where the Velita survived with adaptability, the Tazal simple shouldered through, pushing down any obstacle in their path.


Tazal Appearance

Build: Tazal are almost entirely above baseline height, ranging from five and a half to seven or even eight feet tall. The men are massively built, with broad shoulders and thick chests. The women are somewhat more lean, and agile, but nonetheless far more physically powerful than baseline.

Skin: Tazal skin is unusually tough and hard with muscle. Men often have thick mats on their chests, and the women are often covered in fine fur, usually most thick around the forearms and lower legs. They range in color from deep browns to icy blue-whites and are usually more subdued in tone than Velita.

Tazal usually tattoo or pain themselves with ancient Belnar runes to signify their Clan, though some avoid the habit for religious or cultural reasons.

Hair: Tazal usually have thick, wild hair, which some Clans cut short or in specific ways to identify themselves. Their hair is almost always the same color as their fur.

Features: Tazal faces are longer and more snout-like than other baseline races, lending them a more animalistic air. Their eyes have almost no whites, with their large irises ranging from bright golds through warm earthtones down to deep brown.

Tazal have large, furred ears that are usually upright and wary. They are somewhat less flexible than Velita ears. Many Tazal pierce their ears with rings and clips as a symbol of status.

Tazal also have thick, furred tails, though theirs are usually more stout than those of the Velita.

Tazal body shapes are also somewhat different from baseline; their hands are more paw-like and most Clans are digitigrades, walking on the pads of their toes. Traits

Attributes: Above all, Tazal are known for being immensely strong. They are quite tough and stubborn as well, but most of their tales and history revolves around raw muscle power. They are fond of athletics, sports, hunting, duels, and other physical competitions.

Powers: Tazal, like most beastfolk, are more physically gifted than magically gifted. They are not particularly good mages, priests, or technicians, but they are among the strongest civilized people in Urezia.

Age: Tazal age comparatively quickly, reaching maturity around fifteen and reaching about seventy. Personality

Outlook: The Clans are an extremely important part of Tazal society. Centuries and centuries of history are built up between the various Clans, leading to strong differentiation between them. To the Tazal, the outlook and alignment of the Clan is more important than that of the nation, religion, or profession.

Tazal are aggressive, but not overly violent folk. While they pursue their goals with determination, they do not overrun the bounds of honor in doing so.

Relations: Tazal are somewhat rare in most nations and cities, often preferring to keep to themselves in distant Clan territories. Because of this, most of the other peoples of Urezia view them with suspicion and concern, the same way one might be nervous around a person carrying an unsheathed sword through a market.

Urbanized individuals forge deep and lasting bonds of trust with their compatriots, Tazal or not, but their trust is not easily earned.

Alignment: Tazal are strong aligned with Honor, Tradition, and Competition. They prefer Order over Chaos and tend towards Cynicism and Harshness. Individual Clans sway between Magic versus Technology, and Nature versus Artifice.

Archetypes: Loyal and Devoted Warrior, Wandering Mercenary, Royal Guard, Expert Mason Culture

Langages: Belnar, Klest, Tharshy

Homelands: The world of Tazubach in Vutaaj.

2.2.3 Dastrag

The ancient and indomitable Dastrag have a history filled with both destruction and creation. Their strong, powerful hands and tenacious attitudes have made as many civilizations as they've destroyed.


Dastrag Appearance

Build: Standing around six or seven feet tall, Dastrag are tough, impervious folk with broad shoulders and a moderate amount of muscle.

Dastrag arms are one of their most marked features. They are well-muscled and proportionally thicker and larger than baseline.

Skin: Dastrag are marked by the thick scales that cover their arms and legs like portions of a suit of armor. Their torsos often bear smaller, more flexible scales as well. Their fingers, feet, and knees feature the hardest scales, which are likened to fine steel. Even the areas of skin not covered by scales are unusually tough by comparison with other races.

Hair: Dastrag hair is almost uniformly blue-gray, varying in shade only slightly between individuals, though it turns bright silver in old age. Men traditionally keep their hair short, to show off their horns, though women's fashion changes slowly from style to style over time.

Features: Dastrag have dark eyes capable of sight in even the dimmest conditions. Their facial features are solid and sculptural, though some might say severe or craggy.

Dastrag have two thick horns growing from the sides of their heads, just over the ear, that are usually curved and upward-pointing. Their ears are wide and triangular, extending straight out from the head. It is theorized that Dastrag horns protect their heads from the low-hanging ceilings of the tunnels and caves of their ancestral homes in Schetrebach. Traits

Attributes: Dastrag define the concept of tough. They are also quite strong as well.

Powers: Dastrag do not have innate magical powers and are not particularly skilled in the ways of magic, though they have invented a number of technologies throughout history through sheer trial and error.

Age: Dastrag are among the longest-lived people in existence, easily reaching seven or eight hundred years old. They reach maturity prior to their first century. Personality

Outlook: Dastrag are possessed by a powerful creative urge. They are consummate craftsfolk, taking decades or even centuries to perfect their art. While the type of craft they pursue is usually immaterial to their families and society, the perfection of it is of the utmost importance. Dastrag learn many things over the courses of their lives, applying as much of it to their trade as possible. Weapon and armor smiths are likely to take up the sword to learn how best to design a blade just as architects might learn the making of siege engines just so they know how best to defeat their attacks. Despite this focus, they don't seem overly single-minded to others that don't share their same lifespan; what is a passing fancy and useful trick to a Dastrag might be a life's work to a Calba or Velita.

Relations: Dastrag are not terribly uncommon in the worlds of Urezia, but they are still a minority. Their skills are highly prized among other races, and they sometimes become famous patrons of various arts and schools in the course of their own work.

Unfortunately, Dastrag are known to have a habit of continually meddling with their creations until said creations fall apart. So has it been with many of their cities and nations, so has it been with many of their greatest works of science and industry, and so everyone seems to think it will continue.

Alignment: Dastrag are strongly aligned with Artifice and Honor, and frequently associated with Civility, Cynicism, and Seriousness.

Archetypes: Mercenary Weaponsmith, Renowned Jeweler, Arcane Battle Scholar Culture

Langages: Scholatz, Tharshy, Klazukal

Homelands: The world of Schetrebach in the plane of Asodia

2.2.4 Lyushu

Lyushu, also called "longtails," hail from the distant plane of Yohiyukaru, though they keep changing their minds about whether they originated on Ivulgu or Ihukuwatahei. They are clever, whimsical, diminutive people with long, comparatively thick tails that they use often balance on.


Lyushu Appearance

Build: Most Lyushu range from two to four feet tall, with tails often as long as the rest of them. These long, flexible, prehensile tails are usually about as thick as the Lyushu's thigh and can easily lift them up. Lyushu are comparatively long of limb and short of body.

Skin: Lyushu have cool-colored skin ranging from green to purple. It's usually lighter in tone and bright in hue, though some individuals range into deeper colors. Lyushu have small jewel-like scales scattered along their shoulders, legs, and hands, much in the same way that some races have freckles.

Hair: Lyushu have richly colored hair that can be of nearly any color, though warmer colors such as red are more rare. Most have tufts at the end of their tails as well. Lyushu fashion has been to wear their hair long and flowing to compliment their sinuous movements, but recently it has become vogue for younger Lyushu to wear it shorter, in voluminous spikes and tufts.

Features: Lyushu have large, curious eyes that are usually gradated between two colors, often between their hair and skin color. Their noses and cheeks, while relatively baseline in shape, are usually smooth and innocent-looking.

Lyushu also have slender, hairless ears on the sides of their heads that are long enough to touch their shoulders when pointed down. Their ears and tails both reflect their emotional states.

Lyushu tails have a rounded diamond-shaped cross section and are supple and strong, capable of holding them to a branch or providing them with a handy seat. Traits

Attributes: Lyushu are intelligent, clever, and witty, and some are surprisingly durable little folk.

Powers: Lyushu are incorrigible tinkerers and fiddlers, making them skilled mages and technicians. Those who are less removed from their homelands are also knowledgeable in the mysteries of the natural world. The more charming and brash Lyushu sometimes prove themselves excellent rogues and thieves.

Age: Lyushu are long-lived, reaching adulthood after about four decades and usually living well into their fifth century or more. Personality

Outlook: Though they are relentlessly intelligent, Lyushu are often perpetually upbeat. They enjoy jokes, whimsy, play, puzzles, riddles, and entertainment, sometimes at the exclusion of everything else. They are also somewhat less shy and embarrassed of taboo subjects, lending them a reputation for poor manners.

Relations: Lyushu are one of the most rare peoples in Urezia and few know what to make of them on first meeting. A Lyushu that keeps her mouth shut is likely to be regarded as some sort of mystical entity sent from the Heavenly Courts. One that does not will probably be adopted at least as amusing friend, unless she's already annoyed someone, which can and does happen.

Alignment: Though Lyushu develop their own internal philosophies, they tend to be Active, rich in Variety, almost hopelessly Idealistic. Lyushu are also known for a strong Mischievious streak.

Archetypes: Arcane Artificer, Mischievous Illusionist, Upbeat Druid Culture

Langages: Lozi, Vaña, Kahanese

Homelands: Somewhere in the plane of Yohiyukaru (probably the world of Ivulgu)

2.3 Nightfolk

Nightfolk share traits in common with demons and other shadowy forces. Though many of them migrated to Urezia in the great wars of the past, they are not universally reviled in the modern world, in fact Nightfolk are often content to keep to themselves.

2.3.1 Ortius

The Ortia are stylish, elegant, and domineering people originally hailing from Damélle. Though they are slight of frame, they are exceedingly strong and can be very forceful and aggressive in getting what they want. The Ortia are among the most populous nightfolk in Urezia owing to their complicated history in the great wars.


Ortius Appearance

Build: Ortius women average about five feet in adulthood, while men are around five and a half. A rare few individuals may end up much taller and are regarded with superstitious reverence. Both genders are slender and supple, their strength having little to do with their physical stature.

Skin: Ortia are very pale creatures. Their skin may be tinted with nearly any color, though peach, light blues, and lavenders are most popular. Their skin is very smooth and lacks body hair, granting them the appearance of otherworldly youth.

Hair: Ortian hair is straight, silky and tends towards dark hair colors, with blue-black, gray, and deep reds being most frequent. A few men of mixed blood sometimes grow beards that they groom carefully.

Features: Ortia are considered very baseline in general. Their eyes are moderate but well-suited to the dark, generally a rich tone of red, gold, or blue color. They have slender features and short, out-pointed, hairless ears on the sides of their heads. They have no tails, horns, or other extra appendages, though they do sport dangerous-looking fangs. Traits

Attributes: The Ortia are known for their supernatural strength, able to stand against any other race in terms of physical capability. They are also quite agile and flexible, and many people consider them quite comely.

Powers: Tales tell that an ancient sorcerer traded his peoples' magical capability for raw physical strength in a pact with some ancient and forgotten god. Most of them rely on this new strength, though some have taken back their magical prowess at the cost of their usual vitality.

Age: Ortia reach maturity around twenty and live to be about two-hundred. Personality

Outlook: Despite the fact that Ortia live longer than many other races, they view life as a fleeting, precious thing far too short to waste. They are passionate in almost everything they do and savor new experiences, but grow easily bored with repetition unless the task is truly testing them. According to one ancient Ortius philosopher, "Life is too short to let others live it for you."

Relations: The Ortia have a complex, rocky history with the other races of Urezia. It is widely accepted that the first Ortia to come to Urezia were mercenaries in the great unnamed wars of the deep past, and that these original mercenaries fought against the powers of Urezia. Their modern descendants, however, have no globally unified conflict against Urezia, or any of the races they live amongst. They live and work in the same way as everyone else, participating in political events, mixing into countries, and doing what they can to get by.

Because of this, other races regard the Ortia with a low-level (but deeply-ingrained) suspicion. In less tolerant societies, they are often labeled unpatriotic for no reason at all.

Alignment: Ortia are strongly Active and aligned with Free Will. They tend toward Competition, Variety, and Necessity.

Archetypes: Dark Knight, Passionate Explorer, Aristocratic Connoisseur Culture

Langages: Ortian, Vaña, Ñumot

Homelands: The world of Tanuelle in Damélle

2.3.2 Hlaon

Others complain, you know. They cry their woes over the Great Curse, saying they would rather live well once than live poorly a thousand times. But I look at it differently. Why shouldn't I simply shoulder through and get on with it? Dlyunig Zida

Hlaon are among the most physically and emotionally unusual of all peoples. Even among nightfolk, they are regarded with nervousness and fear. Though they appear similar to Ortia at first glance, these people are cursed with a hideous form of immortality that alters everything from their culture to their personal beliefs.


Hlaon Appearance

Build: Hlaon are smaller people, generally between five and six feet tall, with curvy, rounded, and smooth bodies of medium build. Depending on their health and how much they've eaten recently, their shapes can vary greatly, even for an individual. One that appears buxom or muscular may wither to nearly skeletal if starved, and the reverse is also true.

Skin: Unlike other races that are composed of muscle and bone, Hlaon appear to be made up of various viscous liquids and gels. The appearance of a Hlaon's skin is highly dependent on their unusual composition and healing process.

Original, healthy flesh is supple, smooth, rubbery, and appears moist. Healthy skin is usually a pink, peach, or tan color, and tougher than usual due to its elastic properties.

Hlaon can sustain brutal wounds that would kill other types of beings. These wounds are initially terrible to behold, gaping or hanging loose until the third stage sets in. As it begins to heal, the muscle and flesh beneath the skin begin to reknit slowly, like ooze.

The third type of skin comes after a wound has closed. Bright, unusual colors develop during the healing process, spreading across the body part until fully healed. These patches may be more or less solid than the underlying gel.

Hair: Hlaon hair tends to have a slippery, glossy appearance. For some it is oily, and for others it is almost as rubbery as their flesh. Though they do not feel it, cutting it has a similar effect to other wounds, causing their hair colors to be bright and vibrant.

Features: Hlaon appear to be very close to baseline at first glance, apparently owing to the fact that the Great Curse robbed them of the solid bones, scales, and claws of their original Azatyu stock. Up close, however, their differences are readily apparent. Though many wear haunted, weary expressions for eons of punishment, others prove that their range of expression far exceeds that of other, more physically rigid, races. Traits

Attributes: Hlaon tend to be fairly supple, but more impressive is their sheer indestructibility. Though mortal wounds take months or years to recover, most Hlaon are well-accustomed to violence and damage. A rare few of them even use this ability to help others.

Powers: Hlaon are cursed with physical immortality. They cannot be killed by physical means, and spells are unlikely to work unless they function at the metaphysical level. There are only a few powers in the cosmos that mortals have access to that can end a Hlaon's suffering.4

Hlaon heal damage somewhat faster than other folk, though mortal wounds are still debilitating for them.

Age: By definition, Hlaon will continue to live until their curse is lifted by the god put it on them. Few new Hlaon are born, making most of them staggeringly old. Though few remember it, some are older than the worlds of Urezia themselves. Personality

Outlook: Many Hlaon abhor danger and violence, knowing that a wrong move can lead o years of suffering and pain. Others go out of their way to make their curse a boon to others, working in dangerous situations where they can be of use.

Hlaon are prone to bouts of torpor where they simply stop attempting to live for decades or centuries at a time. This leads to Hlaon awakening to find themselves in strange situations where entire cultures have been built up around their inert bodies.

Because of their plight, Hlaon are prone to attach themselves firmly to people, places, and things that bring them comfort. Some become obsessive, compelled to seek more and greater comfort, even when it turns against them.

Relations: Hlaon are rare in Urezia, and other races often consider them little better than monsters. They do not have a racial culture in Urezia and are usually solitary, skulking along beside the other races in hopes of finding a way to end their suffering.

Alignment: Hlaon tend towards Fate, Cynicism, and Cooperation.

Archetypes: Hoary Scholar, Trusted Personal Guard, Ancient Obsessive Apparition Culture

Langages: Klest, Groth, Vakma

Homelands: The world of Ghranic in the plane of Azatyuth

2.3.3 Glaum

The Glaum are a chaotic race of slaves escaped from their masters in Azatyuth. Eons of servitude to mercurial masters left them a highly variable race in which a child might be with a vastly different body type than its parents. The Glaum in Urezia are now exploring the strange notion of freedom.


Glaum Appearance

Build: Glaum come in almost any size and shape imaginable. Though they are born of a particular body-type, ancient masters saw to it that this can be changed as late as early adolescence through strict training, special diets, and physical manipulation. Glaum in Urezia are largely free of these tortures, gratefully accepting whatever shape they find themselves growing into, so long as it is natural.

Skin: Glaum flesh is typically a shade of ashy gray or olive, though the darkness of it can range quite broadly. Glaum often have small scales of varying sizes, usually around elbows, hands, feet, knees. As they age, Glaum eventually develop splotchy patches of darker pigmentation. These patches signify the onset of old age and were used by their masters to weed out those who would no longer be useful. Even now they cause uneasiness.

Hair: Glaum hair is highly variable in thickness, texture, and color. Medium to dark browns and blacks are common, but by no means universal. Under their old masters, men and women were forced to shave their heads. This practice is no more, and the Glaum now enjoy interesting and unusual hair cuts and styles as a matter of personal freedom.

Features: Glaum also grow horns on their heads. In the past, these horns were cut and filed, either to blunt nubs or specific shapes depending on the master in question. Now they are usually left to grow however they may, and modern Glaum display a dizzying variety of shapes, sizes, forkings, and textures. Some of the more avant-garde trim or modify their horns as they please.

Glaum eyes are very dark, and it is usually very hard to tell the difference between sclera, iris, and pupil, though some individuals are marked with colored irises. Their ears are small and outwardly-pointed, and their facial features usually reflect their body-shape. Traits

Attributes: Glaum often know what direction their lives will go in early childhood, when their primary attributes begin to manifest. Some children are strong, others wiry, others small but precocious. Most often, these traits are accepted and the child begins to direct their studies and interests towards what they are good at. Others struggle against their inherent capabilities, changing the course of their lives through intense training and practice.

Powers: The Glaum believe themselves to be poor magicians and technologists based on their experiences in Azatyuth. For eons they were told that their bodies had been designed specifically to remove any innate talent they hade for these things. These were all lies, carefully concocted to prevent them from even trying their hand at it. In Urezia, they are learning that just how untrue these lies were. Glaum mages, priests, and tinkerers have already reached the rarefied heights of legend.

Age: Glaum are short-lived people. They reach adulthood in their early teens, living to forty or fifty years. Once past their prime, their heath begins to decline and they age quite rapidly. Personality

Outlook: Much of Glaum racial culture revolves around their past as slaves and their future of freedom. It was Glaum freethinkers who first termed the current period of the modern era "The Time of Promise." They are excited by and nervous about the wide world of options that has opened before them. Though most have learned to control their long-repressed impulses, some are not able to, and fall into lives of crime and violence, just as with the other races.

Relations: Kinder cultures pity the Glaum, offering them much in the way of support and helping them create new lives in Urezia. Less generous cultures give them little but allow them the same rights as others. Only the most closed-off and xenophobic of nations prevent the Glaum from entering their borders.

Alignment: The debate between Free Will and Fate is hotly contested among the Glaum. Some feel that it is the fate of all Glaum to be in service of others, while others feel that this is absurd and wish freedom for not just themselves but all oppressed peoples.

Archetypes: Expert Craftsman, Uncertain Soldier, Self-Possessed Mercenary, Gifted Mechanic, Underdog Magician Culture

Langages: Vaña, Ñumot, Klest, Groth

Homelands: the many worlds of Azatyuth

2.3.4 Cryu

Cryu are strange, ephemeral nightfolk with mystic spiritual powers. As with many of the nightfolk, their ancestors came to Urezia in the great wars of old, though their specific origin is lost to the annals of history. They now fill a number of magical roles in society, keeping to themselves as they hold their own secret wars to see which coterie will dominate the others.


Cryu Appearance

Build: The physical bodies of the Cryu are of medium build, varying between slender and stern. The most identifiable trait of the Cryu is that of the Spirit Body. Though uniform and well-toned in shape, their bodies are composed of both matter and energy in varying portions. Most have "gaps" along their limbs and torsos that are filled in with ghostly, etheric light. Some have symmetrical spiritual features, while others are more cobbled together.

Skin: Cryu skin tones fall along the blue, purple, and red part of the spectrum, ranging from pale to quite dark. Their skin often matches the color of light emitted by their spirit body.

Hair: Cryu hair is remarkably luxurious, ranging along similar colors as their skin, though the two are rarely the same.

Features: Cryu eyes are strikingly bright colors, similar to Ortius in the way they seem to glow. Many have severe or tragically beautiful features.

The Cryu also have wide, blade-like, horns on their heads that are usually of a darker tone than the skin and hair. Traits

Attributes: Cryu are are renowned for both their agility and their charisma, both of which have an otherworldly quality. Together, these traits manifest as a powerful aura of deadly grace.

Powers: The unique spiritual nature of the Cryu allows them to partially detach their souls from their bodies. These spiritual bodies provide them with the opportunity to acquire a number of strange powers. Some can use their spirits to drag their physical bodies along through space faster than one would normally be able. Others learn to harness powerful magics more directly, bypassing the base flesh and working on the metaphysical level. It is rumored that some even learn to detach completely for short periods of time, allowing them access to even the most well-guarded places. At the very least, the visual effect of separation is intimidating to the unprepared.

Cryu also share memories from their parents, grandparents, and ancestors, allowing them access to more knowledge than many mortals. This knowledge is general rather than specific, and usually allows them only to draw on life experience, emotions, and wisdom, though some train to explore this knowledge, either to search for that distant, legendary original ancestor, or as a means of rapidly acquiring magical power.

Age: The life-cycle of the Cryu is bizarre to other races. Unlike others, the rarely grow into old age. At death, their spirits dissolve, weakening the race as a whole. For this reason, most Cryu choose to bear children instead, a process which ends with one of the partners' spirits reincarnated in the child. Thus, for most Cryu, child rearing is the end phase, not the middle, as it is with others. Cryu reach physical adulthood around their thirtieth year, but even as very young children, they bear the memories of their ancestors. Cryu children are therefore seen as eerily intelligent for their age. If they do not passed on their spirit to the next generation, a Cryu usually lives until they are two centuries or so. Personality

Outlook: The Cryu are unusually emotive and empathic among nightfolk. Most of them view their lives as something special, understanding the sacrifice made by the endless chain of family before them. They are prone to seeing similar sacrifices as beautiful as well and are often struck by the fragility of life.

Unexpectedly, Cryu do not avoid violence and conflict as much as it would seem they might. They understand necessity and sacrifice as much, if not more, than other people, offering their powerful services when it seems right to them.

Relations: The Cryu are among the most alien an racially-withdrawn groups in Urezia. Romantic relationships with other races are exceedingly rare, and they prefer the company of other Cryu, among whom they are more comfortable.

Somewhere in the deep times before recorded history, the Cryu theorize that there was a single Great Ancestor, whom they wish to uncover and learn about. Differing views on the nature and identity of this being have led to numerous factions among the Cryu that vie for social control and dominance over the other groups.

Alignment: Because of the wisdom of their elders, the Cryu are improbably neutral in most respects. They do however tend towards Kindness, and Cooperations.

Archetypes: Spellslinging Rogue, Arcane Assassin, Fell Thaumaturge, Scholarly Mage Culture

Langages: Vaña, Ñumot, Klest, Groth

Homelands: Unknown, current theory suggests Naraluu in Azatyuth

2.4 Sunfolk

Sunfolk have little in common and are grouped together more on their outlook and personality than on physical traits. Sunfolk tend to have cheery dispositions and their societies are usually more peaceful and gentle than others.

2.4.1 Alva

Though most believe that the petite, nimble Alva came from Izovel on account of their bright and cheery personalities, this is not the case. These small people actually hail from Schetrebach of all places, where they once shared the world-caves with the Dastrag, where they proved more than capable of tunneling, building and working their own lands.


Alva Appearance

Build: Alva are short, slender people, a little larger than Lyushu, usually about three or four feet tall. Their proportions are seen as child-like by other races, which causes others to both react positively to them, and attempt to protect them, even when it is unnecessary, a fact that bothers Alva to no end.

Skin: Alva tend towards tans and light browns, though some tribes are lighter or darker.

Hair: Alva hair is big. When they grow it long, it becomes a such a thick tail that they have to tie it together to keep it manageable. When it is cut short, it springs up in pointy tufts. Their hair is mostly earth-toned, with reds, sandy browns, blonds, and dark browns most frequent.

Features: Aside from their size and proportions, Alva are quite baseline. They have no horns or tails and their ears are hairless triangles. Their eyes are large and their features smooth and button-like. Traits

Attributes: Alva are agile, nimble beings highly adept at climbing and skulking. They are also known for being outgoing, charming, and disarming.

Powers: While it is not physically apparent, the Alva have impressive magical talent. They are blessed with a kind of supernatural luck that they attribute to their a powerful favored status with their god. In fact, the full term referring to their race is "Alva Jugierna," which translates to the Chosen Ones of Jugiern.

This innate fortune and luck has enforced a mindset of nearly-foolish bravery among them, another power they are known for.

Age: Alva live moderate lives, entering adulthood in their late teens and living to be around a hundred years of age. When questioned about this, they are usually of the mind that Jugiern wishes them to remain active participants in the world, for excessively long lifespans leads to withdrawn, contemplative, passive lives. Personality

Outlook: Most Alva are content to go about their business without bothering others. They can be a bit secretive, and a bit zealous when it comes to religion, but overall they are fairly well balanced folk.

Relations: Alva are confident, proud people. They are aware of their favored status and make use of it when needed. While they are not greedy, they can be somewhat haughty, especially to nightfolk, who they largely regard as the forgotten servants of the enemies of their god. Despite this, the Alva are fundamentally kind folk and often forge bonds with all sorts of other people. In a few rare cases, there have been religious extremists among the Alva who have incited conflicts with others over their divine right.

Alignment: Alva are strongly Active, firm believers in Fate, and moderately Kind. They tend to be favor Technology and Artifice, owing much to the tools they used to build their empires in Schetrebach.

Archetypes: Goggle-eyed Mechanist, Scout Gunner, Jugiern Priest, Razorblade Vanguard Culture

Langages: Scholatz, Vazirian

Homelands: Schetrebach

2.4.2 Calba

Calba are plant-like people hailing from idyllic Iajul in Izovel. While unique in their physical characteristics, they have an unusual outlook in that they are trying, slowly, to take over Urezia themselves.


Calba Appearance

Build: Calba are shaped quite similar to other baseline races. They have tough flesh and flexible, fibrous "bones," standing between four and six feet tall. Because their organ and muscle systems work differently, they are able to change their physique simply by buffing or sanding away areas that they don't like. Many do this regularly, to prevent unsightly flaking of bark. Those that interact regularly with other races tend to polish themselves into fine, attractive specimens.

Skin: Calba flesh is constantly growing, like the bark of a tree. If left alone for long enough, it develops a thick, hard, brown outer bark that Calba consider lazy and wasteful. Instead, they prefer to buff, sand, and polish their bodies. The level of sanding performed changes their skin tone; the less sanding, the darker, more bark-like their skin, the more sanding, the lighter the skin appears, up to a blond wood grain texture. Young Calba have green flesh before they begin to harden. Though their skin is more firm than usual, it isn't that much tougher.

Hair: Calba sport many kinds of foliage. Analogous to hair, they have leafy fronds atop their heads that they shed regularly. Between the foliage, they often sprout horn-like branches that they enjoy twisting and growing into intricate, complex shapes.

Features: Calba faces are usually fairly baseline, though they are somewhat long and drawn-looking. Their eyes are glossy orbs of a single color with no visible pupil, and they do not appear to have ears, even though they have good hearing.

Older male Calba grow grassy beards, and younger women often sport showy petal-like mantles on their shoulders or on their hips. Some Calba intentionally grow "tails" out of foliage or petals to make themselves more personable to races that are born with them.

Calba are also known for their marvelous aromas. While they are mostly unique to each individual, they can be manipulated or changed to an extent. Traits

Attributes: Calba are naturally charming and charismatic, both because of their natural characteristics, and because of their cultural training in social interaction. Calba are also somewhat more graceful than normal, owing to their strange biology.

Powers: Calba bodies do not function the way other races' do, despite the fact that they appear very similar in almost all respects. This makes it difficult to gauge the effect of attacks, spells, and technologies on them. A crushed head, for example, is little more to a Calba than a broken arm, and typical poisons and diseases are essentially irrelevant.

Age: Calba reproduce sexually and asexually through budding. They do not die of normal old age and can sustain their youthful appearance and vigor well into their fifth century, when they usually begin to require more nutrients than a life of bipedal mobility can offer. At this point, they tend to plant themselves somewhere with access to a large amount of light, where they tend to remain until they eventually become insensate trees. Their spirits remain in these trees for hundreds or even thousands of years, so long as they are able to get nutrients and do not slumber for too long. If a Calba goes for more than a few hundred years without awakening to speak with other sentient beings, it enters what is called "The Long Sleep," essentially a phase of mindlessness from which they do not return. During The Long Sleep, they still continue to bud and reproduce. Personality

Outlook: The Calba that live in Urezia are there on a very specific mission, unlike virtually all other races. They have come from Izovel to try to offset the horrors of the Vakma Wars and the Celestial War, and the Shattering through whatever means are necessary. This mission is taught to every bud and sprout, along with a substantially more complete history of Urezia than most races ever receive. While they are here to help, they generally accept that sometimes they must do so against the wishes of the so-called "natives."

Relations: Calba have almost universally good relations with other races, nations, and religions in Urezia, due to a spectacularly well-planned campaign of social engineering. Though a few cultures and factions are aware of their overarching goal, they tend not to interfere unless the Calba themselves interfere in their own business.

Calba generally do whatever they can to keep their own goals for the Mission a secret. Even when they are exposed, they tend to act as though their actions were personal in nature rather than a concerted effort to enlighten Urezia.

It is also important to note that the Calba Mission in Urezia is not wholly altruistic. Izovel is still picking up the pieces of the Vakma Wars and with the Gate of Sarlgomath open, Urezia is all that stands between the dark forces of Azatyuth and the pristine worlds of Izovel.

Alignment: Calba are strongly aligned with Necessity, Cooperation, and Nature. At a grand scale, they are also (paradoxically) aligned with Artifice, in that they are willing to transform entire worlds for their own ends.

Archetypes: Opinionated Diplomat, Caring Priest, Holy Templar, Mercenary Demonslayer Culture

Langages: Vakma, Edriath, Kahanese

Homelands: The world of Iajul in Izovel

2.5 Madefolk

Madefolk are races that were manufactured. Some were created for a specific purpose, while others were more accidental in origin. Because of their background, these races often have drastically different outlooks and powers from other peoples.

2.5.1 Ezolta

Composed of clockwork and magic, the Ezolta are mechanical beings who have a habit of drastically advancing the technological playing-field wherever they go. Consummate craftsmen and inventors, their works aren't limited to weapons and tools; tinkering is how new Ezolta come into the world.


Ezolta Appearance

Build: Ezolta are the most obviously constructed of the sentient races in Urezia. As the core of their consciousness is housed in a crystal about the size of a brain, the rest of their bodies can take nearly any form. In their homelands of Ezoltria, they often build themselves into immense agglomerations of laboratory and manufacturing equipment. In Urezia, they take more humanoid forms, where the lack of omnipresent support machinery means that they must be as flexible and self-sufficient as natural-born races.

Urezian Ezolta prefer modular bodies with interchangeable parts and panels that can be opened to access the components underneath. On the other hand, some of the more socially-elevated among them go to great lengths to conceal their seams, joints and components, using magic and artifice to build elegant, convincing bodies.

Skin: Ezolta select their outer casings based on their profession and living conditions. Warrior types are likely to prefer solid metal and hardened armor shells. Diplomats and socialites prefer supple flesh replacements, up to and including magically enchanted real skin. Rogues, thieves, and the like often take on smooth stretches of leather with wide open joints that make no sound at all. Only the most cloistered and protected Ezolta forgo skin or covering completely.

Hair: Ezolta have no natural plumage, so they supplement their bodies with whatever decoration they choose. Some acquire meticulously accurate wigs, others simply sculpt their heads in the shape of a fetching hairstyle, others still construct decorations of their own devising from feathers, beads, and fabrics. Because their personal identities rarely change, their hair styles are usually very stable over time.

Features: Ezolta facial features are determined by their composition and profession. Those that interact regularly with other races usually opt for some form of flexible facial structure so that they can better display their emotions. Ezolta geared for war, in contrast, rarely bother with complicated robotic faces, instead opting for simple, intimidating masks with little articulation.

Generally, Urezian Ezolta prefer a baseline sort of bodyplan, though some choose more limbs to help them with whatever tasks they set themselves at. A few fashion themselves more after beasts, monsters, or gods, usually for no reason other than that they can. Traits

Attributes: Ezolta bodies are tough and strong, and the minds themselves are quite clever, but they tend to suffer from poor communication skills unless they've designed themselves to overcome this problem. They also tend appear somewhat foolish because they rarely care about the longterm side-effects of their work.

Powers: Ezolta spirits are housed in specially encased crystal matrices. This matrix requires some system to provide it energy, but aside from that, the body of an Ezolta isn't integral to the functioning of the individual. In fact, some important Ezolta have several bodies ready to contain them at a given time. Occasionally, an Ezolta takes the body of another in one of the most sinister crimes the race is capable of.

Age: Contrary to popular belief, Ezolta do grow old. They are first constructed containing an essentially adult mind, though they have a brief period where newly constructed individuals get used to their first body. Unfortunately, brilliance is tied to lifespan; the more intelligent the individual, the more rapidly the matrix fills up and burns out. On average, this process takes about a century, though some Ezolta have learned to drop their consciousness to very low levels to conserve time. Personality

Outlook: Ezotla tend to be highly goal-driven. Though they experience emotions as acutely as any other race, they tend to find these feelings distracting from their work. Each of them develop a few hobbies and entertainments, which help stave off boredom and provide enriching experience that keeps their minds happy and active. Many of them enjoy sports, games, or challenges of their own devising.

Relations: Ezolta get along surprisingly well with Alva, who share many of the same interests and provide an interesting outside perspective on life. Aside from the Alva, Ezolta are renowned for their mastery of mechanics and are prized support staff in almost all modern nations. Individuals are often judged based on their inventions, and more than a few Ezolta are seen as horrible mad scientists for their work on the weapons and tools of war, even by those who wield them.

Alignment: Of course, Ezolta are strongly aligned with Artifice and Technology. They also tend towards Competition and Order.

Archetypes: Arcane Weaponry Specialist, Self-Operating Cannoneer, Battlefront Guardian, Huge Factory Overseer Culture

Langages: Vazirian, Vaña

Homelands: The world of Ezoltria in Kesru

2.5.2 Lesca

The history of Urezia is deeply intertwined with the creatures of legend known as the Lesca. These powerful spell-folk once ruled Urezia in the golden age before the Shattering. They are now scattered to the winds, rare and hunted by the remaining agents of Asatyuth. It is said that without their incomparable armies, Urezia itself would have been lost.


Lesca Appearance

Build: Lesca stand a little taller than baseline, around six to six and a half feet tall. They have supple, athletic bodies, but are usually somewhat on the thin side. Lesca also often appear taller than they are due to their posture and features.

Skin: Lesca skin is usually a pale peach similar in tone to the the Ortia. A few rare Lesca show unusual attributes, such as scales that seem as though they were lifted from Dastrag, or small horns that might have fit on a Cryu. No one knows why these features crop up, but they appear to be naturally caused.

Hair: Lesca tend towards dark hair colors, with blue-black and red-black most frequent. Their hair is usually straight or wavy and has a rich, almost metallic sheen to it. Scattered amongst their hair are long, slender feathers of similar color that stand up when they are agitated, angry, or excited.

Features: Lesca faces are usually described by outsiders as being particularly tragic. They have large, expressive eyes that are blue, red, or sometimes golden in color.

Lesca are famed for their strange, feathery, articulated ears that look similar to the wings of a bird. Their ears are very expressive, tucking, flapping, perking, and lowering with their moods.

Lesca also bear one or more pairs of wings which are usually too small to use for actual physical flight. Usually, these feathered appendages are kept wrapped around their shoulders like an elaborate mantle. Older, more powerful individuals grow more powerful wings. Traits

Attributes: Lesca are quintessential mages, having the intellect, willpower, and charisma to excel at any type of magic they try their hand at. They are also extraordinarily agile and dexterous, apparently on account of their past as the Acrya's target of eradication.

Powers: Lesca are innately powerful magicians and understand spellcasting in an instinctive way. The most motivated Lesca sometimes uncover the deep magics that were used in the Celestial war, mastering them as easily as any other form.

Age: Lesca reach maturity with startling speed considering their long lives. They reach mental adulthood around ten years of age, with their bodies maturing a few years later. Powerful individuals live longer, with some of the strongest of the ancient archmages still around, thousands of years later. Most live to be at least three-hundred, assuming they die of natural causes. Personality

Outlook: Lesca enjoy learning. The are known to seek out mysteries and puzzles for the sheer joy of conquering them. Unfortunately, magic, one of the most mysterious forces in the universe, holds few secrets for them. Their mastery pushes the bounds of it back, but they also seek out other mental challenges in the form of games, crime, politics, history, superstition, and cosmology. This tendency towards investigation and action lead a large majority of them to exciting lives of intrigue and adventure.

They are also haunted by the superstition that they are created people. It is not clear whether this is true, but enough people believe it to categorize the Lesca as madefolk. Between their history as the once-great rulers of Zhuthu and the possibility that they were constructed for some obscure purpose, there is a lot of existential angst among the Lesca.

Relations: There are several Lesca stereotypes that others think of. Most think of the dangerous, insane old witch in the woods, far from modern society. Others imagine them like a race of ancient gods out to reclaim their wrecked world. Others still regard them as masterful artists of magic.

Though the Lesca once ruled all the worlds of Urezia, most people (including many of the Lesca themselves) cannot reconcile their modern incarnation with the ubiquitous ancient magical structures scattered across the worlds. Were a Lesca to be painted next to the monolithic ruins of their lost kingdoms, no one would assume that they were the ones who built such things.

Alignment: Lesca are aligned with Magic above all things. They do not abhor technology, but they are naturally drawn to the other side. They also tend to be Idealistic, Competitive, Active, and Honorable.

Archetypes: Sword Summoner, Assault Magister, Secluded Witch, Royal Arcanist Culture

Langages: Ñumot, Vaña, Lozi

Homelands: Lost Zhuthu (the planet that was made up of Nyoro, Gandav, and Kancaaru) in Urezia

2.5.3 Dalhana

Dalhana are terrifying monstrosities left over from the great unknown wars of the Assembly Epoch. There are extremely few of them and they are mostly scattered around the ancient battlefields of old, buried deep in the rock where they've been hibernating for eons at a time. Their bizarre forms inspire fear in almost every race and culture. For the most part, they can be described as looking like a young adult embedded in the center of a hideous abomination.


Dalhana Appearance

Build: Though they share few features between individuals, the rubbery-looking, tentacled, tailed forms of Dalhana are immediately recognizable. There is something otherworldly in the way their bodies are put together. They have a baseline core that usually (but not always) has two arms, two legs, a torso, and a head. Around this are thick, muscular appendages. Some are like tentacles, others are more similar to monstrous, beast-like faces. It is not unusual for Dalhana to have several mouths, a few of which they use like extra hands.

Skin: Dalhana flesh comes in two forms. Mostly, they are covered in smooth, rubbery, glossy flesh-armor that is usually two different tones of gray. Along the most baseline portions of their bodies (such as the face, chest, and torso) they have more skin-like flesh that gradates away from gray to a more Ortian pale peach or white. Some individuals lack normal skin coloring at all and are covered completely in flesh-armor.

Hair: Dalhana have up to three different kinds of "hair." On their heads they often have normal, baseline hair, usually long and ragged because they can't groom it properly. They may also have mats of thick, wiry fur on their torsos and limbs, often on the back and arms. Some have a third type that is actually simply another wide tentacle that usually replaces the hair on the head, leading to a similar outline but of a very different material.

Features: Dalhana have strikingly, unnervingly baseline faces. They usually appear youthful but strained, as though their very bodies are uncomfortable for them. Almost all have horns of some kind, which it seems somehow relate to their special powers. Dalhana eyes are usually gold or green and glow with their emotions. They often have matching eyes on their other appendages as well, though they are large, ferocious-looking orbs. Traits

Attributes: Dalhana are preposterously strong, durable and magically potent, but most are poorly coordinated. They are not particularly wise, and their physical forms usually preclude any measure of charisma.

Powers: If Lesca are artists and surgeons with magic, Dalhana are arcane battering rams designed to demolish anything in their way. They are capable of generating and direction ridiculous amounts of magical energy, usually in a great beam or blast. So much so, in fact, that most of them that existed in Urezia were retrieved and taken back to Graum-Broon to be slaves and magical generators for all sorts of abominable projects.

Age: Dalhana lives are typically short, lasting only four or five decades. On the other hand, they are capable of hibernating for eons at a time, subsisting only on their own innate magic for that time. Born from eggs, they achieve adulthood within a handful of years, though their bodies keep growing their entire lives. Personality

Outlook: Most Dalhana are deeply lonely and unhappy people. Few of them ever see any kindness from others and their nature leads those who don't attempt to kill them to try to use them for their own ends. Surprisingly, about half of them hold no ill will towards the people of Urezia, wishing only for freedom and a place to belong. The other half go mad with hate, anger, and pain, continuing the cycle of misunderstanding and misfortune.

Left to their own devices, Dalhana are naturally curious about the world, constantly surprised by the smallest of details. They greatly enjoy food and have tremendous appetites.

Relations: Dalhana are viewed by most other people as mere monsters. Only extremely forward-thinking scientists classify them as madefolk, and even then about half the population loses their grip on sanity and falls into amorality.

It is usually a coin-toss whether a Dalhana emerges from hibernation with their memory intact. Those that lose their memories are startled and surprised that others are so terrified of them, and the violence of these encounters usually makes the Dalhana just as fearful. Even when they retain their memories, they have little knowledge of how the world works. These ones are used to support mechanisms of an army that no longer exists, sometimes acting like petulant children when they realize that no one is there to take care of or guide them.

Alignment: Dalhana tend towards Variety, Chaos, and Magic.

Archetypes: Long-buried War Machine, Curious and Innocent Hulk, Psychotic Hate Device Culture

Langages: Klazukal, Belnar, Klest

Homelands: Graum-Broon in Azatyuth

2.6 Mutations & Anomalies

Though the races of Urezia are presented as being moderately pure bloodlines, it still happens that individuals are born with unusual traits that are not typical to their race. Urezia is a world of strange magics and ancient curses, and while it's unusual to see a Velita with wings or an Alva with a tail, these things are not impossible. The races of Gigaspell are dynamic and prone to mutation and change. Modifications happen, and power sometimes twists the powerful.

2.7 Something Stranger

The races presented here are not the only creatures in Urezia. They represent the backbone, the majority, of the peoples, but they are not the only races that Players can select. With the approval of the Game Master, one can pick something even more unusual and strange. One might play a "tamed" monster, who is intelligent and clever enough to get along in society. One might play a completely unique entity of their own devising; there are many sources for mutation, experimentation, and generation in the worlds of Urezia.

If you do select something more extraordinary, make sure you take notes on the background, treatment, relationships, traits, powers, and outlook of the race or type in question.

3 Professions

Lore Level: Common

For most people in Urezia, one's actions are far more important than one's heritage. Professions are more important to people than blood, though usually national pride and sometimes religious affiliation override this.

Professions in Urezia can be grouped into rough categories based on the types of actions they perform and skills they have.

3.1 Protagonist Professions

Because Gigaspell is a game about active, competent characters and their adversaries, most player characters will generally be of a combat, mystical, or guile profession, as these professions are most likely to become involved in the kinds of conflicts that Gigaspell focuses on. You are free to run or play in games that do not focus on combat and direct confrontation, but these stories require a different outlook of both the characters and the Players themselves. You are free, for example, to have a game revolving around the politics of the court of the Karkavian Empire, where the Player Characters are aristocrats, artists, and courtiers, but keep in mind that it will be a different sort of game than one focusing on war, rebellion, monster invasions, and dangerously insane spellcrafters.

Though many characters will fit nicely into one of these professions, others will not. If your character concept doesn't fit, talk it over with your Game master. Depending on the rules system your game runs on, it might be trivial to invent a profession, but in some systems it's more difficult and you may need to shift your concept or finagle some rules around to make it work. In some systems, such as the included Brevity system, profession is more a method of choosing what skills and capabilities a character has than picking a specific class.

3.2 Combat Professions

Fighters and warriors specialize in violent conflict, generally favoring physical confrontation and direct action to settle disputes. These types of folk usually opt for the simplest and most direct solution to a given problem, but are also major purveyors of tactics and strategy.

3.2.1 Berserker

Berserkers are feral warriors for whom battle is life itself. They thrive on physical combat and contests and tend to approach problems in a brusque, straightforward manner.


Training: A berserker's training depends almost entirely on their cultural upbringing. Those from the wilderness, such as the Border People of Bajien, learn their skills through years of hard living and constant battle, picking things up from their elders. Others start off as regular warriors and find that the berserk fury comes naturally to them when in combat. Others still cultivate a patient wrath that they deploy on their enemies in the most effective situations, having learned their ways from wizened masters of fell martial arts.

Regions: Berserkers tend to be more populous in wild lands, where their nearly-mindless style of fighting protects them from ferocious beasts and can be deployed to full effect without worry of collateral damage. There are more berserkers than soldiers in Khrosadalt, for example, and there are many on the high slopes of the Great Mountains of Luonerre and the barbarous lands of Azur in Kanneum. They also appear in the wandering tribes of Dalbaz, though these are often more protective than aggressive.

Personality: Berserkers rarely have patience for distraction or dithering, usually preferring the most straightforward and simple path to any goal. This does not mean that they are unintelligent or lack cleverness; many are as cunning and wily as the beasts they sometimes idolize. They simply do not care for the complexities of urbane life. On the other hand, some come from more modernized backgrounds and are willing to endure a certain measure of civility so long as they can avoid pretension and weakness. Regardless, very few berserkers indeed suffer insult lightly and almost none will back down from a challenge, especially when given lightly or by one who appears weak or ignorant of their might.

Relations: Berserkers are seen by many of the modernized people of Urezia as a barbarous, savage lot, rightly or wrongly. Because they rarely come from militarily trained backgrounds, they are seen as lone wolves, mercenary at best, and feral beasts otherwise. Depending on the nation, they may be turned away from establishments on the grounds that they appear to be wildfolk or even Fildr.

In other lands, they are greeted with respect and awe, particularly where tribal peoples stand against great odds, such as in Kazakon, Teletius, and Gerham. Even in these places, however, berserkers are treated with caution, lest they lose their tempers.

Berserkers get along poorly with many classes on the basis that they prefer doing things their own way, and by their own rules. They get along well with hunters, who often share their wild tendencies, and with rogues, who often operate on the same principles. Many berserkers do not regard non-combatants highly, as they often feel that one must be able to fight to prove one's strength.

Alignment: Berserkers are strongly aligned with Competition, the Wild, and Action. They tend towards Harshness and Tradition.

Advancement: Mundane tier berserkers often fight with weapons passed down for ages or roughly cobbled together before battle. Their strength is impressive and their durability uncanny.

Heroic tier berserkers often have weapons enhanced by powerful spirit beasts and the strength to knock down buildings with a backhand. When they enter their furious trance, they are likened to a hurricane of destruction, and they can be difficult to calm, even to their friends.

Legendary tier berserkers wade through combat with even powerful opponents like titans among children. Their strength bowls over mountains and topples kingdoms and they wield weapons so massive that others forget they are not buildings.

Races: Tazal make excellent berserkers, in fact so much so that many city-dwellers assume that all Tazal they meet (who are not well dressed, at least) are berserkers. Ortius, though small of frame, also possess the unnatural strength required by this profession. Dalhana are sometimes classified as berserkers because of the nature of their fighting styles, and some Ezolta build themselves to specification for war this way. Dastrag and Hlaon are among the most durable of berserkers, though the latter rarely engage in the activity.

Archetypes: Wizened Tribal Leader, Hotblooded Upstart, Kahanto-Trained War Monk, Mercenary Warlord

3.2.2 Crusader

Crusaders are warriors and knights of holy providence, who practice not only skill at arms but also religious ritual. Though they have long been a romantic cultural staple of the Urezian wars against the Azatyu, it is thought that the profession was brought by Izovel priests in response to the Shattering. Now there are crusaders of essentially every religion, even the ones that worship the dark gods of Azatyuth.


Training: Crusaders are a rare breed who not only have the body for physical combat, but also the spirit to embody their faith. Training occurs in the churches, monasteries, and temples of their faith. Depending on the religion, they may also train along side the military of a region, or secretly hone their skills where the government cannot interfere.

The crusaders of many religions focus on defensive tactics and combat with sword, shield, and icon. Other crusaders are smaller, lighter, faster warriors who pray to their gods to grant them a swift kill.

Regions: Crusaders appear wherever there is strife and religion, which for Urezia, means nearly everywhere. Galonavist crusaders are quite numerous and well regarded in the Karkavian Empire in particular, and crusaders of all sorts of religions (some even constructed for the purpose) make pilgrimage or are already established in the demon-infested lands of Kanneum. Dark crusaders are also abroad, sewing the seeds of chaos and hatred across Urezia for masters they worship in secret.

Personality: Crusaders are usually a serious sort, as the profession requires so much of them to remain devoted. They often take on the perceived aspects of their gods: Galonavists are imperious and mighty, Legendists are adventuresome and outgoing, Kahantoists are royal and mysterious, and so on.

Relations: Crusaders are usually highly regarded in their own religion and treated with respect (and possibly concern) outside of it. There is a widely held misconception that crusaders are proselytizers who come to convert others to their religion, but few actually do this, leaving most of the preaching to the priests and clergy. Much of the time, crusaders are comfortable with their own beliefs and need not push them on others.

Crusaders get along splendidly with chaplains, clergy, and ritualists of their own faith, and get along well with non-religious folk who seem of character that matches with their beliefs. Rarely do they abide those who tread on their faith or beliefs or their fellows without excellent reason to do so.

Alignment: Crusaders are strongly aligned with Fate, Honor, and Order. They have tendencies towards Idealism, Seriousness, and Tradition.

Advancement: Mundane tier crusaders spend much of their time protecting churches and performing missions, quests, and sacrifices for their gods. They often put all their available resources towards their armament and religious paraphernalia, making them both a sight to behold and a fearsome opponent on the battlefield.

Heroic tier crusaders have reputations that proceed them by a wide margin. Their faith can deflect cannon fire and their swords strike down the wicked with blasts of holy fury. When they speak, the people listen, and when their wrath is earned, their enemies shake.

Legendary tier crusaders become the servants of the gods themselves. They carry out divine will, wiping away invaders, cleansing the lands, and slaying even the greatest servants of the enemy.

Races: Despite a marked lack of churches, Calba crusaders often worship Vnuka, Walker in the Forest, and god of Iajul. Madefolk rarely take to religion in a way conducive to becoming crusaders, though a few remaining Lesca enclaves have crusaders devoted to the Lescan gods they claim are still ruling Urezia. Nightfolk sometimes become crusaders in penance for the sins of their ancestors, but beastfolk are of course the most populous.

Archetypes: Khurist Nightstalker Devotee, Galonavist Lawbringer, Kanneist Demon Slayer

3.2.3 Gunner

"More Firepower" is the maxim of the gunner. The people of this diverse, violent, and loud profession share a common ideology: there cannot be enough ammunition downrange. While some prefer single-shot artillery-style heavy weaponry, others lean towards high-volume, high-speed machine guns and autocannons.


Training: Gunners spend much of their time at the range, honing their consistency, accuracy, and speed. Some undergo this training separately from others, alone on their own property or in the wilderness, but most come from advanced militaries that train them in much the same way as soldiers. This gives them the chance to learn many of the unintuitive tactics used by gunners, such as methods for clearing corners and rooms, securing areas, and supporting each other with suppressive fire.

Regions: Gunners most frequently come from civilized lands with high technological advancement, where firearms and ammunition are at least well-produced, if not easily attained. There are many corps of gunners on all sides of the wars in Luonerre, as well as great regiments in Kanneum fielded against the forces of Uthaardu that circle the Quinum.

Personality: Gunners are often adrenaline junkies who get a rush out of combat. Many treat their weapons as partners and enjoy browsing catalogs and comparing statistics. Some also enjoy studying military history and historical battles. Hobbies are also popular amongst gunners, though they admittedly often pertain to some aspect of warfare out of personal interest.

Relations: Gunners fit in well with other urban professions and denizens of highly-populated technically advanced areas. Like soldiers, they often treat their profession as a job and are able to separate their personal lives from their careers, thus making them able to get along well with a lot of other types of people.

Gunners get along splendidly with soldiers, craftsmen, mechanists, and puppeteers because they share a passion for artifice. More nature-loving profession can get on their nerves because of the differences in their resource needs. They can grow bored in the company of scholars and mystics who don't get out much, but they enjoy the company of the same when the going gets tough.

Alignment: Gunners are strongly aligned with Action, Artifice, and Civilization. They tend toward Cooperation, Advancement, and Technology, though those that wield magical weaponry will often swing towards Magic.

Advancement: Mundane tier gunners often wield whatever firearms they are issued by the force fielding them. Specialists are given different weapons to do different jobs on the field. Depending on rank, unit, and operation, they may be given more or less ammunition to work with. Nevertheless, they are skilled fighters and particularly devastating to poorly prepared or under-equipped melee opponents.

Few heroic tier gunners remain in the rank and file of the military organization they started in. If they do, they are regarded as astounding specialists and are equipped with the best weapons the military can provide. Many, however, find that it makes more sense for them to join a smaller, more elite group or organization, where they can provide the same level of suppression and barrage fire that an entire devision would have. These men and women often craft spectacular weapons themselves or with the help of specialists gunsmiths, carrying enormous cannons into battle that send chills down the spine of even hardened castle commanders.

Legendary tier gunners make use of technology and magic alike to construct ever-greater autocannons, beam weapons, and field guns. Controlling these devices through technical or arcane means, they are escorted by an army of firepower all their own. Many even deploy autonomous weapons that they can call upon in the heat of battle to decimate opponent forces without them needing to even engage in the first place.

Races: Ezolta are the obvious choice when it comes to natural gunnery. Larger races like the Dastrag and Tazal can make decent gunners as well, by carrying huge weapons others could not. The same effect is utilized by the Ortia. Hlaon sometimes choose the path of the gunner because it allows them a combat role while minimizing the threat of the enemy. Occasionally, Dalhana appear that have firearms and magical beams integrated into their bodies, thus qualifying them as gunners.

Archetypes: Hulking Grenadier, Lithe Special Operative, Ezolta Walking Tank

3.2.4 Hunter

Hunters are exemplar woodsfolk, skilled in tracking, stealth, and shooting. When confronted with melee, they often wield axes or machetes, though many prefer to fell their targets at range. Hunters are also highly skilled in the ways of the wilderness, knowing how to find water, trap, find, and catch food, make poultices, and find shelter.


Training: Hunters are trained by their lives in the wild. Those that do not learn the skills often do not survive. The process takes years, but many hunters begin their training as soon as they are able to walk, inheriting their skills from their parents. Some hunters are part of small tribes, where their skills are tested not just by the necessity for food but also by competition with others.

Hunters often have an advantage on terrain they've experienced before. Many grow up in only two or three types of environments, though others spend time ranging across the countryside in search of new wilds to conquer. Generally, the longer a hunter has spent time learning a biome, they are better adapted to thriving in it.

Regions: Hunters favor areas far from population centers. There are many hardened hunters in Khrosadalt and more than a few in the wastes of Dalbaz. They are somewhat rare on the well-populated and mapped lands of Luonerre, and there are very few indeed in Kanneum, where land is at a premium for cultivation and building.

To a hunter, the type of environment makes little difference. The jungle is rich in resources, but arid climates can also be conquered as well. Some specialize in stranger biomes, such as the depths of the Ring Seas, the tops of the Great Mountains, or the dangerously arcane lands of Tolbas and coreward Luonerre.

Personality: A hunter's personality is often dominated by their relationship with solitude. Some retreat from the urban world into the wilderness and never quite seem right again. Others were born and raised in the wild and are nervous in the city or in the presence of city-dwellers. A few have managed to strike a balance by forging relationships with the other locals and trading the wealth of the wild for tools and conveniences they might not otherwise be able to acquire.

Hunters also see life through the lens of nature itself. They are aware of the cycles of life and death, and they feel the rhythm of the world. They carry with them a deep wisdom of how the world operates, regardless of the affairs of mortal minds, and this often gives them a measure of peace.

Relations: Hunters are regarded as wild men and lunatics by urban folk who can't understand why they would choose such a hard life for themselves. Folk of small towns and border outposts view them in a more positive light, relying on them to keep watch over the wilds and warn them of any dangers or changes.

Hunters get along well with berserkers, druids, and explorers, all of whom share a healthy respect for the wild. They rarely get along well with socialites and mystics, who tend to favor larger societies full of advancement and artifice.

Alignment: Hunters are strongly aligned with Nature and Wilderness. They tend towards Necessity, Harshness, and Tradition.

Advancement: Mundane tier hunters rarely venture too deeply into the more dangerous regions of the wilderness. They know how to avoid danger and prefer to stay out of its way. They are capable hunters and trackers and build their bows from the sturdiest of trees.

Heroic tier hunters will live anywhere. They pepper even the most harsh climates of Tolbaz and the hideous deep jungles of Brasriech. Their bows are tree-thick and fire arrows that look like spears to others. They fear no beast and many of them are nearly as experienced in slaying monsters as they are hunting deer.

Legendary hunters are like ghosts in the woods. They may as well not even be real until an arrow whips through their target, obliterating it. Their ironwood bows are for felling abominations; for food they simply wait for their pray and catch it barehanded.

Races: Tazal make excellent hunters due to their survivability. Velita have a long tradition of hunting that they have carried since they came from Vutaaj tens of thousands of years ago. Calba, likewise, come from hunting backgrounds, and they often use their own natural stealth to great effect. Lyushu also take to hunting occasionally. Madefolk seem to lack the same sort of connection to nature that other races have and usually make poor hunters. Wild animals native to Urezia sometimes take issue with nightfolk as well, making the lifestyle of hunting more difficult for them.

Archetypes: Sniper of the Sandy Wastes, Feral Jungle Archer, Woodcutting Shadow in the Forest

3.2.5 Martial Artist

Martial Artists are practitioners of ancient and mystical combat styles passed down from master to student for thousands of years. Accepted for teaching only after intense testing, they learn not only the arts of fighting but also strange, miraculous powers that few understand.


Training: Training is of the utmost importance for martial artists, as it is the way that they learn to control their bodies and spirits. Once they achieve mastery, many remain at their temples and monasteries to teach others while a limited few go out into the world. For some schools, taking on a journey through the world is an important part of training. For others, the world is full of sin and corruption and is to be shunned. Generally, practitioners do not break the taboos of their school lightly.

Regions: Temples and monasteries are most numerous in Kyorai and Wahan, where the influence of Kahanto is still very strong, however, many other religions and organizations have adapted Kahanto teachings and coopted their methods into cloisters all over the Four Worlds. They tend to be far from the delights of civilization, where the practitioners can work in peace and without the prying eyes of potential enemies. Many tend to be in nearly-inaccessible locales, the side of mountains, in a high pass, deep in forbidding jungles, or on weatherbeaten islands, apparently to keep out outsiders and keep the minds of the students focused on the task at hand.

Personality: Martial Artists range from serious, spiritual people to more jovial, confident folk, depending on the strictures of the school. Many attain a kind of whimsical wisdom of the way of things as they journey towards mastery. Masters indeed tend to be idiosyncratic, with their own ideals and philosophical standpoints that may vary widely even in the same school or religion. The more mastery is gained, however, the less impatient the student and the more enlightened they tend to be.

Relations: Even in the lands where they are numerous, martial artists are regarded with awe, mystery, and reverence. Their strange powers are unusual nearly anywhere they go.

For people generally labeled combat professionals, they tend to get along better with religious and mystical folk than they do with soldiers, warriors, and the like. They enjoy stable daily structure, but many on journey willingly absorb even unpleasant experiences like a sponge, eager to learn the will of the world.

Martial artists have a kind of unspoken code when it comes to opponent schools. Most treat each other with respect, and when disagreements arise, they are usually handled by way of a duel. Sometimes dojos will pit their strongest fighters against each other over matters of honor. Other times duels arise when martial artist meet abroad and cannot let a slight pass.

Alignment: Martial Artists are strongly aligned with Order. They tend towards Tradition, Honor, Kindness, Seriousness, and Nature. Many schools have their own alignment traits as well.

Advancement: Mundane tier martial artists fight with the weapons of their school, and often use their bare hands to deflect sword and axe. Their punches can crack armor and they can leap easily through the air to avoid or outmaneuver their opponents.

Heroic tier martial artists have a much greater mastery of their school. Their fists shatter battlements and the finest heavy armors. They tumble through melee snapping furious blows that send their opponents flying out like a wave. They summon forth their spirit to strike at range or create shockwaves or blasts of energy.

Legendary tier martial artists seem to spend most of their time in deep contemplation of delicate things lesser minds cannot fathom. When roused to action, their motions are faster than the eye and stronger than the natural laws. They redirect even titanic arcane attacks back on their aggressors with flawless accuracy, and they carry with them the peace of enlightenment.

Races: Unsurpisingly, there are many beastfolk martial artists. Nightfolk also gravitate towards monasteries, and the Ortia have special schools all their own that augment their already-impressive strength. More surprising is the fact that many Lyushu, Lesca, and Ezolta also practice martial arts, though for differing reasons. Lyushu practice Kahanto schools that date back to the ancient excercises of the Heavenly Courts. In the eons of Zhuthu, the Lesca developed a rich system of schools as well, though the remnants of them are now hidden among the desolate wastes of Dalbaz. And some Ezolta find that selecting a single form and honing it to perfection is more efficient than constantly changing shape and capability as the situation demands.

Archetypes: Flexible Wahan Guru, Kyorai Mercenary Monk, Lescan Soul Wing Student

3.2.6 Soldier

Trained to put their lives on the line, soldiers form the backbone of most armies and militia. Exemplars are known throughout history for their martial prowess and staunch defense.


Training: Training, drills, and excercises are so core to being a Soldier that some feel that one cannot be rightly called a soldier without them. Soldiers train not just with weapons, but also with their armor, in maneuvering on the battlefield, fighting different types of opponents, and dealing with adverse conditions. Most militaries try to train their troops to be able to withstand almost any kind of challenge and be ready to fight on the other end.

Regions: Soldiers are found in all societies and all parts of Urezia. The only places they cannot generally be found are places where people do not tend to gather. There are bases full of defense troops even in the depths of Khrosadalt and there are patrols in the deep wastes of Gandav. Soldiers are particularly numerous in the border nations of the Karkavian Empire and Elseden Kingdoms, as well as all over Kanneum, where they fight either for or against the Azatyu.

Personality: Due to the regimented structure of the training of soldiers, many see their soldiering careers as merely a profession, a job that they do. These soldiers often have rich private lives that have little to do with their combat abilities. Others go the other way, throwing their entire lives behind a cause that they valiantly fight for. Individual soldiers have vastly different personalities, but many tend to be somewhat strict, due to how their training has affected them.

Relations: In many lands, soldiers are treated with a certain respect by the populous. Many regard allied soldiers as heroes who protect them from the evils present in Urezia. Enemy soldiers are often dehumanized or viewed with anger and hatred. To the soldiers themselves, however, the enemy is often also worth of respect.

Soldiers get along well with other combat professionals and non-comnbatants, but sometimes have trouble seeing eye to eye with mystics and rogues, who sometimes do not share their regimented way of doing things. In turn, mystics often see soldiers as grunts and footmen too straightforward and unsophisticated to hold in esteem. Rogues often view them as little more than the brunt of a joke or the holder of a fat purse, though those that work together often form solid bonds of friendship.

Alignment: Soldiers are strongly aligned with Order and being Cooperation. They tend towards Honor, Harshness, Artifice, and being Civil. Specialists of course tend towards Specificity, while generalists tend towards Variety.

Advancement: Mundane tier soldiers form the elite and veteran troops of many normal national militaries. They tend to be more experienced and stronger fighters than the rank and file troops even at this tier, though few are regarded as champions above their peers.

Heroic tier soldiers often are those champions. These are men and women who can hold a pass against an army, or slay a rampaging demon. They are fearless and undaunted, and though their personal fighting abilities are astounding, their control over the field of battle is just as impressive. Heroic tier soldiers often wear powerful armors and wield tremendous weapons that dwarf their subordinates.

Legendary tier soldiers often find themselves at the pinnacle of leadership, in charge of empires or vast armies of heroic troops. Others lead small bands of equally powerful legends against enemies of world-endangering scope. Legendary soldiers often have access to ancient weapons of fabulous legacy and fighting them is like fighting a god of war.

Races: Excellent soldiers come from almost all races. It would seem that Dalhana would make poor examples, but many of them were trained as soldier in the ancient days of the Celestial War by Azatyu masters. Ezolta soldiers are exemplars of order. Lyushu and Alva rarely become soldiers as few find the structured life appealing. There are a lot of Velita soldiers, but there are also a lot of Velita.

Archetypes: Lightning-Quick Duelist Champion, Super Heavy Knight, Staunch Defensive Guardian

3.3 Mystical Professions

Mystics, spell-casters, and arcanists, use magic to accomplish their goals. While there are numerous other professions dealing with magic, these professions tend to use magic as a means to and end, rather than the end in itself.

3.3.1 Animist

Animists are practitioners of the esoteric arts of communion, entreating the omnipresent spirits of the world to lend them strength and wisdom. They use eerie mental powers to tap into fields of energy that few know of and ride waves of power that no one else can see. They call forth the spirits of the dead to speak and fight and they draw strength from totems they claim watch our every move.


Training: Becoming an animist requires no small amount of luck, as most children are not able to see and feel the spirit world the way potential animists can, and no small amount of training, because cultivating the skill a task few have the discipline and willpower to accomplish. On top of that, there are few masters willing to teach a young potential the specifics of animism. Millennia of doubt have caused the true practitioners to go underground with their esoteric abilities, hiding from persecution and misunderstanding.

Regions: Animists are extremely rare, but are most populous where there are strong presences of other psychic professionals. They can be found in lands rich in Kahanto influence as well, despite the fact that many Kahantoists consider them heretics by some ancient doctrine.

Personality: Animists are a strange lot. They appear distant and distracted, as though there were something whispering in their ear. Many find the mortal world of little interest. Sometimes they seem to do thing for no reason, and usually offer no explanation. They are often disdainful of improperly prepared meat and hold a number of other obscure taboos. They are, however, wise and kind people, on the whole, having a seemingly innate sense of other people's emotions and feelings.

Relations: Animists are feared and treated with suspicion in most lands. Their strange powers give others concern and their unusual ways make others uncomfortable. They are not generally welcomed into communities they visit, though they often manage to find ways of dealing with their needs in a way other find difficult to avoid without creating a larger social issue.

Animists get along best with other psychics, such as kineticists, martial artists, and puppeteers. Other combat and guile professionals find them unnerving at least, and few non-combatants will have anything to do with them if they can help it.

Alignment: Animists tend towards Honor and Seriousness.

Advancement: Mundane tied animists deal with relatively small, unimportant spirits and beasts, great bears or cats of the forest, ancient elders who bestow knowledge, and lost warriors. Their sight extends out to a city-sized area.

Heroic tier animists handle much more powerful beings, such as fragments of gods, echos of ancient heroes, and the hordes of unfortunate Lesca who fell in the Shattering. The powers they can deploy from these servants is astounding, flattening buildings in anger, raising walls of stone for defense, and granting them the power to see across nations or regions.

Legendary tier animists wield only the power of the strongest spirits and totemic animals. They tap into the echos of the gods and entreat behemoth spirits to their will. They bind demons and summon dragons. When that will not do, they craft spirits themselves, out of raw etheric energy to their exact specifications. When roused to anger, they may be as likely to simply take their opponent's spirit away as to bother with fighting them.

Races: Cryu and Ortia make good animists due to their inherent charisma and willpower, and Lyushu fit the mold as well. Many Lesca who are not magicians are Animists. Less spiritually and mentally endowed races tend to make poor animists.

Archetypes: Shy and Quiet Traveler, Eerie Shrine Occupant, Lord of Spirits and Beasts

3.3.2 Kineticist

Kineticists are shapers of force and movers of energy. Their powers appear similar to that of arcane mystics, but their source is fundamentally different in nature. Their fell powers are extraordinary even in the enchanted lands of Urezia, and they are notoriously hard to detect because their powers do not emanate from them the way magic does.


Training: Kineticists come from two camps. Some are trained in hidden monasteries like animists and martial artists, spending years building their repertoire. Others hone their skills on the streets, plying their trade under the watchful but unknowing eye of society. Regardless, many hours of practice and physical mastery are required for proper shaping of thoughts and movements.

Regions: Kineticists come from many lands. Mostly, they tend to appear in cities and urban areas, though those that train in monasteries must travel great distances to the hidden colleges of this esoteric art.

Personality: Kineticists are mostly aware that their powers are unusual, and how they deal with this fact often influences their outlook. Those that see their powers as freakish and fearful often keep to themselves and have solitary, shy personalities. Those that see their powers as an advantage few others have tend to be more competitive and conniving. Many kineticists of both types are quietly confident, knowing that regardless of the circumstances, their powers will be enough to carry them through with ease.

Relations: Kineticists are feared in most societies, because very few societies understand their powers or have a place for them to fit in. They are least unwelcome in lands with large populations of magic users, where strange powers are more widely accepted.

Kineticists get along well with guile professionals, who are used to their way of concealing their capabilities, and sorcerers, who tend to develop their arcane powers in the same way that kineticists hone their psychic ones. Kineticists sometimes have trouble with animists and martial artists because of opposed views on the concealment of their abilities.

Alignment: Kineticists are strongly aligned with Free Will. They tend towards Necessity, Mischief, and Competition.

Advancement: Mundane tier kineticists often live as rogues, traveling about and using their powers to get what they need or want. They are fearsome combatants, particularly when they have the element of surprise, and their fighting styles are full of tricks and advantages that few know how to counter.

Heroic tier kineticists have learned the secrets of creating and shaping energy through psychic manipulation. Some control fire with an ease that mages envy. Others turn the very earth into their blades. Their wrath can be terrible indeed, as they can shape the environment to their benefit, trapping, isolating, or attacking their enemies for them.

Legendary tier kineticists are difficult to differentiate from lesser gods. Some constantly and unconsciously shape their local environment to their whim. Others are prone to outbursts of creation or destruction, walling off their rivals, submerging their enemies in sudden seas, or simply incinerating them in cataclysmic firestorms. Their power is so great and so ingrained in their minds that it becomes impossible to separate the two.

Races: As with other psychic powers, kineticists come from all kinds of folk. Ezolta and Dalhana share roughly the same chances of becoming one as Alva or Glaum.

Archetypes: Street Urchin Hitman, Covert Arm of Imperial Law, Waste-Wanderer with a Reputation

3.3.3 Priest

Priests are the hands of the religions of Urezia. They are the outward actors, the doers, and the tools of the gods. While their counterparts, the ritualsits, perform the internal duties of the religion, priests tend the outward duties, such as conversion, public rites and rituals, and defense of the faithful. Priests are common in all religions of Urezia and vary widely in their duties and skills based on their faith.


Training: Priests are trained in churches, monasteries, or convent, where many undergo intense study of the precepts, creeds, and dogma of their faith. Many have tests, challenges, or trials that must be passed to proceed in the hierarchy. Some religions have other duties or skills that are taught as well, Galonavism teaches its priests methods for social control, and Izovelists learn many ways to purify land and people, for example.

Regions: There is nowhere in Urezia that is devoid of priests. In fact, they are often among the first folk to settle in a new land, following colonists and homesteaders into even the most dangerous wildernesses to support them. Priests of Uthaardu and other dark powers tend to keep their actions and sacred places as secret as they can. Priests of Kahanto favor natural spaces, building elaborate gardens around temples to buffer them from city life.

Personality: The personality of priests varies widely between faiths, and even widely within the same faith. Religions are usually subject to a fair amount of interpretation, and many kinds of people find their way to faith along different paths. It cannot even be said that all are respectful of their own religion; Kahanto is sometimes seen as whimsical in nature, and many Khurists joke that their religion is completely fictional. On the other hand, Galonavists and followers of Uthaardu do tend towards being serious and severe folk.

Relations: Priests make it their mission to get along well with everyone, particularly when they are in the process of converting a group or area. Even foreign priests do their best to settle in and naturalize with the locals. This sometimes causes issues when local organizations or religions take issue with the newcomers' doctrine.

Priests are good companions to combat professionals, who they often provide comfort and emotional support for in the face of dangerous missions. They are on professional terms with the ritualists of their religion, but sometime fail to see eye to eye on matters of practicality. They get along well with non-combat professionals, enjoying a sense that they provide a service in a similar way.

Alignment: While the alignment of a priest is heavily dependent on their religion, on the whole they tend toward Honor, Idealism, and Tradition.

Advancement: Mundane tier priests often stick close to small settlements or chapels where they can do their god's work. Some defend temples and churches from foes, while others sow the seeds of belief amongst the people with shows of divine power and righteous faith.

Heroic tier priests wield the power of their gods the way a mage calls forth columns of flame. Their armor is decorated with the sigils and messages of their creed, and their holy weapons are artifacts in and of themselves.

Legendary tier priests shake the world with their proclamations. Some become the direct servants, angels even, of their gods, while others become gods unto themselves. Their divine powers remake the world, eradicating suffering, decimating enemies, or calling forth plagues as dictated by the dogma.

Races: Faith comes to all races, but the religious fervor required to become a priest is rare in madefolk. Lyushu and Calba priests are common, and Hlaon occasionally seek solace from their curse in the protection of religion. Glaum likewise find the idea compelling, though some claim that it is time for them to stop serving others, even if they are divine.

Archetypes: Kahanto Shrine Maiden, Uthaarduist Corrupter, Izovel Purifier

3.3.4 Sorcerer

Sorcerers are arcane professionals who are defined by their emotional, willpower-oriented approach to magic. Sorcerers rarely "study" magic, instead learning to perform it by practice and resolve. While this approach sets them apart from wizards and warlocks, they are often found where the complex and well-developed schools for such do not exist.


Training: Sorcerers are numerous enough that there are many ways that they come to be trained. Some are scooped up as children and sent to specialized schools where they can learn in relative safety. Others hone their skills on the streets or in the wilderness, learning the ways of magic alone. Some are taught by sorcerous tutors, and others try to fit in with wizards in their colleges by making it up as they go.

Regions: While magic is a world-spanning phenomenon, there are regions in Urezia that are more prone to natural magical control than others. The closer one gets to the cosmic arcane, the more likely one is to find large numbers of sorcerers in the population. Examples include the coreward rims of the worlds of the Broken Ring, the lands that border the Quinum in Kanneum, and the rings of Dalbaz. Sorcerers also arise in great numbers where nightfolk heritage is strong.

Personality: Sorcerers and sorceresses range all over the map in terms of personality. Some are brash, hot-headed individuals, others cunning and sly. Some lord their natural talent over others, and some are nervous about their differences. Regardless, they usually share a passion for at least their own magic, if not the process and flow of other magics as well.

Relations: Sorcerers often occupy a space between establishment mages and dangerous loose cannon casters. Many desire a stable place in society, while others taint the label with heinous crimes. Revealing oneself to others is often met with trepidation and concern over one's mental stability.

Sorcerers find good allies in contractors and the occasional psychic. They have a complex relationship with wizards, who often trade their fear and concern for disdain.

Alignment: Sorcerers come from so many backgrounds, cultures, and lifestyles that the profession shows few specific tendencies. Most are strongly aligned with Magic. They tend towards Advancement, Free Will, and Action.

Advancement: Mundane tier sorcerers cast spells of a personal scale, balls of fire, arcs of lightning, and the like. While they can produce extreme effects with their spells, they are usually softer targets than other combatants.

Heroic tier sorcerers alter the tides of battle around them. Their spells are enormous to begin with, and they are capable of truly absurd bursts of power. Some channel their energy into unusual forms of combat, such as sword-summoning or martial arts of their own invention.

Legendary tier sorcerers are like engines of cosmic creation and change. They drive processes, alter forces, and ride ripples in the fundamental magic of the world. They are above the use of spells, instead creating, channeling, altering, and shaping magical energy as they wish.

Races: Most nightfolk find themselves capable sorcerers if they are determined enough. Cryu in particular become sorcerers with regularity. Alva and Lyushu sorcerers and sorceresses are also numerous. Ezolta rarely end up on this path towards magical power. Dalhana do, though, as many of them were designed specifically with this type of magic. Lesca are often potent sorcerers as well.

Archetypes: Confident Cryu Lightflame, Seeker of Ancient Lesca Powers, Unschooled Arcane Wilder

3.3.5 Contractor

Contractors bind themselves and others in arcane pacts and contracts. They contract with spirits of the dead, fell powers, and little-known gods to exchange services, worship, duties, favors, and power. They do this through a complex system of entreaties, summonings, and sacrifices.


Training: Contracting is not a profession that can arise in a lone individual. There is no natural talent for it in particular, except that those who are charismatic and strong-willed excel at it. Contractors instead must seek training at some organization or other, whether it is a secret cabal of affluent occultists or a more formal branch of a private college. There, the initiate must learn the proper ways of entreating different classes of beings, the preferences certain patrons have, and the best wards to use to protect themselves while operating.

Regions: Most contractors spend a lot of their time in the cities and colleges where they are trained, which in turn are mostly found in magically advanced lands with wide acceptance of arcane powers. Some venture out from their dark libraries to learn the ways of greater or more esoteric spirits, while others see their profession as only a means to some other end. There are fair populations of contractors in Fenolle and Bajien. They are numerous all over Kanneum, and present but somewhat rare all over Dalbaz.

Personality: Contractors are by nature law-abiding and orderly. Their personal safety hangs in the balance whenever they attempt a contract, and so it is difficult for them to break their word. The deceptive among them use this perception to manipulate others, either by using tricky language or literal interpretation to confuse others. The more forthright only make promises they know they can keep, appearing somewhat less certain of things than others might seem.

Relations: Contractors are regarded by many cultures as an evil sort, regardless of the types of beings they tend to bind pacts with, or why they do so. Unless an individual has an impeccable reputation that distances them from the public perception of their craft, they are likely to be treated as one who summons demons, whether or not this is true.

By and large, contractors are comfortable with a wide range of mystical powers, though they sometimes inquire about the limits and extents of those powers to the extent of annoyance. They are a bookish sort and don't always get along with combat professionals unless both individuals see the value in the other.

Alignment: Contractors are strongly Honorable, Civilized, and Orderly. They tend towards Magic, Artifice, and Variety.

Advancement: Mundane tier contractors are careful with their forays, always preparing backup plans and extra wards that take non-trivial time to set up before ever dealing with a patron. They retain a handful of useful pacts at a time, allowing them access to numerous spells and abilities, but are willing to forge new pacts if needed.

Heroic tier contractors make pacts with powerful spirits and gods, taking on greater and greater portfolios of power. They are experts at working their patrons against each other, using one as a ward against the consequences of another, and allowing them access to extraordinarily powerful supernatural abilities, and a host of spells that may be lost to the ages for other casters.

Legendary tier contractors do not simply bind pacts with fell powers, but summon and bind them into physical form to do their bidding. These contractors are utterly unflinching in the face of negotiations or arguments with gods and overdemons, and at their fingertips are the spells of ten thousand years. They are capable of making covenants that will be honored long after their own passing.

Races: Cryu contractors have an advantage when dealing with demons, just as Lyushu do with Izovel. Lesca contractors have fought for thousands of years to turn the forces of Azatyu against themselves, and Hlaon contractors have been trying to leverage the power of gods against their curse since it was laid on them. Ezolta find contracting uncomplicated. Glaum are often too timid when dealing with fell powers to make good contractors.

Archetypes: Speaker for Ancient Heroes, Collector of the Damned, Bard of the Forgotten Poets

3.3.6 Mage

Mages are quintessential spellcasters who use methodological study and detailed theoretical models to cast spells. Unlike many of their mystical counterparts, anyone can learn the ways of the mage, provided they are capable of long periods of study and practice. Mages are the most widely recognized mystics in Urezia and are sometimes used as a generic for the rest.


Training: Mages differ from sorcerers in that they must study to build their skills. Students generally either study under a tutor or attend a college of magical arts, though some learn the ways from studying libraries of arcane knowledge completely on their own. Most are awarded various degrees and honors on completion of segments of training, many of which have some significance to the government of the area. In some lands, it is almost impossible to attend a college without also accepting a term of service in an arcane branch of the military. Other lands are magiocratic, where the most wise and intelligent mages rule the country.

Regions: Despite the need for great libraries and capable teachers, mages exist all over the worlds of Urezia. This profession has been around since before the plane was created, and the tradition of wizened mages in high towers taking students has been practiced in almost every culture that has ever existed. It is possible to find mages in every nation, though some may be more or less identifiable than others. They are however more numerous in high-magic and high-population areas, such as Fenolle and in the cultures around the Quinum.

Personality: Mages vary widely in personality, but they are often studious, or at least capable of being so when it suits them. Many are curious, inventive, and disciplined. The more inquisitive and precise the mind, the more likely the mage is to climb to astounding heights in their career.

Relations: The mages of one land may be well regarded in their homelands, but may be considered enemy combatants in others, depending on the political relations between the two. Generally, mages are regarded with awe and respect by the populous, who's perceptions of their power are often wildly inaccurate.

Mages value intelligence and cleverness, and that makes them more likely to work well with and befriend like-minded folks. They get along best with other mystics and well-trained non-combatant knowledge workers. In the field, they sometimes forge bonds of friendship with keen-minded gunners and soldiers, and can sometimes stand the company of guile professionals, so long as they keep their hands to themselves.

Alignment: Mages are strongly aligned with Magic and Order. They tend towards Civilization, Seriousness, and Cynicism.

Advancement: Mundane tier mages make up a huge portion of purple-collar working-class arcanists in the Four Worlds, providing numerous services to keep life moving along in even the most inhospitable areas. Others are freelancers who travel about searching for ever greater mysteries. Their spells are potent and overwhelming to weak foes, but they can easily get bogged down when confronted with multitasking or multiple enemies. They are good at researching and preparing for unusual foes.

Heroic tier mages are the purveyors of astounding magical skill. They know a spell for every occasion, and more often than not, they have it prepared before the moment even arises. Rather than preparing for specific events, these mages are more likely to have prepared a hand-picked array of spells that can solve nearly any problem, given the proper application.

Legendary tier mages do not create and expend magic as quickly and naturally as sorcerers of the same caliber, but what they lose in speed and intuition, they make up for in power, complexity, and scope. Their world-spells can outclass nearly any other kind of attack, and their well-laid wards can defend against onslaughts no other spell can stand against. Using the deepest laws of magic, they can construct arcane feedback loops that make it almost impossible for opponents to do anything other than what they want them to.

Races: Many of the most famous Urezian mages were Lesca. Many of Hlaon have become skilled mages as well, collecting ancient Lescan tomes and writings in hopes of curing themselves. Calba mages seem to tap into laws and spells that are drawn directly from Izovel. Intelligent Glaum and Velita indviduals may find that the life of the mage fits them well.

Archetypes: Self-Taught Arcane Inventor, Experienced Spell Archaeologist, State-Sanctioned Warmage

3.4 Guile Professions

Rogues use their guile, wit, and cleverness to get through life. Some use their skills in the course of actual employment, while others avoid employment like the plague, preferring to work for themselves or not at all. Because these professions generally pit one against others in some form of intellectual or social competition, they can be considered quite dangerous depending on the stakes.

3.4.1 Explorer

Explorers are professional investigators and travelers who comb the Four Worlds searching for new sites, lore, and artifacts. They are experts in navigating lost cities, ancient ruins, and long-dead cultures. Their diverse skillset makes them suitable for a number of other missions as well, though most have a passion for discovery that far exceeds other drives.


Training: Generally, explorers learn by doing. There are two basic paths that lead to the professional explorer. One begins with upbringing near a site of ancient importance, where the youth spends their time investigating. The other begins in a school, where the youth eventually grows weary of merely reading about the subjects and decides to go explore them personally. Either way, the result is roughly the same, approximately equal time spent in libraries searching through dusty tomes, in the field where they learn the tricks of the trade, and out in the world traveling from one place to another.

Regions: Explorers can come from many places, but very few indeed ever stay close to where they were born. Many make the boundless odyssey to Dalbaz in search of the great treasures of the Lesca. Others focus on other cultures, combing the worlds of the Broken Ring for fragments of the Shattering or searching desolate, remove lands for evidence of what came before.

Personality: Curiosity defines explorers. While some are motivated by greed or conquest, most of them cannot deny the thrill of seeing sights unknown to modern eyes. Many are trivia addicts as well, finding interest in all sorts of subjects ranging from architecture to magic and technology to the sociopolitical workings of ancient peoples.

Relations: Explorers are almost universally regarded with admiration and interest. Wherever they go, people ask about their experiences. Some even teach courses or associate with various scholars about their activities. Others write books or plays about their discoveries. While the field work is rarely glamorous, the fame it earns them is often more than enough to make up for it.

Explorers get along easily with all sorts of folks. They tend to prefer the company of combat or guile professionals, finding that many mystics are too content to sit back in their lairs and fiddle with things. They greatly enjoy the company of active people who can teach them secrets they do not know or help them with things they aren't skilled in.

Alignment: Explorers are strongly Active. They tend towards Necessity, Mischief, and Variety.

Advancement: Mundane tier explorers usually have a good few ruins under their belts and have probably brought back a fair amount of treasure. They have experienced much of what life has to offer and already have a good feel for the secrets of the world, though some sites may be beyond their abilities.

Heroic tier explorers are so experienced that the need little to no preparation for their adventures. Most know a good smattering of spells and can work all sorts of ancient and modern technological devices. Puzzles and riddles are no match for them, and most have two or three methods of unusual locomotion at their disposal, just in case. Their senses are incredibly sharp, and even when in a ruin for the first time, it seems as though they've been there before.

Legendary tier explorers do not content themselves with Urezia. They explore greater and greater mysteries, journeying to as many of the worlds and planes beyond this one as they have time for, and setting their sights on the seemingly-impossible goals of Ramedath, the Solar Throne, Kloom, or the Sleeping Beasts of Vutaaj.

Races: Explorers come from all races. Dastrag and Alva make good explorers because of their cultural background in caves and tunnels. Calba explorers seem highly motivated to acquire weapons and artifacts of great power before the forces of evil do. Lesca explorers often seem wistful and mournful of the lost days of their people and seek to reclaim some of that glory. The natural stubbornness of Velita and curiosity of Lyushu makes them good explorers as well.

Archetypes: Doctor of Ancient Religions, Nyoro Maze Runner, Acquirer of Many Priceless Antiquities

3.4.2 Minstrel

Minstrels are unusual artists who blend magic with song or dance to create a style all their own. Many are renowned across the ring worlds for their works and personality. Most of them have a penchant for the dramatic and are often the center of attention, even at important formal functions. Most see them as charm and magnetism incarnate.


Training: Some minstrels are classically trained at schools for the arts. Others are self-taught musicians or young virtuosos who have received private lessons from other great masters. Most practice almost constantly, always working on either honing their skills or expanding their repertoires.

Regions: Minstrels are found most frequently in cities, where they can ply their trade across a wide range of venues for large audiences. Great capital cities often have tremendous theaters and arenas designed to handle enormous crowds and the high-powered instrumentation of hyper-popular minstrels. Border towns may not have such elaborate venues, but there even less-popular minstrels can gather great crowds.

Personality: Minstrels can be arrogant and selfish, but they can also be daydreaming, romantic, visionary types at the same time. They are passionate people by nature and are rarely found in quite situations, preferring to be surrounded by sound and light, even if they are not performing. They enjoy attention and many like to throw or attend fabulous parties.

Relations: Minstrels are greeted with the cheers of thousands in cities, and even in small towns rumors of their arrival spread quickly. However, because of the differing styles of music popular in different regions, a minstrel of one area might find a cooler welcome in another area, or even find their music shunned in a land of opposing political views.

Minstrels like people. They often get along well with combatants, mystics, and beguilers alike, so long as there is a story to tell. They like to write about the adventures of their compatriots and themselves, even weaving humorous lyrics about the most taciturn members of their circle.

Alignment: Minstrels are strongly aligned with Action, Advancement, and Artifice. Tendencies are highly individualistic.

Advancement: Mundane tier minstrels travel the world bringing their music to others and trying to make a decent living at it. Many focus on traditional songs and tales to build up recognition with their audiences. Their instruments greatly surpass their unenhanced counterparts and they often make quite a display whenever they perform. They can utilize their skills in combat, blasting enemies with sonic waves and bolstering their allies.

Heroic tier minstrels have unlocked the deeper magics of song. The are enshrouded in waves of sonic righteousness and can even temporarily summon forth artifacts, beings, and heroes through songs about them. These minstrels use magic and technology to greatly expand their musical capabilities and are sometimes followed by entire backup bands of autonomous instruments.

Legendary tier minstrels are one with the music. With an ostinato or spoken lyric, they summon forth heavenly choirs and ephemeral musicians to back up their enormous, super-powered lead instruments. Some of them barely even need to touch these autonomous devices to continue producing music, instead breaking into dances and solos that allow them to focus or expand their sonic barrages and rejuvenating arias to scales unimaginable by their audiences.

Races: Some of the most famous minstrels have been Lyushu, Lesca, and Velita. Cryu sometimes take up the mantle, preferring more hard-rock or metal styles. Some rare Hlaon have transformed their struggle into song as well. Calba and Alva tend to favor more traditional Izovel songs, though not without a new twist.

Archetypes: Metal Guitarist of the Shattering, Lovelorn Symphonic Pianist, Righteous Portable Organist

3.4.3 Puppeteer

Puppeteers use complex, inventive mechanical and enchanted puppets to perform actions at a distance. Their strange skills are hard for opponents to track and very difficult to outmaneuver.


Training: Puppeteers follow an unusual path that has been passed down from master to apprentice for thousands of years. There are no schools for the art, but there are a few untaught geniuses among them. Many come from mercantile backgrounds dealing with toys, dolls, or mechanisms.

Regions: Puppeteers frequently come from a city life, though they tend to roam around a lot. Many use their skills and stealth in heists or cons, then move on before the mark even understands what has happened. Others travel in the guise of simpler folk, entertaining youngsters between secret escapades. Some hide in plain sight in the biggest and most orderly cities while others prefer to stay out of the limelight altogether and settle in less-law abiding areas.

Personality: Puppeteers are accomplished manipulators, whether they realize it or not. They are careful in dealing with others and often have a secret side to their personality that few ever see. Some change faces like masks and treat the world like a very elaborate stage where they play out a complex dance of lies and intrigue. Others are somewhat more forthright and connect with their closest friends, even if they are still overcautious of others.

Relations: Luonerre, puppeteers are seen as some of the most interesting and rare performers. When they allow others to know their presence, their presentations are highly sought-after. This is less the case on the other worlds, where their skills are less known and treated with a healthy level of suspicion.

Puppeteers do not often enjoy the company of the overly-inquisitive, particularly when that curiosity is directed at them. Many try to associate only with people they believe they can manipulate. On the other hand, there are some who develop a healthy respect for other highly-skilled individuals, which may develop into at least understanding if not friendship.

Alignment: Puppeteers are strongly aligned with Artifice and Variety. They tend towards Cynicism.

Advancement: Mundane tier puppeteers build puppets ranging from the size of a hand to the size of a person. Their devices are controlled through extraordinarily fine wires and magic, with a few psychic exceptions. With their puppets they are capable of taking on several foes at once, or splitting their attention between several different situations. Their key puppets can pass for living beings so long as they are not scrutinized too closely.

Heroic tier puppeteers craft their devices from composites, arcane alloys, and special crystals. These puppets are vastly superior to normal soldiers and the puppeteer is an expert at arranging and deploying them without anyone being the wiser. Their key marionettes are virtually indistinguishable from whatever race they are built to resemble. Their puppets have magical or technological powers of their own, deploying spells, melee weapons, or even firearms as the puppeteer wills. Some even build special autonomous weapons platforms for when the going gets tough. They control many of their devices through psychic means and have vast networks of living agents.

Legendary puppeteers are likely to be hidden behind several layers of deception, with their true bodies hidden away at a vast distance while they operate dozens if not hundreds of other bodies using psychic means. To them there is little difference between a living puppet, a conscious agent, and a directly-controlled marionette. Every one of their bodies is a powerful combatant with a panoply of tricks at their disposal. The structure of their forces is nearly impossible to sort out as many of the living beings may be made to believe they are in charge of the whole.

Races: Ezolta are natural puppeteers, but they sometimes lack the deceptive abilities of other puppeteers. Calba rarely become puppeteers, but when they do their puppets are fantastic creations of wood and foliage. Nightfolk puppeteers enjoy the unnerving psychological aspects of the profession. Hlaon are attracted to this profession in good number, having vast amounts of time to spend working on their preparations and tools. Dalhana puppeteers are almost unheard of.

Archetypes: Apparently Singular Combat Doll, Empty Cloak of Tiny Agents, Creepy Traveling Storyteller

3.4.4 Socialite

Socialites are personable, outgoing folk who's currency is favor. They walk the halls of government, inhabit the warrens of the underworld, and operate many of the largest organizations in Urezia. Many are chameleons, spies or agents able to shift from one personality to another at the drop of a hat. Others are potent con artists able to talk a mark right out of his shirt.


Training: Most never consciously make the choice to take on the profession specifically, simply acquiring the same types of skills as those who have gone before in similar situations. Some study treatises on sociology and psychology, and others simply go by feel, learning as they maneuver the pieces.

Regions: Socialites are a naturally-occurring outcome of mortal societies. They arise every type of organization of every scale. They are found in the highest posts of the largest governments, and in the gutters of the tiniest hamlets. Because of their numbers it is hard to say whether certain areas have more or less of them per-capita, but wherever there are people working together, there will be socialites.

Personality: Like other rogues, socialites vary widely in their personalities. Some do what they must and serve a higher calling. Others serve none but themselves despite their apparent loyalty. Some socialites delight in manipulating others, while others see it as a power with grave responsibility.

Relations: Socialites are not really regarded as a single monolithic profession or group. They are merely seen as a part of life by most people; everyone knows one and no one thinks anything of it.

Professional socialites, at least the sort that end up on exploits with others, often like the company of people they understand. Regardless of whether or not they decide to manipulate their compatriots, they like to know as much about them as possible, often to the point of being able to defend them against hostile social action from the shadows. Professionally, the get along well with other rogues purely on the basis of their shared ability to bend rules and flex their moral boundaries to get the job done.

Alignment: Socialites are not strongly aligned with any trait. They do tend towards Competition, Civilization, Order, Necessity, and Free Will, though any of these is subject to a great deal of change depending on the character of the socialite in question.

Advancement: Mundane tier socialites are already capable of deceiving nearly anyone they come across assuming no magical intervention. They can schmooze and beguile even the hardest hearts, turning them to their cause and building their network. They have an excuse prepared for almost everything they can be caught for, and can talk their way past guards and skeptics alike. They make excellent leaders, particularly when the group they are leading is the suggestible sort.

Heroic tier socialites can walk into a prison condemned and walk out again pardoned minutes later. Their clever tongues enfold truth, lies, and uncertainty in expert measure, to the point that most who try to so much as disagree with them end up their unwitting pawns. They can fill others with confidence or existential angst with the barest whisper, and their ability to deflect blame and wrath is so powerful that long-held enemies will grudgingly pledge their support after some time alone with the socialite.

Legendary tier socialites have mastered all forms of communication. They can manipulate others purely through reputation alone, and when confronted with an obstacle that does not bend so easily, they can either turn that person's entire life against them, or they can arrange things in such a way that it becomes in their best interests to join the socialite in question. But more than that, socialites of this tier play far wider games, moving nations like chess pieces and pitting monarchies and religions against each other all in a complex dance that makes it seem as though fate itself forced their hand.

Races: Ortia make up some of the most successful socialites Urezia has ever seen, but their Lyushu and Calba counterparts are no slouches. Velita find themselves in the position regularly, and some more charismatic Glaum are eagerly exploring the notion of controlling others for once.

Archetypes: Relentless Organizational Mastermind, Speaker to the Throne, Fast-Talking Con Artist

3.4.5 Scoundrel

Infiltrators are experts in stealth and covert operations. They are thieves, second-story men, catburglars, assassins, and special agents, and they are exemplars of subterfuge and secrecy. Infiltrators are nearly as numerous in some government-fielded militaries as they are in criminal elements.


Training: Infiltrators come from a number of backgrounds. Criminals and professional strong men often learn the trade by tagging along on jobs or by performing petty crimes early in life. Agents are sometimes recruited from these ranks or trained specifically from other organizations or branches. Infiltrators are often winnowed down by their mistakes; failure in their line of work can easily mean death.

Regions: Infiltrators are found all over the Four Worlds. They are numerous in big cities, wherever crime is rampant, where wealth is amassed, and in the intelligence branches of many state militaries of Luonerre and Kanneum. There are Infiltrators acting as saboteurs in Khrosadalt, and there are highwaymen and thieves scattered all over Dalbaz.

Personality: Infiltrators can be nearly any sort of person, and in fact many learn to wear several different faces to protect their secrets from others. They are often suspicious, cautious people, more willing to deal with someone once they have control of the situation. Many greatly prefer to deal with conflict from a position of advantage, whether it is a physical or tactical one.

Relations: It is very rare for any significant groups of infiltrators to operate in the open, so there are few places where they are perceived as a group. There are however many places where specific groups of infiltrators are despised or outright hunted. Military states often have their own spy-hunters and secret police looking for enemy agents. Some powerful and wealthy nations do not suffer criminals and pursue infiltrators fiercely.

In professional terms, infiltrators work best with other rogues and people that are willing to be flexible in their morals. They make excellent compliments to socialites and contractors. When sortied by military forces, they are often happy to take advantage of the protections afforded them by their combatant and mystical allies.

Alignment: Infiltrators tend towards Mischief, Cynicism, Necessity, and Action.

Advancement: Mundane tier infiltrators use skill and guile to outwit and outmaneuver their opponents. They tend to carry lighter weapons that can be easily concealed, though those that perform more violent tasks may be substantially better armed. Though many would jump at the chance for extra equipment, most do not have access to magical tools.

Heroic tier infiltrators are nearly impossible to keep out. They have the experience, skills, and arcane tools to break any sort of barrier or access restriction. They strike targets in plain sight without notice, and when others try to track them down, it often seems they are chasing nothing but a rumor.

Legendary tier infiltrators are ghosts. They come and go as they please, even past the most powerful and dedicated guards and the most tightly sealed divine wards. Some enjoy appearing when called, as though by magic. Others are invisible, performing tasks that need doing without anyone ever realizing that there even was someone behind the action at all.

Races: Cryu, Ortia, and Lesca all make excellent infiltrators, but Velita and Alva also prove skilled in the profession, with the added advantage of the natural disguise of their races being the most populous. Tazal and Dalhana rarely become infiltrators because few of them are drawn to the subtle ways of the job.

Archetypes: Go-To Criminal Specialist, Embedded Military Saboteur, Lovable Rogue Without a Plan

3.4.6 Telepath

Telepaths are psychic rogues who literally make their way in life by reading and writing the minds of others. As with many other guile professionals, they may use their skills for a lawful organization, an unlawful one, or no organization at all. For many years telepaths have been the most visible manifestation of psychic power in Urezia.


Training: Many telepaths learn of their abilities early in life. The lucky ones find their way into the tutelage of other master psychics. The not-so-fortunate learn to control their powers on their own and are often less stable than those who had a gentle guiding hand to help them. There are schools for psychic powers, but they are preposterously rare, secretive, and difficult, but they do produce some of the best young telepaths in Urezia.

Regions: Telepathy arises at unstable rates in most populations across Urezia. Despite the apparent disconneciton between psychic powers and the arcane, there tend to be more natural telepaths and psychics in the energy-washed regions of Kancaaru, the coreward rim of Luonerre, Bajien, and the lands surrounding the Quinum.

Personality: Though telepaths differ widely in personality, many of them exhibit higher-than-usual confidence and self-esteem. Some walk a fine line between arrogance and hubris, while others stand firmly on the other side. Telepaths also vary widely on the ethics and morality of their actions. Some refuse to use their skills on others unless there is a morally imperative reason for them to do so, while others use their powers with utter abandon.

Relations: Telepaths, and by extension psychics, are not well regarded in many societies. They are often seen as unusual, freaks of nature, or users of dangerous powers, in a way that even sorcerers are not usually subjected to. They are least unwelcome in predominantly Kahanto regions, where their powers are a little better understood and a little less feared.

Alignment: Telepaths are strongly aligned with Necessity. They tend towards Cynicism, Free Will, and Mischief.

Advancement: Mundane tier telepaths can control the minds of other mortals and can sense things and people within a few hundred feet. They can cause pain to others with their powers, but it takes a powerful effort of will to override another's thoughts, even for a moment.

Heroic tier telepaths can sense and manipulate over hundreds of miles. They can control a person's mind, cause them debilitating pain, or manipulate memories. They can easily manipulate the emotions of large numbers of lesser minds, whipping a peaceful crowd into a violent rally or quelling the rage of an army.

Legendary tier telepaths can contact beings far distant, on other worlds, or even in other planes. Concerted effort allows them not only to manipulate the thoughts and feelings of another, but to even construct other personalities entirely, in the minds of others, in their own, or in other, stranger, matrices. They can take one mind and replace it with another, or destroy one entirely, leaving an empty shell.

Races: Telepaths arise in all races, but the mental and social aspects of the profession tend to come most easily to nightfolk than madefolk, though Lesca have more than proved themselves capable telepaths in the deep past. Beastfolk and Alva telepaths are not uncommon, though the successful ones tend to come from the more cerebral races.

Archetypes: Sealed Religious Oracle, Untraceable Criminal Mastermind, Uncertain Freelance Esoteric

3.5 Non-Combat Professions

Many professions require no active competition or confrontation against anyone in the course of their usual duties. These professions are important to the functioning of society, but generally make poor starting points for heroes, unless they happen to know or learn other skills as well.

3.5.1 Administrator

3.5.2 Aristocrat

3.5.3 Artist

3.5.4 Clerk

3.5.5 Craftsperson

3.5.6 Laborer

3.5.7 Mechanist

3.5.8 Ritualist

3.5.9 Scholar

3.6 Advancement Beyond Legendary

Advancement descriptions for each class list only the mundane through legendary Power Tiers. This is not to say that characters cannot achieve the rarefied heights of Divine or even Cosmic tiers of power (Game Master willing, of course) but rather that the professional boundaries of the lower three tiers are not accurate at higher tiers of power. As characters advance into divine status, their domain of expertise tends to expand so widely that mortal professions no longer adequately describe their great powers. This effect is even greater in the Cosmic tier, where power is wielded quite differently from the way it is used by mortals.

3.7 Other Titles

3.7.1 Sage

3.7.2 Champion

3.7.3 Agent

4 Life in Urezia

Lore Level: Common

There are Four Worlds in Urezia, and each of them features a number of unique cultures and environments, but there are a lot of cultural mores, memes, and ways of life that transfer between them. This chapter describes life in Urezia in general terms. For more specific information on what life is like in each nation, see [Words of Urezia].

4.1 Culture, Race, and Religion

No race in Gigaspell is an island. All races are influenced by the outside world, whether it be local customs, laws inherent to the government of land, or impact of another race. Races are not cultures unto themselves, and in fact most races live largely in harmony with the other races around them.

Nations, states, and countries are far more insular. Though many were brought about by small groups of a particular race, in the modern era (and in fact throughout all of history) political entities have been of mixed race. This leads to many countries being full of groups of people physically similar to each other but with vastly different opinions about government, colonialism, leadership, and law.

Religions further complicate matters. Any given country will have several religions, some of which that are actively competing against each other for supremacy and social dominance. These religions also stretch across political boundaries, leading to complicated alliances and hostilities between nations.

Because of the way these social groups work and overlap, racially-motivated fighting is quite rare. Most conflicts are over territory, resources, or for idealogical reasons. These conflicts can occur within a country just as easily as between one country and another.

4.2 Power Tiers

To say that the events and action of Gigaspell range widely is an understatement. To clarify this enormous range of powers, we divide the world into categories, which are described below. The easy way to find the boundaries between them is to consider that members of a given tier can compare in power to each other, while those in the tier above are so much more powerful that defeating them is an adventure in and of itself.

Power tiers are tightly bound with Conflict Scale. The two can influence each other in both directions depending on what is decided first.

4.2.1 Mundane

Mundane levels of power are recognizable in most typical sword & sorcery stories. Magic at this tier is useful on a personal scale, such as fireballs or personal fields of protection on par with a suit of mundane armor. Similarly, armor and weapons tend to be of steel and leather, and of a size that an unexceptional baseline mortal could wield.

Mundane-tier conflicts tend to focus on comparatively small local areas or on groups who's control extends little further than a city's worth of people. They can spread widely, and approach large topics such as war, but usually as the crux of the matter, not as intermediate events.

In other role-playing games, particularly in the hack-and-slash genre, this is where most heroes spend their time.

4.2.2 Heroic

Heroic levels of power is where Gigaspell hits it's stride. The characters stand against powers that would normally be impossible for mortals, fighting off entire armies, demolishing castles, and fighting toe-to-toe with ancient super-weapons.

Heroic-tier conflicts focus on things that only the heroes themselves can do. They are often world-spanning, desperately important, and potentially very personal.

Characters in this tier are juggernauts. Mages call forth nearly-constant streams of arcane wrath. Swordsmen cleave buildings in two just to reach their foes. Rogues connive fell powers into doing their bidding. Havoc is caused, but without the protagonists, things would be much worse off.

4.2.3 Legendary

The legendary tier deals with events that shape not just history but the worlds themselves. A hammer blow might fell a mountain. A sword stroke might sunder a rift in a continent. A mage might spy on an entire nation. Almost no deed of this tier goes unnoticed, unless an almost equal amount of energy goes into hiding its effects.

Legendary conflicts are literally that, the stuff of legend. Pick a battle of The Celestial War. Examine the events of the The Age of Cleansing. These cataclysms may shake the foundations of the worlds, but they are also often rooted in personal feelings and the relationships of legendary folk.

Very little can stand in the way of a Legend, except of course for another Legend. Mundane armies are meaningless before their might, and even gatherings of heroic-tier fighters can be avoided or defeated, though with some trouble. On the other hand, the power of legends is usually such that it is difficult to keep secret, except by extreme means such as staying cloistered in a tower, sealing one's powers away, or moving to another region, world, or plane.

4.2.4 Divine

The divine tier of power is the province of gods and immortal entities of fabulous power. The very nature of this tier is such that reality itself flexes around the being in question.

Divine conflicts are not simply world-shaking. To these immeasurable entities, worlds themselves are weapons. Political affiliations, causes, and creeds drop away as the divine beings follow their own will, beliefs, and philosophical prerogatives. Little moves them aside from the interference (or occasionally assistance) of other divine entities.

For the most part, these beings are stately, long-sighted things. They rarely act quickly, and often their power is so great and vast that it takes considerable time for them to bring it to bear on a problem of smaller scale. Some of them retreat into the centuries, letting the matters of the world flow past them like a breeze.

4.2.5 Cosmic

If the gods gossip, the rumors they tell are of the exploits of beings of truly cosmic power. They are to the divine as the divine are to the merely legendary.

Cosmic conflicts are bizarre, philosophical things, dealing with the categorization of reality, the raising and quashing of possibility, and the fabrication and destruction of universes. Gods are their tools, their children, their cells.

What goes on in the mind of a being that knows the universe? What circumstances lead to their ire, or their pleasure? Not even the gods know.

4.3 Alignment Axes

Alignment Axes in Gigaspell are not metaphysical constants, they are tendencies, likelihoods, and generalizations that allow for behavioral description of characters and creatures. The terms themselves are often used in the languages of Urezia and beyond, but few think through the Axes thoroughly enough to consider them metaphysically important.

Alignment Axes are prescriptive, not descriptive, meaning that they are there to give you an idea what a character is likely to do, not describe their entire personality perfectly and in all situations.5

4.3.1 Alignment Scope

There are two main uses for Alignment Axes in Gigaspell. The first is group alignment, where a group of individuals is generalized with alignment terms. As always, there are counter examples to every rule, and individuals may run counter to the majority or along with it. Races, professions, nations, religions, and factions have group alignment entries. When these alignments match up, that indicates an even stronger tendency, and when they are counter, they weaken the tendency.

The second is individual alignment, which measures the tendencies of a particular person or creature. This is usually a blend of the alignments of the various groups they are a part of, though individuals may vary. It is important to note that even when an individual has a strongly aligned trait, they may not follow it at all times to perfection, and in fact, few do. Mostly, it is simply a way to gauge what their general thought processes and emotional responses are like.

4.3.2 Alignment Terms

Alignment is often discussed using the phrases "strongly aligned," and "tends towards." Because each Alignment has an opposite, each Axis is a sort of five point scale, running from strongly one way to strongly the other.

As with other things in Gigaspell, these rules are not immutable. There are always counter-examples, even with strongly aligned attributes.

Strongly Aligned: The attribute comes up frequently in the person's daily life, or forms a sort of framework on which the person usually operates.

Tends Towards: The attribute may slightly influence an individual, or it may be relatively strong but only in certain circumstances or during occasional moods.

Neutral: When an alignment is not listed, it is assumed that the group or person in question has no strong feelings either way about that axis of alignment. On the other hand, some things things list an alignment as explicitly neutral, indicating that they specifically tend to avoid the extremes.

4.3.3 Active & Passive

4.3.4 Advancement & Tradition

4.3.5 Civil & Wild

4.3.6 Cooperation & Competition

4.3.7 Free Will & Fate

4.3.8 Honor & Necessity

4.3.9 Idealism & Cynicism

4.3.10 Kindness & Harshness

4.3.11 Order & Chaos

4.3.12 Magic & Technology

4.3.13 Mischief & Seriousness

4.3.14 Nature & Artifice

4.3.15 Variety & Specificity

4.4 Languages

4.4.1 Common Languages Balhaz

Given Names:


Perceptions: Scholatz Vaña Kahanese Tharshy Klazukal Ortius Pidgins & Creoles

4.4.2 Uncommon Languages Belnar Edriath Groth Klest Lozi Ñumot Vakma Vazirian

4.4.3 Terms

4.5 The Great Calendar

Since 588 CR, Urezia has used the Great Calendar compiled by Wahata Ti Makito in almost all lands. This calendar divides the 360 days of the year into 12 even months, sixty weeks, and four seasons. It also was the first calendar to delineate the ages and eras in a codified manner, thus giving the worlds of Urezia a unified system for dealing with historical dates for the first time. His new system did away with arcane mathematical and numerological systems in favor of reckoned dates as the beginning and ends of periods of time.

4.5.1 Epochs

Epochs are defined as completely separate date systems. They are the largest divisions of time in the Great Calendar, covering many thousands of years. Usually the divisions between them are based on tremendous cosmic events.

The most recent Epoch is called Chain Reckoning and began when the goddess Eloway used the World Chains to bind the shattered fragments of Zhuthu into a world she renamed Dalbaz. Chain Reckoning is abbreviated CR when necessary, though most people omit it as historical dates before Chain Reckoning are mostly out of public discussion. The Current year is 762 CR.

Prior to Chain Reckoning was the Shattering. This age is named for the nearly-complete destruction of the worlds of Urezia, which reshaped the cosmos. The Shattering began with pivotal work on the cosmic weapon called Kloom and was largely defined by the firing of the device. The Shattering lasted 4694 years. It is abbreviated SH.

Before the Shattering was the Time of Many Rings, a long period of comparative peace and expansion. Political events in this period led to a massive influx of peoples from other planes and worlds, massively increasing the need for new lands. This epoch lasted an astonishing 15,687 years. It is abbreviated MR. Histories of the Shattering are rare and confused by the chaos of the times, making knowledge of the period rare.

The epoch before the Time of Many Rings is known as the Assembly Epoch, abbreviated AE. This epoch represents the deep, cosmic history of Urezia and encompasses the terrible Vakma Wars that defined Urezia's place in the cosmos. The Assembly Epoch has no definite beginning date, though it theoretically began when Urezia was created. Few scholars indeed know specific events or dates in this Epoch.

4.5.2 Ages

Ages are periods of time that break up Epochs. They are mostly used when referring to periods of time in Chain Reckoning and the Shattering, as those epochs are better defined than others.

Chain Reckoning is divided into three ages. The Age of Glory lasted from 1 CR to 156 CR and was defined by early Karkavian kings and the retirement of the heroes of the Celestial War.

The Time of Hunger followed, from 156 CR to 550 CR. It was named after the terrible Wandering Famine that sparked much of the Karkavian Expansion

The modern age is called the Industrial Advancement, and began in 550 CR, running up to the present in 762 CR. Technologies and magics were imported from Kesru to help solve the problems of the Time of Hunger, leading to a massive growth in the quality and complexity of life in Urezia, particularly in Luonerre.

The Shattering began with an age called the Early Shattering in which preparations for war were made by Uthaardu.

The Celestial War followed in 1267 SH, comprising the bulk of the fighting and chaos in the Shattering. Kloom's shot took some four centuries to cross the cosmic expanses of the planes from Damélle to Urezia, and in that time many fortifications and preparations were made. Following the arrival of the shot, invasion forces swept over the plane as well.

The tides of the battle turned in 3541 SH and the following period became known as the Age of Cleansing, in which the forces of Urezia slowly pushed Uthaardu's forces back. This age lasted until the end of the Shattering in 4698.

4.5.3 Years

Years are fundamental to the Grand Calendar, which is based on the most recent cosmic situation. The alignment of the planets, rings, and the Solar Throne was disrupted in the Shattering. The Chain Reckoning fixed the length of the year and the seasons back to a mathematically perfect 360 days. The Solar Throne once again moves in such a way that the seasons are evenly spaced as well.

4.5.4 Months

In past systems, months were unevenly spaced and mostly distributed around local holidays. Wahata took hundreds of month names and structures and compiled them into twelve equal months that divide the new four seasons into three parts each. The year begins with the breaking of spring.


  1. Fogmount
  2. Leafseed
  3. Colorbloom


  1. Stormdawn
  2. Sundeep
  3. Rainwash


  1. Turnleaf
  2. Harvest
  3. Cooldusk


  1. Hoarfrost
  2. Snowdeep
  3. Frosthaw

Each month is abbreviated by the first three letters.

4.5.5 Weeks

Each month is divided into five weeks of six days each. Unlike the old system, each week of the month is also named. The weeks are named after phases of a person's life.

  1. Growing
  2. Learning
  3. Laboring
  4. Teaching
  5. Passing

4.5.6 Days

There are six days in each week. The days are now named after the parts of the day in older systems.

  1. Waken
  2. Rush
  3. Mid
  4. Slacken
  5. Peace
  6. Rest

The names of the week have since influenced the pattern of work in Urezia; many trades take rest on the sixth day of the week and use Waken to set up for the work of the week.

4.5.7 Stating Dates

Many rural and under-educated people use the day-week-month-year system to state dates, for example: "Waken Laboring Stormdawn, 762" Others prefer the older method of numbering the days of the month, referring to the same date as "13 Stormdawn, 762 CR" instead.

Week names are also used to state vague times, just as months are. While an uncertain date early in the year might be "Springdawn, 762," an uncertain date early in a month might be stated as "Growing Harvest," while a day later in the month might be called "Teaching Harvest" or "Passing Harvest." Passing and Growing are also used in broad terms to refer to the beginning or end of the month.

4.6 Magic & Technology

Power comes from many sources. Sometimes it is fundamental to the physical world, and sometimes it comes from beyond our mortal shell. This section focuses on how these things function and what they are used for in Urezia.

4.6.1 Technology Arms & Armor

See the Equipment section for more information on weapons, armor, and tools. Industry Agriculture Services Comforts

4.6.2 Magic

Lore Level: Mysterious Natural Magic/Ambient Arcane Magic Divine Magic Psionics

4.6.3 Equipment Weapons


Weapons Swords Axes Spears Guns Staves Bows Bludgeons Armor


Armor Shields Heavy Armor Light Armor Finery Classical Tools


tools Book Scroll Candle Bell Brush

4.7 Religion

4.7.1 Major Religions Galonavism





Alignment: Legendism Followers of Uthaardu Kahanto

4.7.2 Minor Religions Izovelism Kanneism

Worship of Nimelle and her servants Temporalism Khurism Cult of Corruption

4.7.3 Pantheons

Pantheons are not usually whole religions unto themselves, but instead are collections of gods and religions that either fit together in a cultural perspective or have similar-enough goals and ideals that they work together. Like religions, they are cultural constructions; one region may consider two religions staunch adversaries, while another sees the two as closely allied.

4.8 Organizations

4.8.1 Restrictionism






4.8.2 Alliance of the Ancient Rune

4.8.3 Fenolle System

4.8.4 Baledaz's Men

4.8.5 The Kesru Guild

4.8.6 Bog Shuboz

Cult of Demon Worshiping People

4.8.7 Latent Cryu

4.8.8 Vegarn Court

4.8.9 Kruon's Legion

4.8.10 Physical Supremacy Laboratory

4.8.11 The Star Expedition

4.8.12 Mutual Aid Society

4.9 Fame and Infamy

4.10 Disease & Ailments

4.10.1 Great Curse

4.10.2 Nimelle's Touch

4.10.3 Blacktooth

4.10.4 White Plague

4.10.5 Witch's Fingers

4.10.6 Machinism

4.10.7 Ill Omen

5 Worlds of Urezia

Lore Level: Common

Urezia is both a cosmic nexus and a plane of warfare, struggle, and adversity. It is also home to many of the most forward-thinking and progressive societies in the multiverse. These influences lead to a dynamic, chaotic, and vibrant set of worlds, each with their own unique nations, cultures, and geological structures. These worlds are Luonerre, Khrosadalt, Kanneum, and Dalbaz.

The Celestial War even saw the reshaping of Urezia itself. Once an orrey of perfectly rotating disks and rings and orbs, Urezia's present state is the consequence of the fiendish assaults of the Azatyu and the counter-machinations of the Izovel. The metaphysical aftermath of their battle hangs in the sky still, 3600 years later.

5.1 General Structure

The Cosmic Structure of Urezia

The Cosmic Structure of Urezia

Plane: Urezia is a small, dense plane compared to many of the others. The Four Worlds are all within a few tens of thousands of miles of one another, and the outer limits of the universe are theorized to be 150 to 200 thousand miles wide. Also unlike other planes, Urezia is centrally organized around a point lying at the heart of the world called Dalbaz. Most of the objects in the universe move in direct reference to this point.

Physical Laws: Two major forces dominate the structure of Urezia. Gravity draws things downward, towards the Celestial Down pole, while Levity counteracts Gravity to pull things toward the Celestial Up pole. These forces are beyond the reach of even the gods of Urezia.

There is also a third force in action in Urezia. The first is termed Ring force because it holds objects to their Rings and keeps the Rings from breaking over time. It is believed that without the Rings to hold up the worlds, the celestial bodies of Urezia would fall down out of the plane.

Directionality: Some universes have laws gravitation that draws bodies together. Urezia's forces work differently and are globally unified. There is a definite up and down in the plane, called Celestial Up and Celestial Down. There are also Celestial Directions, North, South, East, and West. These directions are all based on the outermost stars and constellations, and in fact many have theorized that the constellations at the Celestial Poles are what hold the Four Worlds in place through some hidden mechanism.

It is important to note that the Four Worlds rotate in relation to these Celestial Directions several times per year, making them poor references for navigation. Instead, inhabitants rely on a different set of directions. Up and Down used the same way, but North, South, East, and West give way to Rimward and its opposite Coreward, and Spinward and its opposite Antispinward. These directions are often shortened by natives to rim, core, spin, and anti. Spin and anti are based on the counter-clockwise rotation of the three ring worlds as viewed from above and never changes in relation to the worlds themselves.

Inner System: The Inner System is defined as the Four Worlds and the rings closest to them.

At the center of Urezia lies the shattered, abandoned, caustic world of Dalbaz with its separate upper and lower halves and multiple rings. While Dalbaz itself rotates along the Universal Eliptic, its own rings do not. They follow the plane of the Sky Wound, irradiating them with noxious magics as they turn. These rings are mostly barren of matter for this reason.

Out from the tilted rings of Dalbaz is the Broken Ring, which holds up the three other worlds. It was broken in the Shattering and is now held together by World Chains, just as the many parts of Dalbaz are. The Broken Ring is covered and filled with an immense multi-world ocean that connects the three ring worlds.

The other three of the Four Worlds are situated on the Broken Ring. Luonerre is a world of mountains and valleys that supports vast populations with comparative ease. Kanneum is a swarm of asteroids and asteroid-sized dormant demons upon which metaphysical war is still raging. Khrosadalt is a behemoth agglomeration of kilometer-thick roots and branches that form a dense and tangled jungle full of immense caverns.

Beyond the Broken Ring is the vertical ring of the Solar Epicycle and the horizontal Rim Ring that defines the outer limit of the Inner System. Neither of these rings have significant populations and are mostly barren ring rune material.

Outer System: The Outer System has no habitable worlds. It is dominated by the celestial mechanics of Urezia, narrow rings and heavenly bodies. The closest is the Solar Throne which follows a daily vertical orbit along the Solar Ring. This ring seems to follow some point along the Solar Epicycle throughout the year, providing the seasons. Night and Day are differentiated by the two bodies of the Throne: the Sun itself is a smaller orb that is always Celestial Down from the Throne itself. When the pair reach the horizon, the Throne begins to obscure the Sun from the Four Worlds, providing night.

In the sphere of space around the Solar Ring there are thousands if not millions of fragments of Ring material slowly spinning away from the cosmic destruction of the deep past. Scattered amongst these are fragments of ancient worlds demolished in those nightmarish wars. Mostly these are referred to as stars unless they are large enough to be visible as a shape.

There is an intact world beyond the Solar Throne. Appearing in the sky as disk about the diameter of a thumb at arm's length, Lost Ramenath is sometimes visible during the year, following a highly eliptical orbit that is harmonized with the Solar Throne. Legend tells that if one could only reach it, one would find it full of strange and powerful ancient technologies and magics left over from the Celestial War or even earlier.

Beyond Ramenath are the stars and constellations themselves. Though most seem to be fixed, pinned to the very limits of the celestial sphere, others seem to be fast-moving world fragments or ring shards. Here also are the limits of the Sky Wound, which cuts through the entirety of Urezia, punching a hole in the celestial south-east, and blowing out an exit wound in the celestial north-west.

The Sky: Looking out from any of the Four Worlds reveals a sky full of wondrous objects. The other worlds hang large in the sky, illuminated from the sides even in the evenings and mornings by the stray light of the Solar Throne. The Sky Wound cuts across the vault in livid orange, visible even in the daylight. The various rings of the inner and outer systems are likewise visible through moderate amounts of atmospheric haze. Travelers from other planes are often awed at the closeness of the Urezian bodies.

5.2 Luonerre

map of Luonerre

map of Luonerre

Luonerre is a land of political strife where the wars of the metaphysical seem a distant and unimportant historical detail. Most of Luonerre is tied up in the massive struggle between the Karkavian Empire and the Elseden Kingdoms as they vie for the expansive central nations and the vast resources they promise. Even the Kahanto lands of Kyorai have become little more than training grounds for martial artists deployed in the territory wars.

Geology: Luonerre is a world of enormous mountains the height of which boggles the mind. Each of the Great Mountains is the center of what was once an entirely separate continent-sized island. Now these mountainous continents are jammed together and pushing slowly against each other as the forces of the Ring Seas and Levity and Gravity jostle them around. Along the edges of the islands are wide valleys and ridges where subduction ranges are rising. While these new mountains are less tremendous in scale, they are new and rising rapidly.

Climate: Luonerre is the most diverse of the Four Worlds in terms of climate. Ocean currents push moist air in from spinward, leading to dense tropical jungles along the coasts of Karlgoz and Kanbav. The leading mountains create a vast rain shadow beyond which the valleys collect what little moisture passes. Wide fertile plains cover the center of the world, giving way to craggy slopes of the Great Mountains. Antispinward, chaotic storms follow in the wake of Luonerre, breaking on the coasts of Schedralon and Kyorai, where dense forests and jungles take advantage of the rains. Along the coreward edge are lands peppered with the hazardous magics of Dalbaz and its rings, while on the rimward edge the continents hang off the Ring itself, leaving them cold, dry, and inhospitable.

Physical Laws: Luonerre natives consider their world to be typical and normal of worlds, with no obvious physical laws that are unusual to the world itself. What many do not realize is that Luonerre inherently rewards the mighty and the powerful. Even as they sleep in their ancient burial vaults, the First Heroes yet reward those who prove themselves. In a literal sense, fortune favors the bold on Luonerre more so than anywhere else.


5.2.1 Karkavian Empire






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Regional History: Galkaf



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Cities & Sites Goltav Kanbav Barlkov Karlgoz Talgruff Elaseff

5.2.2 Elsden Kingdoms






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Regional History: Shansenne Kuloix Arsaky Farzanne Althun

5.2.3 Schedralon






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Regional History: Zuwilicur Kejulush Taen Cuela Vubarn Scholan Wiegor Uzadia

5.2.4 Kyorai






Plants & Animals:

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Regional History: Katutsu Kewyoka Tohewa Jho Hahua

5.2.5 Fenolle






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Regional History: The Harrowing Fields The Grand University Ajelum Cinders

5.2.6 Kazakon






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Regional History: The Plaguelands Underthrone Fallari Zaluri

5.3 Kanneum

map of dalbaz

map of dalbaz

Natives of Luonerre believe themselves to be the greatest warriors of Urezia. The stern, wizened clans of Kanneum would beg to differ. While Luons ignore the aftermath of the Shattering completely, Kanneans have the great evil god Uthaardu right at their doorstep. His minions and his actions have dictated the direction of civilization on Kanneum since all the way back to when the Planetary Hordes first arrived. Now, Kanneum is divided largely between those who stand and fight, and those who fall under the purview of Uthaardu's fiends.

Geology: Kanneum is not a single monolithic body like most worlds. It is instead a great swarm of islands and continents of different sizes, shapes, and compositions. Once, it was a spherical world like Dalbaz or Ramenath, but when the Planetary Swarm arrived after the Shot of Kloom, they tore the planet into rubble. Now, hardly any mortals are capable of surviving on the surface of the Quinum, the core left behind, and instead live on the many continent-like asteroids and great slumbering siege-beasts as they tumble together along the Ring Seas

Climate: Kanneum's leading edge, Wahan is a thick jungle of mist, fog, and haze. The savage and arcane lands of the Quinum follow just behind, pushing sea and ocean out of the way and leaving a wide rain shadow of desolate lands behind. These lands transition into more temperate and continental biomes until culminating in more dense jungles on the trailing edge. The rimward and coreward islands are so far from the thermal mass of the Ring Seas that they are polar in climate.

Physical Laws: Kanneans know that their World God, Nimelle, yet lives, because if she did not, all the millions of sky-islands and thousands of floating lands would drop right out of the sky. She alone is what keeps the swarm at bay and what keeps the land afloat. Unfortunately, she cannot watch all things, and occasionally the mountain-range-sized beasts of the enemy escape her control and rampage across the world. Other times, Uthaardu manages to tear away more of her protective planetary shell and casts it aside, making way for colonists to explore fresh and untold lands.


5.3.1 Quinum

The Quinum is, by definition, the most dangerous region of the entire plane of Urezia. It is the center of the fallout of the Shattering, and the locus of Azatyu power in the Four Worlds. Here, Uthaardu has battled Nimelle for more than 2670 years. In modern times, their battle is difficult to comprehend and visualize. Neither participant is easily visible to observers outside the Quinum, and the actions of both gods are so vast and momentous that the worldlet almost appears calm on the surface.

Cultures: There are very few people on the surface of the Quinum, and there are no permanent signs of civilization the way there are on other portions of Kanneum. There are no bastions or castles and few encampments. Though Uthaardu himself appears lethargic, many of his generals and lieutenants patrol the Quinum at his order, searching for weaknesses in Nimelle's defenses. These immense Azatyu demons take a special kind of pleasure in torturing anything or anyone they come across. There are still occasional expeditions to the Quinum from Haldronesh, Kargenosh, and Wagan in order to support Nimelle in her eternal battle, but these forces are often repelled by Uthaardu's most powerful minions.

Languages: Klest, Groth, Tharshy

Geography: The geology of the Quinum is speculative and unstable. The world-sized body of Uthaardu is integrated into the mass of it, along with hundreds of other enormous creatures that are constantly shifting, writhing, and clawing at each other. Below them somewhere is a core of ancient defenses that theoretically contain Nimelle, though none have heard from her in hundreds, if not thousands of years.

Because of this shifting, deadly landscape, regions of of the Quinum are mostly named for the beasts they are made up of. Because of the spherical nature of the planetoid, the chaotic features of the creatures' bodies, and the direction of gravity, the surfaces on which people and other beings can stand are limited and fractured. Encampments are made on the top sides of great spines and scales. Paths are scraped or cut into integumentary gaps, which often feature lethal gaps and crevices from which one can never escape. Almost as much of a threat as the Afernis that stalk the Quinum are the occasional giant claw that rises from "surface" to snatch the unwary.

Even though the Quinum is roughly level with the Broken Ring, the Ring Seas never touch its surface, boiling away in clouds of choking steams long before they reach the planetoid's equator.

Climate: The Quinum is hot. Not only is it fundamentally a cooling planetary core, but it is also heated from the sheer violence, friction, and magic of the arcane battle going on below. Eons of struggle have bathed the entire planetoid in noxious magics, evil weather, and caustic fluids. So terrible is this atmosphere that it infects all the nearby lands of Kanneum as well. Only the most involiable heroes can survive the onslaught of arcane forces.

The mystical and psychic component of Quinum's environment cannot be overstated. Even reasonably-well warded equipment and supplies suffer from high rates of wear, fatigue, and corruption. Powerful but unattended items sometimes become possessed of malign intelligence simply from the tides of energy radiating from the Quinum.

Clothing: Guests to this hellish wasteland universally wear the heaviest armor and stoutest magical wards available to them. Expeditions are often terminated simply because the group's gear has melted away due to the climate. Spells and enchantments ease the way, but they can never truly make one comfortable here. Even the Afernis who haunt the Quinum are afflicted by the corrosive nature of the place.

Plants & Animals: Aside from the demigod fiends that make up the lands, and the Afernis that inhabit them, the Quinum is nearly devoid of life. The only animals to be found are parasitic insects and imps that range from palm-top to horse sized. The only plants are leathery lichens and fungi that feed on the dead and the leaking blood of the land. It is theorized by some that if there were no expeditions to the Quinum, all of the surface life would die off.

Food & Drink: While the Azatyu feed on expeditions and parasites, the expeditions themselves are forced to bring their own supplies with them wherever they go. There are no bodies of water to drink from, the only animals that could be hunted are too hideous to be considered food, and the scraggly lichens are just as far from edible.

Professions: Because of the limited population of the Quinum, the professions among the expedition members vary wildly. Anyone with skills to contribute to the survival of the group is valued, so long as they are strong and durable enough to endure the tortures of the environment and the work that needs to be done. Stout soldiers, unstoppable berserkers, and zealous crusaders are valued, as are priests and other mystics of any sort. Rogues can easily find themselves out of their element with so few enemies to deceive. Rarely indeed are non-combatants convinced to come to the Quinum.


A Restrictionist artisan called [Jediath Klaslen] offers a tremendous sum of money to anyone brave and foolhardy enough to retrieve quantities of super-hard Azatyu scale. He intends to build weapons and armor of truly astounding power with the materials.

Operation Beachhead goes into effect. Soldiers, crusaders, and super-heavy knights from Haldronesh begin to move resources into play to establish an actual permanent colony on the Quinum.

Regional History: Zogooj Zidyuz Klutrum Dlan'u Pluom

5.3.2 Glaazig

The Planetary Horde has dissipated greatly since its arrival in 1779 SH, but even after almost four millennia of constant fighting, they still maintain a presence in Urezia. That presence is based in the vile land of Glaazig, close to their unseen leader Uthaardu, deep in the mantle of the Quinum.

Glaazig is a land built up on the largest single Azatyu creature in Urezia. It seems to be a vast, many-limbed dragon-like thing likened to the World Beast behemoths of Vutaaj, layered thickly with the detritus of eons of battle and exploitation. Though Uthaardu himself rarely deigns to interfere in the modern wars of Kanneum, many of his generals, lieutenants, and warbeasts are stationed in Glaazig, where his armies prepare relentless assaults and his chosen enjoy out luxurious lives of sadistic pleasure.

Cultures: The Horde makes up the vast majority of the population of Glaazig. Azatyu, Afernis, Orsta, and their slaves and parasites are found here in great number, but unlike in other areas of Kanneum, they are highly civilized. By some measures, the inhabitants of Glaazig are to be considered the quintessential nightfolk. They build dense cities and populate them with high towers, rambling castles, and baroque mansions. While the purpose of the nations of Glaazig are to support and spearhead the Azatyu war effort in Urezia, many of the denizens are much more interested in cementing their positions and acquiring more power for themselves.

There are a few small enclaves of non-Azatyu Urezians in Glaazig. All along the Spinward Coast, Wahan warships and pirates raid as far into the interior as they can, and there are a few tiny settlements on the far coreward islands that are isolated enough from the rest of Glaazig to have a small measure of autonomy.

Languages: Klest, Groth, Kahanese

Geography: Unlike the Quinum, Glaazig is not abhorrent to water. The great beast sleeps mostly under the waves of the Ring Sea that fills the space between the islands of Kanneum, with only the uppermost surfaces of its back, side, limbs, head, and tail breaching the waters. This provides a fairly large amount of space for development, and over the millenia sediment and vegetation have built up across the region, albeit harsh and somewhat inhospitable.

The parts of Glaazig that are not directly made up of the sleeping beast are a mixture of similarly dozing Azatyu sledge-creatures and the more usual stone islands. These regions support thicker foliage but are more spaced out and lower in profile. These outer islands make up the Spinward Coast, where rainforests and jungles are predominant.

Climate: Glaazig is known for its complex and violent weather. Arcane forces from the Quinum wash the antispinward side of the beast constantly. The spine of the thing blocks rain from spinward, helping to create the vast deserts of the Quinum, Haldronesh, and Kargenosh. But the leading, spinward edge is blasted routinely as typhoons wash over Wahan and into the Spinward Coast. All the while, the creeping cold of the ringless void chills the coreward islands, causing violent currents as it interacts with the heat of the Quinum.

Clothing: Glaazig fashion follows planar Azatyu culture more closely than any other, though styles change and shift in an anachronistic way because of the distances involved. Most Azatyu in Glaazig prefer to wear as fine of clothes as they can manage, a reminder to others of their power and prestige. These clothes are often of supple, exotic leathers and fine silks brocaded with precious metals. They prefer chaotic, angular, twisting styles that are said to be reminiscent of their homelands. While the generals often wear immense suits of spiky, swooping armor, the leaders enjoy large cloaks to protect their finer clothes from the violent weather.

Plants & Animals: Azatyu parasites are more frequently seen here than almost anywhere else, and to mundane folk such creatures are like unto demons themselves. These invasive species are far smaller and less dangerous than those found on the Quinum, but nevertheless are an endemic problem that the people of Wahan are constantly fighting to keep contained to Glaazig. Similarly, strangling vines and parasitic trees make up much of the foliage away from the Spinward Coast, making it hard for native fauna to subsist in the deeper parts of the region.

Food & Drink: As with most other things, the inhabitants of Glaazig emulate their Azatyu ancestors in cuisine. They enjoy spiced raw meats, succulent cooked fruits, and favor aged wines, much of which is imported from other parts of Kanneum at great expense.

Professions: Glaazig society is highly stratified, with administrators and aristocrats controlling all sorts of groups and small factions. Some lords focus exclusively on military power, favoring soldiers and berserkers, while others employ mystics or rogues to do their bidding from behind the scenes. While most of the population is Azatyu, the lords of Glaazig employ a remarkable amount of slave labor for day-to-day upkeep of their empires. Glaum, Hlaon, and Ortius lineages have served these lords since the war began, though foreign slaves, particularly madefolk and sunfolk make the most prized possessions. Despite the broad range of professions adopted by the Glaazig Azatyu, there are effectively no psychics among them, a fact that some are investigating through experimentation on live subjects.


Against all expectations, a number of former Glaum slaves have infiltrated the Glaazig, going once more into the service of Azatyu lords with a singular purpose: to free their comrades.

A massive typhoon has toppled one of the great castles on the Spinward Coast, leaving a power vacuum there that the Kahantoists of Wahan are desperate to fill with any anti-Azatyu agents that they can.

Regional History: Onggron K'mudj Gunzum Jidyuv Ilta

5.3.3 Haldronesh

The harsh lands of Haldronesh are known for the strength and determination of the people that live there. They are among the most stalwart defenders of Urezia in the Four Worlds, furiously guarding the antispinward and rimward border with the Quinum with their lives.

But life is not easy in the huge castles and battlements of Haldronesh. Not only are there constant Azatyu attacks and enemy agents to worry about, but the entire region of Haldronesh is defined by extraordinary levels of paranoia, fear-mongering, and propaganda. All parts of society are strictly regimented and controlled to prevent further damage from Uthaardu's spies and secret cults seeking to subvert Kanneum to his will. Constant vigilance is preached, and outsiders are unwelcome, to say the least.

Cultures: Though each of the eight juntas of Haldronesh are run separately and in their own specific way by their leaders, Haldronesh is defined as a region by the way these leaders control all levels of society. For thousands of years, Kanneum has been under assault from Uthaardu's minions, and men and women have stood against them in the shattered lands around the Quinum. What separates Haldronesh from the other regions is not really their military might, but the lengths they will go to prevent, discover, and destroy enemy agents. The juntas of Haldronesh have long shared technologies, magics, and organizational theories pertaining to authoritarian control.

The controlling, paranoid nature of the Haldronesh region means that it is constantly attempting to expand into the neighboring territories of Kargenosh and Gerham as well, claiming that these neighbors are a colossal security problem bordering on the dangers of Uthaardu's minions themselves.

There are inevitably sub-factions and secret groups in Haldronesh, where ironically, they are somewhat more frequent than in other regions. Some of these secret groups directly oppose the dictatorships, seek to fix them, or simply don't agree with their way of doing things. Others are actual cults and spy rings operating with the intent of destabilizing the various juntas' power.

Languages: Tharshy, Scholatz, Edriath

Geography: There are many sea islands and floating islands of large area in Haldronesh, but they are desolate places. The rain shadow of the Quinum covers most of Haldronesh, making life on the upper islands difficult indeed. The rimward edge has many islands that are so far from the Broken Ring that they are frigid places of ice and tundra held up only by ancient spells and withering artifice.

Climate: Haldronesh is blasted with dry winds from rimward and from coreward, as the air passes around the Quinum. Great cyclones and dust storms are a common occurrence here, to the point that the sky is rarely clear enough for one island to see another, except on the calmest of days.

Because the only water reaching Haldronesh comes from the Ring Sea in the wake of the Quinum, fresh water is an extremely valuable resource. Raw rain is usually tainted with dust and foul magics and must be purified before it can be used, which takes time and money that only the dictators can generally afford. This gives them another method to bring unruly areas back under control.

Clothing: Haldronesh clothing is more unified than one would expect of a series of disparate colonies from all over the Four Worlds. Simple cloaks evolved into ever-more specific wind-breaking garments. Cityfolk prefer lighter, more easily removed silks and have pioneered parasols for the evil rains. Folk further out from the cities prefer multiple layers, veils, and thick outer cloaks with large, clear markings. Indoor wear, when available, does bear resemblance to the original culture of the colony.

Plants & Animals: Many strange plants live in the deserts of Haldronesh. Cacti have evolved to store water condensed from the very air, and many others have wind-blown migratory cycles. Out on the rim there are some trees, but they are squat, tough things that are capable of weathering the windswept tundra.

Through a combination of the arcane forces emanating from the Quinum, the effects of terrible weather, and the presence of vicious extraplanar predators, the prey animals of Haldronesh have become wily, tough, and rare. Many hide in caves or have developed natural camouflage. Natural, local predators, such as jackals, snakes, and birds of prey, are also more rare and now occupy a middle ground between prey animals and the Azatyu creatures that stalk the wastes, though some new breeds have arisen from the mixing of both predatory groups.

Food & Drink: Haldronesh is a land of many cuisines and styles. Because of the close proximity of descendants from many cultures, there is great variety in preparation of food and drink. In the cities, there are restaurants catering to each of the different styles. Out in the wastes, whatever can be caught is prepared however one can. Wood is scarce so cooking is often difficult; drying meats and fruits is popular beyond the services of cities or villages. A great amount of food is also imported from the breadbasket regions of Gerham and Arzur at varying levels of expense.

Professions: A vast portion of folk in Haldronesh are military professionals in some way or another. All the colonies stem from mother-cultures that sent missions against Uthaardu, and over the years those colonies have evolved into self-sustained war machines against the Quinum, for which warriors are constantly


Regional History: Zarzy Ulrorum Ransu Lenthu Dietz Akrios Uzotreta Volrulia

5.3.4 Wahan


Languages: Kahanese, Lozi, Vaña




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Regional History: Hanokuhua Reikudai Ahitung Syuzu Liju

5.3.5 Kargenosh

The Warlands of Kargenosh Cultures:

Languages: Ortian, Klest, Tharshy,




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Regional History: Ralia Urdlod Sarotia Aldion Nadoon Dlamuugh

5.3.6 Gerham


Languages: Scholatz, Tharshy, Klest




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Regional History: Vogier Gabarn Balus Subralia

5.3.7 Arzur


Languages: Klest, Groth, Tharshy




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Regional History: Gutak Kezotanne Erdaon Orcia Cvog Mabyuth Gzig Kran Nicoom

5.4 Khrosadalt

map of khrosadalt

map of khrosadalt

Khrosadalt shares more in common with the titan jungles and goliath-filled caverns of Vutaaj than it does with the other worlds of Urezia. Here, people are vastly outnumbered and overpowered by the native animal and plant life. Khrosadalt is a world for behemoths, not for mortals. Still, there are fearful people who do call this world home, and they are some of the most tenacious and stubborn folk in Urezia.

Geology: Khrosadalt is a world that was never meant to be in Urezia. It began thousands of years ago when a vine sprouted through an ancient gateway between the planes, then rapidly overcame all obstacles in its way. Now it is a world-sized agglomeration of different biological environs, each biome filled with the barbarous foliage and fauna descended from those distant monstrous worlds. Most of the land (if it can be called that) is dirt and substrate packed between the ever-growing, kilometer-thick roots, branches, and vines of some great tree or another. They interlock, arch, and push against each other in a slow war of growth that may eventually consume all of the Four Worlds regardless of what the Azatyu and Izovel have to say about it.

Climate: Nearly all of Khrosadalt's surface is some form of jungle or another. The waters of the Ring Seas wash deep into the mangrove caverns below and are pumped thousands of miles inland to provide moisture to what would normally be dry, dead reaches too far from the Ring to survive. At the edges of the Ring, however, there are stretches of Khros Vine that reach far beyond protection and are withered from the void.

Physical Laws: Khrosadalt has profound effect on those who live there. The flesh of the Khros Vines and the sap of their wood is an elixir of vitality and health. Drinking from bodies of water, eating the meat of animals harvested here, these things bring great vigor, but also cause the weak of will to lose their minds. Savage ferocity takes over and soon the call of the deep jungles is too much.


5.4.1 Brasriech






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Hooks Blovrel Viebakh Blazukan Goval Sugu

5.4.2 Krujekath






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Hooks Bar-Krudoch Khluzoth Casan Sebuzacieth

5.4.3 Siedax






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Hooks Gozel Cezult Ajaartu

5.4.4 Bajien






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Hooks Graliu Velrebug Gurn Teletius Talagia Zoludius

5.4.5 Zegon






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Hooks Jakun Kuzuth Kiel-Drulan Xaezia Tajabel

5.5 Dalbaz

map of dalbaz

map of dalbaz

map of dalbaz

map of dalbaz

Dalbaz. The very word is synonymous with ruin and cataclysm. The rended, fractured shell of it hangs like a corpse in the sky of the ring worlds. Almost none live here by choice, though many come to discover the lost secrets it is reported to hold. It is said that before The Shattering, it was home to the great Zhuthu civilization of the Lesca, who's magic could stand against even the gods themselves. Scavengers search the rings and the shells for the barest fragment of these powers, selling their findings to clients across the rest of the cosmos.

Geology: Dalbaz was once a large spherical world spinning at the center of Urezia. When the Kloom's shot arrived, it vaporized two other orbiting planets and still hit Dalabz (then called Zhuthu) with enough energy to knock its core free of the mantle, which now orbits the shell under the name of Kancaaru.

In a certain sense, the Dalbaz system is still the most geologically active body in Urezia. Its rings spin three times a year and provide constant agitation for the debris they carry. The shells themselves are also loosely attached, and only by virtue of the tremendous World Chains does the entire thing keep from flying apart. On the other hand, the various parts are all cool and cinder-like, with no more internal heat to drive tectonic change as happens in Luonerre. The action of Dalbaz's lithosphere is almost entirely kinetic in nature.

Climate: Almost all parts of Dalbaz are arid, scorched, and lifeless. There is precious little water to be collected as most of it was boiled away in The Shattering. Instead, weather is mostly caused by the toxic, dangerous magics of Kancaaru as it travels around the shells, emitting waste energy through its orange glow. Strange forces and materials cascade down from these energies as they interact with other forces, leaving unusual and highly-localized weather phenomenon everywhere.

There are a handful of more hospitable climates in the system. On the Inner Ring, just before Kancaaru, there is a region of mist and fog that has given rise to odd floating forests. Scavengers have been carving terraces into the top side of Nyoro for generations in an attempt to farm it. Below, on Gandav, there is a small sea where water has collected in the nadir of the shell, but the territory bordering it is fought over savagely.

Physical Laws: It is assumed that whatever forces that kept Zhuthu intact and functioning have long since bled away. Now, Kancaaru orbits the shells, constantly bombarding them with caustic energies that lead to all sorts of strange powers, beings, locales, and events. This effect even ranges to the coreward boundaries of the ring worlds as well.


5.5.1 Harkaz






Food & Drink:

Regional History:


Hooks Yushiryu Talgash Hanhar Kortov Ukorides Ata Argius

5.5.2 Tolbaz






Food & Drink:

Regional History:


Hooks Tosarej Duz Kiuñe

5.5.3 Kancaaru






Food & Drink:

Regional History:


Hooks Vellnes Jerñan

5.5.4 Gandav






Food & Drink:

Regional History:


Hooks Dewnís Vanis Charnas Dérnis Ivakis

5.5.5 Nyoro






Food & Drink:

Regional History:


Hooks Jyuno Ryji Lizyo Borñélle Fion

5.6 The Solar Throne



Physical Laws:


5.6.1 Exavav

5.6.2 Kazek

5.6.3 Kivla

5.7 Lost Ramenath



Physical Laws:


5.7.1 Xaradi

5.7.2 Ijilodia

5.7.3 Laparchia

5.7.4 Lagotius

5.7.5 Algius

5.7.6 Azilidius

5.8 The Sky Wound



Physical Laws:


5.8.1 The Star Storm

5.8.2 The Maw of the South

5.8.3 The Wound Itself

6 Classes of Beings

Lore Level: Mysterious

In the Grand System of the Cosmos, Schuladan Tedes describes a way of categorizing all life in the multiverse based on traits and subdivisions. At the highest level, life is divided into two basic categories: Mortal and Immortal.

6.1 Mortals

Mortals are beings in which the matter, or physical portion, asserts dominance over the spiritual portion. These sort of beings are tied to their bodies, and it is the death of the body that leads to the end of life. In almost all instances, these beings have finite lifespans, as a body of physical flesh is fundamentally limited.

6.1.1 Peoples

Lore Level: Common

People, Tedes defines, are mortal beings that naturally agglomerate into cultures. The size, complexity, and advancement of the culture matters little, but the defining characteristic is eusociality.

In Tedes's original work, people were not divided into the modern folk categories that are in use today, but rather into divisions based on heritage, origin, and biological traits. This was confusing even to advanced scholars, because it implied that some peoples are more closely related to immortal beings than other people and that there was some second-level organization running counter to his original thesis.

Thorough examination of monster phylogeny reveals that there are a few classes that technically meet the eusociality criteria, which has led to the recent addition of another: communication. This further differentiates people from monsters that form hordes, swarms, and packs.

For more information about the peoples of the mutliverse, see the Folk & Races chapter.

6.1.2 Monsters

Lore Level: Mysterious

Monsters are mortal beings that abhor culture and shun large groups of their own kind. Many of these creatures are considered savage and hostile to people, as well as other beasts and monsters.

Monsters are divided up based on what plane they hail from. While many creatures share similar outward attributes, planar boundaries often indicate slight but important biological differences, even between creatures that appear superficially similar. Vutaajians Behemoths Giants Tanglers Izreshak Fildr Asodians Burrowers Elementals Tryd Fungi Kersrusians Worldminers Predaliths Azatyu Antispirits Corruption Mawlings Parasites Twisted Izovi Dragons Manyness Yohi-Tai Duplicators Enchantlings Urezians Abominations Weapons Alazon Advents

6.1.3 Beasts

6.2 Immortals

6.2.1 Gods Planar Gods World Gods Gods Demigods Minor Gods

6.2.2 Spirits Ghosts Incarnates Paper Spirits Dream Riders

6.2.3 Accursed High Orsta Low Orsta Wartorn Soulbound

6.2.4 Colossi Ascended Loci

6.2.5 Horrors Amoebids Golems Inner Flame Devourers Unmind

6.3 Void Denizens

6.4 Abominations

Abominations are strange entities consisting of both Void and Firmament. Their torturous existences are inherently contradictory and they are usually trapped at the boundary between the Planes and the Seething Void. While many beg for release from their horrible situations, few have peaceful intentions. Many are twisted and hateful creatures, wishing nothing more than destruction of the system that allowed them to be brought about.

6.5 Individuals

6.5.1 Living Nine Sky Dlyunig Zida Assault Magister Lizel Crownless King King of the Crownless

6.5.2 Deceased Schuladan Tedes

Descriptive Scholar of Life in 525-534 CR Wahata Ti Makito

Designer of the Great Calendar in 588 CR Volkolt Ziakach

Thief who stole the Hammer of Igrizas Biel-Tlakron

Famous Smith

7 History

7.1 Assembly Epoch

Lore Level: Cosmic

7.1.1 The Vakma Wars

7.1.2 The Age of Hate

7.1.3 The Fall of the Old Worlds

7.1.4 The World Forging

7.1.5 The Age of First Heroes

7.2 Time of Many Rings

Lore Level: Esoteric

7.2.1 The Nexus

7.2.2 The Iron Governance

7.2.3 The Age of Constructuion

7.3 The Shattering

Lore Level: Mysterious

7.3.1 The Early Shattering

7.3.2 The Celestial War

7.3.3 The Age of Cleansing

7.4 Chain Reckoning

Lore Level: Common

7.4.1 The Age of Glory

7.4.2 The Time of Hunger

7.4.3 The Industrial Advancement

8 Cosmology

Lore Level: Esoteric

Cosmology refers to the metaphysical environment of the universe. This chapter describes the fundamental laws of existence, the worlds beyond Urezia, and the strange beings beyond mortal experience.

8.1 Laws of the Multiverse

The multiverse of Gigaspell features two basic types of metaphysical constraints, Cosmic Laws and Artificial Laws. Cosmic Laws are fundamental to the functioning of the cosmos. From these, the Common Laws arise.

8.1.1 Common Laws

Lore Level: Common

For the vast majority of people in the worlds of Gigaspell, these are the "fundamental" laws of the universe. Though they may be different from World to World and from Plane to Plane, nearly all inhabitants understand these rules implicitly. Few if any understand how these Laws work, but their existence is not in question. Large Scale Structure

Local places are not the limit of experience. Worlds exist and contain places, connecting them together naturally. Another way to see this law is to say that the World exists whether or not one can see it. From a far enough distance, even entire Worlds are visible at once, becoming a single "place." Gravity

Almost all Worlds and almost all places on those worlds experience Gravity in one way or another. It may be local to the surface of the world, or it may be directed at some distant point below the ground, but it is usually roughly perpendicular to the surface of the World, at least in places. Magic

Magic exists in many forms, allowing for many powers and occurrences that would normally be impossible. Delineating magic from the nature of a place or thing can be difficult, but it generally follows a set of laws distinct from the physical world. There may be many such systems in a given world, as is often the case.

Magic may be seen as a boon or a curse depending on the culture in question. Some consider life-altering magic abomination, while others consider fire magic the tool of dark gods. Technology

Technology is distinct from magic in that it follows the inherent system of rules of the physical world. Many forms of technology are possible, at many different levels of advancement, often depending on the world, region, and culture in question. Some technologies are shunned, as are certain magics, by some cultures. Other cultures utterly depend on certain technologies for their survival. Nature

People are capable of changing a great many things about the world around them, but world itself changes as well. A city left in ruins will eventually be reclaimed by vegetation. Great monoliths wither away to sand over eons. Rivers twist and turn, mountains rise and fall, and weather scours the world.

For the most part, it takes many people a lot of time and effort to change the nature of a place, but it is possible, and it is happening constantly. What was once a deep forest may become a tremendous city, but in the wake of the city's fall, the land may refuse to grow trees again, such is the effect of people on the world.

8.1.2 Cosmic Laws

Lore Level: Cosmic

Cosmic Laws are the rules governing existence itself. In general, mortals scarcely even realize these laws exist, because they are so bound up in the more local Artificial laws of their worlds.

These laws are inherent in every aspect of the cosmos, in every Plane and World. There is nowhere that these laws fail to be true, and so they are considered the fundamental rules of the Multiverse. Agency

The single most fundamental Law is that of Agency. The Multiverse is divided between things with Agency, and those without. Things without Agency inherently bend to the will of things with it, and in fact, without the fundamental Agency of the Multiverse itself, there would be nothing else.

Agency is often synonymous with soul, spirit, and intelligence. Things with Agency are able to form thoughts, and many of them are capable of feeling. It the ability to form thoughts that grants something power. The more vast the Agency, or soul, the more powerful.

Agency spans a nearly-incomprehensible scale from creatures with barely a sense of self to those that can shape the physical world around them to beings capable of manipulating the local Laws around them to their will. Firmament

Firmament refers to the primary stuff of existence. In a way, it can be considered to be the material of possibility. Planes are made up of Firmament. Mortals misunderstand this to mean that Worlds are made of Firmament, and that Space is the Void, but this is not so. Space is also Firmament, by virtue that it is capable of holding things the same way that the area above the ground is. Firmament is simply "what is and what can be." Void

Void is the opposite of Firmament, the absence of existence, what is impossible and cannot be. Abhorrent to Firmament, few beings (even among the Gods themselves) ever experience true Void, though the Seething Void beyond the Planes is full of its own type of bizarre Agency. Dominion

Dominion is the fundamental power of Agency. Dominion is the scope of control that a soul asserts around itself. It includes the self as well; many beings with Agency are capable of introspection.

Dominion is asserted by a being with Agency through whatever substrate it finds itself in. For World Gods, this is Firmament itself. For lesser deities, this is usually the substance of their home Plane. For mortals, it is the physical world around them.

Dominion gives rise to the Common Laws discussed earlier. Planar Gods permit certain possibilities within their Planes, and World Gods fashion those possibilities into physical artifacts around themselves, binding them together and administering them using Laws of their own creation. This is the origin of the Common Laws. Transformation

Transformation refers to the ability of things to change, not just in form and shape, but in all aspects. Metaphysically, moving from one Plane to another is just as much of a Transformation as is growing older or learning something new. Transformation is fundamental to Agency, because without the ability to change, a soul could not (by definition) form thoughts. Opposition

Opposition is a meta-attribute that pops up in many contexts in the Multiverse. Many traits are "balanced" in that there is a positive and negative form of them. This is most apparent in the distinction between Firmament and Void, though it is also familiar to mortals in the form of the Alignment Axes.

Though there is nothing inherently special about elements with Opposition, there are often paragons of either side of the scale. For example, there is no Plane of Good precisely, but Izovel is home to worlds where goodness flourishes, just as Azatyuth is home to worlds where evil is rampant.

8.2 Structure

Lore Level: Cosmic

The true structure of the multiverse (and indeed, the fact that it is a multiverse and not a universe) is essentially unknown to mortals. People have been looking up at whatever sky they find themselves under in wonder since time began, and still only a scant handful have uncovered the truth. This section provides that truth, the parts and functioning of the cosmos.

8.2.1 The Multiverse

All planes and worlds of Gigaspell are contained in a complex Multiverse. This cosmological space encompasses not just what is and what can be, but also what is not, and what cannot be. By definition, there is no "outside" of the Multiverse. It cannot even be said that there is "nothing" outside of it, because there cannot actually be an outside in the first place.

The Multiverse is divided into two classes of metaphysical space: Planes and the area outside and between them, called the Seething Void. Planes are substrates where existence can occur. The Seething Void is the opposite of this, where nothingness and impossibility reign.

There are also two classes of beings inhabiting Multiverse directly. The first class of entities are bizarre collusions of possibility and impossibility, trapped by their nature from entering either the Planes and too real to exist solely inside the Seething Void. The second class is limited to a single, unimaginably expansive being called the Overgod.

8.2.2 Overgod

The Overgod is not so much a being that inhabits the strange substrate of the Multiverse as it is the substrate itself. The Overgod is one and the same with the multiverse, the fabric of rules that allow existence and non-existence to take place. Another way to look at the structure of the Multiverse is to see it as the Dominion of the Overgod, which includes itself.

The Overgod determines these rules and sets the system, though to say that it interferes rarely is an understatement. Even the oldest of the Planar Gods scarcely remember changes in the fundamental system, though this might be an artifact of those same changes.

Communicating with the Overgod is likewise essentially impossible. Or to be more accurate, one is always in contact with the Overgod, but it does not communicate back directly. The Overgod's existence is a Cosmic mystery even to the Physical Gods of the worlds below.

8.2.3 Planar Gods

Planar Gods are beings that hold Dominion over an entire Plane. Their power is extraordinarily vast, allowing them to determine what is and what is not within the framework of the Multiverse. Their Dominions are the fabric of what mortals would consider "reality". Within their Dominions, they are the final arbiters of possibility and existence.

Their forms within the context of their Dominions are radically different from each other. Some hold their Dominions inside themselves, such that those on the Plane they administer cannot possibly see the physical form of the God except in the way that one sees the Overgod in all things. Others dwell within their Dominions like a creature in a den, drawing matter and energy around themselves for their own inscrutable reasons.

Whatever their reasons, the Planar Gods are the antecedents of the Planes; without these beings, the Planes would not exist. In the hypothetical that a Planar God were killed, their entire Dominion would come apart at the seams, possibly collapsing messily back into the Seething Void before ceasing to exist entirely.

8.2.4 Planes

The Planes are individual universes of existence. They contain only that which is; by definition, that which is not cannot be inside the bounds of a Plane. Each of these spaces is conceived, operated, and maintained by the Planar God who calls it Dominion.

Planes can have nearly any sort of physical laws, restrictions, or possibilities within them. Many of the Planes that mortals live on or visit follow the same general rules of existence, permitting life to be Transformed between them with comparative ease. These rules form the Common Laws of that Plane.

Planes generally contain a handful of Worlds, separated and bounded by Space in the an analogous manner to how the Planes are bounded by the Seething Void. The Worlds themselves are manifestations of powerful beings that existed in the early epochs of the Plane. Each of these Worlds may be drastically different than others even in the same Plane, though they will generally follow the same Common Laws as dictated by the Planar God.^[It should be noted that though Gigaspell includes descriptions for many Planes and their worlds, the nature of the Multiverse indicates that there is always room for more. As a Game Master, you are more than welcome to create your own Planes and Worlds.

8.2.5 Seething Void

The Seething Void is what separates Planes from each other in the domain of the Multiverse. It is known to mortals only by the apparent fact that the Planes do not touch each other at their boundaries, and even then only rarely conceived by mortal minds.

The true nature of the Seething Void is complicated and contradictory. By definition it is what does not and cannot exist. Nevertheless, it contains many things that do not fit into the Planes, and some of these things are can be said to have Souls in that they are sentient and capable of emotional responses. These Void Denizens are, by their very nature, abhorrent to the Planes, and sometimes become their greatest enemies. Other times they are content with their own bizarre wars over vast galactic clouds of impossibility. But because they have (or are) minds, they can sometimes communicate or interfere with existent beings. A rare few have even Ascended to a strange sort of Godhood, creating their own planar Dominions of strange possibility.

8.2.6 Planar Topology

Astute observers will notice that the map of the planes and their worlds is connected in a strange way, seeming to loop horizontally but not vertically. The nature of the Planes is that they tend to travel outward in the substrate of the Seething Void over time. They are interconnected by Gates and symbolic links in a rough, ever-expanding sphere. Were one capable of traversing the Seething Void, as well as navigating there, one might be able to track deeper in time to find the ancient, preliminary worlds of primal stuff that predate all modern universes.

8.2.7 World Gods

World Gods are the most powerful entities that mortals have a chance of knowing about. Though they are shrouded in myth and legend and buried in ancient histories, they are sometimes integrated into modern pantheons as creator gods or other high-level figures. Generally, however, they are not active participants in modern activity, except in very rare cases.

8.2.8 Worlds

Worlds are the largest divisions of existence that mortals frequently travel. Each World is generally an enormous agglomeration of several different types of material. Most Worlds accrete around World Gods as a matter of course. These early proto-worlds are formed and shaped by World Gods themselves as well as eons of conflict and change taking place in the Plane. Some worlds are sundered husks, others are clouds of tiny planetoids, others still are the slow collisions of titanic elemental energies. They can take almost any form the World God wants, though most of the most of the important ones are at least passingly habitable by mortal life.

Few Worlds are even close to spherical, as only the most diligent and obsessively mathematical of World Gods even attempt such things. Other worlds take other forms depending on the Laws and whims involved. Some are open shells where gravity points outward instead of inward. Others are stacked like a precarious heap of plates where the entire world has the same down direction. Others still are sculptural affairs crafted of molten stone and vast ocean, where gravity is a prearranged affair, specifically designed into the system to provide interesting places for civilizations to rise and fall.

8.2.9 Celestial Bodies

Any object in a Plane that is not a World is considered a Celestial Body. These objects usually lack World Gods, though some are similarly composed around lesser deities. Most often they are artifacts crafted by World Gods or (more likely) Planar Gods. Others were created incidentally by the forces set in play by these gods. Others still are remnants of long-dead worlds or even the gods themselves.

Moons and stars are often artifacts crafted to give the mortal inhabitants of a World or Plane some benefit, such as a methods for reckoning seasons or providing important tides. Unfortunately, it is often very difficult for mortals to tease out the Laws at work behind these objects, making it hard for them understand the Laws of the Celestial Bodies.

8.2.10 Space

The Planes themselves are mostly full of possibility empty of actuality. This Space separates the celestial bodies of that Plane and is usually empty of other objects aside from celestial bodies or Worlds. In most Planes, Space is empty of air and brutally cold, making it completely inhospitable for most forms of life.

8.2.11 Gods

Most of the beings that are worshiped by mortals are simply called "Gods." While they are still below World Gods in terms of power, they are far more likely to interact with mortals, and thus make up the bulk of the various pantheons that mortals construct religions around.

Directly or indirectly, Gods control wide Dominions that often encompass a significant portion of a World. A purely physical God would control an entire region, where a more ethereal god might have Dominion over an emotion or type of event. Extremely powerful Gods have such diverse and expansive Dominions that they may appear to be creator deities themselves.

Unlike nearly all ranks of deity above, these gods are somewhat communicative, receiving and sometimes actually granting prayers. The methods and frequency of their communications vary between individuals and are often integrated into the religions that worship them. It should be noted, however, that contrary to mortal belief, the Gods are independent of worship, as are all other types of God. It is their Dominion that defines them and grants them power.

Some Gods are are physical in nature, residing in inaccessible regions of their World, while others are non-physical, existing more as a force inhabiting the World itself. Because of how diverse their powers and natures are, few generalizations can be made about them aside from the relative scope of their Dominions.

8.2.12 Demigods

Demigods are less potent than the Gods, but nevertheless possess sizable Dominions. If a God's dominion is roughly the scope of a region, a Demigod's Dominion is more on par with a nation.

Demigods are sometimes created by the God or World God, with or without a specific purpose. Some are more accurately the "children" of other gods, left in the world to grow their powers and expand their Dominion.

Some Demigods are members of religions and pantheons, while others are more akin to heroes of legend, traveling from place to place on their own quests.

8.2.13 Minor Gods

Minor Gods are tiny immortals who's Dominion is little more than a single site. Some are bound to a location either by magic, by their nature, or their own stubbornness. While small, they are still immortal and many can grant small miracles or perform acts for those who visit them. When known, they are often venerated by local populations.

8.2.14 Gates

While travel between physical regions is a fairly straightforward matter of transportation and navigation, traveling between Planes and distant Worlds is substantially more difficult. These distant locales are separated by much more difficult barriers. Space is devoid of air and escaping the gravity of one World can be a challenge only solvable by powerful nations. Beyond even that, the nature of the Planes as self-contained universes makes it inherently impossible to move from one to another. But there are ways of traversing the cosmos.

In Planes where the Worlds are comparatively close, there are sometimes ships that cross the gulf of space from one to another. Where they are even closer, there are sometimes physical links, like preposterously-large bridges, threading the Worlds together. Others still are connected by magical fields, beams, or portals.

Traversing the Planes is even more difficult, requiring power capable of forging links across the Seething Void. Most of these Gates are unimaginably ancient, though new ones are sometimes forged during stellar wars and great exoduses. The endpoints of these Gates are usually easy to spot, usually being of monolithic construction and emitting immense power as a matter of course.

8.3 Distant Planes and Worlds

8.3.1 Vutaaj Tazubach Dronool Azulga

8.3.2 Damélle Tanuelle Graum-Broon

8.3.3 Kesru Zalareken Ezolta Igrizas

8.3.4 Izovel Avraku Iajul Sarglomath Adrois

8.3.5 Azatyuth Ghranic Naraluu Kteb

8.3.6 Yohiyukaru Ihukuwatahei Kehan Ivulgu

8.3.7 Asodia Degarna Schetrebach

8.3.8 Ophidion

8.4 Ancient Artifiacts

Lore Level: Esoteric

9 Game Mastering

Lore Level: Special. Players should avoid this chapter unless they're planning to run the game themselves.

This chapter is all about giving you, the Game Master, tools to run an entertaining game in the world of Gigaspell. As with other areas of the book, there are no stone-tablet-engraved commandments here, only advice. We present a number of different options for each need, so that you can hopefully find a mixture of methods that works just right for you and your group.

9.1 Setup

9.1.1 Selecting Themes

9.1.2 Selecting a System & Adapter

9.1.3 Assembling the Party

9.1.4 Format

Gigaspell doesn't care about the specifics of how you run your story. One of the meta-rules, after all, is "Your Game." You can choose to run the game without rules at all, in GURPS without a System Adapter, or using the basic Brevity rules. You can run your game online through a virtual tabletop, in person every week, or just as a one-shot at a convention. Play by mail, or email, or Twitter messages, if that's what suits you and your group.

9.2 Conflict at All Levels

9.2.1 Culture Conflicts

9.2.2 Religious Conflicts

9.2.3 Faction Conflicts

9.2.4 Entity Conflicts

9.2.5 Nature Conflicts

9.3 Story Structures

9.3.1 Linear Narrative

9.3.2 Opposition-Driven

9.3.3 Player-Driven

9.3.4 Backstory-Driven

9.4 Planning Method

9.4.1 Fractal Method