"How's your day going?"
Well. One of my characters decided she only speaks in questions.
And she's the god of this world, so she can do whatever she wants.
I'm just the author. I just work here. So. It's a Wednesday?
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"How's your day going?"
Well. One of my characters decided she only speaks in questions.
And she's the god of this world, so she can do whatever she wants.
I'm just the author. I just work here. So. It's a Wednesday?
Glowfruit
Like a grapefruit that had a glow up
Found in the Evergreen realms of Twilight and Night, the glowfruit is highly sought-after by potion makers for its luminescent properties.
If you weren't raised in the Night Realms, you might consume these juicy fruits to light your way when traveling through them.
But remember, while your glowing skin helps you navigate, it may also draw unwanted attention in the dark forests of Evergreen.
Creature Feature: Foxwing
Foxwing
Clever and shy servants of notorious masters
Legend says foxwings are made by the shonnah--powerful fox-like creatures with multiple tails--to serve them. They are small Everbeasts the size and shape of a red fox with insect-like wings (butterfly, dragonfly, etc.). Their coat color reflects that of the shonnah who made them.
Behavior
Elusive and solitary, foxwings stalk through the shadows of Evergreen's forests and never stray far from their shonnah masters, ready to be summoned at a moment's notice.
Hooks
Foxwings are rare and not widely known, but Evers well-versed in beast lore know if you do see one, it's best to watch your step. You wouldn't want to hinder one on an errand and get yourself on a shonnah's bad side.
Some brave or foolhardy Evers have tried to offer aid to a foxwing, hoping to curry favor with a shonnah and be rewarded with some kind of boon--but if they were successful, they have yet to see the payoff.
Deep blue eyes glinted at him through the underbrush, so still he wondered if they were an illusion. Slowly, he held out a sliver of his supper. The eyes blinked. So quick it was a blur, a red muzzle snatched the food from his fingers and the leaves shuddered as it pushed off, and iridescent orange wings carried it away through the trees.
Where the sky never meets the sea.
As a Prime, Nahariel takes a much more hands-on approach with her planet of Harellia compared to most of her counterparts. She walks (or flies) among her people, giving direction and support and ensuring everything works in harmony for the good of all who live on the landmasses floating above a floor of clouds. Her nine Archangels, embodying core aspects of her will, help her rule her world. Each leads their own Creed--like an ethnic group--and oversees a broad spectrum of magitech research and development projects.
But this is only half of Harellia's story.
Far beneath the dense layer of clouds, oceans cover the surface of the planet, teeming with life that has evolved along its own paths. Thousands of years ago, the islands that now float above the clouds floated instead on the sea, and all Harellia was one in Nahariel's loving eyes. But many chose to rebel against her rule and commit atrocities, and as she is just and loves her world, she does not hesitate to strike down those who are a threat to its goodness. When the traitors refused to repent, she rejected them as they rejected her. She cast them into the sea and raised all land into the sky, taking the innocent and loyal with her and putting the cloud barrier in place.
There are legends among those in the sea that one day Nahariel will return to judge whether they are worthy of her presence once more or worthy only of destruction. The biggest difference between sea dwellers is often whether they live as if this as an opportunity, a threat, or no more than myth.
One town, eight times
Some places on Evergreen defy its strange laws of physics--if they can be called that--contributing their own brand of chaos to the mix. While most towns stick to one spot in one realm, a powerful spell cast during the Portal Crisis detached the town of Athru from its original location and set it in infinite motion. Though the caster's plans were thwarted, the spell's effects endured.
Now Athru shifts through all the realms at unpredictable intervals and in no particular order. This way of life presents interesting challenges--cultivating crops that only grow in the dark, ready light sources for random shifts from Midday to Night, etc. But Evers are nothing if not adaptable, and having access to every realm does have its advantages. There are even those who have settled in Athru, drawn to its unique situation for their own reasons.
Nature has spawned many creatures on Hlutar, but no one here has ever called her Mother.
Hlutar is a planet ruled by the destructive forces of nature--volcanic eruptions, hurricanes, tornadoes, earthquakes, and more plague the surface. And as if that weren't enough to make life challenging, these natural disasters spawn elemental creatures that wander the wilds, dangerous in their own right--hlutan, aquan, ignis, and atmos.
The humanoids of this planet, in their fight to survive the elements constantly threatening their existence, have become resourceful. Over the centuries, they've developed ways to collect the energy generated by natural phenomena and awakened elements alike--known as 'source'--and use it to their advantage. Source is the lifeblood of the city-states scattered across the planet and powers the ships, trains, and airships used to travel between them.
The people of Hlutar don't have an awareness of how their planet may have been shaped over the millennia by any higher power as no Prime has deigned to make itself known to them. But legends say a colossal elemental being of pure energy and unfathomable destructive power called Heyl exists somewhere out there. It is believed it could be summoned if one were to collect source of a great enough magnitude of all four types and find a way to combine them--without killing oneself in the process, of course.
Why anyone would want to summon such an entity, so unlikely to trouble itself with the desires of fleshy creatures, is another matter.
Species Spotlight: Myv-Agra
Species: Myv, Race: Agra
Making the world a more civilized place.
Basics:
Lifespan: 1000 years
Physical Characteristics: humanoid, pointed ears, broad range of normal skin tones and hair colors, slim build, average 5-6 feet tall
Where to find them: Large cities in eastern-central Kreyfall, Khandros's small southwestern continent
Cultural Values:
Scholarship/intelligence
Excellence
Nationalism
Craftsmanship
Military strength
Strengths and Weaknesses:
Patience
Deep thinking
Pride
Perfectionism
Haughtiness
Hook:
Word on the street is that the myv-agra nation of Kaerdwynna is organizing a summit between all the nations of Kreyfall to discuss something related to the Tozamek portal.
“I would love nothing more than to devote every waking moment of my life to my research into magical phenomena, but seeing as how my work is no longer funded by an organization, I do have to spend some of my time doing these kinds of menial tasks to provide for my base needs. Even a scholar must eat."
Species Spotlight: Mito Lahiya
Species: Lahiya, Race: Mito
Not just a friendly face
Basics:
Lifespan: 250 years
Physical Characteristics: 3 feet tall, 40 pounds, broad range of normal skin tones and hair colors
Where to find them: Bustling trade posts and cities along the Bandoberg and Emmerard rivers of southern Tabios--Khandros's westernmost continent
Cultural Values:
Curiosity
Hospitality
Simple pleasures
Deference to elders
Strengths and Weaknesses:
Easygoing
Welcoming
Business savvy
Materialistic
Prioritize productivity over reflection
Hook:
The Welcoming Way is genuine--but that doesn't mean it can't be used to a mito's advantage. Everyone knows people open up when they're comfortable. If you need information in Tabios, you need a mito.
"We just like liking people. It's basically in my blood. It's not my fault some people don't like being liked."