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### The World


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- Called “The Nexus” due to it being in the center of the Planarverse.
   
- The full moon, or Fool Moon, effects living creatures.  It makes them less inhibited, causing rowdiness and even violence.  It also makes alcohol and other mind altering substances more effective.
   
- A ludicrously large Purple Worm sleeps in the center of the planet, when it wakes up many of thousands of years from now the planet will burst apart.
   
- When particularly potent or concentrated, magic has the ability to corrupt the area around it causing lasting and unpredictable distortions to the plants, animals, land, and even the behavior of physics in the area.
   
- If not cremated or otherwise destroyed humanoid remains will become undead.  The time it takes for this to happen varies greatly, as does the behavior of these spontaneously risen undead.
   
- All the True Giants mysteriously disappeared from the world many thousands of years ago and none have been seen since.
   


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### Alorea/Kippel
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- Alorea is the continent, Kippel is the country which spans all of Alorea.
   
- Temperate continent. 5 very different kingdoms forcefully unified under the Kippelian empire by High Lord Kip.
   
- Yugoloth Conditional-Citizenship Contract (YCC)- Allows Yugoloths to freely work and reside in Kippel.
   
- Currently at war with the Thalassic States. The Thalassic States are blocking Kipellian trade with Calinem.
   
 
 
 
 
### Races of Alorea
 
Hominids:
 
- Dwarves- Stout and hardy hominids that value tradition.
   
- Elves- Long lived and magically inclined, often perceived as snobby.
   
- Gnomes- Small energetic tinkerers focused on progressing technology and society.
   
- Goliaths- Big hunters that live almost exclusively in the harsh tundra of southern Frossik.
   
- Halflings- Drifters descended from gnome/dwarf mixes, adaptable.
   
- Humans- Shortest lived hominids, ambitious and emotional.
   
 
Ranae:
 
- Bullywugs- Toad folk. Bulky, power hungry, and rude.
   
- Grenguin- Frog folk. Free spirited and hospitable.
   
- Grung- Dart frog folk. Territorial and uncivilized.
   
 
Exotic Races:
 
- Tieflings- Born of a mortal and a fiend (usually a Yugoloth).
   
- Warforged- Intelligent golems designed for fighting and servitude, only recently recognized as people.
   
- Yugoloths- Fiends for hire, immoral and greedy.
   
 
 
 
 
### Kippelian Kingdoms
 
- Koble- Contains the nation’s capital city, which is largely populated by Kippel’s most elite.  The rest of the kingdom is largely governed by crime families.  Koble is also regularly threatened by barbaric anti-state tribes.
   
- Yamen- The empire’s melting pot, ideal for adventurers and unusual folk. Prominent anti-empire sentiment.
   
- Zagis- Oldest kingdom. Home of the Zagis Institute of Magical Sciences, the most advanced magical organization in the Exuvia. The bulk of the country’s territory is horribly corrupted as a result of thousands of years of experimentation by the ZIMS.
   
- Tekk- Mostly comprised of swamplands with a few walled-off metropolises. These cities are the most modernized and technologically advanced on the planet, the rest of the swamps are unsettled save for the territorial Grung tribes.
   
- Frossik- Harsh tundra to the south.  Only a member of the Empire in name and the least effected by The War. The tribes there are deeply entrenched in tradition, most of which stem from the extreme practices necessary to live in such an unforgiving environment. Rich in frossite, a rare metal that is both strong and magically conductive.
   
 
 
 
 
### Kippelian Pantheon
 
- Prime- Clockwork god of order and creation.
   
- Valor- Sun god of bravery and heroism. Official patron deity of the Kippelian Empire.
   
- Ardent- Compassionate god of peace and forgiveness.
   
- Verdant- Bountiful god of plants and animals.
   
- Unguis- Wild god of hunters.
   
- Philomath- Scholar god of knowledge and wizardry.
   
- Current- Storming god of progress.
   
- Vista- Illusive god of art and dreams.
   
- Roue- Drunken god of debauchery and mischief.
   
- Egress- Ashen god of cremation.
   
- Brumal- Stalwart god of frost and tradition.
   
- Ictus- Blood god of tyranny and conquest.
   
- Umbra- Shadowed god of crime and conspiracy.
   
- Mellifer- Cursed god of undeath.
   
- Dystrophy- Idiot god of chaos and destruction.
   
 
 
 
 
### Other Continents
 
- Calinem- Jungle continent populated by several nomadic tribes of beast and bird folk.  World leaders in alchemy and chemistry.
   
- Sakhiin- Desert continent, very rich in jewels and precious metals. Populated by reptilian and insectoid races. Dominated by the Yuan-Ti, serpentine slavers.
   
- Thalassic States- Mysterious underwater nation or nations populated by aquatic races.#Planes

Revision as of 22:36, 24 August 2026

      1. The World

- Called “The Nexus” due to it being in the center of the Planarverse.

- The full moon, or Fool Moon, effects living creatures.  It makes them less inhibited, causing rowdiness and even violence.  It also makes alcohol and other mind altering substances more effective.

- A ludicrously large Purple Worm sleeps in the center of the planet, when it wakes up many of thousands of years from now the planet will burst apart.

- When particularly potent or concentrated, magic has the ability to corrupt the area around it causing lasting and unpredictable distortions to the plants, animals, land, and even the behavior of physics in the area.

- If not cremated or otherwise destroyed humanoid remains will become undead.  The time it takes for this to happen varies greatly, as does the behavior of these spontaneously risen undead.

- All the True Giants mysteriously disappeared from the world many thousands of years ago and none have been seen since.



      1. Alorea/Kippel

- Alorea is the continent, Kippel is the country which spans all of Alorea.

- Temperate continent. 5 very different kingdoms forcefully unified under the Kippelian empire by High Lord Kip.

- Yugoloth Conditional-Citizenship Contract (YCC)- Allows Yugoloths to freely work and reside in Kippel.

- Currently at war with the Thalassic States. The Thalassic States are blocking Kipellian trade with Calinem.



      1. Races of Alorea

Hominids:

- Dwarves- Stout and hardy hominids that value tradition.

- Elves- Long lived and magically inclined, often perceived as snobby.

- Gnomes- Small energetic tinkerers focused on progressing technology and society.

- Goliaths- Big hunters that live almost exclusively in the harsh tundra of southern Frossik.

- Halflings- Drifters descended from gnome/dwarf mixes, adaptable.

- Humans- Shortest lived hominids, ambitious and emotional.


Ranae:

- Bullywugs- Toad folk. Bulky, power hungry, and rude.

- Grenguin- Frog folk. Free spirited and hospitable.

- Grung- Dart frog folk. Territorial and uncivilized.


Exotic Races:

- Tieflings- Born of a mortal and a fiend (usually a Yugoloth).

- Warforged- Intelligent golems designed for fighting and servitude, only recently recognized as people.

- Yugoloths- Fiends for hire, immoral and greedy.



      1. Kippelian Kingdoms

- Koble- Contains the nation’s capital city, which is largely populated by Kippel’s most elite.  The rest of the kingdom is largely governed by crime families.  Koble is also regularly threatened by barbaric anti-state tribes.

- Yamen- The empire’s melting pot, ideal for adventurers and unusual folk. Prominent anti-empire sentiment.

- Zagis- Oldest kingdom. Home of the Zagis Institute of Magical Sciences, the most advanced magical organization in the Exuvia. The bulk of the country’s territory is horribly corrupted as a result of thousands of years of experimentation by the ZIMS.

- Tekk- Mostly comprised of swamplands with a few walled-off metropolises. These cities are the most modernized and technologically advanced on the planet, the rest of the swamps are unsettled save for the territorial Grung tribes.

- Frossik- Harsh tundra to the south.  Only a member of the Empire in name and the least effected by The War. The tribes there are deeply entrenched in tradition, most of which stem from the extreme practices necessary to live in such an unforgiving environment. Rich in frossite, a rare metal that is both strong and magically conductive.



      1. Kippelian Pantheon

- Prime- Clockwork god of order and creation.

- Valor- Sun god of bravery and heroism. Official patron deity of the Kippelian Empire.

- Ardent- Compassionate god of peace and forgiveness.

- Verdant- Bountiful god of plants and animals.

- Unguis- Wild god of hunters.

- Philomath- Scholar god of knowledge and wizardry.

- Current- Storming god of progress.

- Vista- Illusive god of art and dreams.

- Roue- Drunken god of debauchery and mischief.

- Egress- Ashen god of cremation.

- Brumal- Stalwart god of frost and tradition.

- Ictus- Blood god of tyranny and conquest.

- Umbra- Shadowed god of crime and conspiracy.

- Mellifer- Cursed god of undeath.

- Dystrophy- Idiot god of chaos and destruction.



      1. Other Continents

- Calinem- Jungle continent populated by several nomadic tribes of beast and bird folk.  World leaders in alchemy and chemistry.

- Sakhiin- Desert continent, very rich in jewels and precious metals. Populated by reptilian and insectoid races. Dominated by the Yuan-Ti, serpentine slavers.

- Thalassic States- Mysterious underwater nation or nations populated by aquatic races.#Planes