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 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.