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Korrosin Chronicles Workshop # 17
Overview
Ortos is the King of the Pantheon, God of Wisdom, Youth, and the Passage of Time, and his element is light. He is the most powerful of the Patrons, ruling over their realm with a benevolent touch. He is married to Kiiras of Dimensions, and through their love they spawned all that exists. Though he has many worshipers, few are granted his Pawning, and fewer discipleship. The Pawning of Ortos ages the victim until they are nothing more than dust. They retain their sentience, and are filled with the infinite knowledge of all possible timelines to assist their new masters as they are returned to their original form, as well as eternal youth. Ortos’ Sigil is of a cracked hourglass, and it appears on the Pawn’s forehead. One can only be Pawned if they are younger than one-third of their total average lifespan. Ortos’ Sacred Treasure has the ability to control time at will.
History
Ortos came to Orstrys from The Black alongside Kiiras with their children Shakkar, Balseer, Marrion, and Moriat. Together, they went about creating the first races. Ortos was responsible for creating the Qanala, and made sure they knew how to not only survive, but prosper. For ages Ortos would speak with the new inhabitants, especially the Qanala, but eventually Kiiras birthed Corina, Teribos, and Kairoban, and his attention was drawn to them. With his time occupied with 3 new children, Ortos could not forsee the building disaster on the horizon. When the Sakumo emerged from Corina’s shattered heart, yet more demanded Ortos’ attention, stretching his presence thin and allowing Dorinum to finally make his move and initiate the War of the Ten. During the War of the Ten, Ortos was torn between his benevolent nature and the violence going on around him, unfortunately pulling into reclusion until it was almost too late. If not for Corina joining the war, Ortos would have certainly remained inactive and Dorinum would have won. With the help of Kiiras and Shakkar, Ortos locked Dorinum away in Dustaman, ensuring he could no longer wreak havoc amongst the Orstrian population. Unfortunately, the Qanala, Ortos’ child race, had been successfully exterminated from existence. Wrapped in grief that his indecision caused so much suffering, Ortos locked himself away in Ornaria for millenia. It is only relatively recently that he has begun to return to action, speaking with his few Disciples and most devout worshippers.
Guardian Beast
Ortos’ guardian beast is the kukrunga, a golden-scaled wyvern said to be born from the sun’s rays. Kukrunga can emit blinding flashes of light to stun predators and prey alike, and use these flashes to communicate across vast distances. During the mating season, many Orstrians gather in the distance of kukrunga breeding grounds at night to watch the splendor of the lights in the sky.
Sacred Treasures
Brasswinder: The sacred treasure of Ortos’ first Disciple, Niaro. An ornate brass pocket watch with ivory decor, it appears to be unworking to all but Ortosian Disciples and their Pawns. It has the ability to control the flow of time.
Silver Ribbon: The sacred treasure of Ortos’ Disciple, Kuzu-Sim. Appearing to be nothing more than a reflective ribbon, it is actually capable of slicing through iron when used as a weapon. It has the ability to control the flow of time.
Amadia Nors: The sacred treasure of Ortos’ Disciple, Tikki. A gilded rapier with an especially ornate handguard, twisting one’s wrist while wielding it causes it to emit a bright light. It has the ability to control the flow of time.
#korrosin chronicles#ortos#ortosian#orstrian#orstrys#religion#god#lore#magic#young adult#novel#young adult novel#ya novel#korrosin#ortos of eternity
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I love it! This is such a great piece, thank you so much!
Here you go @b133d-4-u I drawn your oc for you😘💗 *hugs* i try my best to draw a shark humanoid with samurai amour, drawing a shark and japense amour pretty hard 😱 xD
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does ribbik have a backstory??
Oh boy, does she ever! Ribbik was born in Dathomir, but doesn't remember ever living there. Early in life--around the time the war ended-- she was whisked away to Sirrocc, a dusty, arid planet that acted as a refugee colony during and after the Clone Wars. Her life there was gruelling, but she managed to scrape together a living, with a little help.
For reasons she won't say, she eventually fled the dusty planet.
Her money brought her as far as Orstris, where she lived in a cabin in the woods and hunted to survive, away from people and the prying eyes of the Empire. Around this time, she started to cover her tattoos, tired of the fearful stares and whispered warnings.
Here she lived, quietly rotting...
...Until?
#time to embarrass myself#also sorry for being away so long#i have no clue how old this anon is#ribbik#sw#star wars#oc#she's a roleplay character guys#she also has a profile on artfight.net#I am beyond pleased that you are interested in her anon#artfight
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Korrosin Chronicles Workshop #19
Overview
Shakkar is the Doctor of the Pantheon, Goddess of Life, Death, and Reincarnation, and her element is Fire. She is one of the most powerful of the Patrons, being nearly equal in power to Ortos and Kiiras. She watches over the life cycles of all living things, making sure they live and die when they are meant to. Her primary worshipers include Doctors and Nurses, and those of religious authority, and her rival deity is Dorinum. The Pawning of Shakkar engulfs the victim in flame, infusing them with great healing ability as well as great magical energy, before being released from the fire unharmed. Shakkar's Sigil is of a great phoenix, and appears on the Pawn's lower back. One can only be Pawned if they are dying. Shakkar's Sacred Treasure has the ability to burst into flames at the wielder's command. These flames are particularly effective against the undead.
History
Shakkar came to Orstrys from The Black along with Ortos, Kiiras, Balseer, Moriat, and Marrion. Together, they went about creating the first races. Shakkar was responsible for creating the Kruk and ensured they would understand the value of life and death. Later on she would create the Quastani from the souls of the Qanala. Throughout early Orstrys, Shakkar contentedly watched over the life cycles of their creations, reincarnating the dead into new life. Much of her free time was spent with her brother, Balseer. When the minor patrons were born, however, she was designated to take over Ortos' and Kiiras' place. As she struggled to maintain the same level of order that had persisted throughout history, Dorinum struck and started the War of the Ten. Shakkar was deceived by Dorinum and gravely injured as she attempted to protect Balseer, but persisted in leading the Nine Lords against Dorinum's forces. For millennia the battle raged, until finally Kiiras and Shakkar convinced Corina to join the fray. With their combined efforts, Dorinum was defeated and sealed within Dustaman. Shakkar returned to her original duties, though she now kept a close watch over the barriers to Dustaman.
Guardian Beast
The Flameclaw, or Taraset to the Kruka tribes, is a fearsome drake with pincered claws at its shoulders and a scorpion's tail. As Shakkar's guardian beast, it is drawn to places where many deaths occur, and as such is typically seen in wartorn areas such as Zukar or in the aftermath of Bukushari raids. It is believed that they shepherd the souls of the dead to Shakkar's court, where they are sentenced to Ornaria or Dustaman. When taking flight, the joints of a taraset's shoulder claws release plumes of flame that take on the appearance of fiery wings.
Sacred Treasures
Lifeblood Elixir: The sacred treasure of Shakkar's first disciple, Simi-Pan. A vial of deep red liquid that replenishes of its own accord, ingesting it instantly heals any damage incurred. The liquid has the ability to ignite in flames at the disciple's will and purify curses and the undead; it also prevents those killed by it from rising again.
Deathhunt Sickle: The sacred treasure of Shakkar's disciple, Hiilian. A large, jagged scythe that emits a ghostly mist, the wounds inflicted by it are so devastating that even the wielder is harmed. It has the ability to ignite in flames at the disciple's will and purify curses and the undead; it also prevents those killed by it from rising again.
Flame Claw: The sacred treasure of Shakkar's disciple, Nimi. A set of 4 claws with flame motifs, they allowed the user to emit flames and use them to fly. It has the ability to ignite in flames at the disciple's will and purify curses and the undead; it also prevents those killed by it from rising again.
Zombiebane: The sacred treasure of Shakkar's disciple, Kabuto. A tower shield with a skull motif, it emits an energy that causes pain to undead who approach it. It has the ability to ignite in flames at the disciple's will and purify curses and the undead; it also prevents those killed by it from rising again.
Flashfire: The sacred treasure of Shakkar's disciple, Muku. A bottomless bag of white powder that creates blinding flashes of light when blown. The powder has the ability to ignite in flames at the disciple's will and purify curses and the undead; it also prevents those killed by it from rising again.
Pado'liit: The sacred treasure of Shakkar's disciple, Sarah. A thin, crude-looking war cleaver that is faintly warm to the touch. It has the ability to ignite in flames at the disciple's will and purify curses and the undead; it also prevents those killed by it from rising again.
#korrosin chronicles#korrosin#shakkar#potnl#pantheon of the nine lords#lore#orstrian#orstrys#magic#gods#religion#young adult novel#young adult#novel#ya novel#shakkar of the rebirthing flame
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Korrosin Chronicles Workshop #22
Overview
Marrion is the Farmer of the Pantheon, Goddess of Plants, Agriculture, and Nature, and her element is water. She is a peaceful Patron, though her power to control nature is not to be trifled with. Should you present yourself as an enemy to the balance, she will not hesitate to deal with you swiftly... and often messily. Her primary worshipers include Farmers, Ranchers, and Alchemists, and her rival deity is Moriat. The Pawning of Marrion entangles the victim in brambles, breaking the skin and filling them with hypersensitivity to nature. This allows them to have minor control over plants and animals, as well as innate herbal knowledge. Marrion's Sigil is of a twisted tree, still lush with greenery, and appears on the back of the left hand. One can only be Pawned if they would willingly sacrifice themselves to protect nature. Marrion's Sacred Treasure has the ability to create seeds that, when planted and given even a single drop of water, can turn even the driest desert into a lush jungle, complete with wildlife. When consumed, these seeds can also cure any ailment, including those caused by a Disciple of Dorinum.
History
Marrion came to Orstrys from The Black alongside Ortos, Kiiras, Shakkar, Balseer, and Moriat. Together, they went about creating the first races. Marrion was responsible for creating the Lobaas, and ensured they would understand nature's importance. Marrion had always been a relevant presence on Orstrys, using the Lobaas to safeguard the balance of wilderness and civilization. Even as the other races developed and invented and built, Marrion helped ensure there was enough unaltered wilderness that the rest of the life on Orstrys could prosper, much to Moriat's chagrin. Marrion instantly developed a close relationship with Corina after she began learning how to be a Patron, and tutored her consistently. Even after Dorinum intitiated the War of the Ten, Marrion's Lobaasi armies allowed her time to be there for her fellow deity, practically filling in for the goddess when needed. Once Dorinum was sealed away, Marrion returned to her original life, and although she and Corina lacked the closeness they once had, they remained close friends.
Guardian Beast
Despite the unusual appearance of a plant, the diodendron is actually a dragon, and is considered Marrion's guardian beast. Diodendron have thin, flexible bodies to allow themselves to blend in with their jungle environments, and are masters of trapping and ambushing prey. Their saliva has a sweet, mind-altering aroma, and is especially effective on Kruk. Instead of wings, they have prehensile tentacles covered in sticky slime, which they use to capture prey.
Sacred Treasures
Lifesower: The sacred treasure of Marrion's first disciple, Niliis. A simple farming sickle in appearance, its handle appears to constantly sprout small branches that must be pruned. The branches have the ability to create seeds that, when planted and given even a single drop of water, can turn even the driest desert into a lush jungle, complete with wildlife. When consumed, these seeds can also cure any ailment, including those caused by a Disciple of Dorinum.
World Mother: The sacred treasure of Marrion's disciple, Haragos. A simple cloth bag that naturally sustains the holder without the need for food, water, or sleep. It has the ability to create seeds that, when planted and given even a single drop of water, can turn even the driest desert into a lush jungle, complete with wildlife. When consumed, these seeds can also cure any ailment, including those caused by a Disciple of Dorinum.
Wild Bridge: The sacred treasure of Marrion's disciple, Lucir. A wooden staff with metal grips and topped with a dreamcatcher. It has the ability to create seeds that, when planted and given even a single drop of water, can turn even the driest desert into a lush jungle, complete with wildlife. When consumed, these seeds can also cure any ailment, including those caused by a Disciple of Dorinum.
#orstrys#orstrian#korrosin chronicles#magic#lore#fantasy#religion#potnl#pantheon of the nine lords#marrion#marrion of the verdant forest#gods#young adult novel#young adult#ya novel
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Korrosin Chronicles Workshop #21
Overview
Balseer was the Librarian of the Pantheon, God of Art, Magic, and Energy, and his element was Earth. There are many stories of what happened to Balseer, ranging from being killed by Dorinum to spark the War, to having been absorbed by Dorinum during the War, to the ever darker idea that is they are one and the same, cursed by their own power. His primary worshippers included magic users, artists, and scientists, and his rival deity was Shakkar. The Pawning of Balseer fires an arc of electricity into the victim, paralyzing them as the current flows throughout their body. As the energy spreads, massive amounts of magical energy is infused into them, until finally the current is fired back out into the sky. Balseer's sigil was of an eye with crossed lightning bolts, and it appeared on the solar plexus. One could only be Pawned if they possessed an inquisitive mind. Balseer's Sacred Treasure had a record of every spell - past, present, and future - hidden within the jewel that adorned it. When wielded, even if the user was barely an apprentice, they could outclass the most master of mages.
History
Balseer came to Orstrys from The Black alongside Ortos, Kiiras, Shakkar, Marrion, and Moriat. Together, they went about creating the first races. Balseer was responsible for creating the Bukushar, and, following a different path than the other patrons, ensured they would be his opposite in all things. Balseer tended to keep to himself during the time before The War of the Ten, only interacting with his sister, Shakkar, on a regular basis. Due to this, Ortos and Kiiras rarely asked of him, and when the time came for someone to step up and fill their roles until they could return, Balseer was passed over. Angered that his knowledge was not being put to use as well as it could be, he secluded himself even further in his work, even shunning Shakkar, whom he had always welcomed into his life. Sadly, Balseer was killed during this period by Dorinum, sparking The War of the Ten and plunging Orstrys into chaos.
Guardian Beast
Beithir were the guardian beasts of Balseer before his disappearance from the Pantheon. They primarily resided in mountainous areas and river valleys before their sudden extinction. The enormous snake-like dragons were highly toxic, and when combined with their ability to generate and travel through lightning bolts, they were considered some of the fiercest guardian beasts in Orstrys.
Sacred Treasures
Soulbinder: The sacred treasure of Balseer's only disciple, Siegnir. A golden, ornamental staff topped with a four-pronged claw holding a crystal orb that exudes an aura of sophistication. It had a record of every spell - past, present, and future - hidden within the jewel that adorned it. When wielded, even if the user was barely an apprentice, they could outclass the most master of mages.
#korrosin chronicles#korrosin#orstrys#orstrian#balseer#balseer of the mystical thunder#magic#lore#religion#potnl#pantheon of the nine lords#young adult novel#young adult#novel#ya novel#gods
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Korrosin Chronicles Workshop #18
Overview
Kiiras is the Queen of the Pantheon, Goddess of the Planes, the Elements, and Space, and her element is dark. She is the second most powerful Patron, assisting Ortos in his rule by providing a firm hand on all who require judgement. She birthed all that exists, including the other Patrons. Her primary worshipers include Judges and Astronomers, though many others openly worship her. The Pawning of Kiiras opens a black void that sucks the victim inside, before closing up completely. During their time inside the alternate dimension, they are imbued with mastery of all 4 main elements, before being promptly spat back out. Kiiras' Sigil is of a spiral galaxy, and it appears on the Pawn's sternum. One can only be Pawned if they have no elemental affinity. Kiiras' Sacred Treasure has the ability to open portals to many different locations, and also serves as a pocket dimension.
History
Kiiras came to Orstrys from The Black alongside Ortos with their children Shakkar, Balseer, Marrion, and Moriat. Together, they went about creating the first races. Kiiras was responsible for creating the Goruk-Tai and ensured they would understand how far a firm hand would take them. Kiiras spent much of her time reeling Ortos in from his interactions with their creations, though with the birth of the minor patrons they were both occupied for several centuries. When Corina and Teribos started to become close, Kiiras warned them both to stay away from each other. Corina ignored these warnings, and suffered the consequences. Kiiras was stretched even thinner than Ortos due to her controlling tendencies, and was all but powerless when Dorinum struck. Had Moriat and Shakkar not headed the defense, Kiiras surely would've died from overexertion. During the final decades of the war, Kiiras, with Shakkar's help, managed to coax Corina into action, and the war was soon won. Kiiras, along with Ortos and Shakkar, sealed Dorinum inside Dustaman, and went about rebuilding Orstrys. Kiiras and Moriat took charge of the operations, and once they were done Kiiras remained watchful, certain Dorinum would return.
Guardian Beast
The shadowy ying lung that twist and slither through the night sky are known as Voidserpents, and are viewed as Kiiras' guardian beasts. Though few have ever seen one of these magificent beasts, those who have accidentally stumblef upon them attest to their ability to seemingly teleport potential threats into precarious situations such as onto the edge of a cliff or in the dens of deadly predators.
Sacred Treasures
Warpshadow: The sacred treasure of Kiiras' first disciple, Shina. A pitch black cloak crafted from Voidserpent hide, it allows the wearer to become one with the shadows. It has the ability to access a pocket dimension that puts whatever is placed inside into a form of stasis.
Vorpal Spear: The sacred treasure of Kiiras' disciple, Krii. Appearing as a crude wooden spear with a stone tip, its punctures open small portals into another dimension, causing intense internal bleeding. It has the ability to access a pocket dimension that puts whatever is placed inside of it into a form of stasis.
Judgement: A metal gavel with an intricately carved head, it can summon chains from the earth to bind a subject it has struck. It has the ability to access a pocket dimension that puts whatever is placed inside into a form of stasis.
Silverrift: The sacred treasure of Kiiras' youngest disciple, Lia. A simple, light blue hand mirror in appearance. It has the ability to access a pocket dimension that puts whatever is placed inside into a form of stasis.
#korrosin#korrosin chronicles#orstrys#orstrian#lore#potnl#pantheon of the nine lords#kiiras#magic#ya novel#young adult novel#young adult#novel#kiiras of dimensions#kiirasi#religion#god
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Korrosin Chronicles Workshop #13
A bit late, but I’m finally done with all the races of Orstrys! Well, except for the demi-races, but I’ll save those for the bestiary. As always, I love any feedback I can get! Next week I’ll be starting on the religions of Orstrys, so that should help explain a few of the things mentioned in the race bios.
Half-Lobaas
Magic 8 - Half-Lobaas, like their canine parents, are naturally gifted druids and mages. The Lobaasi pack bond tends to give them more leeway in their society, granting them proper training in their rituals and magics.
Intelligence 8 - Half-Lobaas remain curious even past their younger years, allowing them more chances to learn. As such, they tend to be a bit more intelligent than their full-blooded packmates.
Defense 5 - Half-Lobaas are more capable of healing severe wounds thanks to their human side, and as such can bear to make more mistakes while hunting large game. Where a broken leg would permanently cripple a Lobaas, combies can be back in action after a month or two.
Offense 6.5 - Wielding the powerful claws and teeth of their Lobaasi parents, Half-Lobaas are just as fearsome hunters. Their human half also grants them a bit more fluidity in their movements, which makes them more capable in one-on-one combat.
Speed 7.5 - Half-Lobaas aren’t as nimble or fast as their packmates, but can chase and fight prey for much longer. This extra stamina tends to lead them to over extend while chasing down prey, occasionally causing tension between the hunting parties.
Half-Cyora or Catkin
Magic 7 - Half-Cyora are just as magically gifted as their parents, which helps them keep up in their society. Using their magic, they can build and innovate just as well as their peers.
Intelligence 8.5 - Curious to a fault, Half-Cyora are always trying to figure out something. Whether it be how a contraption works, why society is how it is, or where the best materials can be found, most Half-Cyora become stuck in a cycle of wonder.
Defense 5 - With their human half boosting their natural healing processes, Half-Cyora can recover from injury better than a full-blood. Regardless, their physical defenses are still the same as their Cyoran parent.
Offense 6.5 - While they inherit the sharp claws and strong muscles of their Cyoran parent, Half-Cyora have a jaw structure almost identical to a human and their claws are far less durable. As such, they’re all but useless for combat and are primarily used in utility.
Speed 8 - Half-Cyoran skeletal structure is much closer to a human than a Cyora, and as such they’re not as agile as a full-blood. However, they still outclass most races in their flexibility and speed.
Half-Sakumo or Gylls
Magic 8.5 - Half-Sakumo are just as capable mages as their purebred counterparts, with the additional benefit of not being limited in their elements. Still, few actually pursue further than water and air magic.
Intelligence 8 - Half-Sakumo are just as intelligent as their parents - and just as business savvy. With access to their emotions, however, they tend to be more variable when it comes to future professions.
Defense 6.5 - Gylls are covered in tiny scales that feel smooth to the touch, but still give moderate protection from attacks. Additionally, they constantly secret a form of mucous that traps moisture, but also makes them difficult to grab onto.
Offense 6 - Gylls have sharp teeth and spines on their joints, granting them more natural weapons than many pure Sakumo. They also have impressive strength, and can crush trees with their bare hands.
Speed 7 - While not as fast in the water as their Sakumo parents, they’re more than capable on land. Their human stamina also helps keep them moving longer.
#korrosin chronicles#lore#magic#fantasy#high fantasy#young adult#novel#ya novel#young adult novel#sakumo#fish#human#lobaas#wolf#cyora#cat#orstrys#orstrian
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Korosion Chronicles Workshop #16
Pawning
A spell granted only to those deemed worthy by the Patrons, the Pawning ritual grants the caster the ability to mold a target's mind to their whim by forcing a battle of wills. The spell is directly taught by their patron, and as such each ritual is unique to them.
Rules and Regulations
•Each Patron's Pawning has a limiter to prevent disciples from amassing too much power too quickly.
•Pawning can be interrupted, but the Pawn dies as a result regardless of the deity or progress.
•Pawning requires an incantation unique to each Patron recited before beginning.
•Pawning automatically removes any resistance to the Disciple, although Disciples can adjust this to suit their needs during the ritual.
•Pawns retain their will, however unless the Disciple decides otherwise, they cannot act against the wishes of their masters.
•Disciples can invoke extreme sensations from the sigils, ranging from pain to euphoria.
•Pawns cannot be Pawned by another Disciple, unless afflicted by Godblight.
•Even when afflicted with Godblight, Pawns can resist a Pawning with a strong enough will.
Chants
Like all powerful magics, each pawning ritual has a deity specific incantation that disciples recite. Through the chant, the disciple invokes their patron deity and uses their power to grant incredible ability to the pawn.
Ortos
I call upon Ortos, the Elder, to bring this being under my care. With all the fairness I can muster, I invoke the damage of time in my goal to ensure safety for all who call this world home. As you become one with the passage of time, so too will your fate, and I grant you strength in your coming trials. By my command, become my Pawn!
Kiraas
I call upon Kiraas, the Gavel, to bring this being under my rule. With all the power I can muster, I invoke the darkness of space in my goal to ensure law and order are maintained. As your body is removed from this plane, so too will your weakness, and I grant you strength in your coming trials. By my command, become my Pawn!
Shakkar
I call upon Shakkar, the Phoenix, to bring this being under my wing. With all the knowledge I can muster, I invoke the flames of rebirth in my goal to ensure life and death continue as determined. As these flames consume you, so too will they invigorate you, and I grant you strength in your coming trials. By my command, become my Pawn!
Dorinum
I call upon Dorinum, the Shadow, to bring this being under my control. With all the pain I can muster, I invoke the agony of pestilence in my goal to ensure the destruction of this world. As your body rots by my hand, so does your mind, and you become my eternal slave. By my command, become my Pawn!
Balseer
I call upon Balseer, the Sigil, to bring this being under my tutelage. With all the wisdom I can muster, I invoke the energy of the universe in my goal to ensure knowledge is shared. As the energy fills your body, so too is the world, and I grant you strength in your coming trials. By my command, become my Pawn!
Marrion
I call upon Marrion, the Forest, to bring this being under my growth. With all the nurturing I can muster, I invoke the tenacity of nature in my goal to ensure our world is not harmed. As these thorns break your skin, so too are your barriers, and I grant you strength in your coming trials. By my command, become my Pawn!
Moriat
I call upon Moriat, the Chariot, to bring this being under my progress. With all the speed I can muster, I invoke the experience of labour in my goal to ensure life never stops moving forward. As your body is lifted, so too is your spirit, and I grant you strength in your coming trials. By my command, become my Pawn!
Kairoban
I call upon Kairoban, the Anvil, to bring this being under my forge. With all the skill I can muster, I invoke the heat of the mountain in my goal to ensure those with skill never waste it. As your body is reforged, so too are your tools, and I grant you strength in your coming trials. By my command, become my Pawn!
Teribos
I call upon Teribos, the Song, to bring this being under my spell. With all the emotion I can muster, I invoke the notes of my instrument in my goal to ensure free will is never limited. As your mind is filled with music, so too is your heart, and I grant you strength in your coming trials. By my command, become my Pawn!
Corina
I call upon Corina, the Ocean, to bring this being under my contract. With all the greed I can muster, I invoke the waters of life in my goal to ensure profit is maximized. As your heart becomes ice, so too does your spirit, and I grant you strength in your coming trials. By my command, become my Pawn!
Faeridor
I call upon Faeridor, the Hearth, to bring this being under my caress. With all the love I can muster, I invoke the warmth of a mother's embrace in my goal to ensure every life is loved. As your body becomes a mother's, so too do your duties, and I grant you strength in your coming trials. By my command, become my Pawn!
#korrosin chronicles#orstrys#orstrian#pantheon of the nine lords#potnl#pawning#magic#lore#gods#religion#young adult novel#young adult#novel#ya novel
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Korrosin Chronicles Workshop # 15
The Pantheon of the Nine Lords is split into several tiers of worship, with two branches that govern different aspects of the faith. The Church governs the physical aspects of the Patrons, ensuring their laws and customs are followed and serving punishments when due. The Monastery governs the mental aspects of the Patrons, ensuring their ideals and teachings are followed and spreading their message throughout the land.
Special Tiers
Chosen
A Chosen is a special rank that is only granted during times of great blight. Typically, the Patrons will pass over those already in worship of them in favour of those who show exemplary skill in what they represent. While a Chosen does not receive a portion of the Patron's power, the direct selection grants them as much influence as a Disciple, and they often become Disciples through their quests. Due to the specific nature of being a Chosen, only one of each Patron exists at a time.
Disciple
A Disciple is one who is chosen directly by the Patron to serve as their physical presence on Orstrys. They speak directly with their Patron, and are granted a portion of their powers to enact their will. This is the most prestigious and powerful rank one can achieve, to the point where only a few can exist at one time per Patron.
Tier 5
Vessel
A vessel is one who is granted the ability to speak with their Patron, and share their will with Orstrys. They are typically those who have trained spiritually, and as such lack in physical combat skills. Even still, their magical and divine skills are a force to be reckoned with, and can hold their own in a fight with even dragons.
Tier 4
Cardinal
A cardinal is the leader of the churches throughout Orstrys, and oversees proper worship of their Patron. While they typically have not been personally contacted by their Patron, they are among the most powerful and influential people in the religion other than firekeepers.
Firekeeper
A firekeeper is the leader of the monasteries throughout Orstrys, and oversees proper worship of their Patron. They are spiritually trained, and typically are chosen to become vessels. Other than cardinals, they are among the most powerful and influential people in the religion.
Tier 3
Bishop
A bishop is one who oversees and runs a single church. They have a decent sphere of influence, and are often zealous in their worship.
Guru
A guru is one who oversees and runs a single monastery. They have a decent sphere of influence, but typically remain impartial in their pursuit of enlightenment.
Tier 2
Priest
Priests are those who fulfill the bidding of the bishop, ranging from helping the needy to leading crusades. They are commonly seen rooting out enemies of their Patrons, from undead to wild beasts to bandits.
Swami
A swami is one who tends to the monastery and its surrounding area, including gardens, citizens, and potential threats. They typically act autonomously from the firekeeper, wishing not to burden them with small matters.
Tier 1
Sibling
A sibling is the general follower of the church, who aids the priests however they can. They live on church grounds, and fill most of the ranks of the church.
Monk
Monks are the general followers of the monastery, practicing their spiritual arts throughout the day. They are often seen travelling from monastery to monastery, attempting to cleanse Orstrys as they do.
Tier 0
Child
A fresh recruit into the church or monastery. They have yet to achieve full membership status, and typically live off the grounds.
#korrosin chronicles#potnl#pantheon of the nine lords#lore#magic#orstrys#orstrian#religion#monastery#church#young adult novel#young adult#novel#ya novel
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Korrosin Chronicles Workshop #14
Now that I've finished the races, I'm starting on the religions. There are several religions in Orstrys, and, like the races, I will be splitting them up for easier reading; first up is the overview of religions.
The Pantheon of the Nine Lords
The Pantheon of Nine Lords is the most common religion in Orstrus, and while some kingdoms may not worship the Pantheon, several of the deities have appeared in their religions. It consists of the major deities Ortos of Eternity, Kiiras of Dimensions, Shakkar of the Rebirthing Flame, Marrion of the Verdant Forest, and Moriat of the Willful Gale, and the minor deities Kairoban of the Cavernous Mountain, Corina of the Bountiful Waves, Teribos of the Enticing Winds, and Faeridor of the Violent Blaze. Two other deities are known, but worship is all but non-existent; Dorinum of the Dominant Shadow - Shakkar's rival deity and ruler of Dustaman, the Prison of the Gods - and Balseer of the Mystical Arts - Shakkar's brother and first casualty of the War of the Ten.
Tekii Azutta
Literally translating to "Great Gods", Tekii Azutta is the religion of the Kruk. It consists of Basako Gradak (Lit. "Light River"), Jes Bukakap (Lit. "Dark Guardian"), Tekii Dratak (Lit. "Great Tree"), Glatruk Kekuna (Lit. "Ruin Worker"), Jatiiko Riiko (Lit. "Family Fire"), Kako Riiko (Lit. "Earth Fire"), La Gortu (Lit. "Devour Feast"), and Kan Tagasa (Lit. "Sky Anger"). The first six correspond to Ortos, Kiiras, Marrion, Moriat, Faeridor, and Kairoban respectively, though their roles are different from the Pantheon of the Nine Lords; Ortos is day, Kiiras is night, Marrion is the great tree the Kruk'Gul inhabit, Moriat is warfare, Faeridor is sex and sleep, and Kairoban is the volcano whose lava surrounds Zukar. The two other gods - La Gortu and Kan Tagasa - represent celebration, specifically feasts (as their name implies) and the weather.
The Beasts of Ice
The Beasts of Ice is the religion of the Lobaas, and consists of Marrion, Moriat, Amaroqar, Bantuk, Samatempi, and Olulhuaqan as cardinal deities, with several smaller figures in their mythology. Marrion, being their chief deity, influences many aspects of Lobaasi culture, including their reverence for nature. Moriat is still the antithesis of Marrion, but is viewed as a necessary part of Lobaasi society. Amaroqar is the "Chief of Snow", and used the Amaroq to control the winds. Bantuk represents the hunt and graces hunters with either luck or peril, depending on their respect for their prey. Samatempi is the embodiment of Lobaasi will and music, constantly battling the wintekowa. Olulhuaqan is the deity of destruction, making room for new life to be created.
Coreborn Religion
The coreborn religion is primitive and lacks information due to the violent nature of the practitioners, including a proper name. It consists of at least 3 deities: Grul, the war god, Nik, the family god, and Orf, the healing god. Grul is invoked before every raid or battle by setting fire to bones and then devouring them; Nik is invoked during times of joyous occasion or childbirth; Orf is invoked during the healing practices or during what rudimentary funerals the coreborn have.
#orstrys#orstrian#religion#pantheon#pantheon of the nine lords#potnl#korrosin chronicles#lore#magic#tekii azutta#the beasts of ice#lobaas#kruk#gods#young adult novel#young adult#novel#ya novel
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Korrosin Chronicles Workshop #11
Combies Part 1
Overview
Short for "combinations", combies are the collective hybrid races throughout Orstrys. When humans appeared in Orstrys, there were those few Orstrians who welcomed them with open arms. These relationships eventually spawned unions, and they in turn spawned offspring - much to everyone's surprise. Humans have genetic compatibility with almost every race in Orstrys, allowing various half breeds to emerge. Combies are viewed as lesser members of society, and commonly end up mixing about with the criminal underground. As such, combies often have a skewed outlook on life. It's rare to see a comby not living in poverty, and even rarer to see one in an influential position(such as Sarah).
Notable combies include Chosen of Shakkar Sarah, Agri-Cor, and Nibias Liaso.
Half-Kruk
Magic 6 - Half-Kruk retain their Kruka magical abilities, although thanks to their human ancestry most are capable of casting spells of any affinity. As with the Kruk, a Half-Kruk's magical ability is dependent on their Kruka ancestry.
Intelligence 7.5 - Half-Kruk are generally more intelligent than most Kruk, thanks to their human parent's natural curiosity and desire to learn passing on to them. Even Half-Tas have a level of intelligence to put their parent to shame.
Defense 6.5 - While the hardened exoskeleton is replaced by supple flesh, Half-Kruk skin is capable of withstanding many a blow. Additionally, most Half-Kruk incorporate fallen Kruk chitin into their attire, granting them added protection.
Offense 7 - Half-Kruk are born without the natural weapons of the Kruk, but develop them a few years after birth. The results are far less impressive than their arthropodian progenitors, but remain dangerous all the same.
Speed 8 - Combining the benefits of both parents, Half-Kruk have incredible stamina and are extremely fast. Additionally, the Kruka ability to sense vibrations has been magnified, and these vibrations can be redirected to increase the momentum of a Half-Kruk's movements.
Half-Tai
Magic 6 - Half-Tai have a natural link with the world as their ape-like parents do, and are capable of powerful healing remedies and earth magic. Additionally, their human side allows them access to other elemental spells.
Intelligence 8 - Half-Tai are more driven in their intellectual pursuits than their Tai parents, and as such tend to learn faster. They don't learn to beat the Quastani, rather they learn because they genuinely enjoy knowledge.
Defense 6.5 - With much thicker skin and heavier, coarser hair, Half-Tai can better withstand physical attacks than their human parents. They're also able to heal faster than Goruk-Tai, and require far less healing remedies in order to recover from sickness and injury.
Offense 8 - The additional muscle granted by their Tai half makes Half-Tai formidable fighters. They are capable of defeating Goruk-Mao and rival Goruk-Gua with brute force alone, and some have been known to stand on par with some of the Goruk-Nali leaders.
Speed 6.5 - Bulkier and slower than humans, Half-Tai are still capable acrobats and can swing from tree to tree or ledge to ledge with relative ease. However, they tend to prefer walking, only jumping from tree to tree when required.
Half-Quastani
Magic 8.5 - While not nearly as powerful mages as their avian parents, Half-Quastani are more than capable of devastating magic. Like other combies, they are equally attuned to every element.
Intelligence 8.5 - Half-Quastani are naturally the second smartest sentient race in Orstrys. Like the Half-Tai, their human curiosity and drive lead them to more ambitious pursuits than any full blood would ever dream of.
Defense 5 - The hollow bones of their Quastani heritage become thicker and harder due to their human half, making Half-Quastani much more durable than their full-blooded relatives. Where a Quastani would be crippled for life, a comby would stand right back up and keep moving.
Offense 6 - Due to their modified aging cycle, Half-Quastani remain practically defenseless until their 18th molting when their talons grow in. However, they're much more capable martial combatants and can go toe-to-toe with many races.
Speed 7 - Due to their thicker, heavier bones, Half-Quastani are much less graceful in the air than their Quastani parents, and can only glide for limited distances. However, they have a human's endurance and can outlast even flightless Quastani in terms of land movement.
#orstrys#orstrian#korrosin#korrosin chronicles#comby#combies#human#half-human#kruk#kruka#half-kruk#goruk-tai#ape#half-tai#tai#quastani#bird#half-quastani#magic#lore#races#ya novel#young adult novel#young adult#novel#fantasy#high fantasy
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Korrosin Chronicles Workshop #7
Edit: Accidentally posted this too early, so I may or may not skip Tuesday.
Overview The Goruk-Tai, or simply the Tai, are ape-like humanoids that rule Karikos. They are among the strongest of the races, though they generally keep to themselves. Though a few subraces exist, they all refer to themselves as Goruk-Tai. MIDOS Score Magic 6 - The Goruk-Tai are above average in their magical ability, adept in both earth and water magic, as well as alchemy and light magic. Their healing salves and herbal remedies are second to none, and even Lobaas covet the knowledge of their creation. Intelligence 7 - Goruk-Tai are surprisingly intelligent despite their strength, and have vast libraries filled with knowledge in their canopy cities. In their rivalry with the Quastani, they often use this knowledge in their attempts to outwit the avian race. Defense 6.5 - Tai have thick bones and hides that protect them from falling great heights while climbing. These also protect them from many conventional weaponry. Offense 9 - Built with powerful muscles, Goruk-Tai, particularly the Goruk-Nali, are capable of truly spectacular physical feats. A small unit can even take down a Bukushar Wartusk with no casualties. Speed 6.5 - The Tai use their natural agility and acrobatics to swing from tree to tree and avoid the deadly predators on the forest floor. While on the ground, they’re a fairly average speed, when in an environment that permits a multitude of hand and footholds they reign supreme. Biology Goruk-Gua An orangutan-like subrace. Far more rare than the others, and typically hold leadership positions. Goruk-Nali A gorilla-like subrace. Generally act as enforcers due to their stronger bodies, but are welcome in almost any position. Goruk-Mao A chimpanzee-like subrace. The most numerous of the Goruk-Tai, and often the ones encountered outside the kingdom. Generally the most empathetic of the Goruk-Tai, and will rarely utilize Kurot-Nor. Politics Despite keeping to themselves, the Goruk-Tai have a few notable relationships with the other kingdoms. The Goruk-Tai and the Quastani have had an intellectual rivalry for centuries, always seeking to one-up each other in the pursuit of knowledge. The Sakumo had remained relatively peaceful with the ape-race, until the fish-people began to use the term “Shinshin” as a nickname for the Goruk-Gua due to the similarities between the two creatures; an act that nearly sparked a war. The Bukushar make regular attempts to attack Karikos, but remain unsuccessful. Between Goruk-Tai, there is a general hierarchy for political positions; Goruk-Gua are at the top, Goruk-Mao are in the middle, and Goruk-Nali are at the bottom. This is not a set-in-stone ruling, however, and many Tai villages have been and are led by Nali and Mao over the Gua. Regardless of the political atmosphere, the one thing that remains the same is that the Kurot-Nor remain slaves.
Notable Goruk-Tai include Chosen of Dorinum Shugo-Bur, Gakul-Gro, and Tampi-Sik.
#korrosin#korrosin chronicles#orstrys#orstrian#goruk-tai#gorilla#ape#goruk-nali#goruk-gua#orangutan#goruk-mao#chimp#chimpanzee#races#fantasy#high fantasy#magic#lore#young adult#novel#ya novel
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Korrosin Chronicles Workshop #10
FUNJI Overview The Funji are a parasitic, sentient fungus that are near identical to causticeps, with the major difference being Funji do not corrupt their hosts; they simply overtake and kill them. Their spores are relatively harmless on their own, only putting those who inhale in a hypnotic trance, when Causticeps has been inhaled as well, the spores begin consuming the corrupted fungus to further their own development. Funji struggle to survive in Orstrys due to their parasitic nature, and even those that mature tend to be hunted as abominations. MIDOS Score Magic 8 - Funji are attuned to all magics, but are particularly skilled in light, dark, and earth. Additionally, they are capable of casting spells that no other race can perform. Intelligence 6 - Funji are not particularly intelligent, but due to their rapid maturation absorb information at a hyper accelerated rate. Depending on their environment, a Funji could be smarter than a Quastani, or remain in a child-like mental state for their entire lives. Defense 9.5 - Due to their nature, Funji vital functions are limited to within the skull cavity. They are also capable of near-instantaneous regeneration and can even reattach limbs. Offense 6.5 - While limited to the natural weapons of their host, Funji are capable of using these just as skillfully as their hosts once did. However, due to their tendency to release spores, they can protect themselves even with their hosts disabled. Speed 5 - Due to piloting a corpse, Funji are one of the slowest races in Orstrys. However, some Funji have learned to create anchor lines from their own bodies to rapidly zip themselves from place to place.
Notable Funji include Chosen of Faeridor Jigara, Sik-Sik, and Sirunil.
HUMAN Overview The humans are a strange race that suddenly appeared in Orstrys and rule Lortica. They're the least trusted of the races besides the Trayvi, but have used their knowledge to stake a life out for themselves in this strange new world. MIDOS Score Magic 7.5 - Humans have the surprising ability to cast magic regardless of circumstances. It's theorized that whatever event brought them to Orstrys imbued them with magical affinity. Intelligence 8.5 - Humans are curious by nature, and as such never stop learning. Through trial and error they've recreated multiple comforts they can remember, and have introduced many new ideas to the native Orstrians. Defense 5 - Humans have no natural defenses to speak of, and primarily rely on their intelligence to survive the Orstrian wilds. They have, however, repurposed many armour sets from the various native races for their own personal use. Offense 6.5 - Most humans are relatively weak compared to the native inhabitants, but their ability to think and plan quickly makes them especially dangerous. Stories of their survival against all odds have spread across the land. Speed 7.5 - Humans, while not particularly fast, have the highest stamina of all the races, and some of the highest agility. Where even a Lobaas would collapse from exhaustion, a human can continue on without faltering. Politics Upon their appearance in Orstrys, most races were more than a little apprehensive over interacting with the humans, but the Quastani, interested in learning about the new race, managed to broker a deal with the Goruk-Tai for some of their southern lands for the humans to inhabit. As such, the Tai view humans as thieves and political enemies, while the Quastani share a mutually beneficial relationship with the humans based on sharing knowledge. The humans govern themselves similarly to the Kruka Council, and served as the basis on which the latter was formed. The major difference is that leaders are elected through mandatory voting for a given community.
Notable humans include Chosen of Kiiras Lia Sturleson, Shanala Rykers, and Father Mandera. QANALA An extinct race that was once the superpower of Orstrys. Habusaat feared their strength, and waged a massive war to eradicate the Qanala, eventually succeeding. There are hundreds of Qanalan ruins throughout Orstrys, and many treasure hunters delve these ancient wonders, despite the multitude of traps and monsters that now fill the cities.
#Orstrys#orstrian#korrosin#korrosin chronicles#funji#fungus#fungi#human#qanala#reptile#races#magic#lore#fantasy#high fantasy#young adult novel#young adult#novel#ya novel
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Korrosin Chronicles Workshop #8
Overview The Kurot-Nor, also known simply as the Nor, are monkey-like humanoids that serve the Goruk-Tai. Kurot-Nor take care of delicate workloads such as household chores, as well as intricate crafts. You'll often find Kurot-Nor that have managed to leave the kingdom in workshops, utilizing their dexterity to make a living. Just like Goruk-Tai, there are several subraces that are collectively referred to as the parent race. MIDOS Score Magic 8 - Kurot-Nor are even more skilled in magic than their ape overlords, although their expertise is more in the elemental magic than alchemy. Skilled in light, wind, earth, and water magics, and above average in alchemy, the Nor make invading their territory difficult with all manner of spell. Intelligence 8 - The Nor are extremely intelligent, and always curious to learn more. Born tinkers, Nor spend their free time fiddling with mechanisms and inventing new machines. Defense 4.5 - Kurot-Nor are small, light, and have weak bones; these factors make them especially vulnerable to physical attacks. Much of their defense is spent dodging, if not outright fleeing when their plans don't go well. Offense 5.5 - While they have above average strength, Kurot-Nor generally aren't much stronger than a human. Despite this, they have multiple tricks to help overcome their weaknesses. Speed 9 - Nor are the most agile of all the races, and the fastest in woodland or urban environmemts. Utilizing their prehensile tails, they swing from ledge to ledge and limb to limb, making sure they never get hit or miss a grip. Biology Kurot-Mu A lemur-like subrace. Fastest of the Kurot-Nor. Used as delivery services. Kurot-Ke The most common, and most visually varying, of the Kurot-Nor. Used for just about everything. Kurot-Bo A baboon-like subrace. The strongest of the Kurot-Nor. Used for physically demanding tasks. Kurot-Ma A macaque-like subrace. The smartest of the Kurot-Nor. Used as teachers and assistants. Politics While the Kurot-Nor have their own system of government and have been recognized as a kingdom by the Quastani Central Government, the Goruk-Tai ensure their dealings with other nations remain almost non-existant unless enacted as envoys for the larger race. Even still, the Nor have good relationships with the humans and the Sakumo, as both can help provide new and exciting objects for them to tinker with. Far smaller and weaker than their overlords, the Kurot-Nor have been forced into servitude. The Kurot-Nor are allowed to govern themselves, but ultimately must obey the Goruk-Tai. The basics of Nor policy are similar to Tai policy, with the exception of slavery. Additionally, Kurot-Nor in a village often hold "Wit Fights" - a quadrathalon of tests focusing on the main strengths and weaknesses of the Nor to figure out who is the smartest and most resourceful - to decide on a leader. This is a yearly event and it is not uncommon for there to be casualties.
Notable Kurot-Nor include Chosen of Kairoban Juju-Dal, Captain Maga-Bix, and Sipi-Mor.
#orstrys#orstrian#korrosin#korrosin chronicles#lore#magic#ya novel#young adult#novel#races#monkey#kurot-nor#kurot-mu#kurot-bo#kurot-ke#kurot-ma#macaque#baboon#lemur#fantasy#high fantasy
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Korrosin Chronicles Workshop #1
So, as I said last week, I’ve decided to take a break from Tabletop Tuesday for awhile. Instead I’ll be posting some lore for the novel I’m writing. The series is called the Korrosin Chronicles, after the main character Sarah Korrosin. It’s a high fantasy YA that follows a half-human girl on her quest to gather other Chosen Champions of the gods. The dominant races are many, with humans being a fresh arrival to the world through some unknown occurrence; in fact, humans have only been in this world for about 20 years.
To start off the workshops, I’ll be describing the many different races that will make a notable appearance during the series, starting with the Quastani. There are a total of 10 races besides the humans, and I will describe one each week. And now, for the Quastani!
The Quastani are bird-like humanoids that rule Xitarka. Excellent scholars and mages thanks to the energy rich land they inhabit, they show little interest in the dealings of the outside world. Ruled by the notorious Council of Wisdom, they retain their neutrality and peacefulness even during all out conflict unless they are actively threatened. Unlike the other races, the Quastani change radically as they age, which confuses newcomers as to whether or not there are subraces. The appearance of these stages seems to tie into choices and events that occur throughout a Quastani’s life, meaning one can potentially determine exactly the kind of character a Quastani has solely based upon their appearance.
The Quastani came to be several thousand years ago during a time of great strife. The mammalian Bukushar slaughtered the ancient, reptilian Qanala under the deceit of Dorinum. When the Blood Raids succeeded in killing every last Qanala in Orstrys, the balance of the world had been destroyed. Shakkar, the goddess of life, death, and rebirth, took it upon herself to create a new race to fill the void using the souls of the Qanala, at the cost of their memories and culture.
Magic 9.5 - Quastani are inherently magical due to both their origins with Shakkar and their magic infused homeland. They are excellent mages at any age, and only get more powerful. Intelligence 9 - The Quastani way of life ensures that knowledge takes precedent over all other pursuits. It is for this reason that the most scholarly citizens bail from Xitarka. Defense 3.5 - Despite being gifted in the magical arts, a Quastani’s natural physical defenses are extremely poor in comparison. Their bones are hollow to aid in their flight, and as such break very easily. Offense 6 - While young Quastani aren’t the best physical fighters, adults and elders tend to develop talons and increased musculature and can cause quite the nasty wound by swooping in from above. Speed 7 - In addition to being excellent flyers, Quastani are also fast on their feet. Some Quastani even grow up to be flightless, but make up for this by being much faster on the ground.
Infant The infantile stage of the Quastani is similar in appearance to your typical chick. Eventually they grow their down, and will retain this until their third molt.
Child The child stage of the Quastani is similar in appearance to that of a songbird, though varying in actual appearance. They will remain in this stage until their 12th molt.
Teenager The teenager stage of the Quastani is entirely unpredictable, in that one’s appearance seems most dependant on environment and can change abruptly should one change that environment. Typically, a teenage Quastani will appear similar to a raven, however. They will retain this until their 21st molt.
Adult The adult stage of the Quastani is similar in appearance to a bird of prey. Molting slows down once reaching adulthood, gradually increasing in time between. They will remain this way until their 50th molt.
Elder The elder stage of the Quastani is similar in appearance to an owl. These are among the oldest and most experienced Quastani, and tend to make up the Council of Wisdom. Molting slows down even further once in the elder stage, and some Quastani Elders have been recorded to reach 400 years old, with outside influence. Typically, this is the last stage a Quastani will achieve before death, though one more exists.
Ancient The ancient stage of the Quastani is similar in appearance of a Phoenix. It is unknown just how a Quastani reaches this final stage, with various Ancients having done many different things to become one, but its existence has led many to believe that the Quastani are the direct offspring of Shakkar, and this belief is well established in folklore and religion. Once achieving the Ancient stage, a Quastani is unable to die by age or sickness, although they can be killed.
The Quastani were the first to learn the secrets of the Qanalan ruins, unlocking vastly advanced magic and technology and cementing themselves as the central governing body across most of Orstrys. Despite following an impartial ideology and focusing on personal enlightenment, most of the other inhabitants of Orstrys turn to them for political and spiritual guidance. They act as mediators in political disputes to ensure it doesn’t escalate to all out war.
Internally, their value of wisdom and age leads to their central governing body to consist of the oldest and wisest Quastani. With their centuries of experience they guide Xitarkan society by trying to avoid the mistakes of the past. Many younger Quastani disagree with this approach, leading a lot to travel the world instead.
Notable Quastani include the Chosen of Teribos Quastiili, the Chosen of Dorinum Mastiil, Sulisii Malaande, and Vessel Hiisimaan.
#korrosin chronicles#korrosin#sarah korrosin#quastani#novel#young adult novel#ya novel#writing#races#fantasy#magic#lore#orstrys#orstrian#high fantasy#phoenix
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