Kune: The known world

Travel across Kune (Abridged), by Khameyleeori Stargazer, adventurer of some merit

Silvaire: Central west coast, mixed races. Capital city: Elesia (human-majority, fairly racist)  The country has been carved up and once claimed by many. Wars and other struggles caused outside forces to abandon the area. The north-south mountain range of Hundred Peaks forms the northeastern border with Skieholm. The tallest mountain in the known world, Coldspire, falls within Silvaire's borders. Its holdings also include the island chain of Lior, Lassar, and Luska (The Opal Isles) 

Skieholm: far north mountainous region, home to dwarves. Capital city: Kuprin’s Keep. Most cities and other infrastructure are underground. Some Ombran elves live under the mountains in the south and west. As long as they keep to themselves the dwarves don’t hunt them. 

Sangfaijro: Northwest lowlands, home to demonkin. Capital city: Emberfall. Sangfaijro was once razed by war with the dwarves and has never fully recovered. Much of the country is harsh desert badlands. The largest, in the southeast, is an ever-shifting arcane anomaly referred to as the "Haunted Void." In this expanse, an arcane cult calling themselves Shadewalkers established a presence and sought to use the desert's natural rifts and energies to their own ends. 

Lazutharis: Southern and southeastern peninsulas. Home of elves in the mortal realm. (altan elves majority rulers) Capital city: Analemma. (Sur’s “capital” is Valline)  Lazutharis Sur is home to lignan elves, and are considering seceding. Some ombran elves live in and under the mountains in the north. 

Drakosto: Far east, home to dragonkin. Capital city: Goldscale. happy to live and let live, but will not hesitate to fight trespassers. Rumored to host several dragons and is a safe haven for them, benevolent or otherwise. 

Venko: Southwestern peninsula, home to humans. Capital city: Stonevale. Was once held almost entirely by elves, when humanity was young. Many humans want to take over Silvaire in order to challenge the elven power of Lazutharis. 

Balog: Far south islands, home of orcs and half-orcs. Capital city: Dathka. Balog Unue was the original home when trading was better with the mainland. They retreated back to Balog Sur almost entirely. (full blooded orcs are found farther south) 

Uxley: Central east, home to gnomes and mixed others. Capital city: Winewood. Gnome artisans and merchants move freely to and from Skieholm. Large and sparsely populated. Many see it as a buffer between the elves and dragonkin and thus do not attempt to seize the land. 

The Realms: (This section in process)

From the Primer of Our World, by Brother Markos of the Brotherhood of the White Door.

The Fae Realm is bright, ethereal, and endlessly expansive. Time progresses faster here than in the Mortal Realm. (a month in the Fae is about a day in the Mortal) It never falls fully dark at night. Twilight is a favorite and some fae force it at all times in their cities or territory. The Fae Realm's very nature is that of lust, lawlessness, and luxury, designed to warp any sense of time and take everything you value. This place is the hardest to navigate for outsiders, as it gives them heightened emotions and twists to ensnare their desires. 

Several of the Fae's cities will shift into the Mortal realm - they end up more or less in the same spot in the Mortal, but some hover, create their own island, and so forth. The Fae is home to the Altan elves, first of the elven subtypes. Many other intelligent magical creatures originate here - unicorns, faefolk, merfolk, and dryads to name a few. Arcana (or Aether) originates here, as does magic itself. If the Shadow Realm's equivalent, worldblood, is brought to the Fae, it rapidly deteriorates. It also attracts some of the more malevolent fae creatures. 

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The Mortal Realm is the home of most races, those of us not inherently imbued with magic. It is this scholar's belief that the Mortal was fashioned to separate the Fae and the Shadow, as a buffer and a means to traverse between the extremes. The Mortal is the benchmark by which the other two Realms are compared, mundane and predictable. If a more detailed description is sought, I humbly beseech you, dear reader, to seek out a child's picture book about the world.

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The Shadow Realm, as an inverse to the Fae, is dark, cold, and dull. It is not necessarily scary or grotesque, but sad and oppressive. Time is slower than the Mortal Realm (a week in the  Shadow is about 2 months Mortal) Here, the sun is never completely visible. The Shadow Realm is monotonous and desolate. It makes visitors want to stay in place, and not leave due to loss of energy or will.  Mortals and fae feel and look the worst parts of themselves. A little ambition goes a long way and the Shadow sculpts to those who can resist its drag. 

A few Shadow cities do shift into Mortal Realm, but they tend to stay underground. Lateral shifting is more common here than in the Fae, and shift cities tend to follow natural veins of worldblood as power sources. The Shadow Realm is the home of Ombran elves. Vampires from all realms prefer the Shadow due to the weak sunlight and general disinterest in their presence.

Worldblood ("anti-arcana") originates here. It can be used to fuel most magic with some alterations to casting. Blood magic is more powerful with it. Some say worldblood is more powerful than arcana but harder to master. Arcana used here, or residuum brought here, stirs up creatures long hidden, who want its power and energy. 

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*Travelling straight from Shadow to Fae or vice versa is not recommended, maybe not even possible, due to the extreme time differences and realm alignment deviations. Attempts have resulted in people missing entirely from all realms and becoming stuck in The Corridors, presumably.

Societies: (This section in process)

From Observations of the World and its Peoples, by Gentleman-Scholar Anphor of Valline


Humans

Build: ranges by gender, location. usually taller than 5ft and shorter than 6.5ft

Skin tones: browns, tans, fair

Hair colors: black, browns, reds, golden

Eye colors: browns, greens, blues

Distinguishing characteristics: small flat ears. males can and often do grow facial hair but not in the extravagance of dwarves. A lack of horns, tails, wings, scales, fangs, natural defences

Natural aptitudes: anything they put their minds to, most varied and tenacious race

Native to: Mortal (Venko, Silvaire)

Native language: Common, most speak at least one other language with passable competency

Lifespan: 100 years approx.

Humans are a young race, originating in Venko and extending beyond. They tend to find most friction with elves, but have clashed with many over the years. They find limited solace in the Shadow Realm, depending on alliance. The Fae rarely welcomes them as residents - preferring to prey on their many vices. 

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Altan elves

Build: taller than humans and other elves on average. slim of musculature.

Skin tones: light to medium tan

Hair colors: variety - usually paler shades, but blacks and dark brown or blue are possible

Eye colors: nearly any, including some amount of metallic sheen

Distinguishing characteristics: elegantly pointed ears, otherworldly beauty in both genders, many non-elven races see them as androgynous.

Natural aptitudes: strong natural abilities in magic, agility

Native to: Fae Realm. They are the first elves. 

Native language: Old elven, a more complex version of modern "new" elven. Additional languages are often known but only employed as necessary.

Lifespan: up to 800 or so, considered adult at 100

Those who live in the Mortal Realm are rarely 1st generation at this point in time. Altans born in the Fae tend to live longer than Mortal born. Fae-born Altans are always considered superior and will be the ruling class over Mortal born.

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Lignan elves

Build: similar height and build to humans of same geographic region and gender. slim build, but bulker than Altan or Ombran elves

Skin tones: variety of skin tones observed, most varied of elves

Hair colors: usually mid-shades in brown or reds, but darker colors are not uncommon. light colors uncommon unless Altan hybrid.

Eye colors: nearly any but tending toward earth tones

Distinguishing characteristics: pointed ears, patterned birthmarks present on backs and shoulders in irregular shapes mimicking shadows through leaves.

Natural aptitudes: tendency to agility, endurance

Native to: Mortal Realm. wooded areas, will often build into trees. 

Native language: elven, dialect often called simplified elven, or "new" elven. 

Lifespan: up to 800 or so, considered adult at 100

The original Lignans were once Altans who left the Fae Realm or were exiled. They are the youngest elf subtype. As such, they have found themselves ruled over or subjugated by the Altans of the Mortal Realm. 

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Ombran elves

Build: on average shorter than humans and other elves. Slim build

Skin tones: medium to dark grey. Usually an ashen or purplish undertone.

Hair colors: ranging black to red, depending on proximity to worldblood in formative years

Eye colors: reds

Distinguishing characteristics: pointed ears, 

Natural aptitudes: tendency to stealth, agility. exceptional dark vision

Native to: The Shadow Realm, or occasionally underground Mortal. 

Native language - elven of varying dialects: grey elven, low elven, and Ombrani are the majority. Most are bastardized versions of Lignan or Altan dialects. Most also speak Darkcommon, a widespread language of the Shadow Realm based upon the Common tongue of the mortal realm.

Lifespan: up to 800 or so, considered adult at 100

They originate from an Altan banished for opposing the gods: Andaro Skyborn. Ombrans are not often seen in the Mortal Realm, and even more rarely in the Fae. The other realms' distrust of the Shadow causes prejudice against Ombrans they'd rather not contend with.

Mixed elves exist, of course. Most in the Mortal Realm are some hybrid of the three. (Altan/Lignan are the majority of hybrids)

Half-elves are most commonly created with humans. Elves generally do not prefer to couple with other races and at this point, most half-elves have two half-elven parents. Altan blooded half-elves are rare, Ombran half-elves tend to stay in the Shadow Realm. Lignan elves are the most open-minded of the subtypes, so most half-elves trace back to them. The occasional gnomish or faefolk half can be found every few centuries. Half-elf half-humans tend to live about 300 years, but it varies depending on parentage. Other half-elves live slightly longer than the non-elven race's average. 

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Demonkin

Build: human equivalent for area

Skin tones: reds, browns, oranges, and paler shades of each. Some more unusual colors such as purple, blue, or green have been documented

Hair colors: usually darker, but nearly any

Eye colors: browns, yellows, greens, blues

Distinguishing characteristics: horns, tail, occasional wings

Natural aptitudes: charisma, stealth, magic

Native to: Mortal Realm (Sangfaijro), though some start life in Fae or Shadow, depending on the type of demon bloodline.

Native language: demonic

Lifespan: similar to humans, slightly longer 

Demonkin still cling to a tribal societal structure. Given a single name at birth, a title name is earned as they become a contributing member of the tribe. 

Tails are usually long and slim, can be with or without fins, forks, or spines. Horns begin to grow in adolescence. Wings are exceedingly rare but can happen. Flightless. Demonkin are not trusted by the Fae, are given suspicion in most parts of the Mortal, but not flinched at by the Shadow. 

If halves occur, they are with Ombrans or humans consensually, or someone the demonkin ensorceled. The resulting child usually retains enough demonic traits to be considered kin and not discriminated against within the society. The term "half-demonkin" is not used. You are either kin or you are not.

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Dragonkin

Build: bigger than humans, both height and weight, but not by an extreme degree, as with orcs

Skin tones: nearly any color scales are possible

Hair colors: (none) most have a crest of spines or feathers to match their scale color

Eye colors: nearly any

Distinguishing characteristics: scaled skin, draconic snout and tail, occasional wings

Natural aptitudes: warriors, treasure seekers, magic

Native to: Mortal (Drakosto) or Fae (all over)

Native language: draconic

Lifespan: Mortal born 200+, Fae born 400+

Some dragonkin have tails, some do not. They can include spines, fins, or other decorative protrusions. Wings are rare, but can occur (flightless unless magically developed)

Ancient descendants of dragons in smaller humanoid form. They are very private and do not prefer to intermingle with other races much of the time. Younger individuals are starting to desire exploration. Like dragons, they possess inherent breath attacks that vary depending on lineage. Dragonkin worship and serve living dragons, and protect them with unrivaled ferocity. 

It is unknown if half-dragonkin are possible, since dragonkin do not show interest in others.

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Dwarves

Build: shorter and stockier than humans or elves

Skin tones: similar to humans, though many tend paler due to lack of sun exposure

Hair colors: black, browns, reds, into blonde.

Eye colors: browns, greens, golds

Distinguishing characteristics: resemble short stocky humans, beards on men are cultural and often elaborate

Natural aptitudes: mining, heavy weaponry, smithing, strength based activity. smoking, eating, drinking

Native to: Mortal (Skieholm, Silvaire)

Native language: dwarven

Lifespan: 500 estimated

The stout folk, children of stone, evolved in the mountains of Skieholm but took refuge under the surface. Generations of cramped spaces forced their stature low but strength to the extreme. Dwarves distrust the Shadow Realm and any creatures from it, due to their proximity. Many dwarves choose to stay in the homeland, but some strike outward to find their fortunes in Silvaire, or with the gnomes in Uxley. Surface dwelling dwarves are not looked down upon, per se, but may be scrutinized for the decision to leave.

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Gnomes

Build: small but human proportioned, max 4.5ft tall. 

Skin tones: human range

Hair colors: human range

Eye colors: human range

Distinguishing characteristics: slightly pointed ears

Natural aptitudes: detailed artisan crafts, jewelry, music

Native to: mortal realm (Uxley)

Native language: gnomish

Lifespan: 200+

Gnomes are notorious scam artists, traders, minstrels. Unfortunately they also produce some of the most exquisite jewelry and decadent wines known to the world, so nearly all other races want to do business with them anyway. 

Half-gnomes surely exist, but seem to take strongly to one parent or the other and are, therefore, indistinguishable unless they disclose their parentage.

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Orcs

Build: bulky, tall (7ft not uncommon, but on the high end)

Skin tones: greens and greys

Hair colors: black and other dark tones common, grey with age

Eye colors: browns, greys, yellows

Distinguishing characteristics: large uneven pointed ears, large lower tusks

Natural aptitudes: violence, food and drink consumption, smithing, heavy weapon use

Native to: Mortal Realm (Balog)

Native language: orcish

Lifespan: thought to be about 200, but few make it past 100. 30 is considered a full adult, but 20 year olds run around as mercenaries all the time.

Full-blooded orcs are rarely seen on the mainland. At one point, there was civil trade between them and humans, but this has withered against increasing violence and the pressure of elves to alter trade routes. 

Half-orcs are distinguished by their smaller tusks, more rational demeanor, and less "monstrous" appearance. Human and dwarf are the majority races to create half-orcs, as they are the most likely to attract an orc at all. Orcish courtship requires little more than a contest of strength in combat or of constitution for alcohol. Dragonkin and demonkin are favored enemies, but seen as too beastly for orcish tastes. Other races are too soft and pretty. 

Half-orcs are usually bulky, but can be slimmer framed. Being highly muscled is mostly cultural.

Usually the native language is still orcish, and is sprinkled into elven, common, or another locally spoken language

"Quarter orcs" usually look half-orcish and are considered such until non-orc traits actually manifest. At which time the individual is no longer considered orc-blooded at all.

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Faefolk is a broad and loosely defined term for physically based, sentient humanoid beings originating in the Fae Realm. Most agree that faefolk are not immortal or incorporeal, not smaller than a gnome nor larger than an orc. Arguments have been made to the contrary, so it depends on whose territory you're in when you assert your position. Faefolk can have wings, horns, tails, fins, scales, more than 4 limbs, fewer than 4 limbs, and can be any color except transparent. There is no standard for build other than "humanoid" and appearances vary wildly depending on parental traits, diet, and proximity to wild sources of arcana.

Faefolk partner among themselves almost exclusively, so half-fae are exceedingly rare. Altans are, naturally, the most likely second parent in those cases.

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Vampirism

Vampiric evolutions still retain most of their original race's appearance and traits. Notable differences include fangs (if not already present), conditional immortality, paler or grayed coloration, enhanced magical aptitude. Weaknesses include silver, full sunlight, magical fire, black iron, land/objects/food/drink consecrated by or in the name of any deity (aside from Andaro Skyborn), or any monastic order. Contrary to myth, repulsion by garlic is a personal preference not a universal trait. The inability to enter a residence unless invited only applies while in the Fae Realm. 

Because of the low light and access to the narcotic effects of worldblood, many vampires prefer to live in the Shadow Realm. There, Clan Moonshadow is the dominant vampire power.

Magic system: (This section in process)

From The Warp and Weft of Spellcraft: An Apprentice's Guide,  by Mrensa of Rheianlas, professor of Magic Theory at the Arcane College of Winter Stars

Terminology:

Mage is a catch-all term for any magic user. A wizard is one who studies and masters one or more specific schools of spellcasting. Priests wield magic in the name of a deity. Monks learn limited magic through study, conditioning, and a connection to their monastic order's beliefs. Bound mages are granted their abilities through a higher power other than a deity, such as a demi-god or archfae. These will have to pay a price in exchange for the abilities, dependent upon the entity granting power and what they endow upon the mage. As trifling as currency, or as weighty as their very soul. 

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All spellcraft requires a power source. Some creatures, such as dragons and unicorns, have this source built into their biology. Humanoids must use external sources if not granted through a higher power.


Common spellcasting sources include:

Valuable natural components, such as gemstones, precious metals, rare herbs, dragon scales. These items are consumed as they are used. Some are universal, some can only be used in specific spells. (Fire Opal, for example, is used for fire-based magic and is near useless otherwise.)

Constructed items enchanted to respond to spell drain, colloquially called "spellcasting sources". These will eventually run dry. Higher quality sources can be re-enchanted. Lesser ones will break when depleted.

Pure arcana harvested from natural sources in the Fae Realm or distilled by disenchanting magical items (known as residuum when acquired in this manner). Consumed as used.

Worldblood, as an alternative to arcana, can be used to enchant a spellcasting source or used as a pure component like residuum. Worldblood is harder to master than arcana, but widely believed to be more powerful. It is only found in The Shadow Realm. Worldblood is especially potent in blood magic and to vampires.

Holy or blessed objects, by pulling from and using the divine essence imbued within. Cannot be used to power certain types of spellcasting, depending on the deity. Similarly, desecrated items can be used for dark magic.

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The civilized races of Kune recognize a specific list of magical disciplines as acceptable for pursuit. (As agreed upon in the Lazulian Concordat) Some fringe schools of magic also exist with varying levels of illegality.

Traditional schools of magic include: Alchemy, Conjuration, Divination, Enchantment, Elemental, Illusion, Protection, Restoration, Teleportation, Transmutation

Controlled schools: Exsanguination (blood magic), Necromancy, 

Banned schools: Chronomancy (time magic), Psychomancy (mind domination)


Controlled or banned practices and spells: 

Liminal Teleportation (teleportation between realms by astral projection) 

Teleportation Slipstreaming (analyzing a teleportation event in order to follow)

Night Striding (purposefully entering and navigating The Corridors. Also called "walking with Vanahe")

Biosourcing (using living biological sources for casting, aside from blood as it is covered separately)

Blight Transmutation (the act of killing, altering, or otherwise ruining the agriculture of an adversary. Named following the War of Bloody Skies wherein Skieholm mages blighted the crops of Sangfaijro and secured victory.)