Vauros

Lizaasi

Toruga

Avanni

> "*Research Log 1 of Ameboid research delegations in joint discovery project with Gnomish Flotilla. First contact with planet now designated 'Vauros' was approximately two galactic cycles prior, and the population has taken to it's new place in The 'Verse well. Initial impressions given by the records provided do not give the landscape here justice. The flora and fauna are incredibly unique, with strange biomechanical augmentations growing into their roots and bodies. Just what happened here?*"
> ― Recovered research log of Ameboid Biologist Joule
>
>

## The Planet Vauros

> "*Research log 27 of Ameboid research delegations in joint discovery project with Gnomish Flotilla. Further research into local flora has yielded only more questions. We've spoken with locals but they don't say anything concrete, just delve into old tales of the 'Kazesh' and their fall. Will look into this more when we move our efforts into the anthropological side of our research. For now we are taking samples of the more unique plants and running various tests on them. Initial results do reveal a strange defense mechanism against specifically psychic abilities, something shared by nearly every single living thing on this planet. More information is required to unravel this mystery.*"
> ― Recovered research log of Ameboid Biologist, Joule
>
>

Vauros is classified as a Tier 3X Colony Anomaly World. It is a place of near unparallel danger to the common civilian, which means even simple research delegations must hire both local warriors, as well as a small score of experienced spacers to carry out their jobs. The landscape is wild and vast, untamed by the peoples that live on the planet now, but underneath the overgrowth is an ancient history of high technology just waiting to be fully discovered. It permeates the land and seeps into the very life it's so advanced. Even now most species of Vauros have some small amount of biomechanical nanotech flowing through their blood and bones, which seems to be what affords them their incredible size and power. There are great mechanical giants with sapient minds that still roam the land off of pure solar power, and entire preserved laboratories hidden in the muck and grime of the swamps. By many it would be a treasure trove if not for the danger inherent to the land. Megafauna and megaflora cover the entire planet due to it's high oxygen levels and lower gravity, meaning most not born on Vauros need to wear O2 suits to avoid oxygen poisoning, as well as gravity stabilizers to not go flying every time they jump. The planet is mostly covered in a few specific environments, with various plains, mountains, and smaller forests separating them from each other much of the time: The jungles, The swamps, The deserts, The Steppes, and The Crater.

### The Five Terrains

* The Jungles
* The Swamps
* The Deserts
* The Steppes
* The Crater

### The Jungles

> "*Research log 32 of Ameboid research delegations in joint discovery project with Gnomish Flotilla. Our first destination was the jungles of the land, and they do not disappoint. The trees stretch into the sky and the roots are even bigger than our orc warrior. Massive creatures roam the underbrush just out of sight. I feel almost as if it has become night time down at the bottom. That should change soon though, as we are currently on track to reach one of the canopy villages by the end of the day*"
> ― Recovered research log of Ameboid Biologist, Joule
>
>

The jungles of Vauros are a sight to those who see them for the first time. The trees seem to stretch upwards forever, with trunks easily as wide and thick as a personal cruiser. Their trunks are tough as iron, which creates the foundation for many of the civilizations that live here. The flowers are gorgeous and specked with many colors, with some even glowing in the darkness. The ***Serpinians*** are the race who make their home in the jungles, with their massive serpentine bodies allowing them ease of movement through the vast and difficult terrain of all levels of the jungle. A majority of them create great spanning villages in the canopies of the jungle, while others hollow out the insides and burrow into tunnels created under them to form their homes. The jungles sit on the eastern edge of the crater, which is considered a forbidden place.

### The Swamps

> "*Research log 39 of Ameboid research delegations in joint discovery project with Gnomish Flotilla. We arrived at our base of operations within the swamps two days ago, and the nearby village has been quite polite, if rather skittish. The Fro are very unlike the powerful and brutal Serpinians, their amphibious bodies allowing them much more avenues of escape compared to the biology of the Serpinians basically necessitating their need to stand and fight. They have given us food and clean water that they filtered from the swamp. I look forward to seeing the contraption they have built to do so, as it seems every sapient species on this planet has the capacity for genius only held back by a need for survival*"
> ― Recovered research log of Ameboid Biologist, Joule
>
>

The Vaurosan swamps are a vastly different environment from the jungles, with dark waters hiding all manner of monstrosity. The land here is thick and damp, with poisonous plants dotting the environment. Things slip into shadows and disappear without a trace, making for just as dangerous an environment the jungle. It requires a different type of body to survive in though, which is why only the dexterous ***Fro*** make their home here, using their lithe bodies and surprising strength to outswim most predators and jump away from those faster than them. They craft their villages and towns on the edges of safe waters to ensure a good spawning location for their young, while ensuring they have easy hunts. The swamps rest mostly on the southern edge of The Crater, with the Jungles to their north separated by a small forest and a mountain range known as the Wyrm's Heel, and the plains separating them from the deserts to the west. The Crater is considered a forbidden place.

### The Deserts

> "*Ugh, I have sand all in my plasma. Uh, research log 47 of Ameboid research delegations in joint discovery project with Gnomish Flotilla. We have arrived in the, blegh, desert as of this morning, and are currently making our way towards the base of operations we had set up in a nearby Lizaasi merchant town. We were chased by sandwyrms for five miles before Barksky and Pooch were able to kill them, and the Gnomes in our group had us strap them up to our rover to bring them in for study as well as to sell off the parts to a merchant in town. Apparently the hide is good for armor and weapons. I'm not surprised, it took Barksky jumping inside of it's mouth and Stabbing through it's stomach to actually do meaningful damage to it*"
> ― Recovered research log of Ameboid Biologist, Joule
>
>

The deserts of Vauros are sweltering and cruel, but with oases dotting the landscape. Each connects to a massive underground spring that spreads throughout nearly the entire region buried deep under the stone, making it less a spring and more an entire sea under the very earth. Explorative missions down there has revealed long lost cities floating in the underground sea, with robotic creatures still tending to the city and keeping it clean even when completely uninhabited otherwise. It is unknown exactly what lived here, but recovered tissue and biotic samples suggest it to be the ancestor species of every race currently inhabiting Vauros. short brush and vibrant succulents dot the landscape heavily alongside thick stone, making this landscape perfect for the heavily armored ***Lizaasi*** that make their home here. They build their towns around oases and have a heavy mercantile culture due to resource scarcity. They have learned that cooperation is the only way to survive in this land, which has made them the mediators between the newfound races that have been cautiously getting to know each other all across the planet's surface. Luckily, their armored scales and tough bodies make them naturally able to resist both the strength of the Serpinians, the toxic bodies of the Fro, and the weapons of the Avanni. The Toruga are strong though, and they feel almost lucky that they are so kind. The desert sits on the western edge of The Crater, with the plains separating them from the swamps to the southeast and the steppes rising to the north. The Crater is considered a forbidden place.

### The Steppes

> "*Research log 53 of Ameboid research delegations in joint discovery project with Gnomish Flotilla. We arrived to the steppe earlier this week, and are currently travelling towards one of the great mesa cities of the Avanni, a race of birdlike humanoids with hollow bones and a somewhat similar biological structure to the Aaracokra of High Terra. The land is covered in pockets of air that blast upwards, as if someone trapped a storm under the earth. They apparently use the hot air as a launching platform due to their natural heat resistance, allowing them to glide. Still though, I don't quite like how tall the grass is, I think we should move faster. I swear I saw something moving earlier*"
> ― Recovered research log of Ameboid Biologist, Joule
>
>

The steppes of Vauros are by far the kindest of landscapes, but they are not without their own dangers. The grasses of the land are tall, sometimes taller than six feet in height. Smaller predators creep through the thick grassland with ease, and larger beasts have a hard time moving freely without being pounced upon by something faster and stealthier than them. Great columns of hot air burst from the earth, and massive Mesas rise from the earth in locations, which is where the ***Avanni*** make their home. These birdlike humanoids have mastered the wind, and even have learned how to use the air jets from the earth as launch pads to push them farther into the sky to hunt the beasts on the ground from safety. The steppe sit on the northern edge of The Crater, with mountains on all sides. The crater is considered a forbidden place.

### The Crater

> "*Research log 72 of Ameboid research delegations in joint discovery project with Gnomish Flotilla. We finally made it to the crater after meeting our arranged guide at the edge of the impact zone, A Toruga named Mamani, who gave us an incredible discovery. While we always knew ki still functioned inside of a dead magic zone, we’ve never seen a case of it manifesting into a new body while inside of one. What's more, nearly the entire race has innate ki abilities! It's no wonder that they're able to survive down here, and why even the Serpinians regard them with a healthy caution. When I first heard the tales of the Toruga I thought it little more than fantasy, but now it all makes perfect sense! I must study this further when I have the time. For now, we delve deep into the secrets of The Crater*"
> ― Recovered research log of Ameboid Biologist, Joule
>
>

The Crater of Vauros is a vile place, Spanning almost a fifth of the entire landmass of Vauros. It is deep and full of biomechanical horrors of every shape and size, all with their own unique and terrible ecosystem. It is the death zone of Vauros, where only the bravest try to enter, and even fewer attempt to live there. Only the ***Toruga*** are able to survive there without trouble, with their innate ki abilities to protect them from the dangers. It is for that reason that The Crater is forbidden, and the Toruga, it's stewards, are regarded with fear by many of even the stronger Vaurosans. The crater sits at the center of the single landmass that makes up the solid surface of Vauros.
## History

> "*Research log 127 of Ameboid research delegations in joint discovery project with Gnomish Flotilla. We still have yet to find anything conclusive as to the reason things are what they are here, and it becomes frustrating quickly. The only hint we have is some strange technology that has been reduced to little more than scraps due to the nanite permeation consuming much of it. Something is off here. I must do more research, I must learn more*"
> ― Recovered research log of Ameboid Biologist, Joule
>
>

The history of Vauros is one of tragedy, with much of it still shrouded in mystery even now. The discovery of strange technology scrapped to bits at the center of The Crater raised more questions than it did answers, and it sparked much interest in the scientific community when news of intact high technology got out. Many more Gnomes set up more permanent research bases in places of interest, and have uncovered much with the help of the native races, but even still we know so little.

### Timeline

* Ancient History
* Civilization
* Expansion
* Galactic Introduction

### Ancient History (15000 years ago to 5000 years ago)

> "*Research log 214 of Ameboid research delegations in joint discovery project with Gnomish Flotilla. After weeks of work we finally finished clearing the area of our research base within the crater. We've been able to recover multiple Old world relics and we can finally begin to analyze them properly. Unfortunately I won't be able to be here for long before moving to the base camp in the Desert undersea city. I never expected to take such a shine to archeology when I came here, but this place is inspiring to learn about, and reminds me of why we do what we do. So many incredible places out there just waiting to be found. I'll stop waxing poetic now though. I have work to do.*"
> ― Recovered research log of Ameboid Biologist, Joule
>
>

The recovered history of Vauros begins 15,000 years ago, shortly before the Unidentified Extinction Event. We aren't aware of much here, but we do know some things. All of the current Vaurosan races share a common ancestor that lived during this time, and it seems that the heightened intelligence and the ways they manifest in the different Vaurosan races traces back to this. Most likely they were vastly more intelligent on average than even the smartest modern Vaurosans, matching up well to the intelligence of modern Gnomes. What we see now are just the leftover scraps after they were nearly wiped to extinction 10,000 years ago. After the extinction event most information disappears, but we can see that small pockets of the species survived, albeit with mutation from the nanotech in their bodies, which then became the basis for the five races that currently populate Vauros.

### Rebirth of Civilization (5000 years ago to 200 years ago)

> "*Research log 273 of Ameboid research delegations in joint discovery project with Gnomish Flotilla. After much work in the ancient history departments, I have moved to doing interviews with historians and storykeepers of the different races of Vauros. This has yielded quite the look into the history of the five races that now populate the supercontinent of Vauros. More information is still needed.*"
> ― Recovered research log of Ameboid Biologist, Joule
>
>

It was around 5,000 years ago that the five races finally stabilized. Mostly sequestered within their own biomes, they had little interaction with each other, the most common being the odd Toruga sage on their Walk of Vittra. It is for this reason that even now the five are cautious of each other. During this time period much of these civilizations were in their hunter gatherer stage as they made themselves simple homes and developed ways to survive the ever dangerous lands.

### Age of Growth (200 years ago to 10 years ago)

> "*Research log 352 of Ameboid research delegations in joint discovery project with Gnomish Flotilla. After many accounts from various interviewees, we have finally put together a decent timeline of the pre first contact history. It seems that civilization began to spark about 200 years ago, and it's grown rapidly since then as the various races built up their homes and began to work together. The Serpinians in particular had some difficulties due to their hostile nature, but were able to establish a shaky community under the eight clans of kings.*"
> ― Recovered research log of Ameboid Biologist, Joule
>
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The age of growth was the time when progress was finally truly being made on Vauros once more. As the various races settled their land more and more, they began to expand small clans and tribes into full grown villages and towns. though metals and other mineral resources were scarce and hard to come by, obsidian deposits created during the UEE were discovered and became a major source of material for weaponry. beasts with traits involving electrogenesis and electroreception were hunted and used to create basic electricity conduits for powering small objects, and various animal parts became good substitutes for a lot of necessary materials due to the biomechanical enhancements present in the bodies of all living beings on the planet. The Fro were the quickest to bond with other communities, and the first to encounter one of the other races aside from the Toruga, as they travelled to the west and made contact and trade with the Lizaani. The serpinians were mostly isolated, and created a simple heirarchy of conquest based on the Eight Clans of Kings, eight clans of particularly strong Serpinians who had evolved to be able to eat other serpinians and filter their toxins out of their bodies to the point of heavy resistance.

### Introduction to the Greater Verse (10 years ago to present day)

> "*Research log 435 of Ameboid research delegations in joint discovery project with Gnomish Flotilla. I've always believed that non intervention is the path forward, but some of what I have seen here does make me question our neutrality. At the very least I believe exceptions are necessary. We have learned so much here just from the remnants of a civilization long gone. Imagine what we could find out if we were more involved. The tragedy we could avoid...I need to stop for a bit. I'm slipping into place I do not need to be. I Think I'm going to take a short vacation and come back to this all with a clear head.*"
> ― Recovered research log of Ameboid Biologist, Joule
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>

When the Gnomes made first contact with Vauros, everything changed. Intense resource scarcity suddenly became manageable, the Isolated Avanni and Serpinians began to roam and interact with the other races of Vauros on friendly terms, The animosity towards the Toruga waned, and even the land itself began to be better understood. Magic bloomed on the supercontinent as well, supercharging the eternal dragon with the divine power of belief, giving rise to paladins and clerics and sorcerers of all sorts. Everything changed all that once, which has left much of Vauros in the inherent turmoil of a transitionary period. The future of their planet is being written as we speak, and they do not know what to expect. Many Vaurosans feel indebted to the Gnomes for the acquisition of resources from a society deemed 'Post Scarcity', many others feel conflicted, their pride burning in their chest at the thought of assistance, and many more despise them for taking away the simplicity of their lives. conflict is on the rise within the planet, and magic has become another issue, with distrust and discrimination growing towards those who manifest magic on the surface, with some even adopting a term 'The Children of Kazesh'. One thing is for sure though. There's no taking back what happened. These peoples are part of the verse now, and they're here to stay.
## Species and Culture

> "*Research log 25 of Ameboid research delegations in joint discovery project with Gnomish Flotilla. I've been reading over the files on the observed races of Vauros. Though we haven't touched the ocean yet out of a healthy level of fear, we believe these to be the only conscious races on the planet's surface. Each has some relation to an assumed ancestor species we've discovered basic tissue and bone samples of. Must take a deeper look into this soon.*"
> ― Recovered research log of Ameboid Biologist, Joule
>
>

There are various species scattered across Vauros, each with unique evolutionary traits and abilities which allow them to survive in the biomes they grew up in. From the powerful bodies of the Serpinians, to the toxic skin of the Fro, to the innate ki abilities of the Toruga. All of them are powerful and unique, but the most interesting thing is how each race seems to have a 'fragment' of the incredible intelligence that the High Vaurosans had. It is believed to be due to the brain structure of the various species, which allows them to shut off certain receptors in the brain to 'divert power' in a way towards the others so that they can better solve the problems in front of them, additionally, the way their brains are built is naturally tuned to the ability to focus on multiple things at once, allowing them to efficiently multitask where many other species across the verse have brains more tuned to focusing on one thing at a time.

### Anthropological Analysis

* Serpinians
* Fro
* Lizaasi
* Avanni
* Toruga

### Serpinians

> "*Research log 34 of Ameboid research delegations in joint discovery project with Gnomish Flotilla. After some time with the Serpinians I've been able to make a basic assessment of their species, namely that they are untrustworthy, violently cautious, and understandable in all these respects. Their bodies are slow, built for lumbering overpowering offense. They do not have the speed to run away from things, and must stand and fight. Despite this, they do seem to have a tentative trust among their communities which is held together by the clans of kings.*"
> ― Recovered research log of Ameboid Biologist, Joule
>
>

The Serpinians were the first race the Gnomes encountered on Vauros, and they made quite the impression. Massive snakelike bodies built to fight and crush prey, alongside fangs that pump powerful venom into the body. These creatures are incredibly intelligent, and able to filter information from many different tasks perfectly all at once. It is for this reason they are such incredible jungle hunters. These beings are somewhat violent, able to turn off their fear response systems in their brain consciously to better face down their foes. They are, however, not good at running away. All of these things combine to create a species where flight is not an option, and fighting is the only way to survive.

#### General Culture

Serpinians have a somewhat tribal culture. They write in a derived language with similar characteristics to other races on the planet, all of which seem to trace back to the ancient language of the ancestor race. They focus on communal living among their tribe, with 'families' being more of a role in society as opposed to who birthed them. Each Serpinian has a personal name, their clan name, and their family name making up their full name. Their society is somewhat conquest focused, with it only being brought together after eight particularly large and powerful clans came together and spread themselves throughout the jungles, bringing the other clans to heel and promising them stability in exchange for listening. These Eight Clans of Kings are notable for their evolutionary divergence allowing them to eat other Serpinians without the usual drawbacks of cannibalization

#### Hane'Kul

An important coming of age ritual among Serpinians. Two Serpinians with thirteen scales of passing (thirteen years old) pair up and spend time with only each other for a month, then go out into the jungle and hunt a great beast, or die trying. When they return, they are considered old enough to make their own decisions. A Hane brother is the name given to the one paired with a Serpinian for their Hane'Kul, and is considered one of the most important bonds in that Serpinians life.

### Fro

> "*Research log 42 of Ameboid research delegations in joint discovery project with Gnomish Flotilla. The Fro are wonderful hosts, taking care of us from the moment we got here. They are by far the easiest going of the Vaurosans from what I have read, and it shows. They have given us enough water to keep us for a month when we leave, and I have shown my thanks by partaking in a strange dance they seem very interested in.*"
> ― Recovered research log of Ameboid Biologist, Joule
>
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The Fro are a vastly different race compared to the Serpinians. They are a small, lithe race, with powerful limbs and skin that they can produce toxin on whenever they wish. Somewhat froglike in appearance, these creatures have powerful jumps and the ability to swim extremely fast, allowing them to navigate the environment and run away from most fights without issue. This has produced a much more skittish society within the swamps of Vauros. Make no mistake though, they are brave without measure, and will give their lives if it will mean something.

#### General Culture

The Fro have a similarly communal culture to the rest of the Vaurosan races, but even more freeform than others. Fro do not have family or surnames, instead having a given name, and a chosen name which bears some personal significance to the individual Fro. Everyone in a town will care for the newest spawn when the Fro are still tadpoles, and those children will eventually branch out and find what they want to do. The Fro have a very positive view on the Lizaasi specifically, as they have a longstanding relationship with them.

### Lizaasi

> "*Research log 50 of Ameboid research delegations in joint discovery project with Gnomish Flotilla. The Lizaasi have been surprisingly welcoming so far, giving us fruits and meats from their stocks as a welcoming gift. I have noticed that all of the races on Vauros have that in common. Even among the earlier Serpinians and Fro, gifts were considered a necessary offering to show their appreciation. I should look further into this phenomenon when I have the time.*"
> ― Recovered research log of Ameboid Biologist, Joule
>
>

The Lizaasi are a heavily armored race of desert born lizardfolk with tough bodies and sharp scales. These beings are strong and stout, built for defensive power and the ability to shed their tail to escape predators. They aren't as intelligent as the other four races, but they make up for this with the most charisma of any of them. They often act as mediators between the other races, helping bridge the gap between the other groups on Vauros.

#### General Culture

The Lizaasi have a more family centric societal structure where once a clutch of eggs is laid those who wish to be parents each pick one or two eggs and takes them to care for them until the child is born, then they give the child a name generally combining the names of the parents and raise those children with the help of at least two Lizaasi with no children. They have a very mercantile culture, with heavy trade having existed between the many oasis towns for hundreds of years.

### Avanni

> "*Research log 57 of Ameboid research delegations in joint discovery project with Gnomish Flotilla. The Avanni are...frustrating. They have little regard for those around them despite their incredible perception, and while it is obvious they may care about what is going on, they cannot bring themselves to be honest about the situations in front of them. They keep everything guarded to their chest, and in many ways remind me of the Serpinians. It's no wonder the two groups despise each other so much.*"
> ― Recovered research log of Ameboid Biologist, Joule
>
>

The Avanni are a skyfaring race to the north, with powerful wings and hollow bones. their eyes are powerful enough to see a rabbit in a snowstorm from a mile away, and accurate enough to hit the rabbit with a bow after. Much of their brain processing power naturally ends up going to thoughts about the wind and how to move while in the air, but they are quite the puzzle solvers on land. However, they tend to be more nervous and less able to focus when touching the ground, which seems to be an extension of their fight or flight instincts.

#### General Culture

The Avanni have very little active parenting in their culture at all. Hatchlings are expected to find their own places to stay within the Mesa and are only really given food for their survival. This is because they mostly hunt solo for their own food, and Avanni need to be prepared to solve their own problems from very early in life. This is not to say the children aren't cared for, but they aren't coddled either. They often choose their own name after a defining moment in life, many going nameless for decades until they find that name.

### Toruga

> "*Research log 77 of Ameboid research delegations in joint discovery project with Gnomish Flotilla. The Toruga have proven to be incredible topics of study. They are kind and gentle, with wisdom beyond even my own years. They have a spiritualism that seems to be lost to the other races of Vauros, most likely lending to their incredibly long lives. I have heard tale that The First Sage is actually a still living being. I wonder what it would be like to meet them?*"
> ― Recovered research log of Ameboid Biologist, Joule
>
>

The Toruga are a unique race within Vauros. Tortoise like beings with hard shells and long lives, they have somehow manifested the art of ki as not just a personal ability, but one that extends across their entire race. The Toruga are wise, with an innate understanding of their own body from a young age, unlocking their abilities shortly after. This ki makes them far more dangerous than they look, prompting healthy caution from any who come across them.

#### General Culture

The Toruga act as the stewards of The Crater, spending much of their thousand year lives inside The Crater to make sure the things that lurk within do not escape. This is not to say they never leave, but it is not common. They bury their eggs to hatch, and then the children choose their name based on some spiritual concept within Toruga culture after coming of a certain age. They have a great focus on spiritual concepts, far more than the other races, and follow heavily the scriptures of the First Sage, a deific immortal Toruga who was said to have been the first to unlock the secrets of ki among them.

##### The Walk of Vittra

There is not a moment more important to the Toruga as the one right in front of them, but coming close in second is their Walk of Vittra, a religious ceremony where they must embark on a journey across all of Vauros, so that they may understand exactly what they are working to protect.
## Religion and Faith

> "*Research log 473 of Ameboid research delegations in joint discovery project with Gnomish Flotilla. I look forward to learning about the religious associations of the various cultures once we arrive at our next destination, of course, within reason. I myself do not have much to change about my own belief bu-what was that. Barksky, Pooch, can you check that noise out? -The sound of muffled movement is heard, then a loud snarl.- Oh god, it's behind us, everyone ru!- -The speech is cut out as shuffling and a loud roar is heard, then the scuffling noise of battle, before chomping, biting, and silence, except for the snarls of a beast-*"
> ― Recovered research log of Ameboid Biologist, Joule
>
>

The religions of the peoples of Vauros are somewhat shaky, beliefs much brought about by the need of a protecting figure in the face of such a terrifying world. they are truly believed in, but many of these gods have not yet truly ascended due to the recency of their exit from the dead magic zone. All except the Living God, the Great Wyrm. This Eternal Dragon is believed in by all of Vauros, and for good reason. 10,000 Years ago this great lord of the black slaughtered the 'Kazesh' in the Vaurosan system, before simply going back to sleep in the heart of the nearby sun.

### Pantheon

* The Great Wyrm
* The Winding One
* The Leaping Lance
* The Favored Voice
* The Everseer
* The First Sage

### The Great Wyrm

The Great Wyrm, The Thousand Fanged Serpent, The Great Devourer, The Skybreaker. Many names are given to this living god, an eternal dragon who makes his nest in the nearby sun. The entire solar system that Vauros is situated in is considered to be his hoard, and 10,000 years ago he awoke to a swarm of flies trying to take his hoard. He drew himself from the star and tore the 'Kazesh' from the skies, sending their demonic hordes crashing into what is now known as The Crater, before repairing the damage dealt to the planet by their tools of planet cracking, and returning to his slumber. This was recorded, and recount became retelling became myth and legend. Then ten years ago the dead magic zone was gone, and the combined belief of the Vaurosans began to pump through the veins of the Great dragon, granting him incredible newfound strength he could never before dream of. It increased by the day, as more and more divine magic was generated by the sheer amount of belief, that in exchange for this worship, he has made contact with the Gnomes and the Vaurosans, swearing a vow of protection upon the planet that no matter what happens, he will always protect it. This place gives him power, and it is only right that he give back in return.

### The Winding One

The patron god of Serpinians and the aspect of War and Battle Tactics, The Winding One, Vajresh'Val-Kin, has become a symbol of the very essence of a Serpinian's might. It is said that a great beast once ransacked and ravaged the jungle, as tall as the trees and as thick as a lake. It is said that the winding one used his mighty body to climb the body of the beast in discretion, before wrapping around it's neck and strangling it to death. Vajresh is worshipped and prayed to before any great battle, asking for his sight and his perception in all things.

### The Leaping Lance

The Patron god of Fro and the aspect of Justice and Retribution, The Leaping Lance, Akanis the Lancer, has emblazoned himself as an icon of the bravery of the Fro. It is said that he was once a simple Spawn guard, when a great fish, as big as a whale, came from the murky waters and devoured the spawn whole. Akanis could not abide this, and lept into the water with only his trusty spear. He swam with all his might, and struck the spear into the stomach of the beast, tearing the yet to be digested spawn from it's belly, and taking the fish and the spawn back to his home as trophy. Whenever the Fro face a dire situation, they pray to Akanis for fair judgement and bravery in the face of fear.

### The Favored Voice

The Patron god of Lizaasi and the aspect of trade and cunning, The Favored Voice, Oruk'tuk, has enshrined herself as a great symbol of the cunning and charismatic nature of the Lizaasi. It is believed that Oruk'tuk was but a simple merchant, when a thousand tongued beast came upon her and tried to barter for her soul. She struck a deal with him that if he could beat her in a game of Haggler's Haunches, he could have her soul, but if she won, she'd take his instead. During the game the thousand tongued one tried with all his might and all his mind, but he never won a single point against her, and she claimed his soul in a jar after defeating him. Whenever the Lizaasi are brought in to mediate or are moving to make a trade deal, they pray to Oruk'tuk for guidance, so that she may give them favorable outcomes in all things.

### The Everseer

The Patron god of the Avanni and the aspect of truth and progress, The Everseer, Llemani, has emblazoned herself as a figure of progress among the Avanni. It is said that Llemani was an archer of unparalleled skill, who could hit a fly on a house from three miles off. It is said she was challenged by one of the great beasts of the plains to a challenge of shooting, where it would use it's spines and she her bow. She was faced with a challenge though. The beast had whipped up a fierce wind that did not abate, and she could not fire through it. So she thought, and had an idea. She aimed towards the edge, fired a single shot, and watched as the gale caught the arrow and curved it directly through the center of the beast's spine, as well as their target. Whenever the Avanni go out on a hunt, they pray to Llemani for guidance, and a true aim, so they may always hit their mark.

### The First Sage

The Patron god of the Toruga and the aspect of wisdom and discernment, The First Sage, Vittra, is not a deified figure like the others. They are instead the first teacher of the Toruga, and is said to even be still alive. It is said that Vittra was the first of the Toruga to unlock the essence of ki among them, and then spent three hundred years of their life writing the Abhra Vittra, the Script of The Sage. Once they did, they left it to the Toruga and began to wander. Now Vittra is said to wander the planet, helping all those in need without request of recompense.