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Prelude note
(year 2026)

Important Note – Year 1 (2026): Beta Year

The year 2026 marks the official beginning of our game universe, but also a transition year.
The lore presented during this first season will serve to introduce and prepare the full narrative arc of the LARP for the years to come.
Some mechanics, races, and divine elements are therefore present as tests, to ensure solid balance before the final launch.

 

Races – Available at Character Creation for the Beta Year

For this first year, all races are accessible at character creation.
They are used as test stat blocks, allowing us to adjust their strengths, weaknesses, and in‑game impact.

Starting next year, races will no longer be selectable at character creation: they will need to be earned in‑game through narrative, quests, rituals, or major events.

This year is therefore a unique opportunity to freely explore these options.

 

The God Ebaoon – Unavailable for Now

Although his existence is an integral part of the lore, Ebaoon is not accessible in 2026:

no priests,
no powers,
no rituals,
no direct interaction.

His story remains present in the background, reserved for future use in the main narrative arc.
His exact role will be revealed in the seasons to come.

The origin

For centuries, Draevenfall was a prosperous world, built upon a fragile balance between peoples, magic, and divine forces. Dragons held a central place there: they were the guardians of the Tree of Life, a colossal entity whose sap fed all the magic in the world. This tree was considered the very heart of Draevenfall, and the dragons had been chosen by the Titans to protect it.

Twelve gods ruled over the different aspects of existence: light, protection, healing, darkness, betrayal, war, nature, time, travel, magic, righteousness, and death. They were known by all, prayed to in every village, invoked in every ritual. Their influence shaped society, and their temples were centers of political as much as spiritual power.

But above them existed five Titans, beings even older, creators of the world itself:
Igavene, Vaskor, Lanaret, Tharos, and Elyndra.
They were the ones who shaped the earth, the oceans, the winds, the cycles of life and death. The gods were their heirs, but never their equals.

For a long time, everything worked. The peoples lived in a rich, almost fairy‑like world: enchanted forests, suspended cities, countless magical creatures, diverse races, and a general harmony between natural forces and civilizations. It was a world of high fantasy, where magic was omnipresent yet respected.

Then humanity changed the equation.

Humans, more ambitious and more numerous than other peoples, began to covet what did not belong to them. Necromancers, in particular, discovered that by studying dragons — and killing them — they could access a form of raw, nearly limitless power. Their ultimate goal became clear: reach the Tree of Life itself, absorb its magic, and reshape the world according to their own desires.

The dragons resisted. The gods tried to intervene.
But humans, armed with dark magic, forbidden rituals, and entire armies, continued to advance.

The Titans, meanwhile, watched.
They saw their creation deteriorate, the gods lose control, and humans burn to ashes what had been built over millennia.
When the first roots of the Tree of Life became corrupted, the Titans understood that Draevenfall was doomed.

They made a radical decision: to leave.
Each of them abandoned the world to create a new one elsewhere, far from human madness.
Without the Titans, the balance collapsed.

The dragons, weakened and hunted, could no longer protect the Tree.
Magic spiraled out of control.
The dead began to rise.
The living fled the cities, then the countryside, then everything that remained.

In a few decades, Draevenfall became unrecognizable: a ravaged world, saturated with necromancy, where nature itself turned against its inhabitants.
The gods, unable to restore order, lost their influence; their pool of believers emptied.
The peoples died out or scattered.

What remained of humanity had only one option left: flee.
So when the first portals appeared — unstable, dangerous, but real — the survivors did not hesitate.
They crossed, not knowing what awaited them on the other side.

For Draevenfall was no longer a world.
It was a warning.
A failure.
A corpse.

And no one could live there any longer.

The origin

Long before you could catch your breath, a human-dominated world withered and died.

Its heart—a Tree that generated the magic that sustained the earth, just as trees produce the air we breathe—was drained by an army of humanoid necromancers eager to control death itself. To achieve their goal, they dried up all the magic that flowed through the world's veins. Five dragons rose to defend the Tree, but not even their fire could rekindle the dying land.

From the ashes of this ruin, Igavene, Titan of Magic and Dragons, tore away the veil of nothingness and carried the last sparks of creation toward a new beginning. She wove a fragile world, a place of survival and wonder, where each dawn is both a gift and a trial.

A limited number of humans and creatures were rescued by Igavene and brought to this new refuge. Guided by the Titan, they became the first life force in this world. Among these immigrant souls were the five dragons:

  • Veythar, obsidian dragon

  • Kaelor, the adamantium dragon

  • Myrris, the electrum dragon

  • Perla, dragon of draconicite

  • Shondo, the ethernium dragon

The early years were marked by creation and trials worthy of a war that had never existed. But soon, life was threatened once more. Some mortals—or their descendants—were consumed by the lust for power. Seeing the strength that Igavene embodied, they became envious and had only one goal: to reach the god himself.

Nine succeeded. How? No one knows for sure. It is only whispered that an astronomical ritual was involved. Their ascent caused a magical imbalance in this new world, and Igavene's wrath was terrible.

She then entrusted her dragons with a mission: to be her eyes and her judges. For she swore: whatever the cost, this world would not meet the same end as the previous one.

The trinity of good

The trinity of good

Valgus

God of Light – The radiance and the truth.

Symbol: Sun

Dogmas:

  • Light illuminates all paths: no one should remain in the shadow of ignorance.

  • Protect the weak, for their survival is proof that light triumphs over darkness.

  • The truth is a torch: it must be spoken, even if it burns.

  • Share your light with others, for a flame that is passed on never goes out.

  • Where there is light, there is hope.

History:

Coming after the first year.

Kaitse

Goddess of protection – the bulwark and the sacrifice.

Symbol: Shield adorned with a sword

Dogmas:

  • Always defend life, even at the cost of your own.

  • The shield is nobler than the sword: it protects before it strikes.

  • No innocent person should be abandoned, regardless of the threat.

  • Force is only valuable when it is used to protect others.

  • Community is sacred: united, mortals survive; divided, they perish.

History:

Coming after the first year.

Hooldus

Goddess of healing – compassion and balance.

Symbol: the unicorn horn

Dogmas:

  • Heal without expecting a reward.

  • Compassion is a strength, not a weakness.

  • Every life saved is sacred, regardless of its origin.

  • Healing must preserve balance: don't give everything to the point of losing yourself.

  • Where suffering takes hold, it brings comfort and hope.

History:

Coming after the first year.

The trinity of evil

Varesaun

Goddess of darkness - suffering and cruelty.

Symbol: animal skull

Dogmas:

  • Suffering is truth: it reveals the deep nature of beings.

  • Pity is a weakness, pain is a strength.

  • Fear is the surest tool for governing.

  • Death is not an end, but an offering to the shade.

  • Those who refuse pain must be broken to learn.

History:

Coming after the first year.

Kättemacks

God of betrayal – duplicity and vengeance.

Symbol: 2 daggers

Dogmas:

  • Trust is a weapon: earn it, then turn it against your enemy.

  • Loyalty is an illusion; only betrayal is eternal.

  • Oaths are made to be broken.

  • Cunning and duplicity overcome brute force.

  • Revenge is a sacred right, and it must always be carried out.

History:

Coming after the first year.

Tagevus

God of War – brutality and blood.

Symbol: two-handed maul

Dogmas:

  • War is the only truth: everything is won or lost through combat.

  • Brute force is the purest of virtues.

  • The blood shed is a sacred offering.

  • Fear is a weapon, pain a tool.

  • Only the strongest deserve to survive.

History:

Coming after the first year.

The Neutrals

Haldjas

Goddess of Nature - the enigma and the balance

Symbol: The Butterfly

Dogmas:

  • Respect nature, for it is the source of all life.

  • Every living being has a place in the balance of the world.

  • Destroying without necessity is a crime against the natural order.

  • Nature nourishes, but it always takes back what is due to it.

  • Harmony is found in the cycle: birth, growth, death, rebirth.

History:

Coming after the first year.

Ebaonn

God of Luck – chaos and the unexpected.

Symbol: 5-leaf clover.

Dogmas:

  • Luck is fickle: accept its gifts as well as its curses.

  • Chance is stronger than the will of mortals.

  • Don't try to control destiny, ride it.

  • Chaos is a truth, order an illusion.

  • Only those who dare everything deserve his favor.

History:

Coming after the first year.

Joukus

God of adventures – discovery and risk.

Symbol: The blue lantern

Dogmas:

  • The journey is an end in itself, not a means.

  • Every road is sacred, because it connects the living.

  • The stranger is a brother, for he shares your path.

  • Do not fear the unknown: it is the promise of discovery.

  • Rest is a pause, never a dwelling.

History:

Coming after the first year.

Glow

Goddess of magic – knowledge and secrets.

Symbol: The open book — representing both knowledge and the danger of secrets revealed.

Dogmas:

  • Knowledge is sacred, but it always comes at a price.

  • Magic is a tool, neither good nor bad: only its use decides.

  • Always seek to learn, for ignorance is the greatest of weaknesses.

  • Secrets must be protected, except when they need to be revealed to restore balance.

  • Power is not given: it is conquered through study and sacrifice.

History:

Coming after the first year.

Valve

God of oaths – honor and law

Symbol: The quill (for writing)

Dogmas:

  • A promise is sacred: whoever breaks it must suffer the law of retaliation.

  • Honor is more precious than life.

  • Laws must be respected, because they are the glue that holds societies together.

  • Justice must be impartial, even if it is cruel.

  • Lying is a stain that must be purged.

History:

Coming after the first year.

Vaikus

God of death – silence and judgment.

Symbol: The scales — instruments of justice and passage.

Dogmas:

  • Death is inevitable: no one can escape the final passage.

  • Silence is sacred, for it is the language of the afterlife.

  • The dead must be honored, for they carry the memory of the world.

  • The end is never a punishment: it is the return to balance.

  • Every living thing must accept to give back what it has received.

History:

Coming after the first year.

Races

“When the Old World collapsed, the races burned, the gods froze, and the monsters scattered.
The humans, however, remained. Not because they were strong, but because they were numerous, adaptable, and desperate.
In this new world, they inherited no magic, no ancient blood.
But they inherited the possibility.
And they have enshrined this possibility in their rituals.”

Description: Look at yourself in a mirror. AH! A HUMAN!

Humains
Humans

“When the Old World collapsed, the races burned, the gods froze, and the monsters scattered.
The humans, however, remained. Not because they were strong, but because they were numerous, adaptable, and desperate.
In this new world, they inherited no magic, no ancient blood.
But they inherited possibility.
And that possibility, they carved into their rituals.”

 

Description:

Look at yourself in a mirror. AH! A HUMAN!

 

Minimum Costume Requirement:

You…

Orkid (Half-Orcs)

“They were pillars of stone and fire.
Their cries made the mountains tremble, and their fury forged the weapons of the gods.
But when the Old World collapsed, the orcs burned away in their own rage.
Only fragments of their essence survived, buried in volcanoes, in bones, and in forgotten war chants.
Today, those who dare awaken that memory become something else.
They are not orcs.
They are Orkid.”

 

Description:

A jaw set too square, a voice that rumbles, skin that looks as though it has known fire. They often bear bone growths, war tattoos, and even burn marks. Animalistic traits may appear, though never in a way that could be called beautiful.

 

Minimum Costume Requirement:

A bone growth (horn, tusks, boar‑like features) and reddish‑toned skin.

Orkid
Kurat (Semi-Abyssals)

“They were the children of the void, the whispers in dreams, the claws beneath the beds.
The abyssals of the Old World did not live: they prowled.
Born from the nightmares of Veresaun, they fed on fear, desire, and silence.
When the Old World collapsed, they scattered into the shadows.
Today, those who bargain with what prowls become something else.
They are not abyssals.
They are Kurat.”

 

Description:

They all possess normal skin, yet it always appears stained or tainted with soot, and each of them bears a striking pair of black feathered wings.

 

Minimum Costume Requirement:

Skin marked with black (as if permanently stained with soot), and black or grey feathered wings.

Kurat
Valin (Half-Celestials)

“They were the children of oaths, the last echoes of the vanished Celestials.
The Valin of the New World are not born: they rise.
Forged by the light of Valgus or the protection of Kaitse, they carry within them the memory of the sky.
Their skin shines as a reminder, their voices soothe like a promise kept.
Those who walk the path of the Celestials become something else.
They are no longer human.
They are Valin.”

 

Description:

A glow in the eyes, a voice that calms, skin that seems to reflect the light… You are no longer entirely human.

 

Minimum Costume Requirement:

Shimmering or golden skin, and white feathered wings.

Valin
Väen – Children of the Spirits

“They were the children of the threshold, the footsteps one hears without seeing, the breaths felt at the back of the neck.
The spirits of the Old World did not live: they persisted.
Born from broken memories and unrested dead, they whispered in ruins and in dreams.
When the world collapsed, they remained, clinging to stone and to regret.
Today, those who open their soul to what wanders become something else.
They are not dead.
They are no longer alive.
They are Väen.”

 

Description:

Skin veiled as though brushed by mist (pale skin), a gaze that seems to listen more than it sees (black eyes; if no black contacts, dark makeup around the eyes works)… You are no longer entirely alive.

 

Minimum Costume Requirement:

Whitish skin, black eyes OR black makeup around the eyes.

Väen
Niline (Draconians)

“They were the guardians of the skies, the voices of storms, the living flames.
The draconians of the Old World carried the echo of dragons—their breath, their pride, their memory.
When the Old World collapsed, the dragons withdrew, and their children fell.
Today, those who forge pacts with the surviving scaled ones become something else.
They are not draconians.
They are Niline.”

 

Description:

Scales along the temples and/or partially across the body, reptilian eyes, a tail, horns, and dragon wings may be displayed. Looking at their hands, one may notice claws.

 

Minimum Costume Requirement:

Visible scales and at least two or three of the following elements: reptilian eyes, a tail, horns, dragon wings. Claws should be visible when looking at the hands.

Niline
Esnaô (Half-Elves)

“They were the voices of the forests, the guardians of clearings, the songs carried on the wind.
The elves of the Old World lived in harmony with the seasons, the stars, and the roots.
When the Old World collapsed, they merged into the trees and scattered into the mists.
Today, those who rediscover their traces become something else.
They are not elves.
They are Esnaô.”

 

Description:

Long pointed ears, smooth or clean‑shaven skin. Refined features, a calm and composed gaze.

 

Minimum Costume Requirement:

Long pointed ears, smooth or clean‑shaven skin (must appear neat and not barbaric).

Elemental Esnaô (Elemental Half-Elves)

“They were the breaths of the seasons, the veins of the earth, the dancing flames and the singing tides.
The elemental elves of the Old World fused with the primordial forces, embodying the unstable balance of the world.
When the Old World collapsed, their bodies scattered into storms, ashes, waves, and stone.
Today, those who open themselves to these forces become something else.
They are not elves.
They are Elemental Esnaô.”

 

Description:

Skin, hair, and/or eyes marbled with the chosen element (frost, embers, lightning, moss…), hair that seems to move on its own, eyes glowing with elemental energy.

 

Minimum Costume Requirement:

Long pointed ears, plus body hair or tribal tattoos in the color of the chosen element
(fire: red, water: blue, earth: green, air: yellow, light: white, darkness: black).

 

If you want, I can continue with the next race or help you assemble the entire section into a polished, consistent rulebook layout.

Maarne (Half-Fairies)

“They were the messengers of the mists, the laughter in the clearings, the illusions at the edge of dreams.
The fae of the Old World danced between realms, carrying the secrets of the gods and the lies of mortals.
When the Old World collapsed, they scattered into shards of light and forgotten whispers.
Today, those who graft magic into their flesh become something else.
They are not fae.
They are Maarne.”

 

Description:

Glowing eyes, an enchanting voice, a fae‑like aura. Translucent wings may appear. The torso bears a magical catalyst, veined with black. They may also have wings resembling those of butterflies, often brightly colored.

 

Minimum Costume Requirement:

Brightly colored butterfly wings, and a magical catalyst marked on the torso with black veining
(if the catalyst is hidden under clothing, the veins must be visible along the neck).

Tõug (Man-animal)

“They were the trackers of the woods, the howls in the night, instincts incarnate.
The Tõug of the Old World lived between the beating of hearts and the cracking of branches.
Born from pacts between beasts and gods, they hunted down what was not meant to survive.
When the Old World collapsed, they melted into the forests, into the claws, into the fangs.
Today, those who follow the trail become something else.
They're not stupid.
They are Tõug.”

Description: Visible animal features — slit eyes, partial fur, fangs, claws, sometimes a snout, tail or wings. Their posture oscillates between human and bestial.

Esnaô
Esnaô Élémentaire
Maarne
Toüg
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