Showing posts with label eteria. Show all posts
Showing posts with label eteria. Show all posts

Monday, May 11, 2026

Orcs of Eliyra ( hordes of Orcs and Goblins )

 




Across the windswept plains, broken tundras, and ash-steppes of Eliyra, the orc hordes roam without walls, crowns, or permanent cities. To the settled realms of Ilyrio, they are raiders and destroyers. To themselves, they are the Free Clans  born beneath open skies, owing loyalty only to strength, kin, and the march of the horde.

Orcs are towering humanoids of dense muscle and scarred physiques. Both men and women are equally broad-shouldered, heavily built, and expected to fight. Their culture admires physical might, endurance, hunting skill, and personal freedom above all else. Weakness is pitied; cowardice is despised.


Physical Traits

  • Skin tones: deep green, ash grey, or soot-black
  • Build: heavily muscular, dense bone structure, broad shoulders
  • Both sexes are equally muscular; orc women are often indistinguishable in strength and stature from men
  • Facial features are blunt, tusked, and adapted for intimidation and endurance rather than finesse
  • Naturally adapted for endurance marches, raids, and harsh terrain survival

Magic among orcs is rare and distrusted. Orc shamans exist, but even they are judged by their ability to survive battle and hardship rather than mystical knowledge. Their greatest strength has always been numbers, mobility, and brutal physical warfare.

A true orc horde is structured like this:



  • 1 Warlord — supreme commander and strongest warrior
  • 4 or 6 War Chiefs — leaders of clan divisions
  • Hundreds or thousands of warriors, hunters, beast-riders, smiths, and families
  • Goblin servant-clans attached to the horde

The goblins are not exactly slaves, though outsiders often see them that way. Goblins repair armor, scavenge battlefields, manage cooking caravans, breed pack beasts, and craft crude devices. In exchange, the orcs protect them from predators, rival tribes, and extermination by human kingdoms. Many goblins willingly remain attached to strong hordes because survival under orc protection is preferable to extinction.

CULTURE & BELIEFS

Orcs do not build empires. They move like storms instead of settling like nations.

Orc Society

Orc men and women are both broad-shouldered, muscular, and physically imposing. Outsiders often struggle to distinguish the sexes beneath scars, braided hair, trophies, and armor of hide and iron.

Among orcs:

  • Strength earns respect.
  • Freedom is sacred.
  • Weak rulers are abandoned or killed.
  • Chains are hated above all things.
  • Magic is distrusted.

Core Values

  • Strength above all – physical power defines respect
  • Freedom is sacred – no orc accepts long-term subjugation willingly
  • Cunning is useful, but muscle is truth
  • Weakness is tolerated only if temporary and improving

Social Structure

  • No kings. Only Hordes
  • Leadership is earned through combat, survival, and intimidation
  • Loyalty is personal, not institutional

THE HORDE SYSTEM

Each orc horde is a semi-mobile war society.

Structure of a Horde

Every horde typically contains:

  • 1 Warlord – absolute battlefield leader, chosen through dominance or ritual combat
  • 4–6 Warchiefs – elite commanders, each controlling a war-band (raiders, scouts, hunters, shock troops)
  • Orc Warriors – bulk of the horde, disciplined only by strength and respect
  • Orc Women Warriors – fully integrated fighters, often forming spearhead units or shock infantry
  • Youth & Elders – travel with the horde; youths are trained early, elders serve as strategists or shamans (though magic is rare)







Orcs are naturally poor wielders of magic. Shamans exist, but their power is crude and exhausting compared to human sorcerers or elven mystics. Orcs instead rely on overwhelming force, endurance, and sheer numbers.

A typical horde is organized as:

  • 1 Warlord — supreme leader
  • 4 or 6 War Chiefs — commanders of clans within the horde
  • Hundreds or thousands of warriors, hunters, herders, scouts, and laborers
  • Goblin servant-clans attached to the horde 

NOMADIC BEHAVIOR

Orc hordes never settle permanently.

They move because:

  • Food sources collapse in winter zones
  • Staying still invites organized human retaliation
  • Cultural belief: “A stopped horde is already dead”

During harsh winters, many raids on human settlements occur not out of cruelty, but survival pressure as food stocks collapse.

The Endless March

The Endless March

Orcs cannot endure harsh winters for long.

Extreme cold weakens them unnaturally. Their muscles stiffen, sickness spreads rapidly through camps, and young orcs die easily in freezing conditions. No one knows why. Ancient legends hint the orcs came long ago from a distant southern continent beyond the black ocean  a warmer homeland lost to war, plague, or catastrophe.

Because of this weakness:

  • Orc hordes constantly migrate
  • They avoid snowbound lands whenever possible
  • They follow warmer winds and migrating beasts
  • Raids against human settlements increase before severe winters

Many orc invasions are not wars of conquest, but desperate attempts to survive the cold season.

To stop moving is death.

Orcs are massive humanoids with thick muscles, broad shoulders, and rough features. Their skin ranges from deep green to charcoal gray and ash-black. Both orc men and women are equally muscular and hardened by constant travel, battle, and survival. In orc society, strength is beauty, authority, and honor. Weakness earns contempt, while freedom is sacred.

Orcs possess little magical talent. Shamans and spirit-speakers exist, but orcs distrust excessive magic and prefer steel, muscle, and numbers. Their armies rely on relentless assaults, overwhelming charges, brutal endurance, and sheer population rather than sophisticated tactics or sorcery.


The Curse of Winter

The Winter Curse

Orcs are unnaturally vulnerable to severe cold.

Long winters bring sickness, weakness, infertility, and death among the hordes. Even the strongest orcs grow sluggish in frozen climates, and infants rarely survive brutal winters. Because of this, orc culture became permanently nomadic.

No one knows the true origin of the orcs. Ancient stories claim they came generations ago from a distant southern continent beyond the black seas  a hotter land consumed by war or disaster. Orc shamans refuse to speak clearly on the matter, and many become violent when questioned.

Because of their weakness to cold:

  • Orc hordes constantly migrate
  • They avoid snowy regions whenever possible
  • Winter raids increase when food stores run low
  • Entire hordes may descend upon human settlements before harsh winters

Many wars between humans and orcs began not from conquest, but desperation.


Orc Beliefs

Orcs do not worship gods in the human sense.

Most believe in:

  • The Eternal Road
  • The Trial of Strength
  • Freedom after death
  • Ancestors who guide migrations through dreams

Winter is viewed almost as a curse or living enemy.

Many shamans teach that the cold itself hunts the orc race.

Some ancient songs speak of:

“The White Death that drove us across the black sea.”

No one knows whether this is myth or memory.

Common Orc Traits

Strengths

  • Immense physical power
  • High endurance in battle
  • Massive population growth
  • Fearless charges
  • Exceptional survival instincts

Weaknesses

  • Vulnerable to extreme cold
  • Poor magical ability
  • Frequent internal power struggles
  • Limited agriculture and infrastructure
  • Dependence on migration routes

TYPES OF ORC HORDES

The Ironstep Horde

  • Known for heavy infantry and brutal frontal assaults
  • Uses scavenged metal armor welded from battlefield scrap
  • Slow-moving but nearly unstoppable in direct combat

The Stormmaw Horde

  • Fast-moving raiders who strike villages before dawn
  • Prefer terror tactics and fire raids
  • Rarely stay in one region for more than a few days

The Blacktusk Caravan Horde

  • Largest and most nomadic
  • Carries entire mobile camps on beast-drawn wagons
  • Known for trading as often as raiding

The Frostshun Horde

  • Survivors of colder northern marches
  • Deep hatred and fear of winter
  • Often seen fleeing south before seasonal frost arrives
  • Their weakness to cold is severe prolonged exposure reduces strength and coordination rapidly

The Chainbreaker Horde

  • Extremely anti-slavery, anti-rule
  • Known for destroying human and elven slave operations
  • Often ally temporarily with oppressed groups before moving on

The Bloodtusk Horde




Bloodtusk Horde

The largest and most feared horde in central Eliyra.

  • Skin colors: dark green and black-green
  • Known for massive cavalry charges
  • Decorate armor with enemy skulls and red war paint
  • Avoid forests; prefer open plains

Warlord

Gorvak Bloodtusk

A gigantic black-skinned orc said to have slain a frost bear barehanded. Gorvak believes weakness is the root of all suffering.

War Chiefs

  1. Thura One-Eye
  2. Malkor Ironneck
  3. Vraga the Red Maw
  4. Dren Skullbreaker
  5. Korga Wolfkiller
  6. Hruk the Tall

Reputation

The Bloodtusks raid frontier villages whenever winter approaches early. Human peasants pray for mild autumns, because harsh winds usually mean Bloodtusk raids soon follow.

The Ashen Chain Horde




Ashen Chain Horde

A disciplined grey-skinned horde that roams the volcanic south.

  • Famous for chain weapons and hooked spears
  • Keeps unusually large goblin populations
  • More organized than most hordes
  • Uses massive wagon-fortresses

Warlord


Urzag the Binder


A cunning strategist who believes survival matters more than honor.

War Chiefs

  1. Vorga Ashskin
  2. Temur Chainhand
  3. Krul the Ox
  4. Shava Bonebraid

Reputation

Some kingdoms secretly hire Ashen Chain mercenaries during civil wars, though such alliances almost always end badly.

The Black Sun Horde




Black Sun Horde

A mysterious horde believed to descend from the oldest orc bloodlines.

  • Black-skinned orcs with ritual scarification
  • Fanatically anti-magic
  • Burn captured spellbooks and execute sorcerers
  • Travel mostly at night

Warlord



Drogath Sun-Eater

An aging warlord obsessed with finding the “Lost Homeland” of the orcs.

War Chiefs

  1. Morgha Nightscar
  2. Urkhan Flintjaw
  3. Velgra Doomchant
  4. Hroth Blackeye
  5. Keth Ironblood
  6. Zura the Silent

Reputation

The Black Sun Horde rarely attacks for plunder alone. They seek ancient ruins and forgotten relics tied to orc origins.

The Hollow Fang Horde




Hollow Fang Horde

A starving northern horde constantly fleeing advancing winters.

  • Leaner than other orcs
  • Grey-green skin
  • Wear furs layered over heavy leather
  • Masters of ambushes and survival

Warlord

Brakka Hollowfang

A grim female warlord who has led her people through three devastating winters.

War Chiefs

  1. Yorr Ice-Hater
  2. Grelk Snowscar
  3. Mogra Elkbreaker
  4. Targan the Grim

Reputation

Unlike most hordes, the Hollow Fangs prefer stealing livestock and grain rather than slaughter. They know every unnecessary death risks retaliation they cannot survive.

The Ironroot Horde




Ironroot Horde

An unusually stable horde that travels with giant beasts and mobile forges.

  • Green-skinned with ash-grey tattoos
  • Skilled smiths by orc standards
  • Goblin engineers highly valued
  • Produce heavy iron armor and siege tools

Warlord

Kazgor Ironroot

A one-armed warlord who dreams of creating the first permanent orc stronghold.

War Chiefs

  1. Drog Ironhide
  2. Velka Hammerfist
  3. Urmog the Smith
  4. Thrakka Flintarm
  5. Ghorin Beastmaster
  6. Mazgul the Burner

Reputation

Many orcs mock the Ironroots as “wall-builders,” yet their weapons are prized by nearly every horde in Eliyra.


RELATIONSHIP WITH GOBLINS

Some hordes maintain goblin bands as auxiliary servants, scouts, and engineers.

  • Goblins provide:
    • traps, tools, and crude siege devices
    • scouting in tight terrain
    • food gathering and foraging efficiency
  • Orcs provide:
    • protection
    • mobility and strength

This is often misunderstood by outsiders as slavery, but within the horde logic it is a mutual survival pact.

WEAKNESS: THE COLD

Orcs are mysteriously vulnerable to cold climates.

  • Muscle efficiency drops in freezing environments
  • Reflexes slow significantly below freezing temperatures
  • Long exposure causes exhaustion faster than hunger or injury

Theories of Origin

No orc tribe knows where they came from, but oral myths suggest:

  • A lost southern continent of burning plains
  • A banishment from a god of winter
  • Or exile from a forgotten empire beyond the sea

This explains their constant movement:

“The land that stays still dies under snow.”



Human Views of Orcs

The kingdoms of Ilyrio are divided on the “orc question.”

Some nobles see them only as monsters.

Others recognize that most raids are driven by desperation, migration pressure, or starvation.

Border kingdoms sometimes:

  • Trade livestock for peace
  • Hire hordes as mercenaries
  • Redirect migrations toward rival realms
  • Secretly manipulate rival warlords against one another

Despite centuries of war, exterminating the orcs has proven impossible.

As long as winter stalks Eliyra, the hordes will keep moving.






ORC RELATIONSHIP WITH GOBLINS

A dangerous truth often ignored by the kingdoms of Ilyrio is that goblins are usually far more dangerous without orc oversight.

Within the great hordes of Eliyra, goblins serve structured roles:

  • scavengers
  • herders
  • trappers
  • cooks
  • wagon-workers
  • tunnelers
  • scouts

Orcs keep goblin populations organized through fear, hierarchy, and protection. Goblins under a horde are typically opportunistic but manageable.

But free goblin tribes are another matter entirely.

Free Goblin Clans

Free Goblins


Free Goblin Clans

When goblins gather in large numbers without orc domination, they become terrifyingly vicious.

Unlike orcs, goblins breed rapidly, hide easily, and adapt to almost any environment:

  • forests
  • ruins
  • sewers
  • caves
  • marshes
  • abandoned battlefields

A lone goblin is cowardly.

A hundred goblins are a plague.

A thousand become a nightmare.

Free goblin hordes fight with:

  • traps
  • poison
  • fire
  • swarming tactics
  • crude explosives
  • disease-ridden weapons
  • night raids

They rarely fight honorably and delight in terror tactics that even many orcs find excessive.

Why Orcs Tolerate Goblins

Most orc warlords openly admit goblins are irritating, sneaky, and weak.

Yet experienced warlords prefer goblins attached to a horde rather than roaming freely.

A controlled goblin population provides:

  • labor
  • scouts
  • repairs
  • numbers
  • expendable skirmishers

But uncontrolled goblin populations can destabilize entire migration routes.

Some orc sayings include:

“A goblin with orders steals chickens.
A goblin without orders burns kingdoms.”

The Red-Eye Uprisings

Red-Eye Uprisings

One of the worst disasters in Ilyrian history began after three major orc hordes were destroyed during an unusually brutal winter.

The surviving goblin servant-clans scattered into the wild.

Within ten years:

  • trade roads collapsed
  • villages vanished overnight
  • wells were poisoned
  • grain stores burned
  • plague spread through border provinces

Human armies defeated the goblins repeatedly in open battle, but the goblins simply dispersed and returned elsewhere.

Ironically, surviving orc mercenaries were later hired to exterminate many of the feral goblin nests.

This event permanently changed how many rulers viewed the orc-goblin relationship.

Some historians quietly argue:

Orcs do not enslave goblins.
They contain them.

Goblin Behavior Around Orcs

Goblin clans attached to hordes often imitate orc culture:

  • wearing crude war paint
  • boasting loudly
  • following strength-based hierarchy
  • competing for favor from war chiefs

Some goblins become fiercely loyal to particular warlords.

Others secretly sabotage rival clans constantly.

Orcs generally consider this normal.

As one war chief supposedly said:

“If the goblins stop scheming, check for poison in the food.”


skypeople - Tenkūjin (天空人 – Sky People / Fairy People)

 fictional race based from Filipino and Bicolano mythology mixed with East Asian mythologies also based from insect societies where females are majority and dominant sex










Tenkūjin (天空人 – Sky People / Fairy People)  The sky people are slender, pale, and androgynous, exuding an ageless grace. Both male and female members of their race appear eternally youthful, with fine-boned features, soft iridescent eyes, and an otherworldly symmetry. Their skin is porcelain-pale and cool to the touch, often catching light like silk. While uniform in appearance, small differences in aura, mannerism, and magical signature mark individuality. Known in forgotten eastern tongues as the Tiānrén, celestial beings who dwelled in floating domed cities above the clouds. To ordinary humans they resembled immortal elves or divine spirits.


The Sky People stops aging entirely after reaching maturity, allowing some to live hundreds or even thousands of years. Their society was ancient and collective, functioning with eerie harmony like colonies of bees or ants. Individuality existed, but devotion to balance and order came first.

The Tenkujin are slender, pale, and androgynous, their features elegant and symmetrical. Eternally youthful in appearance, their delicate frames radiate an unspoken power. Their soft, luminous eyes shimmer like moonlight on water, and their expressions are serene, as if carved from stillness.



Both male and female Tenkujin  have a near-identical build, creating a visual uniformity prized in their society. When their purpose demands it, some of them manifest translucent, dragonfly-like wings structures of gossamer light that hum with arcane energy.

names

  • Tenkūjin reflects their own identity: dignified, unified, celestial.
  • Tiānrén reflects how others perceive them: distant, heavenly, untouchable.
  • Fairy People reflects how enemies reduce them: exoticized and objectified.


  • A Hive-Like Civilization

    The Sky People do not think of themselves as separate individuals the way humans do.

    Like ants or bees: every member of a colony is considered family, all females are viewed as sisters and all workers and warriors serve the colony as one collective whole

    Harmony and balance matter more than personal ambition.

    Conflict among themselves is extremely rare.

    Their cities function like living organisms, each member naturally understanding their role within the greater balance of the hive.

    The Queens

    Each floating hive-city is ruled by a powerful Queen: ancient, psychic, magically gifted and almost worshipped by her people

    The Queen serves as: ruler spiritual center mother of the colony and protector of harmony

    She guides the entire hive through psychic resonance and collective memory.

    The Males

    Male Tenkūjin are rare and treasured.

    Unlike females, males are often exchanged between colonies to preserve magical balance and prevent stagnation within the hive-bloodlines.

    Young males are usually sent away from their birth colony to serve within the royal harems of other Queens.

    There they become: companions, healers, singers, spiritual attendants, advisors and fathers of future generations

    This creates connections between colonies and maintains harmony among the Sky People.

    Because of this custom, most males never return permanently to the colony where they were born.

    The Enlightened Males

    The rare males who remain within their original hive eventually become something sacred.

    Over centuries of meditation and isolation, they transform into monk-like semi-divine figures: wise, emotionless, deeply spiritual and detached from worldly concerns

    These elders preserve ancient songs, memories, and rituals.

    They are seen almost like living saints.

    Some are so old they barely move or speak, existing in eternal meditation beneath moonlit gardens and crystal chambers.

    The Shadow-Born




    Rarest and most feared of all are the males born with shadow manipulation powers.

    These individuals possess abilities unlike normal Tenkūjin: summoning shadow crows, manipulating darkness, creating living shadow creatures and controlling hidden spiritual forces

    Such powers are viewed with unease among the Sky People. Because the Tenkūjin draw their civilization’s energy from harmony, moonlight, wind, and spiritual balance.

    Shadow abilities disrupt this balance.

    The presence of shadow-born males slowly affects: the colony’s magical currents, psychic harmony, emotional resonance and spiritual energy systems

    Animals become restless. Dreams darken. The hive feels disturbed. For this reason, shadow-born males are often isolated from society. Not hated. Not executed. But quietly separated. Some are sent away from the colony entirely to wander the world alone for eternity. Others willingly exile themselves to preserve the harmony of their people. These exiles become mysterious immortal wanderers spoken of only in myths.

    (Tsukishiro is one of these rare shadow-born.)

    (Tenji is also one of these rare shadow-born.)

    Creation of New Colonies

    The Sky People almost never expand. Unlike humans, they do not desire conquest, wealth, or endless growth. Most colonies remain content for thousands of years in peaceful isolation above the clouds. New hive-cities are created only during extremely rare events: population imbalance, spiritual necessity, catastrophic disaster or once every several thousand years

    When this happens, a Queen leaves with selected followers and males to create a new floating colony elsewhere in the skies.

    The process resembles insect swarming:
    a sacred migration guided by instinct, psychic resonance, and celestial signs.

    Entire floating domes drift across the heavens like wandering moons until a new hive is born.

    Because this happens so rarely, many humans believe the Sky People are extinct—or never existed at all.


    Society & Culture

    The sky people live in two primary forms of habitation:

    • Floating Domes – Cloud-wreathed, luminous habitats that float above the world like forgotten moons. These domes are crystalline and elegant, shaped by magic and organic technology. They drift on ethereal currents far above mortal lands.
    • Hive-Cities – Enclosed, hive-like megastructures that are entirely self-sustaining ecosystems. These echo the efficiency of a beehive, with tiers dedicated to healing, art, defense, and meditation. Each Hive is a living entity, attuned to its population.





    Hierarchy of sexes


    Each Tianren settlement is ruled by a Queen, a supreme matriarch of formidable magical and psychic strength. The Queen holds court with a harem of male Tenkujin, prized for their grace, beauty, and healing abilities. Among them is a drone consort, the only male allowed to breed with the Queen, chosen for his magical purity and ethereal finesse.




    • Females – The dominant sex, they are physically powerful, mentally disciplined, and form the backbone of Tianren society. As soldiers, workers, and architects, they are trained in martial and arcane arts from a young age. Despite their strength, they retain the graceful, slim appearance of the males, blurring traditional ideas of femininity.
    • Males – Rare and deeply cherished, they possess gravity-defying grace, often seeming to float rather than walk. Their magic leans toward healing, illusion, sound manipulation, and aerokinesis. They move with elegance, flitting across distances with almost no sound or trace. As they are far more delicate than females, they are often guarded with fervor.




    Hierarchy of the Sky People

    • The Queen (女王, Joō) – Matriarch, mother, and monarch of each dome. Her mind is a fortress of psychic might; her will, the law of the hive. She is the single womb of her people, mating only once in a lifetime with her chosen drone consort. From her, thousands of daughters emerge, warriors and workers, and only a precious handful of sons, destined for beauty, song, and magic.
    • The Drone Consort – Singular among males, he unites with the Queen in a sacred rite that births the next generations. His body glows with unearthly radiance during this union, his magic woven into her womb, transforming into eggs that will grow into Tenkūjin children.
    • Male Consorts and Harems – These delicate men are chosen from domes across the sky, prized for their elegance, their voices, and their mystical finesse. They never breed but are treasures of harmony, healers, singers of memory, companions to majesty. They exist as living jewels within the Queen’s court, fragile yet indispensable.
    • Females – Countless and eternal in their labor. Slender yet immensely strong, they are soldiers, architects, guardians of the hive. With wings like dragonflies shimmering when manifested, they are the storm and shield of their people. Their beauty mirrors the men, yet sharpened with the aura of strength and discipline. 








    Culture & Values



    • Uniformity – Sameness is not seen as dullness but as sacred alignment. Variance is rare and often ritualized.
    • Balance – Whether in gender roles, architecture, or behavior, equilibrium is paramount.
    • Nature – They do not conquer nature; they cultivate and become part of it. Even technology is organic and alive.
    • Peace & Harmony – Violence is a last resort, used only to preserve sacred harmony.
    • Secrecy – The Skypeople avoid all contact with outside races. Their cities are cloaked in illusions and myths. They believe mortals bring imbalance and entropy.
    • The Tianren hold balance, secrecy, and beauty as sacred. Each action is measured for harmony and aesthetic value, from city construction to daily rituals.
    • Interaction with other races is forbidden. They consider external societies disruptive, primitive, or dangerous. Human curiosity is met with evasion or, at worst, psychic deterrence.
    • Songs and rituals bind their collective memory chanted histories carried through male choirs that echo through their domes like soft thunder.





    Technology and Magic

    They wield a blend of bio-magical technology, seamlessly integrating organic and arcane elements living structures that respond to touch, clothing that shifts with emotion, and weapons that grow from crystal hives.

    Their magic is elemental and psychic, but non-aggressive by default. Their power lies more in control than destruction binding enemies in stillness, cloaking cities in illusion, and manipulating air pressure to launch themselves like falling petals caught in reverse.



    “Sky People”

    • Self-Name (their own tongue): Tenkūjin (天空人)Heaven-Sky People
      • This is what they call themselves in their floating domes and hives.
      • It ties into their love of balance, uniformity, and their lunar gods.
    • Alternate Name (when spoken of by foreign cultures): Tiānrén (天人)Celestial People
      • This is the translation used by outsiders, scholars, and poets.
      • It makes them sound mythic, almost unreachable, like divine beings.
    • Derogatory or Simplified Name (used by humans, demi-humans, and Baalanians):
      • “The Fairy People” → a mix of awe and dismissal.
      • Baalanians in particular use this term to dehumanize them, even while coveting their males.

    The Tenkujin – “The Fairy People”

    In whispered tales passed between travelers, hidden scrolls, and forbidden tomes, the Tenkujin or Tianren are known to humans, demi-humans, and Baalanians as “The Fairy People.” Rarely seen, they are often mistaken for divine spirits or illusions. Their beauty, mystery, and utter disinterest in the mortal world only deepen their legend.



    The View from Beyond

    Humans and Demi-Humans

    To humans and their kin, the Tenkujin  are ghost-like beings of air and moonlight. Their floating cities are often mistaken for celestial phenomena moving stars or sacred comets. Some older mountain monasteries claim to have seen Tianren gliding on the wind, their wings glistening like ice in starlight.

    Most mortals regard them with awe and fear, revering them as untouchable spirits of nature. Efforts to contact or track them end in failure hikers vanish, compasses spin wildly, and seekers fall into inexplicable sleep.


    The Baalanians view of the sky race

    But to the Baalanians, a powerful and morally ambiguous empire of technomagical origin, the Lambana are not spirits to be revered they are assets to be captured.

    Obsessed with conquest, longevity, and perfection, the Baalanians covet Tianren males, viewing them as living treasures. Their:

    • Healing magic
    • Vitality-enhancing aura
    • Ageless beauty
    • Light-as-air physiology

    …are considered ideal for alchemical experimentation, elite breeding programs, or royal collection. The Baalanians refer to Tenkujin males as “Silversouls,” and special raider factions have been trained in failed attempts to infiltrate a Lambana hive and abduct them.

    So far, none have returned alive.

    Tainren Response

    The Tianren have never responded to these abductions with war or retaliation. Instead, they act through subtle and precise means:

    • Memory-erasing spores released from high-altitude flora
    • Illusory landscapes that redirect or trap intruders
    • Warrior females who descend silently from the sky and eliminate invaders before a word is spoken

    Though peaceful by design, the sky people are not defenseless.

    The Queen's wrath silent, telepathic, and absolute has only been triggered a few times in known history. Each time, an entire Baalanian sky-ship fleet vanished without trace, its remnants later found embedded in cliff walls, twisted as if by unseen force.

    A Sacred Warning

    On moonless nights, the Tianren males chant a warning to their own kind a song of grief and vigilance, reminding them of the world below, of hands that grab without asking, of eyes that desire without understanding.

    "Beware the earthbound gaze,
    For it sees only the shell and hungers for the soul."

    To the tenkujin, contact with outsiders brings disharmony not out of pride, but out of necessity. To them, peace is a garden that must be pruned of threat, even if that threat comes wearing curiosity, diplomacy, or desire.


    “From ash, nothing grows. From silence, the tide flows.” – tenkujin Moonchant

    The tianren view the Baalanians particularly the fire-born Kharathi warlords and their crawling cities of flame as the greatest threat to celestial harmony and the last embers of the apocalypse that once ruined Earth.

    While the LTenkujin shun most outsiders, their avoidance of Baalanians borders on sacred taboo. The Kharathi are not merely seen as violent; they are regarded as cosmic disruptors, vessels of Baal-Zhur’s entropy, sworn to unmake creation. The Lambana remember the Fall of the Sky as both a historical and metaphysical wound and to them, the Kharathi are walking scars of that trauma.

    🛑 Avoidance Doctrine: The Fireline Vow

    “Let them burn the sand, but never touch the tide.”
    – High Priestess of Hive-Lumina, during the First Sighting of the Baalanian Siege-Cities

    The Skypeople  practice what is called the Fireline Vow a solemn pact between all hives and domes, which forbids any engagement with Baalanian forces. No negotiations, no emissaries, no trade, no contact.

    This vow is rooted in ancient moonlit prophecy, which foretells that contact with the Fire People would tear a hole in the Veil of the Moon and awaken the “Tide Below,” an entity or force that could consume both sky and sea.

    Instead, the Tianren:

    • Cloak their domes in shimmering illusion-fields to remain unseen by Baalanian scouts and skywatchers.
    • Redirect their flight paths and tide-sails to avoid known Baalanian territories or smoke-cloud trails.
    • Seal all moon-gates when Baalanians approach within horizon range.

    To the Tianren the Kharathi siege-beasts crawling across the Ash Wastes are not just engines of war but blasphemies given breath, desecrating the sacred sands with every step.

    🌑 Sayings & Quotes of the Tenkujin Regarding the Baalanians

    Here are some quotes, sayings, and beliefs specific to the Lambana view of Baalanians and their ideology:


    Tenkujin Sayings:

    • “Flame forgets. Moon remembers.”
      (A saying that contrasts Baalanian destruction with Tianren memory and foresight.)
    • “We do not war with beasts. We pass them like wind.”
      (Refers to the mobile siege cities of Baalania seen as both tragic and unworthy of direct conflict.)
    • “Fire has no shape. It burns its own masters.”
      (A quiet prophecy that the Baalanian obsession with fire will destroy them.)
    • “To speak with the ash-tongued is to swallow the cinder.”
      (Warning against even entertaining dialogue or diplomacy with Baalanian agents.)
    • “Let their gods drink fire. We sip from silence.”
      (Declaration of philosophical opposition.)
    • “The last moon will never crown a tyrant.”
      (A rejection of the Baalanian prophecy that Baal-Zhur will descend and crown a flame-wielder.)
    • “We walk where flame dies.”
      (A saying used when Tianren nomadic hives move to avoid Baalanian conquest paths.)

    Tenkujin Nomadic Cities & Sacred Hives

    The floating domes of the Tianren people are a testament to their connection with the heavens and their need for spiritual tranquility. These mobile cities, light as air and as ethereal as the moon itself, drift from place to place to avoid the chaos and destruction of the world below.

    🏙 The Floating Domes: Guardians of Harmony

    The floating domes of the Tianren are masterpieces of magical engineering, powered by ancient lunar forces and bound to the celestial tides. They are self-sustaining ecosystems, floating above the land like celestial orbs. These domes move freely across the skies, evading the looming threat of war and conflict below, much like the silent passage of stars across the night sky.

    These cities are driven by harmonic energy, synchronized with the phases of the moon. They move only during certain lunar cycles, ensuring that they never remain too long in one place, shifting with the celestial tides to avoid detection and destruction. Their movement is silent, imperceptible to most, as if the very air hums with their tranquility.

    🐝 The Hives: Sacred Sanctuaries

    In stark contrast to the nomadic floating cities, the Tianren hives remain in fixed locations deep within sanctuary fields guarded by powerful enchantments and magical defenses. These hives, known as "Moon-Roots" or "Hive-Lumina", are where the true heart of the Tianren people lies.

    The hives are places of worship, culture, and quiet reflection, where the Lambana engage in moon worship, study, and breeding rituals. They are never to be moved, for they are grounded in a spiritual plane tied to the lunar gods. The hives serve as immutable anchors to the Lambana identity and their devotion to balance.

    Each hive is protected by a force field dome, a shimmering barrier of lunar energy, which is both a shield and a prison. The dome blocks entry from the outside world, ensuring that no outside influence can disturb the delicate harmony within. The force field is impervious to both physical and magical attacks, a divine safeguard against the forces of war and chaos. Only the queen and her chosen consorts and protectors can manipulate the barrier’s entry points.