Krellr Gǫfugr

Overview
Krellr Gǫfugr (ᚴᚱᛖᛚᛚᚱ ᚷᛟᚠᚢᚷᚱ) is polytheistic native religion which originated in the city of Baronov and has spread throughout in the Nordessonate of Ancora. Followers of this religion worship the environmental spirits also known as the Spirits of the Krellr, that surround them, the primary spirits are Skógr, the spirit of bamboo, Aldrnari, the spirit of fire and lǫgr, the spirit of water. With a lot more secondary spirits as a part of their spiritual family. Many followers built Tjald's (ᛏᛃᚨᛚᛞ) or shrines to please and worship the spirit of their choice and there were Prestr's (ᛈᚱᛖᛋᛏᚱ) or priests to hold rituals and events to talk to the spirits and carry out their word.

History
In an ancient time long ago, the islands of Baronov were ruled by different Jarls and their Jarldoms. The Jarls believed in the Spirits that they would protect them against any threat and give them victory in their conquests and raids. However all the Jarls each believed that one of the spirits were more superior then the other which is what caused feuds with much bloodshed and wars. However one Jarl from the Jarldom of Bar who lived on the island of current day Baronov named Harald Karlson, with the help of Skógr, he conquered the rest of the jarldoms in the region bringing peace and becoming the greatest Jarl of the region.

Harald would voyage around his Jarldom, making outposts and shrines spreading the faith while also researching more about the spirits. However Harald discovered something interesting, a prophecy that would lead to the end of the spirits and the world as Harald knew it, he would research more into it and how to avoid the destruction of his homeland. Máni would however learn of this and would use her forbidden magic to trick Harald that the spirits were against him and would curse and kill his entire bloodline if he continued to try and find a way to prevent Enda Guðanna. Harald would defy this and continue despite going against the unholy horrors Máni would throw upon him. Harald would soon find a spell or ritual that would trap any god and bind them to an object, imprisoning them until they are released. Máni would soon then send a Herrar hinna dauðu to go and slay the legendary Harald in a battle. With the magical weapons Máni gave the Herrar hinna dauðu, Harald would soon be killed. Leaving his grandson.

Karl Karlson in charge of the massive empire his grandfather would leave behind. Karl Karlson would soon also discover of the prophecy and soon find Harald's old research, with now holding the knowledge on how to trap and bind a spirit, Máni would use her magic and deceive Karl Karlson that Skógr, Aldrnari and lǫgr were to cause the death and destruction of the mortal realm as said in Enda Guðanna, and so he quickly moved and used forbidden magic and trapped the spirits in objects so they could never have the power to influence the mortal world ever again. Karl Karlson would however be shunned for this decision and live to regret it later.

Without the protection of the primary spirits, The Jarldom Karl Karlson had would collapse and he would die, leaving the Jarldom to the lands of Avalon and others but soon enough a traveler named Cakehacks would settle on the old Jarldom Capital making the Kingdom of Baronov and the religion would fade away but then the Battle of the Faiths happened. A series of events that happened within the Kingdom of Seahaven where Skógr, Aldrnari and lǫgr are found by tomb raiders who powered the spirits by placing them at the fallen Igskorani Temple however now the religious state of the kingdom would fall into ruin.

This would lead other religions send their faithful followers to taking advantage of the situation and to bring their religion into the isles. However the followers of the spirits went to find Harald's old research to release their spirts. They would go through ruins filled traps and lost outposts of the destroyed Jarldom of Bar to find a pieces of Harald's research to piece together and perform the ritual to release them. Many contenders tried to stop them, Such as a new faith called Valnorsicism, from the land North Norcician came from. However they and others were repelled as the spirits were released from their prison and protected the faith of the Baronovians once again.

The spirits soon used their power to reconstruct the old Igskorani Temple, refurbishing it back to it's former glory during the days of the Jarldom. However one day the Lunari Empire came and occupied the city of Baronov after it being involved in scheme. With this Lunari occupation under the governorship of Logui. Many of the faithful Baronovians were killed and their holy sites ransacked and destroyed, with the very few Baronovians left, North Norcician would call and grand exodus. The Baronovians would sail far away from their old homeland and with the guidence of the spirits, landed in the lands of Bardonia.

In Bardonia, the Bardonian government gave the Baronovians the old lands of Prata. The Baronovians began to work and renamed the city to New Baronov, a refuge for all groups that faced near extinction in Plagos by either Plagatea or Lunaris. Soon they would plan to build new temples and shrines to their spirits in the new town and so the first shrine made was in honor of þrumja, the spirit of thunder. However the fate of the Baronovians would change once again when Bardonia was invaded by the Parahands. The Battle of Dorasterrock sealed the fate of the Sixth Empire of Bardonia and Bardonia later join Greator Plagos, a bit of irony as the Baronovians had come so far from Lunaris and Plagatea, only for Plagos to come to them.

The faithful hoped that the spirits will save them from this constant running and find a place they can be free from their oppressors, but now realizing the situation, it was decided to befriend their oppressors then go against them. Soon enough with the blessing the spirits, the city of Baronov was now close to being returned back to the Baronovian people after talks between North and the Empress of Lunaris.

However when North returned to the city, he found the homeland of the Baronovians completely destroyed, what was once a town with life was now a town deserted of any.

One day, the Empress of Lunaris fell into a coma. Leaving Rosa Rune the temporary Empress of Lunaris. North already being friends with Rosa asked her for the return of the city back to his and the spirits hands. Rosa Rune accepted the offer and returned Baronov to the Baronovians, officially ending the Lunari Occupation at the city that had lasted for ages. What remained of the Baronovians came home from New Baronov which was renamed to Port Klipzchia in honor of Klipzch. The refurbishment of Igskorani was finished and a Skógr Festival was celebrated in celebration of the return of the holy city.

Beliefs
A Follower of the Spirits or also known as a Fylgismaður, follow the words and teachings of the Spirits of the Krellr, or more importantly the main three primary spirits. Skógr, Aldrnari and lǫgr which are represented in the mortal plane by the Spámaður's and Prestr's.

Skógr is the spirit of bamboo and king of all, he rules and manages the world with his family from the spiritual plane, it is the job of his followers to serve and praise the spirits as they provide them protection and everything they need to survive in such a hostile world. However the followers must also empower the spirits with ritual's and festivals with sacrifices as the spirits can grow weaker when they aren't praised or worshipped.

Story of Creation
The Start of Creation or known as Sköpunarsaga, is the genesis of the spirits and the spiritual and mortal planes. Written down by the Ancient Baronovians and shared among the Jarldom, the text survives to this day and it reads the following,

"At first, there was a void of darkness, in which Sólbjǫrg and Máni existed peacefully in order to maintain balance. Sólbjǫrg then created the sun and with it, it brought light to the void. Sólbjǫrg then followed this by gifting pieces of the sun to his lover, Máni. Máni then used the gifted pieces of the sun to create the moon, bringing night and day to the void.

It was then Sólbjǫrg and Máni decided to create the mortal and spiritual planes, using their powers, they set a barrier between the world's of the living and dead. It was here Sólbjǫrg's and Máni's first child was born out of the tears of the sun and moon were planted into the void, Skógr. Skógr's birth would mark the beginning of life in both worlds as soon enough, the mortal and spiritual planes would be filled with plants, more specifically bamboo.

After the birth of Skógr, Sólbjǫrg and Máni had their second child, Aldrani. Born of the raging fires of the sun and forged in the image of Máni. Aldrani brought fire and heat to the spiritual and mortal planes.

Soon enough, Sólbjǫrg and Máni had their third child, lǫgr. Born out of the tears of Máni. lǫgr brought the sea, the tides, the rain and all other forms of water to the spiritual and mortal plane's."

Hindrun Heimanna
When Skógr was born, the Hindrun Heimanna was made also known as just simply the barrier Sólbjǫrg and Máni made to separate the spiritual and mortal planes. As Skógr brought life to both in the form of plants, such as bamboo and animals and the dead was brought to the spiritual world. Although the spirits may still manage the elements in the mortal world from their domain in the spiritual one.

A ritual or sacrifice must be needed to empower the spirits so they can pass the barrier to visit their followers in the mortal world, the weaker the spirit is, the more valuable the sacrifice must be to empower them to pass the barrier. The spirits however may still communicate with their followers easily through possessing an animal or person, manifesting their environment to communicate or even whisper in their ear of someone nearby at a holy site.

The only way for the dead or something that lived and is now in the spiritual realm to return to the mortal realm through passing the barrier must need either the blessing of Igskorani, the spirit of rebirth, or one of the stronger spirits to open a hole in it so they can pass though such as either the primary spirits or Sólbjǫrg and Máni. Or else it is impossible for a mortal to cross it. The barrier can be broken though forbidden magic by doing forbidden rituals lost to time as it is said it burned when the ancient jarls and Baronovians were killed.

Enda Guðanna
Enda Guðanna or known as the end of the gods. Is an event prophesied in ancient Baronovian texts to happen when Máni, the spirit of the moon breaks the barrier that separates the world of the living from that of the dead. It would cause a massive spiritual war between the living and the dead, one that would end in the destruction of the region and the death of the spirits. The event is described in many old Baronovian books but there are three known sagas that detail the end of the region and the spirits.

Sögu Konunganna (ᛋöᚷᚢ ᚴᛟᚾᚢᚾᚷᚨᚾᚾᚨ)
Sögu Konunganna or known as the history of kings, is one of the three sagas located at the Baronov Cathedral that write a detailed look at Enda Guðanna. The story written around the Avalon Occupation of the Baronov Isles, talks about the story of the Karl Karlson and how he received the prophecy from his grandfather that the spirits would kill him and the Plagosi people for their sins against the spirits. Karl would then in a panic to avoid this prophecy, used the dark magics his grandfather had found and used it to defeat the primary spirits and trap them into objects.

In the story it is said that this would be the first of many events to come that will lead to Enda Guðanna. Due to Karl Karlson's actions he earned the nickname "Svikari Guðanna" (Betrayer of the Gods) among the Prestrs around the Jarldom and soon enough due to the spirits now unable to protect the Baronovian people. Foreign invaders and Karls and Thralls would take advantage and cause chaos, eventually leading to the downfall of the Jarldom, and eventually the Sögu Konunganna ends as Karl Karlson would be found dead at the throne room, looking at the moon with a pendant in his hand as the his village and empire burn around him.

Ævintýri Keisarans (Æᚡᛁᚾᛏýᚱᛁ ᚴᛖᛁᛋᚨᚱᚨᚾᛋ)
Ævintýri Keisarans or known as the Adventures of the Emperor, is one of the three sagas that is stored in the Baronov Cathedral that write a detailed look at how Harald Karlson found out about the prophecy of Enda Guðanna.

The Spiritual and Mortal Planes/Realms
In the religion of Krellr Gǫfugr, there are two worlds or realms, the spiritual plane and the mortal plane.

The Mortal Plane
The Mortal Plane is the world in which players and the living inhabit. In this world in which we reside, it is the job of the living to maintain it as it was a gift from the spirits themselves. The spirits manage every element within the mortal world, the tree's, the wind, water and fire and so much more.

The Spiritual Plane
The Spiritual Plane is the world in which the spirits and the dead inhabit. From this world is where the spirits watch and manage the mortal plane. controlling the elements and protecting those who are faithful.

The spirit of the moon, Máni once ruled this world with Sólbjǫrg's help as it was filled with endless sea with an eternal night shining the world, but was overthrown and banished by Skógr for teaching living in the mortal plane forbidden magic that could harm the barrier between both worlds.

Religious Events

 * Skógr Festival: A religious festival/ritual, where the followers of the religion, along with a Prestr overseeing the festival/ritual, would try to charm and power Skógr. It is often considered a fun and cool social gathering amongst the faithful, often getting drunk and sharing stories while music is playing.
 * Prestr Ritual: A ritual to welcome a new Prestr into the religion, where the leader of the faith brings the new Prestr to the holy Igskorani Temple and bathe them in it'sholy waters, giving them the blessing of Skógr and fully putting their faith into the spirits and to spread the word of Spirits of the Krellr
 * Day of Aldrnari: A Religious Ritual where the followers of the religion along with a Prestr overseeing the ritual would give artifacts and valuables to Aldrnari in return for her to keep giving them fire and protection.
 * Krellr Day: A day of fun, a day for celebration for all the followers of the religion, to celebrate all of the spirits. A day filled with music, drinks, games and rituals all in the name for the spirits
 * Sólbjǫrg Ritual: In order to give more power to the spirit of the sun, Sólbjǫrg, the followers of the spirits do a ritual giving away artifacts and valuables . To stop chaos within the Spirits of the Krellr and to stop the wrath of Máni.
 * Blessed Wedding: A wedding is officiated by a Prestr or Representative of the Spirits and held in a church or temple that worships the spirits in some way. The Prestr will then bless the couple getting married with the sacred Bamboo of Skógr, blessing them with a happy and healthy marriage. The couple may choose other spirits blessings for different benefits for their marriage by asking the Prestr that is officiating.
 * Festival of Spirits: Every week in the Nordessonate of Ancora, religious festivals are held where much chaos and fun activities are done in the name of the selected spirit of that week.

Skógr (ᛋᚴᛟᚷᚱ)
Skógr, the spirit of bamboo and the current king of the spirits, is the first child of Sólbjǫrg and Máni. Born out of the tears of both the sun and moon that were planted into the eternal void, Skógr's birth would mark the beginning of life in both the spiritual and mortal plane. Alongside his birth, he was born with very interesting features, his hair was a mix of blonde and dark green. glowing green eyes symbolizing the power of the bamboo.

At a young age, Skógr brought plants to life in the mortal and spiritual planes, and made the barrier separating the two worlds out of bamboo as well. Skógr was a natural at using his powers of nature, however having the personality of his mother, Máni. Skógr became very mischievous, pulling pranks to embarrass his siblings Aldrnari and lǫgr that would entertainment and cheer him up. However when Skógr grew up, he matured and provided the creatures who lived in the mortal plane the gift of nature and life, providing them protection with the bamboo he controlled. When Skógr's father, Sólbjǫrg retired of being the king of the spirits, he choose Skógr to be the next one. Skógr then took his throne and ruled the spirits for the rest of eternity.

Skógr still however has his mischievous side as he would toy and play with the creatures in the mortal realm by making them fly, making them drunk or just making them make fools of themselves for Skógr's entertainment, especially during festivals and rituals when he parties with the ancient and modern Baronovians, he is represented here in the mortal plane by the Spámaður af Skógr.

Aldrnari (ᚨᛚᛞᚱᚾᚨᚱᛁ)
Aldrnari, the spirit of fire is the second child of Sólbjǫrg and Máni. Born out of the raging fires of the sun and forged into the image of her mother. Aldrnari was born with interesting features, blazing red hair, an eternal blazing fire in her eyes and scars of fire around her body.

At a young age, Aldrnari played with her powers, pranking her siblings and parents, more specifically her brother lǫgr and generally causing havoc on the spiritual plane by burning everything. One day however Sólbjǫrg showed and taught her how to properly use her powers for good.

Soon enough when Aldrnari grew up. she had mastered her powers and provided the Ancient Baronovians the gift of fire and heat that they would use to heat themselves during the cold winters and cook their food to eat. For this, Aldrnari was praised and widely liked for her generosity of the gift even up to this day in Modern Baronov now being represented in the mortal realm with the Spámaður af Aldrnari.

lǫgr (ᛚᛟᚷᚱ)
lǫgr, the spirit of water, is the third child of Sólbjǫrg and Máni. Born out of the tears of his mother, Máni. lǫgr's birth brought the sea, tides, rain and other forms of water into the spiritual and mortal planes. lǫgr is described at birth to have a mix of a light blue and blonde hair made out of water, glowing blue eyes like the untamable sea and scars that shine as beautifully as the blue ocean.

When lǫgr was young, he used his powers to bring water to both the spiritual and mortal realms, filling the void with endless sea and bringing aquatic life with the help of his brother Skógr. Despite this however, lǫgr would be pranked a lot by both of his siblings, this would anger him a lot, making it rain severely in both realms. Soon enough Sólbjǫrg helped him to stand up to his siblings and become strong. When lǫgr grew up, he improved his ability to control the water of the realms, more importantly giving the gift of water to the creatures of the mortal plane.

lǫgr loves to help guide sailors around the world, watch the aquatic life thrive, produce storms and rain and help the ancient Baronovians and all others faithful. Because of this, lǫgr was one of the most liked spirits out of them all due to his kindness and helpfulness both in Ancient and Modern Baronov, currently being represented in the mortal world by the Spámaður af lǫgr.

Sólbjǫrg (ᚼ)
Sólbjǫrg is the spirit of the sun and father of the spirits. Sólbjǫrg is the meditator among his family, keeping the spirits from fighting each other for more power. He would create day to balance the spirits out and kill all the horrors the fighting between the spirits caused such as mobs.

Máni (ᛗᚨᚾᛁ)
Máni, the spirit of the moon and the dead also has the title of 'Mother of the Spirits'. Máni was the second spirit to bring balance to her counterpart, Sólbjǫrg. Described as having glowing blue eyes such as the glow of the moon, and a sadistic and mischievous personality. Máni has become the Stjórnandi hinna dauðu, or ruler of the dead after being dethroned of ruler of the spiritual realm and banished by Skógr for giving the mortals forbidden magic.

As ruler of the dead, Máni soon wanted revenge on the spirit of the sun. She would start to organize the dead, turning them into monsters and using her powers, making some faster, smarter and stronger. She would call them Skipstjóri hinna Látnu. or Captain's of the Dead. She would then corrupt very few dead souls to be extremely powerful, these were the Lords of the Dead or Herrar hinna dauðu. Beings corrupted from their original form, filled with hatred and rage to destroy the living.

Using her power, Máni could be able to send out some of her Skipstjóri into the mortal plane, such as the mythic minions the living fight around the world. Very few times she can send out the Herrar's or the mythic bosses as it's difficult to make the dead bypass the barrier back to the living without the permission of Forráðamaður.

It is said one day, Máni will send in the dead one by one to start rituals to weaken the barrier and finally cause a hole in it to release the full force of the dead onto the living to destroy the living and kill off everything the other spirits loved.

Eik (ᛖᛁᚴ)
Eik is the spirit of trees. She supplies the ancient Baronovians with logs and wood. She however would always like to be replanted or else she will kill off every single type of tree as a punishment.

Hraun (ᚺᚱᚨᚢᚾ)
Hraun is the spirit of lava and brother to Aldrnari. Hraun and his sister Aldrani would always argue on who was better. A legend goes that one argument got so heated, Hraun broke so he filled the land with lava and magma. The ancient Baronovians would've hid in now buried ruins. This outburst would cause the land expansion of the Baronovian Islands and also the Banishment of Hraun from his own sister, Aldrani by sending him in the nether. However remnants of his spirits still linger around Baronov, especially in Igskorani Temple.

Grjót (ᚷᚱᛃᛟᛏ)
Grjót is the spirit of stone (Ground). While not too famous, He did like to talk to the ancient Baronovian and Jarls about the drama going on within the spirits, in exchange the Jarls promised to not break the natural terrain for the information Grjót gave them and minerals such like diamonds and gold and iron.

þrumja (ᛢᚺᚱᚢᛗᛞᚺᛁ)
þrumja is the spirit of thunder and lighting (pronounced like thrumdhi). Being one of the youngest of spirits, she always like to prank the ancient Baronovians and other spirits by zapping them or just making thunder sounds to scare the spirit lǫgr. Despite this they both had a very close bond as they both make storms.

Vindur (ᛃᛁᚱᛞᚺᚱ)
Vindur is the spirit of wind, he is well liked and worshipped by the sailors of modern and ancient Baronov as he provides the wind for their boats so they could fish for food or raid others for goods and treasure, or travel the world.

Ábjǫrn (ᚨᛒᛃᛟᚱᚾ)
Ábjǫrn is the spirt of redstone. The youngest of the spirits and the most forgotten about. Only certain people worshipped Ábjǫrn. The reason why this is, is that Ábjǫrn wouldn't deliver his gift of redstone to all but only the strongest of Jarls during certain points of time however only till recently would give his gift to those who can use his power

Igskorani (ᛚᚷᛋᚱᛟᛚ)
Igskorani is the spirit of rebrith, any animal, person or creature that spawns has lived through many lives, when they die, Igskorani guides them through the spiritual plane and back into life. Sometimes this process can feel like a matter of seconds, other times it can feel like a matter of seconds but takes years in the mortal world. Igskorani's importance to the ancient and current Baronovians is very special as without them, chaos will begin in the both spiritual and mortal worlds.

Túnfífill (ᛏᚢᚷᛟᛏᛚᛚ)
Túnfífill is the spirit of flowers, it is written they take on the form of a dandelion. Although Túnfífill appears to be more of a modern spirit in the Spirits of the Krellr as they aren't found in any ancient text but more recent/modern ones, such as the time the lands of the Shattered Sea were ruled by Bardonia under the kingdoms of Baronov and Avalon. Túnfífill appears to be a sort of connection between the spirits of Baronov and the Dandelism faith in Bardonia.

Forráðamaður (ᚠᛟᚱᚱÁᚦᚨᛗᚨᚦᚢᚱ)
Forráðamaður is the Guardian of the Barrier. A devoted worshipper and warrior of the spirits who lived in the Jarldom of Bar, was gifted the position of Guardian of the Barrier for when they died for the spirits. Although not a spirit, the spirits entrust them with the duty of protecting the Barrier that separates the two worlds. Forráðamaður is also responsible for any being entering and leaving both worlds as they posses the key to open the barrier.

Vetrarsnjóanda (ᚡᛖᛏᚱᚨᚱᛋᚾᛃóᚨᚾᛞᚨ)
A Frost Giant said to rumor and live in the mountainous regions of Plagos, he hibernates throughout most of the year when Skógr and the other spirits bring the other seasons such as spring, summer and autumn. Once Vetrarsnjóanda does wake up from his slumber, he brings the Grand Vetrarvertíð with him and blows the cold winds filled with snow and ice upon the region.

With the help of his minions made out of snow, he causes the seas to freeze and people to freeze their face off but also give the people of the region to celebrate the start of a new year.

Sírenu Skógarins (ᛋíᚱᛖᚾᚢ ᛋᚴóᚷᚨᚱᛁᚾᛋ)
Sírenu Skógarins are creatures created by Máni who can transform into almost any living thing, they noramally lurk in the forests of mortal world. Throughout the days of the Jarldom Era in the Shattered Sea Region, they would appear as attractive woman to seduce and lure lost or wandering Vikings to their death by ripping off their flesh and burning them in the name of Máni. It was rumored in Ancient Baronovian texts that Eik would provide the sirens the protection of the woods as she started to hate the Plagosians for cutting down her trees. In return the sirens would plede their loyalty to go to Eik instead of the moon spirit, Máni. Some sirens agreed while others didn't.

Those who did agree would build a Tjald to Eik on the mainland of the continent called Eik's Tjald. The rest who didn't agree would continue to wander the continent looking for their next victum Recently sightings of these creatures have become extremely rare as their habitat were cleared out by the Plagosi Natives in fear that they would appear. Only very few are said to still live in the region and have adapted to hiding in old town ruins that are close to a forest or hide in caves until the trees comes out again.

Valkyrjukappi (ᚡᚨᛚᚴᚤᚱᛃᚢᚴᚨᛈᛈᛁ)
Valkyrjukappi are Warriors of Skógr. Valkyrjukappi are normally female mortals who had proven themselves in battle and have devoted their life to the spirits and so Skógr bless them with the position of being his personal warriors. The Valkyrjukappi are described to have shimmering silver and gold armor and wings forged in celestial flames by Skógr himself.

The Valkyrjukappi are tasked by Skógr to fight any of the undead that roam the Mortal Realm Máni had sent to terrorize mortals and to seek and recruit more Jarlarnir af Valkyrjuríki by spectating battles and duels and asking the victors if they want to join. The Valkyrjukappi also once had a Jarldom on a Plagosi Isle called the Jarlarnir af Valkyrjuríki which was a sanctuary for the warriors where they planned and lived in and invited the greatest warriros the spirits had to dine and feast.

The Dwarves (ᛞᚹᚨᚱᚡᛖᛋ)
The Dwarves are described in old Baronovian texts as master craftsmen and blacksmiths, renowned across the lands for their unparalleled skill in metallurgy. They would found many viking settlements and kingdoms across the Plagosi region and beyond. Being praised by their skill by a majority of the spirits, some Dwarfs were even given the honor of crafting weapons and armor for the spirits and the Valkyrjukappi.

The weapons they crafted were not merely tools of war; they were works of art, each piece telling a story of the dwarves' resilience and mastery over the elements. The armor, adorned with intricate engravings and symbols, was not only a means of protection but a testament to the dwarves' connection with the spirits and the raw power of the earth.

The Dwarven society was structured around their craft, with apprentices learning the secrets of metallurgy from the experienced masters. They erected grand workshops, where the rhythmic clang of hammers striking metal echoed through the caverns. The dwarven kingdoms flourished as a bastion of innovation and artistic expression, with every piece of weaponry and armor representing a fusion of practicality and aesthetic brilliance.

Dragons (ᛞᚱᚨᚷᛟᚾ)
Dragons are mythical creatures that inhabit the lands of the mortal plan. Typically portrayed in ancient Baronovian texts as large, winged reptiles with formidable scales, claws, and sharp teeth, dragons are said to be creatures the spirits had sent from the spirit realm to the mortal one. These majestic creatures are often associated with great power, wisdom, and sometimes malevolence.

Supposedly first originating in the southern desert located on the Plagosi Mainland. Dragons have spread throughout the entire realm of the mortals, normally just flying and overlooking towns, however they have burned down many villages and cities, however something must have changed them to be more peaceful in the modern day.