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Myranor for Beginners 1.) Introduction

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1 Myranor for beginners 1.) Introduction If you want to know where we come from, my son, look to the west over the sea. Because there, across the sea of ​​the seven winds, lies the Güldenland, the ancient home of our ancestors. How is it there, you ask? Oh my son, the Güldenland is truly a land of miracles. It is said that the roofs there are made of pure gold and milk and honey flow in the streams and rivers. But the spirit of discovery of our ancestors knew no boundaries, and so some of them left their old homeland and, led by Aves and guided by Praios, came to the place we are now allowed to call our home Aventuria. These are the kind of stories that a Mediterranean resident of the continent of Aventuria is told when he asks about the origins of his people. But one by one. Güldenland and Aventuria are certainly unknown terms for some of the readers. Aventuria and the Güldenland, the latter called Myranor by the residents, are two continents of the mystical world Dere, the world of the black eye. But in order to explain that in more detail, one should perhaps first know what it is again. Well, The Black Eye (DSA) is an RPG system, and one of the kind that people like to call pen-and-paper RPG these days. It is a fantastic game world with many mysterious places, creatures, treasures, magic, a complex world of gods and of course many adversaries and demons, in which you sit down and everyone plays their own player character, while another person leads through the game world as a so-called master and tells the story. Some of you may already know this world. However, most people equate DSA with Aventurias. However, this brochure is not intended to deal with Aventuria, but with the country of origin, the mysterious continent Myranor Dem Güldenland, which most Aventurians only know from legends. For all those interested, the following pages may be a small digression into broad facets of a world that is far bigger than a pure Aventuria player might imagine. But please note the following: These pages are really just a small introduction that only scratches the surface a little compared to the books. This cannot and should not replace the rules, but only give you a small overview of what can await you in Myranor Das Güldenland. The information provided here may be sufficient to play a first independent game with a little imagination and a little talent for improvisation, maybe two. But the full extent and the real fun only come about with the acquisition of the official regulations. Note for Aventuria players: For players who are thinking of leaving their Aventurian hero party in Myranor, be it through a world gate or via the Efferd Wall (explanation later), some of the information has been specially adapted or changed . expanded accordingly. These special aids are usually marked with an (*).

2 Myranor for beginners 2.) Rules of the game About the way of playing: As a pen-'n-paper role-playing game, Myranor Das Güldenland is played in a group. One of them takes on the role of the so-called master. He is the only one who knows the full story. It is he who controls the monsters and non-player characters (NPCs), describes the events and the environment and ultimately the one who decides on the well-being of the individual heroes. The other people in the group each take on a hero role. In addition to the notes that the master has made and the character sheets, a 20-sided die (D20), which can be purchased in various game stores, is needed as utensils. Anything else that somehow generates random numbers between 1 and 20 can also be used as an alternative. You should always have one or even two normal dice (D6) with you. About the group size: Experience has shown that a group of 4 to 5 players and a master is the ideal group size. With more players, you run the risk that the individual players will not be able to do anything enough. The Character Sheet: The Character Sheet is essential for every player. All values ​​such as strength, life energy, individual abilities, etc. are listed here. The inventory and equipment are also kept here. A blank template for a character sheet is usually supplied with the official basic rules, whereby the individual values ​​must be rolled out. In the meantime, however, there are also programs such as heroes that largely take over this for you and also generate a finished character sheet. However, you still have to take a little time for character generation. Creating a Hero: Creating a new hero is arguably the biggest problem every newbie faces. You are confronted with a number of abbreviations and decisions that you don't even know what they actually mean or have an effect. And the name of a talent does not always say in an understandable way what he is actually doing. Note: At this point, there are now explicit instructions regarding the creation of a new hero. Since there is no separate hero generator for Myranor, at least at the time this document is being prepared, as e.g. if this is the case, we recommend the ready-made characters, which you can of course adapt and reinterpret if necessary and in consultation with the game provider. The exact rules for creating a hero can be found in the official rulebook.

3 generation points: At the beginning of a hero creation, you receive a certain amount of so-called generation points (GP), usually 110 GP. With them, a character's abilities can now be bought, so to speak. But not only skills, but also origin, profession and social status can cost GP. It goes without saying that the status values ​​of a hero also cost GP. Conversely, however, you can also give your hero one or the other bad quality. If you do this, you receive GP in return. Tip: When creating a hero for the first time, it is always advantageous to use as many GPs as possible for the base values ​​(explanation below), also known as properties, because you will never get them so cheaply again later. Up to 100 GP can be used for this. But whether you really use all 100 GP is of course your decision. Talent generation points: If you have created the basics of your hero with the generation points, you receive an additional supply of points, namely so-called talent GP. These can now be used to improve the skills you have learned or to learn more talents. Race and Profession: Choosing a hero is certainly not easy at first. For your first game, it's best to choose a human or at least an easily playable non-human as the hero. For now, choose a race that you can actually find anywhere in the Empire, such as an Amaunir, a Leonir or a Yachjin. Pardir, Loalil and Co. are mostly not so suitable for beginners either because of their mentality or because of their restricted freedom of movement. In addition, you have to decide on a profession (Optimat, Myrmidon, surgeon, mercenary, etc.) that you should also adhere to. An I-can-do-everything hero is usually not seen with pleasure and in the end it is also boring in the long run. As a belief, the best choice within the empire is the octad. Beware of playing an atheist, because even in the not so godly empire they quickly get into trouble. Language and origin: The place of birth shouldn't be too exotic for the first hero. It is best to take one of the Horasiate of the Empire or another not too hostile area like the realm of Rhacornos or Makshapuram. Also think a little about a biography for your hero, about his childhood, about his preferences and quirks that he has gained through the experiences of his past. The most widely spoken language in the empire is common-imperial, which is spoken primarily by the bourgeoisie. The Optimates also have their own language, the Hiero-Imperial, in which many books are written. Myranic, on the other hand, is an artificial mixed language made up of the Common Imperial, Amaunic and some other languages ​​and is used, in particular, by traders as an alternative lingua franca within and outside of imperial areas. Other languages ​​and scripts: In principle, almost every species or culture has its own language, while own characters are somewhat rarer, as the imperial phonetic spelling dominates here. AhMa is the language of the Amaunir, Leonal that of the Leonir and Hjaldingsch that of the Hjaldinger. Special languages: Bashurian is the extinct language of the Archaeans. Alt-Imperial is the language from the time of settlement in Aventuria (known there today as Aureliani or Alt-Güldenländisch). Proto-Imperial is the language from the time of the First Empire. Drachisch, on the other hand, is a telepathic language which, even with full knowledge of the language, can only be understood incompletely by a person.

4 Adventure Points: In the course of his adventure, a hero can also collect experience points, which are called Adventure Points (AP). They have a similar effect as the Talent GP, that is, they can be exchanged for increases in talent, but also for increases in the base values ​​of a character. The level of the hero increases with the number of AP used, but this is only an indicator of the hero's experience and has no further meaning. By the way, new AP are usually only available after completing a quest or after completing the adventure, not after every battle. Usually that's between 100 and 1000 AP per adventure. The master can also give discounts (so-called SE) on the AP consumption for increases in certain base values ​​of a hero. Note: You are of course always free to equip your heroes with a few additional adventure points right from the start. But be sure to discuss this with your master beforehand. It is he who has to make sure that the adventure matches the hero levels. About the basic values: The basis for the abilities of each character are the basic values, such as physical strength, intuition, dexterity and cleverness. As you can imagine, the following applies here: the higher the values, the better. In addition, there is not infrequently something like bad underlyings, which include irascibility, greed for gold and fear of death. The following applies here: the lower the values, the better. In the course of the game, the master can repeatedly request samples of one or the other base value. If that happens, the so-called dice test takes place. Dice tests Basics: If the master demands a dice test for a base value for an action, this value may not be exceeded with the die roll. In other words: throw small as base value good, roll equal base value just good, throw above base value screwed up. Depending on how clearly or how narrowly the sample passed or failed, the master can also change the effect of the sample a little. Furthermore, the master can decide at any time to test a dice to make a certain value easier or more difficult, depending on whether the action takes place under easier or more difficult conditions. Note: cube tests can also be made for poor properties. For example, if someone has a value of 7 for fear of death and he rolls a 6, then the fear of death test is considered to have been passed, in other words yes, he panics now.

5 dice samples Over 1 and 20: The numbers 1 and 20 have a special feature. If you roll a 1 during a test, the test is passed with flying colors. In this way, a lock is cracked elegantly and silently, or particularly severe damage is inflicted on an opponent. The opposite occurs on a 20. If you roll a 20 here, this test is automatically a mistake, not infrequently a particularly difficult one, even if the actual base value is greater than 20. How severe the mistake then ultimately turns out is usually only determined by a second throw. Weapons and armor: The right equipment with weapons and armor is important, but should still be taken realistically. No normal hero will walk through the pampas with extra heavy armor, and if he does, he will probably have serious problems after a short time, as every armor has its weight and with this the disability (BE) increases. Mages don't usually wear heavier clothing at all. A light calar and possibly cloth armor are usually the measure of all things here. It is also important that an Optimat always has his Triopta and a [often long] magic wand with him, which one should not forget. Armor hit zones: One thing that is popular in many console role-playing games is simply adding the armor strength of all armor pieces of a character. But actually it makes little sense if the armor protection of the tank boots is used when attacking a completely unprotected head. Therefore, there are so-called hit zones, where you ideally indicate beforehand where you want to hit. Of course, you don't always have the choice of what to attack, which is why it is then advisable to use the most sensible hit zone automatically. Each individual hit zone has its own individual armor protection. The hit zones are: left [upper] arm (LoA) or left wing head (Ko) right [upper] arm (RoA) or right wing lower left arm (LuA) lower right arm (RuA) chest (Br) abdomen (Ba) Back (Back) Left Leg (LB) Tail (Sc) Right Leg (RB) Combat System - Basics: Myranor's combat system is sometimes a very complicated matter and requires a lot of arithmetic from the master, if he does not want too heavy or too Use lax opponents. On these pages, therefore, only some of the basics are explained and a possible way of calculating the combat actions is suggested, without going into too much detail. It is recommended to have one of the supplied character sheets of one of the sample characters ready to keep track of things:

6 Possible close combat scenario: AT (attack): This is the value that everything depends on during an attack. You will find him standing to the right of your weapon. Roll a D20 for the value to see how skillfully you carried out the attack. Remember how much you over- (bad) or subordinate (good) the value. Let's just call this difference X. PA (parade): Evasion: TP (hit points) and RS (armor): After the AT test, the opponent can now try to parry the attack with a weapon or a shield. He rolls a test for the value with a D20, whereby the test is made easier / more difficult by X. Alternatively, you can try to evade, whereby the evasion can be made more difficult by the disability (BE). If the enemy was unable to parry or evade the attack, the damage the enemy received is now determined. Usually the TP says something like 1D + 2, which in this case means that the damage to the life energy is the roll of a D6 + 2. However, the armaments protection (RS) of the opponent must be deducted from this. Possible long-range combat scenario: RC (long-range combat): What AT is to close combat, RC is to long-range combat. This value tells you how trained the shooter is in handling the weapon. Here, too, it is a question of how far the player underdices or overdices his FK value. Let's also name the value X here. Depending on the distance, visibility, size of the target and the mobility of the target, the master can also make the test more difficult by a certain number of points. PA (Parade): Evasion: TP (hit points) and RS (armor): Parrying an arrow or a bolt is almost impossible in most cases. However, if the attacked person expects a shot from a certain direction, he can try to parry the attack with a shield if he is stable enough. The parade can also be made more difficult with close shots and / or poor visibility. Dodging a shot is usually a lot more difficult than in close combat. Otherwise, the same rules apply as for hand-to-hand combat. If the shot was a hit, life points are now deducted, similar to close combat. If the master wants it, he can also add a damage bonus for particularly close shots. The bonus table is given in most of the character sheets. Possible magic battle scenario (damage attacks): Talent test: The player makes a talent test on his spell. The important thing now is what is left of the talent points after you may have had to sacrifice some talent points to make up for a failed test. Let's just call this value X. Magic Resistance (MR): Damage: The MR of the target object is usually used for control, clairvoyance or domination spells and makes the previous talent test more difficult by this value. In the case of voluntary enchantments, the test of course does not apply. Pure damage spells are usually unaffected. If the attack was successful, direct damage now follows the opponent's life points.In many cases, the damage cannot be mitigated by the armor of the opponent and is individual and dependent on X depending on the spell. The damage of a spell could e.g. 2d6 + X or, in harder cases, even X times D6.

7 1 and 20 in a fight: What exactly happens when a 1 or a 20 is thrown within a fight is largely a master's decision and is sometimes decided differently depending on the situation. The roll of a 1 when attacking could e.g. lead to the fact that the opponent can no longer parry and the hero can attack again immediately. Throwing a 20 at the parade can, in the worst case, result in the parry losing his weapon or being unable to act for a short time and conceding another attack without the possibility of parrying. Talents and Magic: Each hero has a number of talents and, in the case of wizards, spells that he can use. A dice test is also due when using one of these talents, but the dice test is handled a little differently here than with the tests on pure base values. A talent is usually based on three basic values, for example (MU / GE / KK) abbreviated for courage, dexterity, physical strength. A test must now be made for all these values ​​one after the other. In addition, there is also a talent value (TaW or TaP), which is often also called the magic skill value (ZfW or ZaP) for spells and is ideally as high as possible. This talent value says two things: 1.) The talent value can be used as a reserve pool. If one of the three die tests fails, you can lower the failed roll by a maximum of as many points as you have talent points. In the case of samples that have been messed up several times, the pool has to be split up. In other words: If you have e.g. a talent value of 6, you can compensate for a failed roll by 6, or two failed rolls for 4 and 2, etc. 2.) The talent value says something about the quality of the talent. It can e.g. two people, one with swim 1 and one with swim 12, both pass the test. The person with swim 1 will still only be able to stay afloat, while the person with swim 12 will rush away like a dolphin. Note: Beware of rehearsing talents with negative talent values. In this case, each of the three tests is made difficult for the talent. Spell costs: In addition to the dice test, the use of astral energy (AsP) is also necessary for each spell. However, this is individual for each spell and should not be discussed further at this point. But so that you have a few comparative values: A normal attack spell costs AsP depending on the damage done. Simple, visionary spells usually only a few AsP, powerful magic rituals often considerably more. The good 1, the bad 20: Here, too, the 20 is an automatic mistake, which in this case can no longer be compensated for by any talent value. However, this time you need two 20s for this. Two ones are also required for automatic success. Three 1s or three 20s in turn lead to phenomenal success or failure. In this case, it is not uncommon to immediately increase the talent value permanently by 1 in the case of ones or to put the character in a very threatening situation in the case of 20 (however, NO auto-suicide).

8 Master samples: Master samples are special samples that the master can demand from a player if a particular situation needs to be tested, but none of the known sample types really fit. As a rule, it is then the job of the master to explain beforehand what a test throw causes, which value you must not roll over or whether certain numerical results may have very specific effects. In certain situations, the master can also take a test himself, possibly even spontaneously, without an announcement and undercover, in order to leave the players in the dark about the effects of his little decision aid. The stamina of a hero: If a hero is injured, he loses life points, that is clear. Alternatively, there are also attacks and situations that can simply lower a hero's stamina, represented by the stamina points. For example, this is usually the case with brawling and wrestling. The lower the stamina, the more exhausted the hero becomes. If the stamina drops to 0, the hero passes out. A restful sleep, e.g. in an inn, but should be enough to completely regenerate stamina. The death of the hero: If the life energy of a hero sinks into a critical range during a fight, he will pass out. If it even sinks to 0 or below, then he is close to death. In this critical condition, he urgently needs professional care from a healer or shaman. If he doesn't get it, he'll die in the next few hours. If the life energy sinks too much into the negative range, then the hero is considered finally dead. How far the life energy has to go below zero for this is a master's decision. A hero who has died cannot normally be brought back into the realm of the living, with the exception of a divine miracle. Such miracles are extremely rare in Myranor and should only be used by the master when absolutely necessary. Note: Since the book Myranic Magic was published, tips have been given on how to continue playing a deceased hero as the spirit of the dead. However, it will not be discussed in more detail here.

9 Myranor for Beginners 3.) The Empire The Empire is arguably the largest and one of the oldest empires on all of Myranor and in many cases the main location of game campaigns. It is, however, not a centralized empire, but rather a kind of confederation of states. The empire itself has perished once in the course of history, but was rebuilt shortly afterwards, which is why it is currently referred to as the so-called Second Empire. The ruling class of this Second Empire is formed by the so-called Optimates, who are made up of a number of powerful families of magicians, who are also called high houses. Rulers of the Archaeans Empire From the people of the ancients: The Archaeans, often referred to simply as the ancients [or less reverently the Bashurids], were a people of extremely powerful wizards who ruled the First Empire. A special trademark of the Archaeans was their third eye in the forehead, the so-called Ea'Myr, also known as the magical or star eye, which should have given them incredible power. The people are now considered to be extinct. Optimates Rulers of the Empire: The Optimates are the rulers of the Second Empire. They are descendants of hybrid beings that were once created between archaeans and humans. But the old people's blood, which still flows in their veins, has become very thin over time. Only a few Optimates still own the Ea'Myr. Some of them don't even have magical powers anymore. A circumstance that is often hushed up or downplayed, especially with the latter. For this reason, people tend to speak of dormant magical powers. The masks of the optimates: The mark of the optimates is the mask they wear: the Triopta. Allegedly, it originally served to protect the subjects from the effects of a look into the third eye, which supposedly could drive someone crazy or even kill someone. Nowadays, however, it hides the fact that almost no Optimat has such an eye anymore and has meanwhile become a pure status symbol. It is forbidden for commoners to wear a Triopta or even to tear it off an Optimat's head. That can result in the death penalty. Structuring the empire At this point, the inner structure of the empire and the individual power relationships should be roughly explained. Details on the various Optimaten families are explained in detail in the chapter on high houses.

10 State structure of the empire: Imperium: Short description of the Second Empire as such, the largest empire in all of Myranor. The ruler of the empire is the so-called Thearch, also called god emperor, as he is also seen as the supreme mediator between humanity and the gods. The capital of the empire is Dorinthapoles. Horasiat: Metropolis: Province: A single kingdom within the empire. The ruler of such an empire is called Horas (plural: Horanthen). The power of such a Horas differs depending on the Horasiat and can range from minor to almost absolutistic. The largest and most influential city of a Horasiat, which is usually the seat of the Horas Palace, is called a metropolis. The administrator of such a city is called a metropolitan, whose influence can sometimes extend to that of the respective Horas, unless the same person. A region of a Horasiat into which it is divided. The administrator of such a province, the so-called Trodinar, by no means always belongs to the same house as the respective Horas. He is often represented by the non-optimistic magnate, who is usually given almost the same powers by the Trodinar. The most influential and productive provinces are called domains. Social structure of the empire: Optimat: Name of a member of the aristocracy and the highest ruling class of the empire. Most optimates are magically gifted and the optimatism itself is divided into different houses. Honor: Free: Slave: A non-optimate favored by the optimate. Honorary fees mostly work in the administration, as a tax collector, judge for civil affairs or as a representative of an optimate or as the one who does the actual work in the end. The highest worldly dignity that an honor can attain is to become the magnate of a province. A subject of the imperial people from the middle class. A suitor can be both human and non-human. Most of the free form so-called circles, a kind of intermediate between an extended family and a local community of interests. A nonfree of the empire who is mostly [but not always] in the possession of an optimate. Slaves wear the symbol of the Optimate House as a brand on their skin. If a slave is released, e.g. through a ransom, he receives a medal as proof of his freedom. Military structure of the empire: Myrmidons: Myrmidons represent, so to speak, the army of the empire itself. At least one large unit of the Myrmidons, a so-called Myriad, is stationed in each Horasiat. You should not only protect the Horasiat from possible enemies, but also protect the interests of the Thearchen from the respective Horas. Thearch himself is considered the supreme commander of all myriads. More on the subject of myrmidons below. Horas Army: House Army: Provincial Militia: This is the state army that is solely subordinate to the Horas of the respective Horasiat. This refers to the security staff of an Optimaten house. As a rule, they protect high-ranking optimates or their domiciles. Usually not a regular army, but a collection of soldiers and mercenaries who are in the service of the respective Trodinar of a province. Provincial militias should not be confused with city guards, even if there is certainly some overlap in cities.

11 The armed forces of the empire At this point the imperial army, the so-called myrmidons, should be discussed in more detail. Here are perhaps the most important facts. Internal structure of the Myrmidons: Tasks: The tasks of the Myrmidons are officially primarily to protect the borders of the empire from external and internal enemies, whereby the latter task is usually only performed when the other security forces are either not on site or overwhelmed. For this purpose, at least one large unit, a so-called myriad, is stationed in every Horasiat. Unofficially, however, the myriads also serve as the presence of power for Thearchen in front of Horas. Races / Species: The Myrmidons are a largely human army. In the regular troops in particular, non-human soldiers are extremely rare. However, there are also some special troops, some of which only consist of certain non-human species. Contingents: Supreme command: Uniform: Armament: Special troops: The largest regular unit is the myriad of around 8,500 men, which is led by the so-called Strategu. The smallest regular unit, on the other hand, is the roughly 120-man hectare, headed by the so-called Kirenu. There are, among other things, small groups of five, which are called a hand. Thearch nominally has supreme command of all myrmidons. The so-called Myriocrat, in turn, has the supreme command in the respective Horasiat, although the Strategu also has a say in the matter. Incidentally, Horas has no direct authority over the troops and must first turn to the Myriocrats if necessary. The appearance of the uniform differs mostly from Myriad to Myriad and Horasiat to Horasiat, but in an earthly comparison it usually looks like a mixture of old Roman legionnaires and Japanese samurai uniforms. This type of uniform should offer the greatest possible flexibility with a high level of protection at the same time. There are many different weapons among the Myrmidons, but two special weapons are used to the real symbol of the Myrmidons: The Kentema, a blade weapon that looks a bit like a spearhead with an equally long handle. Second, the Bela, a kind of technomantic bolt-shot rifle. In addition to the regular ground and riding troops, there are also a number of special Myrmidon troops. There are air combat units that are trained in handling airships and insectocopters, underwater units for combat with submarines, and special alien troops such as Leonir, Pardir or Ashariel units. High houses of the Alantinos empire House of diplomats The house and its followers: In the first empire Alantinos was one of the most influential houses of all. Those days are long gone, and so the house largely lives on its glorious past. In addition to their work as diplomats, the members of this house can often be found at balls and celebrations, where they often like to be the center of attention as partiers. Alantines are often considered to be great charismatics, skilful speakers, blenders and even intrigues.

12 Magic and costume: As fighters of words and flattery, most of the Alantines specialize in the magical mastery of the mind. Fashion-conscious as they are, they often appear in elaborate garments. Their triopters are also usually decorated with precious metals and various precious stones. Aldangara House of the Anarchists The house and its followers: The members of this almost no longer existing house have largely withdrawn into the wilderness, where they can sometimes be found as lone fighters, bandits or big game hunters. They follow a mostly anarchist way of life that defies any restrictions on personal freedom through authority, laws or norms. Since this usually restricts the freedoms of the other, the right of the strongest often became a kind of philosophy of life. Magic and costume: As masters of the wilderness, Aldangarans have often specialized in the mastery of ice, humus and all the magical principles of hunting. Its members do not have a fixed dress code. Your triopta, if you wear it at all, is made of wood or the front of a wild animal's skull. Aphirdanos House of Thearchen The house and its followers: Aphirdanos is the house of houses in general, at least according to their self-image, since it has been the Thearchen of the empire for a very long time. A fact that has made many of his followers arrogant. The tasks of the members mostly have something to do with protecting or representing the interests of Thearchen, also in front of the other houses. Sometimes there is talk of so-called inquisitores on secret orders, but also of exorcists against the dark forces. Many of them are almost paranoid about this. Sorcery and costume: Aphirdans are often considered masters of knowledge and domination magic. The exorcists among them also practice dealing with the banishment of demons and anti-magic. Demonology in and of itself is hardly practiced, as the chaos of the demonic forces opposes the sense of order in the house. Unless they are on a secret mission as Inquisitores, the members almost always demonstratively wear a befitting calar and a triopta in the form of a straight-looking face. Ennandu House of Freethinkers The house and its followers: The House of Ennandu has been under imperial observation for a long time, as it is suspected of spreading incendiary ideas and wanting to found a new form of government. The most common ugly words used: republic and democracy. It is also said that they were secretly involved in the successful uprising of the Serover, in which they are now largely living. Ennandu are not only regarded as great philosophers, but also as shrewd traders and spies.

13 Magic and costume: As the philosophers and spies that many of them are, the Ennandu have often specialized in dealing with the magical sources of knowledge and magic power. In addition, there is a handling of the elements water and air through living with the serovers. Calar and Triopta, which as a full mask usually shows the face of a thoughtful philosopher, are usually only worn on official occasions. Often an ennandu only wears ordinary street clothes and a diadem.Eupherban House of Couriers The house and its followers: The House of Eupherban is considered to be one of the most influential houses, as it has a quasi-monopoly on all postal and communication services within the empire. The non-noble couriers are considered to be fast, confidential and reliable. But this secretive house is often said to maintain its supremacy in this area only because it rigorously removes potential competition and artificially curbs the general flow of news. Magic and costume: Many members of this house focus on the kind of magic that gives them both quick transport and the most inconspicuous acquisition of information. In doing so, demonic powers are often used. Outwardly, Eupherbans show themselves in a clear but simple elegance. Their clothes are usually dignified in black and gold. Her black Triopta, worn as a full mask, is just as simple and elegant. Icemna House of the Matriarchs The house and its followers: The influence of the House of Icemna is largely limited to the island of Era'Sumu, but is almost absolute there. The house, which is largely run by women, is committed to the belief in Satu and Lev'tha and the moderate treatment of nature. In this respect, the house is perhaps the most godly of all. Incemna women are often priestesses of the Satu and not infrequently keep a so-called familiar animal. Men, on the other hand, are often found in the ranks of the Lev'tha priest-warriors. There has long been a simmering conflict with the House of Phraisophos, which once split off from Incemna. Magic and costume: Incemna's magical preferences vary according to gender. The men of the house are considered to be excellent elementalists and are gifted in dealing with the sources of desire and the animal spirits. The women, on the other hand, are often masters in dealing with humus and healing magic. Elaborate clothing is only worn on special occasions by both sexes, mostly people are content with simple, often earth-colored clothing. In addition, there is her ritual dagger Su'Run. Likewise, women only wear a simple headband or a white leather mask on special occasions or outside the island. A triopta in that sense does not exist. Men, on the other hand, often wear a headband with the emblem of their preferred element and often a musical instrument.

14 Illacrion House of Artists The house and its followers: Illacrion is considered a house of artists, sculptors, musicians, painters, poets and thinkers. However, it is also considered a haven for radical free spirits and individualists. Punishments and social norms are just as much a restriction on freedom of the mind as unnecessary helpfulness or mutual care. Your pursuit: a life in which you can help yourself in any emergency or just go under. As a result, Illacrians often come across as extremely self-centered and unhelpful. Magic and costume: Illacrians are mostly curious and open-minded towards almost all magical traditions, including the animism of the non-human. But they mostly have a preference for sources of creativity, desire, freedom, but also of madness and illusions. For many Illacrians, creating the latter is a real art. There is no general costume, but the clothes are usually extravagant and the Triopta is often made of brightly colored, shimmering materials. Kouramnion House of Soldiers The house and its followers: This large and influential house is said to have the spirit of the founding fathers still blowing in it. And so the house is not exactly known for its intrigues and power games, rather for its honesty and down-to-earth attitude; and the sword for his perfect solution to all problems. Many officers spring from Kouramnion, but the House has placed an emphasis on dealing with the lower ones. And so the house is very popular with the lower-ranking and often middle-class majority of the Myrmidons. However, the supporters of this house are not infrequently considered to be quite speciesist. Sorcery and costume: As optimistic soldiers, the members of this house are mostly specialized in spells with a clear effect such as attack and support spells, whereby their down-to-earth attitude is noticeable in a preference for the element ore. Their costume is the uniform and their triopta mostly resembles a simple helmet mask. Onachos house of the necromancers The house and its followers: Many followers of the house Onachos seem as scary to outsiders as the Neristu. Indeed, like the Neristu, the members of this House have a special interest in the world of the dead. The members are less concerned with rummaging around in cemeteries, but rather with establishing contact with the spirits of the deceased in order to gain access to long-lost knowledge. An often-said goal: contact with the extinct Archaeans. Sorcery and costume: As magicians in dealing with the dead, most Onachos are specialists in dealing with the sources humus, finality, the sphere of the dead, right up to the source of un-death. But there are also said to be many healers and soul healers among them. Onachos often wear gloomy, mostly black clothes and a pale triopta made of bone or ivory in the shape of a skull.

15 Partholon House of Officers The house and its followers: Similar to the house of Kouramnion, this house is also dedicated to the military. But in contrast to the former, Partholon is less concerned with maintaining the old values ​​than with giving his followers the greatest possible career as a military leader. As a result, the house not only trains its students in special combat strategies, but also in leadership skills. Special virtues are strict self-discipline, as well as the mastery of special, often particularly stylish, but equally deadly fighting techniques. Sorcery and costume: Most Partholon people are considered to be excellent combat mages, especially when it comes to dealing with fire and ore. However, dealing with sources such as aggression to strengthen troops is also popular. Demonic powers, on the other hand, are usually quite unpopular, if not taboo. Partholoners usually wear a combination of calar and officer's uniform with visible badges of rank. Their usually snow-silver Triopta is mostly cast from the death mask of an enemy [often Leonardi]. Phraisophos House of Chimerologists The house and its followers: The origin of this house lies in the House of Incemna, from which it split off. Since then there has been a simmering conflict between the two houses. The motto of this house is the possibility of researching what can be explored, if possible without moral hurdles. And so in no other house as here is the experimental handling of demonic forces practiced. Phraisophians are considered masters of chimerology, alchemists, researchers of diseases and healers. Some of their achievements have gained sad fame as a weapon against insurgents. Sorcery and Costume: As explorers of the physical, most of the House's followers are proficient in dealing with the seven elements and a range of demonic sources. Phraisophians usually wear floor-length robes with elemental symbols and an often deep green calar with a hood. Your Triopta is a full mask in gold-red tones and mostly the daring face shape of the wearer. Quoran House of Technomants The house and its supporters: The term progress and the name Quoran have always been closely linked. Some of the most impressive technomantic achievements of all spring from their minds. Her motto: There is a suitable invention for every problem. The members themselves are often considered theoreticians who like to lock themselves in their laboratories for a long time and tinker with new concepts. If possible, they usually leave the actual work to their fees. Sorcery and Costume: Most Quoran's magic specializes in dealing with sources such as fire, air, ore, and anything else that could be helpful in running or fueling technomantic inventions. The members usually wear a more practical gown with a pocket-proof vest. Your Triopta is almost like protective goggles and is sometimes equipped with some technical gadgets.

16 Rhidaman House of Merchants The house and its followers: The house of Rhidaman was once one of the richest and most powerful houses of the empire, due to their trading monopoly in many places. But those times are long gone. And although almost every trading ship in the empire still sails under the Rhidaman's flag, the house has shrunk over the years, more and more new trading powers such as the non-imperial Kerrishites have their sovereignty. Nonetheless, the house still has immense cash reserves and uses them to simply buy political allies if necessary. Magic and costume: As traders, many Rhidamans are specially trained in dealing with stable domination magic. And even in front of demonic sources one knows no inhibitions, even if many members of the house are said to have succumbed to these powers themselves as a result, in particular to the power of Xolovar, which then usually leads to death in one's own house. On trade trips, Rhidamans usually wear purely practical clothing, while on official occasions they wear the finest. Your triopta is usually a full mask decorated with gemstone fragments. Tharamnos House of Magocrats The house and its followers: Tharamnos is one of the most influential houses, and no house like this is dedicated to the study of magic itself. The members of this house are often considered to be very elitist, especially to non-wizards who often consider them to be second class people. Your ideal image of the state: the magocracy. Their irreplaceability as the protector of the empire against the attacks of the Draydal has placed the house in a high position of power and some even demand the throne of Thearchen behind closed doors. Sorcery and costume: Tharamnians are known to be able to master all forms of magic to a large extent, but their hobbyhorse is dealing with the particularly difficult to control sources of magic and power. The members usually wear a plain white calar with purple decorations and an equally plain white triopta in the form of a half mask with optrilith-glazed eye openings. Houses of the Celiu-Brajanos empire disempowered House of the Praioten: The house, which was already notorious during its lifetime for its godly piety towards Brajan and ultimately perished in the house-to-house war against Melarythor, caused a stir once again as a descendant of Celiu-Brajanos together with the sect the Hexatéer arose and left Myranor in the direction of Aventuria. The legacy of Celiu-Brajanos: (*) What is unknown to almost all Myrans is the fact that the doctrine of the house of Celiu-Brajanos has been able to hold on to Aventuria to this day; just like its symbolism, a golden sun on a red background: the Praios Church.

17 Charybalis House of Charypta followers: At the time of the settlement of Aventuria, the House of Charybalis had an almost limitless power, but the dark practices of the Charypta cult and the subsequent intervention of the gods with the erection of the Efferd Wall are the house's undoing become. Chrysotheos House of the Draydal Pacters: Chrysotheos is not just a fallen house. It was literally destroyed in a hitherto unheard-of joint act of all other houses, as its members had dedicated themselves to the worship of the Draydal, the god of the skull. Some think the house simply no longer exists, others that the members have fled to Meralis. Melarythor House of the Demon Pacts: Due to the constant demon pacts of its members, the house had already pushed itself to the edge of optimism during its lifetime and made other houses, above all Celiu-Brajanos, archenemies. The house-to-house war against the latter is said to have ultimately led to Melarythor's downfall. Today the last members of the house are often and especially hunted by House Ennandu, unless they have a patron saint. From the last Patriarch Melarythors: (*) Legends surround the last leader of the House of Melarythor. He liked to have himself depicted with the largest artifact in the house, a 13-rayed crown of demon control. With the great death of the old, it is said to have disappeared, and of the 13-pointed crown only a 7-pointed crown was left, before the crown then completely disappeared in the confusion of the following time. In Aventuria the crown might be recognized as a demon's crown and the three-eyed patriarch as Borbarad. Nesseria House of Insect Followers: The members of this house are said to have devoted themselves to communication with the insect periods and were then thrown insane. It is rumored that almost all members of the house are now in the bondage of various insect peoples or have moved to the steppes and deserts of Myranor.

18 Myranor for Beginners 4.) Races & Peoples Preface: Myranor is a huge continent on which a multitude of different cultures has developed over the course of the eons. But these are by no means always just human cultures. Nowhere else, not even in Aventuria, is there such a large number of the most diverse culturally active species, which not only outwardly, but often also in terms of mentality, often differ considerably from ordinary people. Nevertheless, it has been possible, especially in the Empire, that many of these species coexist largely peacefully with one another. Note: At this point, some of the so-called Myran races (often actually species) should be introduced, as well as in some cases some of their cultural groups. This list is by no means complete and is not intended to be, but it still provides a good first overview of what can be found on Myranor. Human races and cultures Imperial people Midlands of Myranor: By far the most represented species on Myranor is humans, and the largest group among humans is certainly the Imperials, who can most closely be compared with the midlands of Aventuria, the last of them In the end also descend. If you believe the old traditions, the story of the imperial begins years ago on the island of Era'Sumu, which is still considered the cradle of mankind today. The blood of the ancients still flows in many Imperials, which is why most of the Optimates are Imperial people. Imperials are occasionally divided into the south imperial Meranians and the north imperial Nyranians. Most Imperials worship the gods of the octad. About the Nequaner: This imperial race has decided on a very special way of life. So the pale skinned Nequaner have withdrawn to the bottom of the deepest lakes and the sea and live there in undersea domed cities. They are also considered to be the builders of technomantic underwater vehicles. Nequans worship Lajata, the all-wise tortoise. Bansumiter The copper-skinned: The second largest group of people after the Imperials are certainly the Bansunites. They are usually slightly smaller than their relatives and often have a copper- to gold-tinged skin color, dark hair and almond-shaped eyes. According to the history of their origins, they once descended from a people who called themselves the Sumurrians and who found a new home in Myranor after a long and hard sea voyage from the east of the Thalassion. Bansumiter are often considered to be quite resigned to fate and therefore rarely rebel against their current masters. About the Kerrishites: The Kerrishites are considered to be one of the largest sea and trading powers on the east coast of Myranor, from whom you can get anything if the price is right. The Kerrishites do not shy away from unfair methods (ship robberies, embargoes) when it comes to expanding their economic supremacy. The Kerrishite merchant ships can be found practically anywhere, but their location of the bases is a secret.

19 About the Vinshina: The Vinshina are a flying merchant people who are said to spend their entire lives in huge fleets of airships that are bound together to form huge cities. Since the Vinshina get around everywhere, their goods often come from all parts of the continent, and they are often the only source of supply. The Vinshina's merchant ships often come unexpectedly, but wherever they appear, the hastily built market often turns into a veritable major event and festival. Vishina like to adorn themselves with feather clothing and bird masks and often wear their wealth in the form of decadent jewelry. The ever-traveling bird god Avinas is especially venerated, but the goddesses Khalvena or Kalwe, (prophecy) Trondaja (war) and Raisha (love) and the god of the dead Bairun. Ravesaran Sensual Seducers: Ravesaran are chimeric beings of outstanding beauty and a bewitching smell. The androgynous and flat-chested Ravesaran are actually all hermaphrodites, which only give the appearance of male or female form by hiding the other gender in a fold of skin. Most ravesaran live as companions or valuable slaves in golden cages of the rich and powerful. But most Ravesaran know how to make this life as pleasant as possible.As children of the Raia, they have all the means they need to do this. Ravesaran is said to be able to produce offspring not only with humans, but occasionally with other species as well. Self-fertilization, on the other hand, is considered the greatest disgrace. Ban Barguri Children of the Wind: The Ban Barguri are an equestrian people who live in western Myranor, beyond the imperial borders. Ban Barguri are usually very slim, have noticeably full hair and mostly pitch black skin. The Ban Barguri have a strong association with insects. Not only are their clothes and weapons sometimes made of insect material, but also their whole being seems to have something insectic about them. They hardly have a sense of self, mostly just a sense of we. Nor do they seem to have any leaders. And the only punishments they seem to know are exile or death. Ban Barguri are notorious for repeatedly launching attacks against the imperial border areas. Draydal Servants of the Nameless: If there is a people that unites all the hatred of every Myran, then it is probably the Draydal. Once they belonged to the empire until their leaders followed the whispers of their so-called skull god and began to reshape the country. They exploited the already barren land until normal life was no longer possible there. It is said that the Draydal possess the worst magical abilities that their god is supposed to have given them personally. Enemies are tortured to death in the most gruesome ways or dragged into the mines, from which they never return. Their palaces, in turn, should consist of the bones of their victims. Draydal usually stand out because of their noticeably pale skin color. In the course of time they sacrifice more and more of their own inner life force of their sikaryan in exchange for dark gifts. Thus, more powerful Draydal appear more and more dilapidated. High officers or generals can therefore usually be recognized by the fact that they are already completely skinless. And the most powerful of them, the skull priests, which hardly anybody has ever seen, are said to be completely skeletonized until they completely dissolve one day. The actual Draydal, it is said, are small in number. But together with all the other slaves, mercenaries and allies they form a people of millions. Note: The Draydal are considered to be one of the greatest threats to the Empire. Often their influence is not immediately apparent. As masters of intrigue, their spies are almost everywhere.

20 Felid species and cultures About the genus of the Felidae: By far the largest population among the non-human population knows the genus of the Felidae. The felid species are a number of upright, cat-like beings with more or less human-like characteristics. All felids have in common their fur, their tail corresponding to the respective cat species, their cat-like paws, their hands with only four fingers, their cat-like face and their preference for raw meat as the main source of food, for which all felids have corresponding predatory teeth. Furthermore, all felids actually have a typical predator odor, which, among other things, gives them the ability to deal with typical escape animals such as e.g. Can make it difficult for horses. Amaunir Capricious cats: The Amaunir could be described as the house cats among the felids. Originally from the Amaunath forest, they have spread over large parts of Myranor over the millennia. Amaunir are roughly human-size and have a rather graceful physique. Their fur can range from short to long, and be of all sorts of colors and patterns. The slightly more pronounced hair on the head and the chest area in women are more human-like. The senses of the Amaunir are usually superior to those of humans. They hear better, can see well in the dark and usually have superior body control, as well as extendable claws, which makes them good climbers and stealthy hunters. Mentality and worldview: Amaunir tend to behave like cats. They are often very curious, moody, playful, clean, sensual and latently lazy. Amaunir maintain a particularly open relationship with sexuality. Cheating every now and then with another species is just as little a problem for them as the lack of loyalty of the male representatives of their kind. They are alien to marriages. Among other things, this has to do with their beliefs, because for most of the Amaunir, RaDja, known to the people as Raia, guardian of intoxication and physical love, is the supreme of all goddesses. Only then does it usually follow Pherenos, RaDja's brother, playmate, and god of hunting and secrecy. By the way: They often take the term cat person as an insult. Some Amaunic cultural groups: City Amaunir: It is not uncommon to live with people in the higher buildings of the city and have adapted to their habits. Djamaunir: Nyamaunir: Makshamauni: Forest Amaunir: Often live as a traveling people on the streets and earn their extra income as jugglers and artists. Are considered a fun-loving people. Live on the high seas and are not uncommon as pirates. Her supreme deity is NyAkh, the bride of the wind, daughter of Chrysir. The ruling race of Makshapuram and therefore quite lordly, elitist and reluctant to work. You have your own pantheon of gods. Her creation myth tells, among other things, of the divine lovers Lohurama (the day) and Sumgari (the night), who inflicted pain in the intoxication of love until Sumu fell exhausted and the world came into being. Their only direct daughter: RaDja. Live according to the old customs as a hunter in the woods and deeply believe in the two basic forces NaOr (life) and NaMar (death). Often have a disturbed relationship with the Djamaunir, as they repeatedly enter the forest of Amaunath, although according to their belief it is taboo since the powers of NaMar spread there and the Amaunir were forced to leave it.

21 Leonir Wilde War Lions: Because of their courage and fighting spirit, this species is often admired and feared at the same time. Leonir are often over 2 meters tall, are muscular and yet surprisingly agile. Their claws are retractable and their fur is usually short, rough and brown in color, with the male Leonir often boasting a handsome mane. The women, on the other hand, have no mane, but an inconspicuous breast strip with six teats. Like all felids, Leonir are carnivores, but they also feed directly on the blood of their prey. Many non-imperial Leonir live in the savannas of Myranor and there in clans, called by them packs. Mentality and worldview: Leonir are, so to speak, the gladiators of Myranor. They are often grumpy and are considered extremely bellicose. Wherever they rule, disputes are already fought out in a life-and-death battle in the arena. Leonir are quite patriarchal. Fighting is a man's business! But they also revere their wives, whom they regard as the female representatives of the most venerable of all races, in turn. Therefore women are allowed to work, but then please do work that is dignified and not serving. Leonir usually worship the blood and war god Khorr, as well as his daughter-wife Rrondr. According to the commandments of these two, the Leonir devote their lives to glorious struggle. Pardir Devious Jaguars: The Pardir are similar in size to the Leonir but significantly slimmer in their physique. Pardir have a mostly yellowish fur with black ring spots, but there are also isolated Pardir with completely black fur. Outwardly, Pardir women with their four inconspicuous nipple teats can hardly be distinguished from men. With their physique, their eating habits and their mostly superior senses, they combine many characteristics of the Amaunir and Leonir. Pardir are largely native to the Pardir Forests, which extend over large parts of Myranor, but can be found almost everywhere, including in the villages and cities of the empire. Mentality and worldview: Pardir are notorious and feared in many places. For a pardir himself, life is quite simple: take what you can get! Pardir are often very smart and cunning, but they usually have no sense for the money. In imperial society, Pardir usually have a hard time. Many of them are living as mercenaries there. If, on the other hand, a pardir joins a group of heroes, this often means that he has problems among his own kind, perhaps because he is too gentle for pardir relations. In principle, he is quick to get excited about an adventure, but just as quickly loses patience if he is not progressing quickly enough. Most mercenary pardirs revere Ferrorach, their interpretation of the Amaunic pherenos. Lyncil Lynx of the north: Lyncil are probably one of the smaller representatives of their genus. Their physique is stockier than that of most other felids, they have only a short, bushy tail, and their fur is thick and protects well from the cold. As a result, you will hardly find a lyncil in the warm south of Myranor. Lyncil usually live relatively isolated from other people, but are often to be found far away from their home as roaming traders.

22 Mentality and worldview: an old proverb says: How can you distinguish a lyncilian trader from a robber? Well if you're armed, it's a dealer. Even if Lyncil often wander around alone, they should not be underestimated. Lyncil are usually much less harmless than they look, but those who shop at a Lyncil are sometimes offered the most exotic goods of the regional wilderness, be it the skins of rare animals or rare herbs or carvings. Lyncil usually see themselves as honest dealers who every now and then have a different understanding of the value of the goods. Her supreme deity is the luchsian god of the law Zherzhal. Suckling species and cultures Ashariel warriors of the air: Outwardly, the Ashariels are up to 2.5 meters tall and most closely resemble angels. They have an extremely light build with tubular bones similar to those of birds and feet with overly long toes with which they can grip. Originally bred as a chimeric warrior people in the first empire, they now live mainly in their nesting areas in Alamar. They rarely wear clothing, occasionally armor and can hide their private parts in a main fold. Ashariel were once bred slave chimeras of the Empire and are therefore still considered to be a relatively young breed. Mentality and worldview: Ashariel are considered to be extremely irritable, although their irascibility often decreases as quickly as it arose. So meditation after a fit of anger is not necessarily uncommon. However, if an Ashariel has chosen himself to be an archenemy, it is not uncommon for him to be hunted for the rest of his life. Young Ashariels like to go out into the world in search of enlightenment and become more and more philosophical as they age. G'Rolmur master of technology: If an Aventurian saw a member of the G'Rolmur, he would probably think he had a Grolm in front of him. And in fact, the G'Rolmur, who look like small people, represent the ancient people of the Grolme. But when you think of the G'Rolmur in the Empire, you think first and foremost of progress. G'Rolmur are considered true masters of technomancy and archanomechanics. Their technical understanding is second to none, and their often huge underground laboratories are teeming with slaves who work on the construction of the most modern artifacts, weapons and military equipment. Their goods are almost always expensive and are never actually offered openly on the market, but it is also said that they are worth the price and the hardship to get to the G'Rolmur. They are supposed to even speak to their machines. Neristu Four-armed cultists for the dead: Neristu are often gloomy. Their face and physique are similar to humans, but they have gray skin, eyes with slit pupils, slightly longer, close-fitting, pointed ears, hair on the head that runs along the entire back and, most noticeably, four arms that end in hands with four fingers each. which have a high degree of mobility. Neristu women also have four breasts. Neristu are mostly crepuscular or nocturnal, which is why their eyes are quite sensitive to light. They usually find the blazing sun uncomfortable. They should also be resistant to all kinds of poisons and diseases. Neristu can usually be found everywhere in the empire, but in the cities more and more in basements or even in rooms below the ground.

23 Mentality and worldview: For over 2000 years, the Neristu were a slave race in the Empire. Those days are over, but they still harbor a deep distrust of imperial nobility. In other respects, too, Neristu are often very silent and closed, which is why they are often viewed with suspicion by other races. And in fact, the dexterous Neristu do not always work as precision mechanics or similar. Many a neristu have a second, secret secondary activity, not infrequently in a secret back room as a fence or forger. Neristu have a pronounced cult of the dead, which propagates an embalming of their dead and a later rebirth in the distant future. Her most important gods: Annereton, the judge of the dead and her interpretation of Nereton, as well as Ansumya, the woman who gave birth to the dead and her interpretation of Sumu. Satyars Intelligent Beastmen: After the Amaunir, the Satyars, who are often referred to as bestiars in the empire, are the second most common culture-creating species. Satyars look largely like humans, but are smaller, often very hairy, the women a little less than the men and have goat legs and goat horns twisted on the head. Originally native to the wild, they can now be found across the Empire and beyond. Mentality and worldview: Satyars are especially notorious for their lustfulness. They like to mate with each other at any time, whether with their own kind, humans, Amaunir or whatever, it usually doesn't matter. They also have a fondness for music and all kinds of alcoholic beverages, which they often make themselves. Their drinkability is legendary and satyrical drinks are sometimes notorious for their strength. Quite a few satyars see themselves as intelligent animals, which is why they have a special relationship with animals. Her goddess, Satyaria, is also considered to be the goddess of animals. For this reason, most satyars are also foreign to any etiquette. They openly display their mood, are not afraid to laugh or cry, and usually have no sympathy for insults of any kind - they are considered honest as well as rude. Yachjin Dogs of War The actually hyena-like Yachjin are not very popular in many places, especially in higher circles. Your strong teeth are frightening. The same goes for their Kreigsruf, which resembles a typical hyena laugh. Yachjin are also said to show a special cruelty towards their enemies. But there is also another side of the yachjin. They demonstrate great loyalty to their group or clan, are considered very social, fond of children and exemplary family fathers within them. This conflicting behavior has long made them a slave people in many places, especially among the Kerrishites, who often use them as a personal private army. Oddly enough, Yachjin can also father children with humans, which leads one to believe that they are a chimeric race. Banishment from the clan is considered one of the worst punishments for the Yachjin. About the Yachyach: Native to the islands of the Talaminas archipelago (south of the Narkramar desert), the Yachyach, considered wild and dangerous, are the only larger Yachjin people still living in the wild. In their beliefs, the three-eyed creator god Myror plays an important role, to whom the Yachyach is said to have sacrificed his own flesh in the end. Therefore, the Yachyach still tend to eat the carcasses of their dead and to demand the same of their comrades in the event of their death. This belief is currently being used by the Kerrishites and some Optimate houses to pass themselves off as descendants of Myror and to enslave individual Yachyach tribes in the end.

24 Lizard species and cultures Shingwa Changeable lizards: As one of the last lizard tribes, Shingwa can best be described as an upright chameleon creature. They have a long tongue that can be flicked out, a tail that is about half the length of the body, suction cups on fingers and toes that allow them to climb up smooth surfaces, and are able to match the color and pattern of their skin, thereby camouflaging themselves can. Wild Shingwa can often be found in forests, but also in villages or on the outskirts of cities, wherever there is not too much hustle and bustle. They prefer to eat insects, but do not disdain other foods. Mentality and worldview: Due to bad experiences with the empire, most Shingwa have a natural distrust of people. Many Shingwa still live as slaves in the imperial cities today, but there are now also many free people. Shingwa have a predilection for colors and everything colored and tend to pronounce a lot of words with S-sounds. Imperials often view Shingwa with lantent suspicion. It is not uncommon for them to be denounced as potential thieves because of their skills.The Shingwa usually worship besides Tscha, the goddess of change and colors, especially Ojo'Shombri, the god of secrecy. Maritime Species and Cultures Loualil Children of the Seas: Loualil are considered a mysterious people. Her figure and her face appear human, but her big eyes show no songs and her long bundles of hair turn out, on closer inspection, to be a kind of tentacle that she can control at will. Their bluish skin is constantly covered with a film of water, which they must not lose either, which is why they have to be careful to go into the water at least once a day. They also have webbed fingers and filigree skin flaps on the outside of the calves. Her mostly petite body, which for many people smells pleasantly, appears sexless, apart from a slight elevation in the breasts of the women. Loualil live on the sea coasts as well as on rivers. Their villages, often built in limestone, are often half submerged. Mentality and worldview: Loualil are considered to be as moody as the sea. Her often closed manner exudes a certain degree of mystery that is subtly attractive. From the Loalil's point of view, rural residents and their customs and traditions often seem just as strange, and the heat of the Felidae often even frightening. Loalil worship the sea god Efhardh, their interpretation of Ephard, as well as Ma'ada, goddess of change and guardian of time. It is sometimes said that a wild beast slumbers in Loualil, but it is only awakened if it is provoked beyond measure or if too much alcohol is given to it. Then, however, they represent a danger to themselves and others. There are cases in which Loualil is said to have withdrawn all body water from its victims in this state. About the sea children: The Loalil are called sea children, who were raised by a mostly human foster family. Children of the sea are often outsiders who, although they mostly love their families, can neither feel they belong to the people nor to their own kind. Often they then feel a longing that they do not understand themselves.

25 Mholuren: These newt people are considered to be the greatest danger from the olden days and [unintentionally] mainly responsible for the encounter between people and the elderly. The term newt is actually not entirely correct, because their skin is not slimy, but rather scaly and extremely resistant to weapons. Mholurs are notorious for the fact that they are supposed to attack villages and ships from time to time, only to pull them down into the depths. Little is known about their religion, but they are said to indulge unholy octopus gods. And the language of the Mholurs is incomprehensible even to many maritime peoples. Mholurs currently inhabit mainly the region in and around the sea of ​​the floating islands. Their settlements should be both underwater and on land near the water. Insectoid Species and Cultures Chrattac Desert Termites: The Chrattac insectoid is considered to be one of the worst threats to the Chrattac Desert and other regions. Occasionally they attack foreign settlements and are then often considered unstoppable. Chrattac look like two meter tall termites, are armed with terrible jaw tools and also lead a termite-like way of life. Chrattac have no sense of self and know no pain. Even a Chrattac cut in half will keep fighting as long as it can. In complete contradiction to their cruelty, Chrattac also occasionally trade with strangers. Your Chrat goods are highly coveted by many and often correspondingly expensive. There are even cases in which the Chrattac built a termite palace, which looks just like it but has perfect air conditioning. About the Jonte: Jonte are a pale-skinned people who live as part of the Chrattac in their buildings and are clothed and fed by them. Since Chrattac drones speak in a language that no one else understands, Jonte often serve as the Chrattac's negotiator and mouthpiece. Their essence is often alien. They never complain, but neither do they reward good treatment. In addition, they are not able to cope with foreign food in the long run. Even if a Jonte turns out to be emotionless even when treated badly, should he die as a result, the Chrattac usually feel this immediately even from a distance and can sometimes react violently. Mixed races and cultures Kentori Centaur riders of the savannah: The Kentori rider people are mainly at home in the expanses of the steppe of the same name in northwest Myranor, where they often follow the course of the herds of horses as nomads. The blue-eyed and blond-haired Kentori are not a separate breed in this sense. While half of the Kentori have the appearance of normal people, the other half are centaurs. Every human Kentori is provided with an opposite-sex Centauer as a riding partner in his life, with whom they develop an intimate relationship over time. The bond is so strong that when one partner dies, the other often follows days later out of grief. Kentori are reluctant to tolerate strangers in their realm and are considered excellent archers.

26 Myranor for Beginners 5.) Countries & Territories Foreword: Myranor or the Güldenland, as the Aventurians call it, this is the name of the largest land mass in the mystical world Dere, in which the adventures of the heroes from Myranor Das Güldenland take place. Myranor is estimated to extend over half the globe and extend from pole to pole or, more precisely, from the eternal north ice to the eternal south ice. East of the thalassion of the sea east of Myranor is, it is said, the lost eastern continent, the legendary place of the former Horasiat Yaquiro. But since the sea god Ephar pronounced a curse on the sea, any contact with the eastern continent has been prevented by a mystical wall. The name of the continent in the name of its inhabitants: Aventuria. The west of Myranor is still largely unexplored. But in the end it extends to the immediate vicinity of the Riesland, a continent that hardly any Myran is likely to be familiar with. A geographical overview: The following map and the descriptions below are intended to give you a small overview of the countries and regions of Myranor and its largest empire, the great empire. The list of regions is anything but complete, but it gives a good overview. The rest is up to your imagination. Note: The map on the following page does not show you the entire Myranor, but only the area in and in the immediate vicinity of the empire. The following areas are missing and can be viewed in the official set of rules on a map: Far West: A largely unexplored area west of the Baan-Bargui steppes. Eternal Jungle (Ras Tabor): A huge subcontinent south of the tear desert. Talaminas Archipelago: An area dominated by the Kerrishites south of the Nakramar. West / East Meralis: Two sub-continents in the very south. Home of the so-called Vesai. Lake of Silence: The sea between Meralis and the core Myranor.