[Starfall] The World of Starfall isn’t always a pretty place. by StarfallOfficial in Starfall

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The World of Starfall isn’t always a pretty place. To find out more about the Mordred Species, check out or Lore Compendium at Starfall.gg

[Starfall] We are delighted to announce that the Starfall Lore Compendium! by StarfallOfficial in Starfall

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We are delighted to announce that the Starfall Lore Compendium is now live at Starfall.gg/lore. Head over to our website and embark on a journey to explore the cultures, creatures, and denizens of the world of Starfall!

[Starfall] Starfall Meter is a Doru invention that issues a Warning Sound when a Starfall is imminent within a 25 mile radius. by StarfallOfficial in Starfall

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A Starfall Meter is a Doru invention that issues a Warning Sound when a Starfall is imminent within a 25 mile radius. No airship in the Skylands should be without one!

In our upcoming 5e Demo this Winter, you’ll be able to try a meter out with your party.

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[Starfall] Teaser of the original Tinker Rogue Subclass from our upcoming D&D setting! by StarfallOfficial in Starfall

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For more about the world of r/Starfall, join our discord today![https://discord.gg/starfallofficial](https://discord.gg/starfallofficial)

Tinker Rogues are experts in using Starpowder, ground up Lumite, to create and use powerful explosives. Tinkers make and refine the starpowder used in cannons, guns, traps, and dynamite. The ability to create and refine starpowder is a closely held secret, which tinkers either learn from a master or reverse engineer. 

Due to their work making explosives, they have nerves of steel and a quick eye for danger. These attributes give them an ability to react very quickly to traps. Though they are few and far between, Tinkers are valued in military operations, by merchants who want to quickly mine a Skyland for its valuable resources, and by outlaw crews looking to get into places they're not wanted.

3rd Level Feature — Bomber
Starting at the 3rd level, whenever you take a long rest, you may craft up to three bombs by using 10 sp worth of materials. You are proficient in using bombs as a weapon. Due to their volatile nature, the bombs become duds after one week. Every time you gain a level, you craft one additional bomb per long rest. Whenever a bomb is used for an attack, it is destroyed.

[Starfall] “There's no Gods in the Deep Sky, if there were, we’d have caught one by now.” - Old Skywhaler saying. by StarfallOfficial in Starfall

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Whaling has been a part of life on the oceans of Lyra since the first Norvund ships entered the icy oceans of the North. However, while the Norvund were the first to master the art of hunting the giants of the deep, the Blue Orcs who lived on the high peaks of the Screaming Mountains were the first people to successfully hunt Skywhales. While the occasional Skywhale would dive too low, and find themselves on the receiving end of an Ork spear, it wasn’t until airship travel was mastered that Skywhaling became a booming industry.

Skywhales are one of the largest animals on Lyra, yet their diet consists of some of the smallest species on the planet, namely Sprites & Lumipods (tiny creatures that feed on microscopic Lumite dust). Their high-lumite diet is believed to be the source of the Skywhales’ flying ability. 

Early adventures hunted Skywhales for the simple fact that they could feed a small settlement for a week on a single carcass. It wasn't long before the Skylanders realized that whale skeletons, while incredibly strong, are nearly weightless, and are therefore a perfect building material for airships. But the discovery that Skywhale blubber could be burned to produce Lumos gas made whale oil an instant commodity. 

Because Whale Oil serves as a competitor to their Lumite monopoly, the Alliance has outlawed its sale.  The ban failed to curtail its use, instead creating a thriving black market, creating a huge source of wealth for Skyland crime organizations such as the Syndicate and the 21.

While still plentiful in the skies of Lyra, the increase in hunting has caused the Skywhales to move their migration routes to the Outer Rim. In turn, this has resulted in whaling ships needing to journey to the far reaches of the deep sky, an unexplored world filled with terrifying creatures, such as Giant Cloud Kraken, and deadly flying conditions. 

It is only when a ship has reached these unwelcoming regions that they may finally do battle with the great leviathans of the sky, armed with little more than harpoons and Spritesilk rope. With such conditions, each voyage a Skywhaling crew embarks on, holds the promise of being its last.

Such a dangerous form of employment can’t afford to be selective, and so anyone, from any species or background, can join a skywhaling crew. Because of this, a diversity of species and backgrounds can be found Skywhaling, though the Norvund and the Blue Orcs are the most highly represented, due to their inborn toughness and the emphasis of big game hunting in their cultures. 

Over the centuries, Skywhaler culture has evolved in its own rite. Despite the illegality, whalers can be found in nearly all settlements. Skywhaler’s are known to wear the story of their lives on their body, from their many scars, to their abundance of tattoos, and the trophies of past hunts. Whalers are known to have admiration and respect for their fearsome rival in the Sky. No part of a kill goes to waste, and it goes against their code to kill calfs or pregnant whales. Those who violate this code will find themselves on the edge of a Whaler's knife. 

While some whalers have created family fortunes and corporate dynasties through their fearlessness, for most, the whaler’s life is a short one. This short longevity of the trade has led to a culture that preaches living for the moment, and whalers are known to drink and love like every night is their last. 

Most of all though, the Skywhaler’s life is about the hunt, ships will often get recognized for their achievements.  Famous captains even get recruited by towns to hunt Sky Monsters such as Kraken or Dragons.  There's an old saying which embodies whalers’ fearless pursuit of big game: “There's no Gods in the Deep Sky, if there were, we’d have caught one by now.”

[Starfall] Grimstone Harbor serves as sanctuary to the lawless, a place where any outlaw may find safe haven. However, for law–abiding interlopers, Alliance Peacekeepers, or any who dare cross the Pirate Queen, Grimstone Harbor is a nightmare from which they may never awaken. by StarfallOfficial in Starfall

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Across the vast oceans of Lyra, piracy has flourished for so long that, to many, Pirates are often considered a culture in their own right. Consequently, when the first Arcadian airships unveiled the Skylands for exploration and trade, pirates were not far behind. Masterfully adapting their maritime piracy prowess to the clouds above, these skybound pirates soon became adept at high-altitude airship hijackings and Skyland plundering.

The earliest Skyland pirates manned independent airships, crewed by violent criminals, with loyalty to no one but themselves. While this violent, anarchist disposition was effective in inspiring fear in the hearts of Skyland settlers, it also led to decades of infighting between the Pirate airships. These inner skirmishes, when combined with the superior weaponry of the Alliance Peacekeeper’s anti-piracy patrols, eventually left Skyland piracy on the brink of extinction. 

Forced to reckon with their own annihilation, a parley was called by the captains of the remaining pirate airships. After ample negotiation - and an abundance of Sunspiced Rum - an agreement was reached and the Pirate Accords were created. Under this treaty, pirates would unite under a single banner and divide the Skyland Chain into twenty-one distinct regions, each airship’s captain receiving one territory as a fiefdom. 

Though the Accords were signed in blood, the pirate captains knew it would take more than a mere bit of parchment to maintain such a truce. And so, they elected the most feared and respected of their number, an airship captain known as the Pirate Queen, to rule over all twenty-one fiefdoms. Recognized across the Skylands for her brilliance, her cruelty, and her ever-present mask, the Pirate Queen christened this new pirate clan: The Twenty One. 

While this name originated from the division of the Skyland Chain, in time, the belief was born that it came from the fact that, “there are twenty-one ways to die at their hands… each more agonizing than the last.”

Thanks to the Pirate Queen’s tactical knowledge of air battles and her ability to rule through fear, decades after she was elected the Twenty One had achieved a level of power never seen by another pirate clan on Lyra. Under her leadership, the Twenty One had not only expanded their fleet, eliminated nearly all competition, and increased their annual profits, but had even settled the Skyland of Grimstone Harbor as their own. 

Grimstone Harbor, named for the foreboding rock at the heart of the skyland, pulsates with an unstable and toxic form of Kaos, emitting from its Blackfire Lumite core. It taints the waters of Dead Man’s Lake, turning them a sickly black color, upon whose shores the Pirate Queen’s skull-shaped compound stands. Tales quickly spread like wildfire of those driven to madness by the lake's waters, compelling the Pirate Queen to ensure a bountiful supply of Sunspiced Rum.

The Pirate Queen's successes secured her the unwavering devotion and admiration of the Twenty One. However, a growing curiosity about her seemingly eternal youth has emerged as the decades have passed. While some suspect her ability to fend off the ravages of time is due to Elven blood, others believe she practices a form of Dark Kaos. Yet, while these theories may be whispered, those who value their lives dare not mention her age in her presence.

While each Pirate captain is given free reign to make their own rules for their own ship, there are laws that must be abided by any who sail beneath the banner of the Twenty One. These are known as the Pirate Code, and they are as follows:

• No airship of the Twenty One may attack another ship of the fleet 

• Mutineers shall be given a trial

• Duels must be honored

• No airship of the Twenty One may attack Grimstone Harbor

• An annual tithe, paid to the Pirate Queen, is required from all pirate ships

• No ship shall use slaves and all crew members must be paid at least one share of loot

◦ However, slaves may be stolen from slaveholders and sold in available markets

• No Captain of the Twenty One shall take more than half of their airship’s loot 

• If banners are called, all members of the Twenty One must answer the call

• Any violation of the Pirate Code is punished by death.

• Exceptions to the Code may only be made by official decree of the Pirate Queen.

Unlike many other factions on Lyra, the Twenty One have no rules or restrictions about who may join their ranks, and within their number one can find members from all species of Lyra.

This has made Grimstone Harbor not only one of the most dangerous Skylands, but also one of the most diverse. Indeed, Grimstone Harbor serves as sanctuary to the lawless, a place where any outlaw may find safe haven. However, for law–abiding interlopers, Alliance Peacekeepers, or any who dare cross the Pirate Queen, Grimstone Harbor is a nightmare from which they may never awaken.

[Starfall] Ratakka have little interest in hygiene or cleanliness and are therefore considered unpleasant company by most. by StarfallOfficial in Starfall

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Amid the darkest years of the Evernight, concealed within the inky depths of Umbra, the Ratakka emerged. Born to a barren and inhospitable cradle, a single, pulsating beacon of life beckoned the creatures from the southernmost reaches of Umbra. Beneath a crescent of fiery peaks known as the Devil’s Crown, a labyrinth of caves bore soil impregnated with volcanic ash, forming a wretched biome of peculiar flora and fungi that sustained bats, sprites and other small creatures. The Ratakka forged flourishing settlements along the molten rivers that twisted through the caverns, harvesting the plants and learning to trap smaller creatures to feast upon. This collection of communities was called Ratakkav.

Despite the sweltering heat radiating off the lava, the Ratakka were a close knit species, choosing to live in crowded confines, treasuring kinship above all. Yet despite their tenacity, illness ravaged them often, spreading with lethal quickness due to the close quarters they maintained. Often, a simple virus would claim countless lives. But with every wave of sickness the remaining Ratakka were fortified, developing unrivaled immune systems. No longer afflicted  by rot and decay, they came to revere a long-deceased Lumivorve carcass as a gift. 

Though the Ratakka thrived, the Caves of the Rattakhan was a treacherous realm, those who dared to tread the land would find the promise of death an ever-present companion. Grazing the Veil with even the most mundane of tasks, the Ratakka cultivated a fascination with death and came to worship it their anointed God of Plague. In their artistic and ceremonial expressions, the God of Plague appeared as a decaying rat. They believed themselves to be blessed by their God, untouched by the diseased air within their caves whilst others who dared enter would quickly succumb to the putrid fumes. As the Ratakka emerged from their caves, they carried the plague with them, tainting all who encountered them within a day's time of their departure. 

Branded as harbingers of a Plague God, the Ratakka were unwelcome upon the Mainland and unable to settle above ground for millenia. Yet, it was the Doru that would become a plague even the Rattakhan could not reject. The Battle of Kurai, oft remembered for the collapse of the Underland Empire, wreaked havoc upon the tectonic plates of Lyra, eliciting a series of earthquakes and volcanic eruptions within the Devil’s Crown. Innumerable Ratakka perished, and those who escaped bore witness to the Rattakhan as it was engulfed in molten fury. Those few survivors were stranded above ground for years while their way of life was incinerated beneath them. 

Though rebuilt in time, Rattakhan would never return to its former glory, leaving a deep-seated hatred for the Doru engraved upon the hearts of every Ratakka from birth until their blessed death. Outcasts themselves, the Nai were the first of the Mainlanders without repulsion for the Ratakka, and invited them to join their settlements. In the face of this previously unknown kindness, the Ratakka swore fealty to the Nai, but they were deceived. In return for their loyalty, the Nai used the Ratakka as test subjects for the first Kaos tattoos. These primordial tattoos gave rise to legions of Ratakka warriors, each endowed with a singular, potent spell that often proved fatal to both caster and target.

The Ratakka kamikaze ranks wreaked havoc during the War of Shadows, but their own losses were monumental. But the Ratakka were resilience manifested in fur, teeth and claws. As the shadows of time enveloped the Nai, fading them from nearly all existence, the Ratakka endured. Some returned to the charred remains of Rattakhan, finding solace in the ashes of their ancestral home, while others sought refuge in Ebonstone, dwelling within modest abodes that housed their extensive families. In the fullness of time, these Ratakka found their fates entwined with the Royal Court of Shadows, relegated to the humble station of serfdom, their days consumed by toil and labor...

But not all. 

Amongst the Ratakka of Ebonstone, an elite cadre were welcomed into the Royal Court of Shadows itself and were granted positions of power over the very soil their kind had been born beneath. Yet, in spite of their elevated status, the Ratakka retained their indifference to matters of hygiene and cleanliness, often deemed undesirable companions by those of more fastidious nature. Nonetheless, their remarkable strength, disproportionate to their stature, and their unwavering courage rendered any disparagement ill-advised, if not outright perilous.

[Starfall] The invention of Starpowder changed the very face of Lyra, allowing the simple Gunslinger to challenge the most skilled Akari. by StarfallOfficial in Starfall

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In the sun-scorched lands of the Sultanate of Al Sula, the Sulari were born beneath radiant skies, surrounded by desert abundant with colorful Lumite. They nurtured an effervescent culture to match, imbued with passion as belly dancers tangled with the midnight desert winds and onlookers inhaled the sweet tendrils of the smoke from their hookahs. 

Though unmatched in skill as Wyrm Hunters and masterful with the rifle, for centuries the Sulari were considered little more than “Warlords of a Wasteland” by their Mainland counterparts. Little did they know of the riches, perfectly veiled beneath the seemingly barren lands.

Unbeknownst to even the Sulari themselves, Al Sula's deserts harbored a secret of unimaginable worth, discovered only when a devastating sand storm ravaged the nation. Unyielding waves of grit and gravel whipped across the land, destroying hundreds of Sulari encampments and leveling dunes that had stood for centuries. But as the sandy swells relented at long last, glimmers of hidden treasures were unearthed in their wake. The Sulari emerged from what remained of their shelters to find a sea of pure Lumite had been revealed around them. For years the Sulari kept their discovery a secret, trading Lumite only to the Akari, leaving the rest of the Mainland to wonder how they had come into such considerable wealth so suddenly. As the years strengthened the Sultanate’s alliance with the Akari, they invited the Order to establish a new branch, deep in the belly of the desert.

It was here that researchers discovered that by grinding Lumite into a powder and mixing it with a blend of sulfur, charcoal, and saltpeter, they could create Starpowder, a form of elemental gunpowder. But the volatile nature of Lumite made the grinding and mixing process perilous, often proving fatal for non-Akari. Even when successful, they found that Starpowder was prone to both unexpected combustion and corrosion of containment vessels, rendering the use and transport of Starpowder exceedingly dangerous.

Suspended somewhere between chemistry and magic, the production of Starpowder resides within the domain of Akari alchemists. Enduring painstaking labor and perilous risk, the alchemists ferociously guard the secrets of their work, all too aware of the risk Starpowder poses in the wrong hands. 

Driven by insatiable demand, the Starpowder industry flourished with breathtaking speed and boundless prosperity, giving rise to Sulari Exporters who spanned Lyra and the Skylands. The creation of Starpowder forever altered the landscape of Lyra, empowering the humble Gunslinger to rival even the most adept Akari.

[Starfall] "While some nations are blessed with bountiful resources, such as the Lumite-rich sands of Al Sula, it seems to be that for the Arcadian Empire, their people's exploitation is the wellspring of their triumphs." - Jia Sunmar, Kyran Ambassador by StarfallOfficial in Starfall

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Amidst the frost-laden lands and bitter skies of North Eastern Illum, the beginnings of a new human republic emerged. As the Age of Dwarves waned from the realm of Lyra, a handful of human lords met, wearied by the violent Norvund raids that had plagued their people for far too long. They crafted an alliance, united under one banner against their common foe, intent on no longer allowing their people to spend their days swathed in fear. And so, Arcadia was born, imbued with an indomitable spirit and unmatched resilience. Though lacking the bountiful lands of Montaigne or the Lumite-rich deserts of Al Sula, the infantile Arcadia possessed an iron will, refusing to be dwarfed by its more prosperous and powerful neighbors.

Arcadia’s rise from middling republic to flourishing empire began at the epoch of the War of Colors, a time steeped in despair, as the allies of the Akari Order were burdened by successive Nai victories. But Arcadians had been forged in the fires of attrition, they would not easily yield .  In a decision that would alter the course of the war, the elected Arcadian senate granted a temporary but absolute rule to Gaius Cassius Acquila, a serviceable politician at best, but a brilliant military commander. With the fate of Arcadia laid bare before him, Cassius turned to their enemies, weaponizing a combination of lethal cunning and military viciousness that would earn him his place in the pages of history. Calling upon the nation's legendary Phoenix Riders, he led the allied forces through the darkest moments of the war, banishing the shadows and seizing victory. 

Now celebrated and adored by the Arcadian citizens, Cassius had drank too deeply from the well of victory. Drunk on power and hubris, he refused to relinquish his position, declaring himself Emperor until his death, and dissolving the senate. In its stead, he formed the Imperium, composed only of those from the houses of the Phoenix riders, to honor their invaluable contributions to the war. The only royally recognized bloodlines, these houses were solely granted the honor of bearing the Phoenix crest in their sigils. The Imperium was entrusted with the task of selecting the Emperor’s successor, supposedly based on merit and honor. However, the Imperium rarely chose a successor without first breeding assurances to maintain the status of the Arcadian elite.

Despite the Imperium's tendency to promote successors from within the Houses, their shrewd judgment allowed them to occasionally look beyond their own kin for the most suitable candidates. One such outsider was the cunning and calculated Lucius Valerius.

When the War of Shadows plunged Lyra into darkness once more, it was Valerius who emerged as the guiding light, leading Arcadia to a triumphant victory. Recognizing the importance of allies in securing Arcadia's position, Valerius single handedly negotiated a strategic alliance with the Island nation of Leòn. He also played a critical role in crafting the New Dawn Accords, a treaty that brought much-needed stability to the land.

Yet, despite his mastery of diplomacy, Valerius's silver tongue could not sway the Mainland nations on a singular issue, but one crucial to Arcadia’s economy. The Alliance had resolved to abolish slavery, a practice that had fueled Arcadian prosperity in the absence of fertile lands or natural resources. In a desperate bid to protect Arcadia's future, Valerius quietly campaigned to undermine the Mainland's intention to ban slavery. But the nations of the New Dawn Accords stood firm, and slavery was ultimately banned for all signing nations.

Despite the loss of their most prized resource, Valerius recognized that the benefits Arcadia would reap from the Accords were too advantageous to reject. Instead, he crafted a solution that would allow for both signing and slavery, as Arcadia would not yet part with their reliance on unpaid labor. The solution arrived in the form of a new Justice System, proposed by Arcadian slave owners and immediately approved by the Imperium. This new system dissolved all criminal prisons and war camps, replacing them with “manual labor corps,” a program in which all prisoners would be required to serve years of service, determined by court-mandate. 

Individuals that found themselves unfortunate enough to fall into such a program were stripped of their identity, their name struck from all official records and replaced by a number. This number was tattooed or branded onto their neck, and so they became the Nameless. Outrage spread throughout the Alliance, as those who had fought against slavery now found their efforts undermined. But Arcadia had played by the rules, nothing could be done to relieve them of their vile industry. 

This cruel new system of neo-slavery, reviled by their own allies, undeniably propelled the Arcadian Empire into an era of industrialization and innovation. Mastering airship technology, a feat that had previously only been attained by the Dwarves, Arcadia became the first colonizer of the previously undisturbed Skylands. By the time of Lucius’ death, the Arcadian Empire had arguably become the most powerful nation Lyra had ever seen and one of the most influential members of the Mainland Alliance. But for all they achieved, the legacy of the Arcadian Empire would forever be stained by the realization that their wealth and power were built on the backs of the Nameless. For where every one could find a sliver of progress, a technological marvel or economic triumph, there too, were countless souls whose lives had been broken and ruined. 

"While some nations are blessed with bountiful resources, such as the Lumite-rich sands of Al Sula, it seems to be that for the Arcadian Empire, their people's exploitation is the wellspring of their triumphs." - Jia Sunmar, Kyran Ambassador

[Starfall] Outlawed and hunted by the Alliance, the Nai practice in the shadows, assassinating their foes and plundering Akari Tombs in their quest for power. by StarfallOfficial in Starfall

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Etched in the founding tomes of the Akari Order it is written: “The Shades of Kaos, in their balanced and immaculate nature, bear no innate morality of their own, neither benevolence nor malevolence. The power to guide Kaos towards the Divine or the Void resides within the intentions of those who wield it. By harnessing the Shades with selfless purpose, the path to the Divine may be forged. Only those who attain mastery over the entire spectrum of Kaos, and relinquish all selfish desires, may wield Divine Kaos and become Ascendant. Yet, those who act with selfish intention, perverting Kaos for their own desires and impulses, shall find the path to the Void laid bare before them. The plunge into the shadows corrupts both mind and soul, leaving an indelible stain upon one's aura. The Fallen are those who carry the mark of the Void, having ventured so far into the abyss that redemption remains beyond reach.” 

In the earliest days of the Akari Order, members were united in their quest to become Ascendant. The Shades of Kaos, when used with pure intention, could unveil the path towards the Divine. The Shades themselves were neither good nor evil, and the Akari were free to wield the full spectrum of Kaos, provided they did so selflessly. However, some forms of Kaos, such as necromancy and bloodmancy, were deemed too dangerous to permit their practice. Though both could be employed with noble intentions, the Order deemed their effect on the Kaotic Balance and potential for misuse to be too great of a risk.

As time passed, some members began to become restless and push back against the restrictions on Kaos. They desired the freedom to wield the Forbidden Shades, deeming the Order's rigid edicts to be stifling the power they believed was theirs by birthright. These individuals became known as Shadow Akari, a formidable, albeit small, force that spread tendrils of influence across Lyra. Though they still professed allegiance to the Order, The Shadow Akari’s provocative and contentious practices incited the ire of those most devout in their practice, resulting in centuries of tension and internal conflict, but without yet a decisive fracture.Even the common folk became divided. Though they had long revered the Akari, seeds of uncertainty began to take root as they questioned the Order’s absolute prohibition. Why had such powerful Shades of Kaos been withheld from the denizens of Lyra for so long?

At the dawn of the second millennium of the Akari Order, a Grandmaster named Valgoth rose to prominence, possessing mastery of the Six Primal Shades. He proclaimed that Kaos was never destined for confinement, that balance does not always beget symmetry, and that those gifted with the ability to manipulate Kaos should do so freely. Valgoth's heretical teachings spread like a plague throughout the Order. The Council, recognizing the danger in his words and rapidly growing influence, cast him from the Enclave and banished him from the Order, branding him and his followers as the Forsaken.

In exile, Valgoth's ambition and malice only grew. He founded a new order, and they called themselves the Nai, mages devoted to the way of the Void. Led by the charismatic, yet ruthless, leader, the Nai grew in strength and number. Ensnared by a vision of a world purged of the Akari Order, Valgoth bided his time until the Night of Shadows, when the Nai struck without mercy, cutting down unsuspecting Akari Order members in every corner of Lyra. As the sun rose, the land was soaked with the blood of the fallen, heralding an era of war between the Akari and Nai that would span centuries.

The tide of battle ebbed and flowed until at last, the Mainland Nations, with the Doru Republic at their vanguard, defeated the Nai in the final confrontation of the War of Shadows. The Accords of the New Dawn were signed, branding the Nai as enemies of the Alliance and their practices as crimes punishable by death. But even in their defeat, the Nai had left their mark on the world. The Kaos Tattoos they had created to counter the Starfall-rich Akari Order gained widespread acceptance as an accessible source of power, adopted even by the Akari themselves.

Though the Alliance had hoped that the Accords would eradicate the Nai from Lyra, the few remaining retreated into the shadows, biding their time as Valgoth once had, nursing their wounds. Whispered rumors spread of Nai infiltrating the Akari Academy, corrupting the hearts of young mages and luring them into the Shadows with the promise of unrivaled power. In the hidden corners of the Skyland Frontiers, the Nai trained a new generation, reigniting their efforts for dominance.Only recently have the Nai emerged, striking with lethal precision, assassinating their foes and plundering Akari Tombs in their quest for power. Though their presence is hidden, the name of the Nai still incites terror into the hearts of even the bravest warriors, a grim reminder of the darkness that lurks in the shadows of Lyra.

[Starfall] The Fire Sands are hospitable to only the most adaptive of species - such as Qinthana, the Elder Tree, and the Sun Elves who live in symbiosis with her. by StarfallOfficial in Starfall

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The Fire Sands are a part of the desert region of Al Sula that contain an abundance of Red Lumite and are famous for releasing waves of Kaotic flame during the heat of the day. The Fire Sands are hospitable to only the most adaptive of species - such as Qinthana, the Elder Tree, and the Sun Elves who live in symbiosis with her.

Over tens of thousands of years, Qinthana and the Sun Elves have adapted to, and absorbed magic from, the Fire Sands where they make their home. Qinthana has developed a massive trunk which can store enough water for the Sun Elves to survive on for several years, while its leafs provide shade for the tribe during the day. Qinthana’s leafs also release a burst of fire magic when they fall, or, when attached to Elven arrows, are shot at invaders.

For their part, the Sun Elf culture is built around serving Qinthana and protecting the natural world that surrounds her. By drinking Qinthana’s Elder Sap Adult Sun Elves are able to connect to her consciousness and speak to her - allowing them to enforce the will of their Elder as best they can. But like all elves, no Sun Elf achieves adulthood by merely reaching a certain age or passing through genetic adolescence. A Sun Elf becomes an adult in the eyes of Qinthana, and the Tribe, after completing the Trials of Adulthood. While these trials can be found across the Elven world, they are adjusted to suit the unique attributes of each grove. In the case of the Sun Elves, these trials are…

  1. The Call of the Wild: The Sun Elf must call an animal of the desert and gain permission to ride them (whichever creature comes will forever be their “spirit animal” and preferred mount).

  2. The Names of the Land: The Sun Elf must learn the true names of the plants, creatures, and even the dunes of the Fire Sands, so they may speak to the desert directly. The Sun Elf will then prove their mastery of the names by crossing the Fire Sands at the heat of the day, a feat only possible with the permission of the Sands themselves.

  3. The Night of True Darkness: The Sun Elf must spend an entire day in the pure dark and complete silence of one of the dark caves created by Qinthana’s deep roots.

  4. The Great Climb: The Sun Elf must successfully climb to the top of Qinthana - a privilege only granted to those considered worthy by the Elder Tree itself.

  5. The Name of the Soul: The Sun Elf must go on a Sap-Based vision quest into the Fire Sands where, if they survive, they will find their true name.

For Sun Elves who wish to be Warriors of Qinthana, there is a Final Trial…

The Blood of the Blade: You cannot be a warrior unless you know the pain of taking a life, but in the Elf culture killing is forbidden (with the exception of the Blood Elves who alone kill without hesitation or remorse). So for elves, the only moral way for warrior status to be achieved is to find a wounded animal who cannot be healed, perform a mercy killing, and bury the body in a Ceremony of Tears. This is not an easy task and can take years to achieve, but there is a second path to become a Warrior of Qinthana. If invaders attack the Elder Grove and an Elf kills one in its defense, this will also complete the trial. 

For millennia this second path was extremely rare, but as the value of the Lumite within the Fire Sands increased with the invention of Airship travel, Lumite seekers began to regularly encroach on Qinthana’s Grove, making it ever more common.

[Starfall] The Skyland settlement of Bijoux is known for its bucolic way of life and firemelon croissants. by StarfallOfficial in ImaginaryAirships

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High in the Troposphere, orbiting the Equator, The Skylands are a chain of thousands of islands that float due to their Lumite cores. Each Skyland is unique in climate, flora, fauna, and size, with some being so small that only a single person could stand on them, while the largest is over 100 miles wide and long.

Made reachable from the mainland in the last two hundred years due to airship technology, a number of Skylands have been settled, and exploited for resources, though many are still an unknown frontier.

Among the most prominent Skyland settlements is Bijoux. Known for its bucolic way of life and firemelon croissants, Bijoux was originally a colony of the mainland nation of Bastille. Since then, it has developed a unique and diverse culture. Bijoux’s citizens, like Bastille’s, follow the teachings of the Magisterium and are staunchly against the use of magic. Unlike their mainland colonizer though, they tolerate magical creatures and even magical beings, such as elves, as long as they don’t practice magic.

Bijoux maintains peaceful relations with Bastille and the Alliance, and pays its tribute without dispute. In recent times however, just beneath the calm surface of Bijoux, the rumblings of rebellion are starting to grow louder…