
Gameplay & Roleplay Rules- Please do not use any cheats or unfair modifications to your game. This includes x-ray, freecam with phase, and hacking.
- No griefing, stealing, or raiding, unless it’s part of a mutually agreed RP plot approved by staff.
This will include placing any blocks that emit sounds that can be seen as triggering. This can include, but is not limited to, the Bone Whispering Blocks, jukeboxes with CDs that have such noises, etc.
- Always ask staff if you want to build an automated farm. Otherwise they are strictly prohibited.
- Keep buildings inside cities accurate to the style. You are free to renovate or demolish a building you claim.
- Keep your character logs, group journals, and profiles updated as requested.
- Separate IC and OOC clearly. Do not let personal feelings bleed into character behavior.
- Do not bypass locked areas (Netherite Doors, Lock Blocks, etc.) using glitches or phasing.
- All text chat is OOC by default unless marked otherwise or posted in an IC-designated channel.
- No transmogging relic weapons. It will be treated as griefing.Character Rules – Part 1: Character Creation- All characters must fit within the world of Ourothys.
- No alternate realities, other worlds, realms, or outside kingdoms. The world itself is Ourothys. Not the continent. Please keep that in mind.
- Characters must be rooted in one of the four canon nations.
- Please actually read the lore documents and create a character before submitting your app. Please do not waste our time.
- Please write your character with their full name, backstory, and personality. The writing must be quality and fit the world. If you do not like writing and storytelling, this is not the server for you.
- Backstories should reflect an established presence in the world.
- Exceptions for unique origins may be granted with staff approval.Character Rules – Part 2: Creation & Limits- Characters must be original creations.
- If you'd like to play an existing character in the world for the story. Reach out to a staff member!
- If a location or race has "Overloaded" next to it. It means there are a lot of players that play it, and we need a proper balance. If it says "Underloaded," we highly recommend you join it to balance out player counts.
- Do not copy characters from TV, anime, games, or other media (inspiration is fine).
- Every character needs a name, appearance, backstory, and personality.
- Characters must belong to a race from the approved race list, unless staff approve otherwise.
- Only one character per player, unless you are playing a staff-assigned lore role for a limited time.
- Creating a new character requires staff approval first.
- Your character has 3 canon lives. But in lore it's not an actual death when they die the first 2 times. Due to a revival spell that exists. But there is a consequence every time it's used, and it can still kill you. (If you want that character to die.)Character Rules—Part 3: Age & Power- All characters must be 18+ years old, physically and mentally.
- If your character is over 1836 years old, consult staff to ensure lore fit.
- Immortal characters must still be killable (e.g., vampires, undead, constructs).
- No spirits or ghosts as player characters.
- No gods, demigods, or divine-tier characters unless part of a staff-approved lore arc.---Power Balance Rules- Metagaming is prohibited—don’t use OOC info IC.
- Powergaming is prohibited—do not control or force outcomes on other players.
Getting Started in OuroborosTo build a meaningful character and join the world, please do the following:-Look over the lore on the website.
- Ask questions if you’re unsure—staff are here to help!
- Verification Code is 0UR0
- Once you’ve read the rules, verify yourself by doing your application.---Warning System
As of now, the current warning system is this:- First offense: Unofficial warning to player
- Second offense: Official warning to player
- Third offense: Three day timeout
- Fourth offense: Seven day timeout
- Fifth offense: BanThis will be handled in player chats and discussed with admins, and this system is subject to change.---Welcome to the world of Ouroboros RPG. We look forward to the story you’ll help us tell.
——————————————————————The year is 1837 ATDA (After The Dark Ages). Last year, after almost two millennia of isolation, the four great nations of Ourothys opened their borders for the historic World's Fair of 1836, culminating in the Non Aggression Pact that now allows free travel and trade across the world.Now, we are at Season 2.
This is where your character’s story begins.
This guide will help you understand modern Ourothys so you can create characters that feel alive in this complex, evolving world.
——————————————————————The Geography of Our WorldOurothys exists across multiple known layers, though not all are accessible:The Overworld (The Surface)
The primary layer where all known civilization thrives. Familiar continents, seasonal cycles, and natural laws govern this world.The Nether (The Hollow World)
The subterranean layer of extreme volcanic activity and dangerous heat. Rich in rare minerals, flora, and fauna. It attracts desperate prospectors and exiled criminals. The cause of its fiery nature remains debated; some scholars claim ancient geological forces, while others believe it's something that awakened beneath the earth several millennia ago.The End (The Orbital Ring)
Massive floating islands that orbit the world in a ring formation. Once accessible in ancient times, the End has been rendered impassable due to what scholars term “origin radiation.”* Telescopic observations show the islands remain, but no expedition has successfully reached them in living memory. What happened there is a mystery that haunts academics and adventurers alike.The Underworld (Rumors & Superstition)
Most modern citizens dismiss tales of a “land of the dead” as religious superstition. However, some metaphysical researchers claim that areas of unexplained decay and strange phenomena might be influenced by… something beyond our realm. The churches have opinions, and science has its theories. No one has proof.
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The Age You Live In
Current Year: 1836 ATDA
You live in an age of renaissance and reinvention. The Dark Age, a thousand-year period following some catastrophic event scholars call “The Grand Cataclysm,” ended roughly 600 years ago. What exactly happened is lost to history, but the results are clear: entire civilizations were destroyed, knowledge was lost, and humanity had to rebuild from medieval squalor.What defines this era:Industrial Revolution: Steam power, airships, mechanical innovations, and occasionally recovered ancient technologies drive progress.Political Tension: The four major nations vie for influence, each with distinct cultures, philosophies, and competing interests.The World’s Fair (1836): For the first time in generations, national borders have opened for cultural exchange, trade negotiations, and diplomatic posturingArchaeological Fever: Expeditions unearth pre-Cataclysm sites, sometimes finding powerful artifacts no one fully understands. Such as The Waystones.Religious Debate: Ancient texts that the church preaches speak of gods who once walked among mortals. Were they real? Are they dead? Do the relics owned by the Pyrathos Theocracy prove divinity or just advanced technology? The churches and academies argue endlessly
——————————————————————The Four NationsValemont: The Mountain Kingdom
Government: Dragon Lord MonarchyReputation: Valemont sits as the capital of Eldrion, resting in a 'natural' formation of mountain ranges that once housed many elder dragons and their kin. The nation prides itself on blending dwarven engineering, elven magical theory, and draconic flight into something entirely new. Their Dragon Knights in hybrid armor patrol the skies on their trained dragons.Culture: A tight-knit community with innovative synthesis yet lightly divided by social titles. Steeped in tradition, pride, and honor, the Valmontians are one of the more accepting kingdoms, accepting of all religions, backgrounds, and races. The national religion is one based upon the worship of the Elder Dragon, who once called the valley its home.Character Ideas: noble clans, dragon knight cadets, dragon keepers, dwarven miners, End Sanctuary citizens, alchemical researchers, knights, mercenaries, rangers, engineers, guild artisans, sky-courier pilots, etc.
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Pyrathos: The Divine Theocracy
Government: High Hierophant EmpressReputation: Pyrathos runs on recovered ancient technology they call “divine cores,” power sources excavated from pre-Cataclysm ruins. To the Pyrathosians, these aren’t mere artifacts but proof of the gods’ existence and gifts to the faithful. Cities glow with crystal-piped light. Temples double as research facilities. The Divine Legion wields weapons that blur the line between relic and tool. It is one of the two capitals on the Archeotera Continent.Culture: Deeply religious but advanced through their artifacts. Worship through understanding. Archaeologists are treated like priests. There’s tension between progressive scholars who want to study the artifacts scientifically and traditionalists who see them as sacred mysteries.Character Ideas: Relic archaeologists, divine tech engineers, paladins, priests, museum curators, etc.
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Yureikaze: The Spirit Empire
Government: Imperial DynastyReputation: Cherry blossoms drift past the buildings, and traditional architecture houses modern innovation, paper screens that glow with spiritual light. There are things like wooden beams reinforced with Ouro-infused metals and gardens that integrate seamlessly with transit systems. Samurai have spirit-enhanced gear and patrol streets where the ancient cobblestones meet precision engineering. Shrines thousands of years old stand unchanged while the world around them adapts, honored and protected even as progress marches forward. Yureikaze has achieved something remarkable: cities that grow into their environment rather than conquering it. Through what they call “Spirit Ouro Energy,” they’ve merged nature with technology. Yureikaze sits on Shinsekai as its capital, with the surrounding islands falling under its domain.Culture: Balance is everything. Honor traditions while embracing progress. Respect for ancestors, spirits, and Amaterasu is woven into daily life. Martial and spiritual discipline are valued alongside innovation. The empire claims divine blessing from ancient times, though outsiders debate the truth of this.Character Ideas: Samurai, nature tech engineers, shrine guardians, Imperial diplomats, wandering monks seeking enlightenment——————————————————————
New Valvalia: The Industrial Empire
Government: Presidential RepublicReputation: Brass, iron, and Victorian architecture define New Valvalia. Built on the ruins of an ancient empire that collapsed in the Calamity, the nation embodies a “we’ll do it ourselves” philosophy. Steam engines power everything. Factories churn day and night. Airships fill the skies. A president governs alongside a senate split between elected officials and noble house representatives, a system that creates constant political intrigue. It is one of the two capitals on the Archeotera Continent.Culture: Ambitious, competitive, and class-conscious. Anyone can rise through merit, in theory. In practice, noble houses control key industries and pull strings behind parliamentary speeches. There’s a vibrant middle class, a struggling working class, and an aristocracy trying to maintain relevance.Character Ideas: Airship captains, noble-house heirs, factory workers-turned-inventors, parliamentary politicians, investigative journalists, mercenaries, artificers, gunslingers, etc.——————————————————————Fatum Revocare: The 3 Life MechanicOut of Character (Game Mechanic): Like most Minecraft servers, characters have three lives total. You start with one life and two potential revivals. When you die, other players can attempt to cast Fatum Revocare to bring you back, but success is not guaranteed. The spell might fail entirely, wasting the attempt and leaving you permanently dead (this is how we explain if you don't want your character to return). If it succeeds, you return to life, but the magic takes something from you as payment (a physical sense, a cherished memory, an emotion, magical ability, years of lifespan, etc.). After your second revival, the next death is permanent.In Character: During the Great Plague of Pyrathos in the 1620s, physician Cassandra Demetrios created Fatum Revocare out of desperation to save her fading family. The forbidden spell can pull someone back from death shortly after they cross the threshold, but it's dangerous and unpredictable. Sometimes it simply fails. When it works, the revived person returns whole but forever changed, having paid an unknowable price. They might lose memories, emotions, senses, or even parts of their soul.——————————————————————
Humanoid RacesHumans | Lifespan 80-120 years
The most common race across Ourothys. Hardy, nonmagical, and populous, humans excel through adaptability, creativity and determination. Their greatest strength is mastering any skill through sheer persistence and innovation, though their frailty is to be commented on, as are their rather short lifespans.Shulk (Underloaded) | Lifespan 800-1000
Humans that evolved in The End due to prolonged void exposure. They bear tough, shell-like purple skin and a unique biological storage system, taking advantage of their compartmentalized nature to hide their most exotic treasures. Beyond their natural resilience granted to them by their biology, they are booned with a heightened perception of energy flows and leylines, as well as remarkable memory retention, allowing them to recall details with near unerring accuracy.Giant | Lifespan 400-500
Rare ancient beings standing 12-15 feet tall with incredible strength and durability. Their dwindling numbers have left their history largely forgotten, with few remaining to tell their tales.Inchling | 80-120
Tiny humans standing mere inches tall. Their size grants exceptional stealth, agility, and perception of minute details invisible to larger races.Dwarf (Underloaded) | Lifespan 250-350
Stalwart and strong denizens of the underground, Dwarves can sculpt stone with their very hands, allowing for excavation to take place even with no tools. Their time underground has given them uncanny vision in the dark, however the sunlight of the overworld can be particularly blinding to them. In addition, water is a Dwarf’s worst enemy, as they sink like a stone. True to the legends, though, alcoholic beverages hit dwarves quite heartily, and they’re able to restore their health with a quick swig of their flasks!Goblin (Underloaded) | Lifespan 80-120 years
Clever little creatures similar to Pixies in that finding treasures is easier for them, and they sure do appreciate it, as wielding gold gives them additional bonuses. Short of stature, their small size allows them to move more swiftly than a typical human, though it leaves them very fragile… When they’re not hunting treasures, though, many goblins can find themselves as talented tinkerers and vibrant partygoers. Their natural night-vision makes them great explorers and allows them to work late into the darker hours of the night.——————————————————————Demi-Human RacesOni (Overloaded) Lifespan 2,000 years
Oni are stalwart and spiritually sensitive individuals with fearsome horns who hail from the far reaches of the world, where the barrier between world’s can be quite thin. They use their horns as extrasensory organs, giving them superb Ouro sensitivity, as well as natural weapons in combat. Naturally tough, Oni are perhaps some of the most mystical races in Ourothys, with very few outsiders being privy to their ecology, much less their culture. They have the capacity for great good and even greater evil, so caution is advised. If you see their eyes change hue, be ready for a fight, as while knowledge of them is slim, their ability to enter a battle trance is well-known.Elves (High Elf Origin) (Overloaded) | Lifespan 5,000 years
Mystics capable of reaching through the veil to unlock the hidden potential of seemingly mundane items, High Elves are incredibly powerful magic users. Their proficiency with magic gives them an innate resistance towards it, but their long lifespans and proclivity to magery make them particularly frail. They are slowed by heavier armors, and have less vitality than other races, lending themselves towards long lives spent in study, rather than warfare.Half-Elves (Overloaded) | Lifespan 4,000-5,000 years
Hybrid offspring of elves and another race. They possess enhanced agility and sharper senses while their shorter lifespans drive greater ambition than their elven parents. Often seen as diplomats and delegates between their parent races, some look down upon them as being ‘impure’ and ‘bastards’. Luckily, these stigmas are long gone, and Half-Elves of every variety can enjoy Ourothys’ bounty.
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Aquatic RacesMerling | Lifespan 200-250 years
An aquatic species that beckons to memorable tales of sahagin and kappas, but don’t mention that to them. Though it might be easy to consider them a marine species, Merlings can inhabit any form of water, be it fresh, salinated, or impossibly brackish, but they cannot leave it for long. A set of gills allows these swift swimmers to stay underwater for their entire lives, but many are given to unbridled senses of curiosity, and yearn to walk on land to mingle with the other races. They must be wary not to dry out during their sorties, though.Coastal Merling | Lifespan 200-250 years
The Coastal Merlings are the rugged frontier guards of the merling world. Living in the tumultuous, ever-shifting waters of coastlines, estuaries, and submerged river deltas, they have forged a hardy and pragmatic culture. Their existence is a constant negotiation with powerful currents, the rhythmic crashing of waves, and the unpredictable nature of the surface world.Deep Ocean Merling | Lifespan 200-250 years
The Deep Ocean Merlings are an elusive and enigmatic species, shaped by the crushing pressures and absolute darkness of the ocean's abyssal plains and trenches. Living far beyond the reach of sunlight, their existence is defined by the profound and silent mysteries of the deep.Jellyfish Merling | Lifespan 200-250 years
The Jellyfish Merling are perhaps the most alien and least understood of all the merling species. Ethereal and mysterious, their existence is a fluid, collective one, guided not by territory or family, but by the whim of the ocean's currents. They are a species without a home, a race of beautiful, dangerous wanderers.Shark Merling | Lifespan 200-250 years
The Shark Merlings are the most feared and respected species of the merling world. They are the undisputed apex predators, and their very presence can cause schools of fish to scatter and even other merlings to retreat. Unlike their more communal relatives, their existence is a solitary pursuit of strength and survival, defined by instinct, territory, and the raw power of the hunt.Whale Shark Merling | Lifespan 200-250 years
The Whale Shark Merling are regarded as one of the more if not the gentlest of the merling species. Nomadic and friendly, these mer were often seen as a sign of good luck to sailors and travelers. It was believed that if you were chosen as a life partner of such a merling, you would be blessed with luck.Land Shark | Lifespan 300-500 years
A fearsome and menacing land-compliant aquatic race. While slow on land, they don’t need to moisten themselves constantly like the Merling, but require much more nutrients to keep going. Avid and talented swimmers, they’re capable of feats of great strength, whether they are in water or on land, and possess a similarly usable natural lunging bite attack. Finding one outside of the water is dangerous, as a landlocked landshark is interminably hungry.
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Aerial RacesAvian | Lifespan 90-110 years
Fresh eggs, daily! Avians are a relatively peaceful and fair folk; their culture values personal freedom and whimsy, often going where the wind takes them. This proclivity is born from their proficiency with gliding, as their hollow bones and specialized anatomy allow for extensive soaring. No bird-like race would be complete without exceptional eyesight, able to pick out minute movements from far distances.Elytrian | Lifespan 80-120 years
Winged hybrids who thrive in open skies but suffer in confined spaces. Natural scouts and messengers who maintain a deep connection to the winds. Elytrians have a natural-borne superiority in the air, and while their shapes may differ greatly, donning skin, scales, feathers, and chitins, they are always to be feared when they take to the skies.
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Therian RacesPiglin | Lifespan 80-120 years
Boar-like humanoids with an almost otherworldly obsession with gold. They’re naturally heat resistant due to their homeworld being the Nether, but they get rather cold when left in the Overworld. Their ability to negotiate prices make them prized as merchants and foreign delegates, and their resistance to heat makes Pyrathos a natural home for Piglins, though they can be found almost anywhere. This resistance also makes them into valuable smiths and jewelers, as their keen eye for artistic detailing makes for marketable trinkets and weaponry.Feline (Underloaded) | Lifespan 130-150 years
Graceful, quiet, humanoid hunters. Some have fur, some have naught but ears and a tail. Each and every one, though, has retractable claws, perfect technicolor night-vision, and balance that can rival any scale. There is not much else to say about these mysterious creatures whose footsteps leave even creepers confused.Kitsune (Overloaded) | Lifespan 7500 years
Every seven-hundred-fifty years that pass earns these fox-folk an additional tail, and alone with the new addition, their powers grow. Talented and natural shapechangers, they are cunning and practiced illusionists whose intellect and whimsy are to be respected. Their connection to spiritual energies and tradition are not to be discounted, too, as they boast a natural sensitivity to the kami and yokai, traditional folk tales of their native region.Harengon (Overloaded) | Lifespan 90-120 years
Lapine humanoids that have two lucky feet. They can use powerful kicks, and have an incredible vertical jumping height. Like Arachnids, they can also sense vibrations through the earth very easily, and their big ears come in very handy for sensing their surroundings. They typically live in warrens, but when they come of age, Harengon can be set upon by irresistible wanderlust, taking them far from their homes. They do eventually settle down, though, and wherever a Harengon goes, a garden is sure to follow.Gnoll | Lifespan 200-300 years
Savage, tribal individuals who tend to struggle when it comes to adapting to the modern world. They prefer not to wear armor, though some rare exceptions have been noted, and gain increased frenzy when reduced to half health. Don’t let their intimidating appearance and adoration of rotten flesh dissuade you from making friends with one, though, they can be as passionate and fun-loving as they are violent and bloodthirsty. They also have a strange affinity for magic, as a longstanding tradition of shamanistic ways has tempered their bloodlines.Mouse-kin | Lifespan 100-120 years
Mouse-like humanoids with incredible athletic abilities, being faster than a human, perfect balance, but at the cost of being easier to hurt. Often enjoys cheese immensely, and squeaks when hurt.Rammling | Lifespan 100-130 years
Capable of stone-shattering charging speeds and scaling nearly-vertical surfaces as if they were flat, the Rammlings are an alpine folk who can only find peace at great heights. Like their non-humanoid counterparts, Rammlings can only subsist on variegated flora, but put it to great use. Watching one jump from ridge to ridge is like watching a butterfly flit from flower to flower.Tanuki (Overloaded) | Lifespan 200-500 years
Raccoon-like humanoids with a natural carefree whimsy and fast hands, these small critters have an impetus to collect shiny trinkets. They make for natural artificers and treasure hunters, able to scale walls with ease, hide in plain sight, and run extremely fast. Find one caught in the rain or running low on food, though, and their surprising fragility comes to light. Not to worry, though, they suffer no harmful effects from eating expired food, and can even extract nutrients from bone!Faun | Lifespan 120-150 years
Cervine-like humanoids who can be either bipeds or fully-deer centaurs. Their complex anatomy has mystified many for generations, but all historians and wayfarers can agree that when it comes to moving unimpeded through the undergrowth, there is no better guide than a Faun. Able to be healed by simply existing within forested biomes, these berry-loving folk have a deep sense of connection to nature, and though many prefer to shy away from civilization, those who settle down in cities are often found tending to the local parks.Wolfkind (Overloaded) | Lifespan 90-120 years
These canine folk are pack-oriented and benefit the most from having an entourage of adorable pets. Their ancestry shines through with the light of the full moon, granting them increased stats, and they can howl even when the sun is shining to give themselves and their pack a temporary boost. They say a wolf tamed by a wolfkin is second to none, and their generosity to those they consider their pack is unmatched.
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Elemental RacesBlazeborn (Underloaded) | Lifespan 180-220 years
Netherborn descendents of the elemental fires, Blazeborns have beautiful, mesmerizing features, such as incandescent hair that wafts in unseen updrafts, shimmering eyes, and even a golden highlight to their skin. They, of course, are naturally immune to fire, and rather gain benefits from being set aflame. Bearers of passion and an intense inner heat, snowballs deal actual combat damage to them, and even things as mundane as raindrops and potions will elicit pained responses. Rainy days are best spent by the fire… with a preferably flame-proof book.Slime | Lifespan 300-500
Gooey, bouncy, slimy, and capable of turning any surface into a temporary trampoline, Slimes can turn excess food into tamed slimelings who will eagerly fight in their defense. They never take fall damage, but they should be mindful of their soluble nature. They can be dyed by mischievous folk looking to prank them, and while a Slime typically likes to go with the flow, they are often deeply sensitive individuals who are in the most danger while at low health.Truffle | Lifespan 300-400 years
Anthropomorphic myconids with a strong sense of community and the ability to communicate with each other silently when in close quarters. Their spores also allow them to change their bodies on-demand to suit their environment, and can propagate their mycelium into bare dirt. The bonuses they gain are increased while standing on mycelium, and their fungal bodies automatically suppress the beneficial and negative properties of whatever they eat.Floran | Lifespan 120-150 years
It’s as if a flower shop grew legs and walked off. Florans, as their name would suggest, are plant-based humanoids capable of turning sunlight into energy using their chlorophyll. Strengthened by water and very keenly weak to fire, Florans are very typical. Many of them love nature, and can create flowers simply by touching the grass beneath them with intent. When the sun isn’t shining, though, Florans can only consume honey bottles, so making friends with bees is necessary.Enderian | Lifespan 500-600 years
Said to be children of Kurei. These alien Elementals can teleport at will using a conglomeration of psychic energy that they fire from their hands. Like their less-sapient Endermen cousins, water is very harmful to them, and they cannot perceive anyone wearing a pumpkin on their heads… Scholars still aren’t sure why, but ancient Enderian oral traditions claim that Jestros, the god of Tricks and Pranks, thought it would be funny to curse their entire race for kicks.——————————————————————
Reptilian RacesLamia | Lifespan 200-240 years
Serpentine humanoids with the lower body of a snake, their movements are hypnotic and almost ethereal, their graceful gestures and demeanor belying a vicious predator capable of surprising speed with their bite. Cold can slow them down, but even a chilly Lamia is a force to contend with, as their scales offer them impeccable natural armor, and their cold does nothing to stop their venom, or their lunge.Saurian | Lifespan 130-170 years
Scaled individuals who inhabit the hotter regions of the world. Usually humanoid, they are very hardy, able to survive with fairly low amounts of nutrients based on their slow metabolism. Don’t be fooled by their relaxed lifestyle, though, they can be fiercely competitive, especially in their passions and interests.Dragonborn | Lifespan 3000 years
True to legends, Dragonborn are strong, durable draconic humanoids with an innate breath weapon and durable hides. Their culture puts heavy emphasis on unity, honor, and justice. There are few more noble than the dragonborn, as their claws are most often used to protect their brethren than cut down others in malice. They come in multitudes of colors and elemental types, and it would be wise not to rely too heavily on color-coding them, or misjudging them as a whole, as looks can be deceiving, with some even being able to fully shift into quadrapedal forms.——————————————————————Insectoid RacesHominapium | Lifespan 80-100 years
A Floran’s best friend! Hominapium are Bee-like humanoids who value society and community. They’re one of the premier lovers of the natural world, and can even produce honey! They possess a chitinous carapace that is both sturdy and light, delicate wings that science still cannot explain, and a deep connection to the earth, as well as their hives.Phantom | Lifespan 150-200 years
Strange, ethereal insect-kin who can shift between this plane and the next, allowing them to phase through solid objects as if they were simply made of fog. They cannot maintain their concentration on this task for long, as their hunger pains can shock them out of it, and they also have a bit of trouble finding food. The preferably-nocturnal Phantoms are damaged by the sunlight, and can be most often seen during daylight hours whilst enjoying the rain.Mothkin | Lifespan 100-120 years
A fluffy, nocturnal insect race who are surprisingly aerodynamic. They take no fall damage, and can use their wings to launch themselves at high speeds, but they should be careful where they go, as their natural affinity for light can get them into trouble. Their wings burn very easily, despite how alluring the light of the fire is, and their compound eyes, which are so useful in the dark, are rendered useless in the light of day. They become dazzled and weakened, and must seek shade. They can sense air currents with their fuzzy, fashionable antennae, and have a keen sense of smell.Arachnid | Lifespan 70-100 years
Spider-like humanoids that can come in varying sizes, from drider-like to four-limbed, their most common feature is their multitudes of eyes and ability to produce silk. Similarly, they’re well-equipped to walk on any surface, and their ground-based perceptions are nearly uncanny, able to sense vibrations through their feet to allow them nearly unparalleled spatial awareness, even through walls… with the exception of airborne threats. Arrows, spellslingers, and winged races are their natural enemies——————————————————————Faerie RacesPixie (Pixie Origin) (Overloaded) | Lifespan 500-1000 years
Small enough to be immune to fall damage, Pixies are winged Fae capable of finding extra trinkets while mining due to their supernatural luck! They have problems trading those trinkets away, however, due to well-earned superstitions preventing most from making deals with them. This reputation has been earned over millennia as prankster Pixies have come and gone, their wily and rambunctious pranks earning them a great deal of ire over the years. The best way to deal with an unwanted pixie is a bucket of water dumped on their head.Fairy (Pixie Origin) | Lifespan 500-1000 years
Fairies are the refined and socially organized Faerie class, positioned between the wild Pixies and the powerful Fae nobility. They are structured into three specialized courts—Season, Order, and Magic—each using a sophisticated, deliberate form of magic. Though superior to Pixies, Fairies cannot form binding deals, as this power is reserved for the Fae. Exceptional individuals, however, can ascend to Fae status.Fae (Must speak to an Admin) | Lifespan ??? years
The Fae are the absolute nobility and highest authority of the Faerie Court, originating from the ascension of powerful Fairies or, rarely, spontaneous creation from pure magic. Their defining and exclusive power is the ability to form binding deals with mortals, a core influence upheld by the Debt of Fairness. As rulers, they possess immense magical prowess, mastering illusion and True Name Magic. They are characterised by an ancient, capricious, and unpredictable nature, yet are strictly bound to the literal terms of their contracts, making them masterful and cunning manipulators of wordplay.——————————————————————Unique Lore Races (Talk to staff about these)Sphinx | Lifespan Immortal unless killed
Enigmatic beings born from the Cat Goddess's lies, combining feline grace with majestic wings. There are only ever going to be precious few in number, and they are swift, sleek, vicious, and knowledgeable. Some prefer to speak in riddles and prefer challenging prey with wit rather than force, but all of them have the same deadly airborne superiority of Elytrians. Additionally, they seem to be given to subtle manipulations of space, as they’re capable of carrying much more than is typical for mortal races.Evoker Base Race +100-300 years
Individuals permanently altered through intensive magical study. Their bodies naturally channel arcane energy without focusing tools, often developing unique mutations based on their specialization.Vampire | Lifespan Immortal unless killed
A mysterious subrace that dines on blood… the more blood they consume, the stronger they become. It’s difficult to tell at a glance if someone is a vampire, but legends say they cannot enter a domicile without being invited, and some superstitious societies go so far as to sprinkle salt wherever they do not want a vampire to tread. The sun is, as ever, deadly for them, but their strengths far surpass their weaknesses.
(This is a class addon to any race but need a good lore reason for it.)Werewolf (Overloaded) | Lifespan Base Race +300-400 years
Shapeshifters who hearken unto the moon’s beck and call, shifting between wolf and hybrid forms. All forms possess enhanced strength, senses and accelerated healing, and they are, similar to Vampires, unable to be discerned at a glance. They need to be careful of weaponry made of silver, as it reflects the light of the moon in the most insidious way.
(This is a class addon to any race but need a good lore reason for it.)Daemons | Lifespan Immortal unless killed
Daemon ecology is still incredibly understudied. It is believed that they are humanoids who have died once, and were granted eternity through interacting, whether willingly or not, with the God of Death. Whatever the finer details of that interaction may be, though, is still unknown. The only surviving records from the Dark Ages describe Daemons as crafty, unfailingly loyal to their god, and difficult to identify. Those accounts of Daemons across the ages have given us a single, rather alarming definitive, though: Daemons can take the form of any mortal race.——————————————————————
The Ourothys TimelineTime Immemorial Primal Year: Dawn of Ourothys & Rise of the Primordials
In the beginning… There was nothing but an Endless Void in the vast vacuum of space. The Void began to dream and in that first conscious thought. Sedana, The Prime Serpent emerges as the will of creation. The will to BE. Her first act of awareness is biting her tail creating The world of Ourothys itself. Reality spiraled outward from that wound, forming into the world we know today. The fundamental forces crystallized from reality then came into existence... Gravity, matter, energy, and of course... Ouro. And thus The Primordials were born… Emerging from her essence as it bled into the cosmos. Each god was a fragment of Sedana’s whole, a piece of creation's concepts manifested into reality.. Amaterasu brought Life, Kairos brought Order, and Fenrir… brought Death. But In the darkness of The Void where Sedana’s light did not reach, lied something else… Apotheris, The Chaos Serpent, the memory of the Void and everything that came before.Time Immemorial Primal Year: The Birth Of The Pantheon and The First Mortals
From the essence of creation, life began to stir. Primitive life evolved naturally across the world. But as life grew complex, so too did the need for Divine Administration. Thus, from Sedana’s Essence emerged new gods that became the Administrators of each Concept. Sedana assigned Kairos to be The Allfather of these Lesser Divines, organizing the Divine Hierarchy that would govern existence. Early humanoids developed and started to shape the world around them through the use of crafted tools, language, and fire. These early mortals developed shamanic traditions, interpreting natural phenomena and anomalies involving Ouro as a divine presence. Kairos and The Lesser Divines were drawn to this worship and took more active roles in mortal affairs.Time Immemorial Primal Year: The Void Incursion
A massive tear appears in reality as Apotheris attempts to reclaim creation. Rifts appear across the planet and Chaos Entities known as the Ginnun emerge. They were a hivemind that believed existence to be a cosmic mistake. These beings were sent by Apotheris to return all matter and energy to the primordial nothing. The Pantheon unite against this threat and the battles distort time and space for a time. Entire continents rise and fall in days as divine powers clash across Ourothys. Fenrir discovers his power to permanently destroy the corrupted primordials using The Vulfenar. So he uses it to reap their essence and absorb it into his own being. He then would come into contact with and face off against Apotheris in the Void. This encounter fundamentally changed him and his views on reality, infusing him with an existentialistic understanding of existence's ultimate futility. The remnants of this battle reshaped the Ourothys' terrain. Leaving behind strange anomalies and magical phenomena that persist for thousands of years. Unknown to the Pantheon, Thoth was beside Fenrir when they were shown the true existence of the world. Unlike Fenrir, who fell into madness, Thoth created the Amber Archives to house the information he had been shown.- Amber Archive is a massive library housing the information of the universe. However, the books are written in the language of the divine.0-1298 Harmonia Year: The Age of Harmony
A stable period where mortals and gods coexist. Magic emerges as mortals learn to manipulate the Ouro, particularly through crystalline formations that focus these forces.
The tribe close to the gods known as the Skyfolk developed the first true civilization of Atyros in the coastal regions. Building hybrid settlements on floating islands using divine cores granted to them by the gods, as well as cities on the ground across the coastlines. Their society becomes a model for others. Emphasising balance between technological advancement and natural harmony.
Technology and agriculture developed independently across different regions and with this, the first major kingdoms emerge:
Irelia: A confederation of plains tribes.
Thuradin: Dwarven mountain strongholds (near Present day Valemont).
Atyros: Coastal cities founded by the Skyfolk.
Durian: A Desert settlement (Fuel for ancient sands arc).1298 Harmonia Year: The Pantheon Consolidates
The Celestial Court is established by the gods to govern reality. This caused a rapid increase in followers of the Pantheon with each individual hoping to gain favour with the gods. Competition between different religious factions intensifies as gods show preferences for certain followers.1298-1375 Harmonia Year: The Founding Of Xuántián
Kurei was given dominion over The End, but she found the Orbital Ring to be incredibly lonely despite its alien beauty. Unlike the rest of the Pantheon who were content with merely ruling over mortals, Kurei wished for true companionship. Drawing from her mastery of void magic, she created the Enderians, mortals born from solidified void essence, capable of teleportation along with being able to harness void magic.The Enderians, incredibly curious and exploratory by nature, soon discovered Aeternium. A miracle ore that would define their entire civilization and Ourothys as a whole for millennia to come. Aeternium could conduct energy without loss, work seamlessly with void magic, and even withstand forces that typically destroy conventional materials. Under Kurei’s guidance, The Enderians mastered Aeternium forging, developing a civilization that was incredibly advanced and prosperous.The capital of Xuántián became a wonder, a metropolis of elegant architecture fused with alien technology. Kurei ruled not as a distant deity, but walked among her people as their leader: the magnificent Ender Dragon. Over time, the Enderians would share some of their Aeternium with the nations of Ourothys, extending their prosperity beyond The End.- Aeternium is now lost to all species and nations in the current day aside from, a forgotten relic of a destroyed kingdom. Occasionally, small fragments of the technology are salvaged from ancient ruins, though none know how to forge or replicate it.0-20 Divine Year: The Birth of Pyrathos
The coastal city of Atyros flourished as a trade and relic salvage hub. For a time, it was an extremely rough city. Thugs, drug trade, slave trade and poverty reigned supreme.The appearance of the Knights of Revere shocked society. These warrior priests and scholars of Minerva had arrived to bestow divine technology along with a sacred mission: to recover scattered relics and bring order through the gods’ power. They built permanent architecture using Divine Cores (schools, housing, clinics, libraries, worship sites, etc.), creating legitimate jobs and expanding the worship of the Pantheon.The locals remained hesitant, viewing the Knights with suspicion, and the Knights faced backlash from the more wealthy mafia lords. However, against every threat, the Knights remained protected by divine wards and blessed armor.It was only after a rough harvest, when the crime lords couldn't provide, that the worship of the gods truly took off. The Knights held food distributions for the city and used the bad harvest as an example of the gods’ displeasure against the crime lords. The locals were sick of all of the crime and ran the crime lords from the city. Prosperity emerged, as reverence for the gods deepened, and Atyros shifted towards a theocratic society.The new city rulers integrated the previous relics that had been sold into society. Divine Cores were used in just about every technology and architecture, rendering the usual dull building material, a startling purity with a hint of gold to represent the divine.Finally, The Pyrathos Theocracy emerged as a powerful religious hierarchy led by the High Hierophants, drawing legitimacy from divine artefacts and ancient doctrines.- Knights of Revere were a group of Minerva’s followers. They were not so much knights as priests and scholars. They had come to the city to rescue and secure the many relics of the gods.891 Divine Year: The Creation Of Daemons
Fenrir's corruption deepens. He creates the Daemon Lords from corrupted mortal souls that enact his will.1019 Divine Year | 0 Imperial Year: The Founding of Yureikaze
Amidst a time of rising mortal civilizations, a charismatic warlord rises among the forest and river tribes in the west. This leader, known as Emperor Hayate Yureikaze, unites the disparate clans through diplomacy and strength, founding the early Yureikaze Empire.
During a sacred celestial event, Amaterasu appears to Hayate in divine vision and bestows her blessing upon him. This sacred pact empowers the empire with the gift of Spirit Ouro Energy, a force that harmonizes technology and nature.
From this union, Amaterasu bears a child, the demigod Akihiro, who becomes a symbol of balance between divine power and mortal will. Akihiro's lineage solidifies the empire's claim to divine favor and spiritual authority.959-979 Imperial Year: The End Of The Eclipse War
Before beginning his campaign of divine annihilation, Fenrir adopts a human form to blend in and hide among mortals. In a small village, he deliberately cultivates a relationship with a woman named Cora, using her compassion and love as the perfect cover for his true nature. Their union produces Hati. Which he views as another tool in his deception and a way to appear more human and trustworthy. Through this he created a demigod, a wolf reaper known as The Thanatos. He feels no genuine love for her or their child. To him, they are simply useful camouflage that allows him to move unseen while he plans his divine genocide. The family serves as his base of operations, a place where he can rest between his hunts.Using his human disguise as cover, Fenrir begins his campaign of divine annihilation. For years, he hunts down gods across the world with his Underworld Army, With the Cosmic Scythe of Death, Vulfenar in hand. Many gods fall and are consumed, their essence feeding Fenrir’s ever growing power. Having decimated a majority of the pantheon during those years, Fenrir finally turns his attention to one of the greatest remaining prizes. That being The End Empire Of Xuántiān, ruled by the goddess Kurei. She has watched in horror as Fenrir led the Underworld Army in a devastating attack against The End. One by one, Kurei watches her people fall. Realising that The End cannot be saved through direct confrontation, Kurei makes the agonising decision to flee. As her empire crumbles and her people scatter across the planet of Ourothys. So she goes on a journey to find allies, gather knowledge, and discover a way to stop Fenrir before his godkilling campaign reaches its ultimate conclusion. That being the death of all divine power itself and him at the center of creation.Emboldened by his victories and drunk on stolen divine essence, Fenrir finally faces Amaterasu in The Battle Of Yureikaze. The Primordial Life Goddess, despite her immense power it proves vulnerable to Vulfenar since it was now strengthened by the deaths of dozens of her divine siblings. Fenrir strikes her down, putting her into a deep slumber between life and death.
Amaterasu’s demigod son Akihiro refuses to let his mother’s sacrifice be in vain. He seeks out Kurei and together they begin gathering allies.Eventually, Cora learns who her husband truly is when she sees The Battle Of Yureikaze. Everything she believed in was a lie. But instead of fleeing, she stands her ground. She tries to protect Hatï and tries to stop him. To convince him that there had to be another way to change this world.
But alas, Fenrir kills her without hesitation. Hatï witnesses the murder of her mother. It breaks her, and in that moment, The Thanatos awakens.Fenrir’s campaign continues to tear through the world unchecked and the divine death toll rises higher and higher. Finally, The Allfather Kairos realizes that he may even fall if Fenrir is left unchecked. So he assembles a final, desperate coalition. The Nine Champions.
And they embark on a harrowing pilgrimage to gather the chains needed to bind the death god. Their trials test not only their strength, but their belief in the world they are trying to save.When the 9 Champions finally face Fenrir, they confront a God of Death that countless divine deaths had transformed into something beyond traditional categorisation. In the climactic moments, Kurei makes the ultimate sacrifice by giving her life to use Glepnir to contain Fenrir in Lake Cocytus deep within The Underworld. Fenrir is successfully sealed, but the victory comes at a great cost. The civilisations lie in ruins, and mortals must rebuild the world.2462-2479 Imperial Year: The Godfall Era
The Nether, once a frozen alien world, is scorched by The Fire God Surtr's awakening underneath it, turning it into a fiery wasteland. What the inhabitants didn’t know is that this cataclysm was no accident. Kairos had ordered Surtr to melt the nether as the first step in his grand design. The Allfather had grown to view mortals as a cancer upon creation. Chaotic beings that had disrupted the order he so desperately sought to maintain. His vision was simple… Wipe the slate clean and create a new world without free will under Divine Order. Hati would learn about this destruction and try to intervene. Through this she would then ally with a lesser goddess, the Goddess of Witchcraft Hecate, to face off against Surtr and help the Nether inhabitants. She enchants her with a special power that allows her to be nearly invincible with one glaring weakness. A rune on her neck. They barely succeed with the help of Vulfenar.
This victory marks the beginning of the Godfall Crusade, a rebellion movement to face against divine tyranny and give mortals a chance to carve their own path. Hecate plays both sides of the war, whispering encouragement to revolutionaries while warning certain gods of impending attacks. Hati would use Surtr's corpse to forge the first man-made Divine Relic Weapon, a blade that burns with divine fire capable of wounding gods. She forms a coalition of Mortals, Lesser Gods, and Demigods to face off against the The Celestial Mandate, promising a future where humanity determines its own fate.
As their conquest continued, they would either take the weapons of the gods after death or forge their essence into man made into weapons, creating a grand arsenal of Divine Relics, each with terrible power. She would then slay the gods that allied with her, seeing them as equally guilty of cosmic manipulation as their brethren.
After years of conflict, Hati finally gets her way and even slays The Allfather Kairos. Right after the battle, Hecate would then tell the Allfather's daughter Minerva her weakness, and Minerva takes this moment of exhaustion to slay Hati. Hecate would then disappear without explanation, her true motives never revealed. Minerva would take the guise of High Hierophant Priestess, where she would change identities every few decades, guiding humanity through the Religious Order as the age of gods faded into myth and legend.-Valemont arises through the alliance of the dwarves, elves, and dragonborn, under the protection of the last Elder Dragon.2611 Imperial Year | Golden Year 0: The Valvalian Golden Age
The central empire of Valvalia reached its zenith, built on recovered divine technologies and exploration of The Hollow World. Their flying cities and advanced steam powered technology represented the absolute pinnacle of mortal achievement.
The Valvalian royal line maintained the vast Amber Archives, a collection of forbidden knowledge.
Valvalia's influence spread across the known world through trade, conquest, and technological superiority; they were truly the center of the world.
Golden Year 875 | Cataclysm Year 0: The Grand Cataclysm and Dark Ages
A catastrophic event destroyed Valvalia overnight. The capital city sank into the earth along with the Amber Archives, and the empire collapsed completely. A massive tremor of Sculk spread across the world and triggered devastating earthquakes and widespread chaos.
With the loss of the last major supply of Aeternium and Valvalian technology, technological progress is reversed entirely. And thus, the Dark Ages began, with scattered survivors attempting to preserve the last fragments of knowledge they had, and most of the world descended into medieval-level civilization.0 – 1247 Cataclysm Year: The Dark Ages
The trade networks began to fail and knowledge repositories are lost. Which caused massive global collapse. The countries began to devolve into warring territories with bandit kings and warlords claiming whatever land they can defend. The world is lawless except for the immediate vicinity of fortified settlements, where harsh justice kept some semblance of order. Surviving countries like Valemont, Pyrathos, and Yureikaze become isolated strongholds and, even then, are constantly at civil war.1247-1589 Cataclysm Year: The Renaissance
Gradually, scholarship and cooperation reemerge. Rediscovered texts from Valvalia's golden age spark new interest in science and technology. Trade routes reopen through mercenary/merchant companies. Magic schools within the kingdoms begin training new students - each kingdom having 1 or two main magics with several lesser magics they prioritise.Valemont - Fire and Metallurgy, Enchantment, Beast taming, Soul,Wind
Yureikaze - Light magic and Chlorokinesis, Healing, Wind, Lightning, Fire
New Valvalia - Artificer magic, Metallurgy, Earth, Fire
Pyrathos - Healing and Light Magic, Soul, Fire, Wind, Water1612-1650 Cataclysm Year: The Founding Of New Valvalia:
New Valvalia emerged from the ashes of Old Valvalia, it embraced a federation model that granted significant autonomy to member states. Scientific and technological advancement flourished with academies always working on new innovations that could improve the quality of life or military capability. Steam power and innovation became central to Valvalian society, they had massive steam engines that powered everything from their manufacturing plants to public transport. They would also created airships that began to connect distant regions, drastically reducing travel time and promoting cultural exchange.1620 Cataclysm Year: The Great Plague Of Pyrathos
An unknown, deadly disease began to spread across the region of Pyrathos, causing victims to slowly fade from existence over the course of weeks. Cassandra Demetrios, a brilliant physician and cleric, developed Fatum Revocare after watching her family succumb to the plague. The spell offered a second or even third chance at life but demands personal sacrifice… Each revival cost the one who was revived something precious, from their memories to years of their life to even emotional capacity. Knowledge of the spell began to spread shortly after, becoming both a hope and curse as people had to face difficult choices about when to use this dangerous magic. The religious authorities condemned the practice, but eventually ended up using it themselves on the higher-ups, causing a massive public scandal. By the plague's end, an estimated thirty percent of Pyrathos' population had been lost, with countless more living as partial shells of their former selves due to revival costs.1836 Cataclysm Year: The World’s Fair and Non Aggression Pact
The World’s Fair begins, and the nations open their borders.Note: Most characters would only have knowledge about what happens after Cataclysm Year 0. So please do not metagame.
——————————————————————
⚜ The Primal Court ⚜✧ Sedaña, The Prime Mother ✧
The first being, from whose thoughts reality itself bloomed. Mother of creation and architect of natural law.
Symbol: An Ouroboros✧ Amaterasu, The Lifebringer ✧
Supreme goddess of vitality and rejuvenation, whose will flows through all living things.
Symbol: Cherry Blossoms✧ Kairos, The Allfather ✧
Supreme arbiter of divine law whose judgment flows through all just rule.
Symbol: Tiny statues
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⚜ The Court of Wisdom ⚜
✧ Minerva, The Living Wisdom ✧
Goddess of wisdom and strategy whose divine guidance shapes the path of nations.
Symbol: Scroll✧ Thoth, The Memory Keeper ✧
Guardian of all knowledge, whose great library contains the wisdom of ages.
Symbol: Book✧ Hecate, The Goddess Of Magic and Crossorads✧
Mistress of dark magic and keeper of forbidden knowledge, who tests worthy seekers.
Symbol: Potion
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⚜ The Court of War ⚜
✧ Keraunos, The Thunderer ✧
Master of warfare and storm, whose lightning strikes guide righteous battle.
Symbol: Hammer and lightning runes✧ Basekdet, The Perfect Hunter ✧
Supreme huntress who guides both predator and prey in their eternal dance.
Symbol: Furs and leathers
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⚜ The Court of Nature ⚜✧ Mellifera, The Hive Sovereign ✧
Queen of all hives and natural harmony, whose dance guides every swarm.[n]
Symbol: Eggs of any kind✧ Chloris, The Thorned Beauty ✧
Mistress of dangerous flora, whose garden holds both beauty and peril.
Symbol: Azalea flowers✧ Pandora, Mistress of Change and Evolution ✧
Mistress of transformation whose power guides evolution itself.
Symbol: Enchanting Table
——————————————————————
⚜ The Court of Elements ⚜✧ Surtr, The Flame Giant ✧
Lord of fire and the Nether, whose heart beats in every volcano and forge.
Symbol: Fire Rune✧ Vopa, The Storm Queen ✧
Mistress of weather and wind, whose breath shapes every storm.
Symbol: Wind Rune✧ Bornajik, The Tide Father ✧
Master of oceans whose consciousness flows through every current and wave.
Symbol: Water Rune✧ Kuunlach, The Terra Tsar ✧
Lord who commands the very building blocks of the Earth which designs the continents.
Symbol: Earth Rune✧ Kūrei, The Void Queen ✧
Empress of the End and sovereign of the void, whose power maintains the void itself.
Symbol: Arcane Rune✧ Gelidria, The Lady Of Frost ✧
Goddess of frost whose touch brings forth the beginning of winter and ends the cycle of seasons for the year.
Symbol: Frost Rune
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⚜ The Court of The Arts ⚜✧ Tarvok, The Divine Engineer ✧
Master of divine technology whose spark ignites every innovation.
Symbol: Abyssal watcher✧ Artemos, The Grand Designer ✧
Supreme artist whose inspiration guides all creative works.
Symbol: Gemstones✧ Yvaine, The Heart’s Flame ✧
Goddess of love whose power strengthens all true bonds.
Symbol: Roses or chocolate
——————————————————————
⚜ The Court of Time ⚜✧ Yeselith, The Night’s Queen ✧
Mistress of Moon whose consciousness fills the starlit hours.
Symbol: Nether star✧ Zaseria, The Day’s Queen ✧
Goddess of Sun who maintains the eternal cycle of light.
Symbol: Sunflower✧ Vesper, The Princess Of Dawn and Dusk ✧
The child of the Sun and Moon, who rules the Dawn and Dusk
Symbol: Clocks
——————————————————————
⚜ The Court of Fortune ⚜✧ Blackheart, The Plunderer ✧
Master of fortune who blesses those bold enough to seize destiny.
Symbol: Propel plants✧ Jestros, The Trickster ✧
God of beneficial chaos whose wisdom teaches through life’s clever twists.
Symbol: Trapped chest and tripwire✧ Epulae, The Feast Master ✧
Lord of celebration whose blessing ensures abundance at every gathering.
Symbol: Wine and stew✧ Apate, The Deceiver ✧
Mistress of illusion whose veils hide paths to deeper truth.
Symbol: Eye of Ender
——————————————————————
⚜ The Court of Death ⚜✧ Fenrir, The Great Betrayer ✧
God of death and ruler of the underworld who betrayed his sacred duty. Though his dominion over mortality remains absolute, his treachery against the divine order marks him as forever outcast.
Symbols: Skulls and sculk
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luna [5.3.1]
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Berserker Class Mod [1.2.4-1.20.1]
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Cloth Config v11 [11.1.136]
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Combat Roll [1.3.3+1.20.1]
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[Configurable-2.2.3-fabric-yarn+1.20.1]() []
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[Create: Connected [Fabric]](https://modrinth.com/mod/QtkeMX9L) [0.7.4-mc1.20.1+1.20.1]
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Gpu memory leak fix mod [1.20.1-1.8]
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Lootr [0.7.35.85]
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[MRU-1.0.4+1.20.1+fabric]() []
Man of Many Planes [0.2.0+1.20.1]
Medieval Origins Revival [6.6.0+1.20.1-fabric]
Melody [1.0.3]
Mercenaries and Artificers [1.0.3+1.20.1]
MidnightControls [1.9.4+1.20]
MidnightLib [1.4.1]
MmmMmmMmmMmm [1.20-2.0.8]
Mob Origins [1.11.1]
Mobs of Mythology [2.1.2]
Mod Menu [7.2.2]
ModernFix [5.24.4+mc1.20.1]
Moonlight [1.20-2.16.14]
More RPG Classes [1.2.18-1.20.1]
Mouse Tweaks [2.26]
Mouse Wheelie [1.13.0+mc1.20.1]
Mythic Mounts [1.20.1-7.4]
Nature's Compass [1.20.1-2.2.3-fabric]
Necronomicon [1.6.0]
NiftyCarts [20.1.3]
Night Config Fixes [8.0.0]
No Chat Reports [1.20.1-v2.2.2]
Obscure API [16]
Origins [1.10.0]
Origins++ [2.4]
Origins: Classes [1.7.0]
Origins: Umbrellas [1.5.6]
Our Villager Discounts [1.20.1+build.0]
PacketFixer [3.3.0]
Paladins & Priests (RPG Series) [1.4.0+1.20.1]
Patchouli [1.20.1-84-FABRIC]
Paxi [1.20-Fabric-4.0]
Pehkui [3.8.3+1.14.4-1.21]
Platform [1.2.11.3]
Player Animator [1.0.2-rc1+1.20]
Polymorph [0.49.10+1.20.1]
Puzzles Lib [8.1.33]
RPG Origins [1.4.3]
RangedWeaponAPI [1.1.4+1.20.1]
Resource Pack Overrides [8.0.3]
Resourceful Lib [2.1.29]
Resourcefulconfig [2.1.3]
Ribbits [1.20.1-Fabric-3.0.4]
Rogues & Warriors (RPG Series) [1.2.0+1.20.1]
Runes [0.9.13+1.20.1]
Searchables [1.0.3]
Shield API [1.0.1+1.20.1]
Shield Overhaul [2.0.4]
Show Me What You Got [1.1.1]
Simple RPC [4.0.4]
Simple Voice Chat [1.20.1-2.6.5]
Simply More [1.1.3]
Simply Swords [1.56.0-1.20.1]
Sit [1.20.1-27]
SmartBrainLib [1.15]
Smarter Farmers [1.20-2.1.2]
Snow Under Trees [2.5.4+1.20.1]
Sodium [0.5.13+mc1.20.1]
Sodium Extra [0.5.9+mc1.20.1]
Sophisticated Backpacks [1.20.1-3.23.4.4.105]
Sophisticated Core [1.20.1-1.2.7.14.163]
Sophisticated Storage [1.20.1-1.3.5.8.134]
Sound Physics Remastered [1.20.1-1.5.1]
Spell Engine [0.15.12+1.20.1]
Spell Power Attribute [0.12.0+1.20.1]
Structory [1.3.5]
Structure Pool API [1.0+1.20.1]
Supplementaries [1.20-3.1.41]
Supplementaries Squared [1.20-1.1.23]
TerraBlender [3.0.1.10]
Terralith [2.5.4]
ThatRobins Extra Origins Keybinds [0.5.0+1.17-1.19.4]
The Graveyard [3.0]
Tierify [1.2.0]
TooManyOrigins [1.1.4+1.20.1-fabric]
Towns and Towers [1.10.2]
Transmog [1.3.0+1.20]
Trinkets [3.7.2]
True Ending: Ender Dragon Overhaul [1-v1.1.0c]
TxniLib [1.0.24]
Ube's Delight [0.4.3]
VanillaBackport [1.1.5.1]
Very Many Players [0.2.0+beta.7.102]
Vivecraft [1.20.1-1.3.2]
Voice Chat Interaction [1.20.1-1.0.6]
Voice Chat Soundboard [0.2.2]
Whisperwoods [1.20.1-2.1.2]
Wizards (RPG Series) [1.4.1+1.20.1]
Xaero's Minimap [24.2.0]
Xaero's World Map [1.39.12]
YUNG's API [1.20-Fabric-4.0.6]
YetAnotherConfigLib [3.6.6+1.20.1-fabric]
You're in Grave Danger [2.0.16]
Let's Do API [1.2.15]
Let's Do Candlelight [1.2.13]
Let's Do Furniture [1.0.4]
Let's Do HerbalBrews [1.0.12]
Let's Do Vinery [1.4.41]
clientcrafting Mod [1.20.1-1.8]
cupboard [1.20.1-2.7]