General World Information


A majority of the land in Lyth is run by a collection of city-states. There are no countries besides the defined continents on the map- they act as unofficial countries. Recently a research group called the Lyth Surveyors have taken it upon themselves to document as much travel and trade information per region as possible. They've made bases in cities they deem capitals. This group of researchers is said to have originated in Cetaceta, where the archives of Lythian history are.

Capitals are not only the largest cities in Lyth, but also have small ruling factions led by the Lyth Surveyors. Slowly they are trying to expand their influence and civil law across continents and not just per city-state. They are the roots of what will form as the collective Lythian society.

Societal conventions vary wildly between regions. Adventurers quickly get over culture shock after travelling a short time. Check out the World Map for more details on culture per region.

For travelers, most Lythians are kind. Travelers finding other travelers usually become comrades easily. Citizens of smaller towns and secluded villages also take to travelers very well. Larger cities might pose a less welcoming atmosphere simply because of how busy they can be. Larger cities lack the same welcoming feeling of other towns, but that's not to say there won't be Lythians there to welcome newcomers.

Nimblix society is all about the mischief. Most Nimblix love playing pranks, making weird inventions, and having fun in any situation they can. They often host large celebrations and festivals- their calendar is filled with such- sometimes too many events to keep track. Nimblix usually "welcome" guests by having them try games, inventions, and sometimes pranks if they're bold enough. Some take to this quite well, and other times some find it to be an annoyance.

Haenym society is much quieter. Haenyms are very ritualistic, and in turn they're needlessly organized over their everyday schedule. Guests pose a slight threat to this organized schedule, but usually a Haenym's stress will come from wanting to be a good host to their new visitor. Because Haenyms don't need the same kind of nourishment that the rest of Lythians do, they don't usually know what other Lythians like to consume, but will try their best to create some sort of food for them...

Chuikhan society is a little lacking in hospitality. This isn't because they lack compassion or the means to host a guest, but rather that they prefer to greet others in a unique way. Chuikhas butt heads a lot, both figuratively and physically, but their small fights mean that they care for one another. Chuikhas tend to challenge their newcomers- not in a threatening way, but it can be taken as such. They believe toughening up is the best means of growth.

Siircio society is quiet, like Haenyms, but can seem just about as stubborn as Chuikhan. Siircios mostly live underwater, so it's already difficult to reach their abodes. Once guests arrive though, Siircio are usually too busy to stop their daily tasks to welcome guests, but their sense of duty usually tells them otherwise. Siircio like to talk about historical events, as they are masters of the archives of Lyth. Sometimes it can be somewhat overbearing to guests.

Igalyph society... is just plain cryptic. There's no set reaction Igalyphs have to guests. They might become temporarily curious to visitors, but will eventually return to what they were doing. They are unable to verbally communicate with others, so they don't attempt it.

Apocalyptic Phases

Lyth is a post-apocalyptic world. Despite this, it is still full of life and activity. However, extreme dangers lurk around every corner. The Realm of Lyth goes through Apocalyptic phases. The phases are Neutral, Flourish, and Ruin. Neutral phases are the most peaceful and no extreme changes happen.

Flourish is a phase where growth, aging, and expansion is hastened. Plant life and fauna age quickly, so farmers get about double their regular harvest. Growth is exaggerated for forests, mineral deposits, and bodies of water (erosion is hastened). Assurgence periods sometimes consume entire ecosystems in shadows. Flourish periods can be beneficial but also catastrophically damaging.

Ruin is a phase where time seems almost halted. Growth is stunted and delayed, aging is slowed, and expansion is halted. This period is the most static. The magnetic balance of the planet is shifted, and the daily rhythm of Lythians is altered to make days and nights seem much longer. Tremors are more frequent, as well as droughts. Plants and fauna consume twice as much as needed to gain energy. It's a slow and grueling crawl.


All species on Lyth are somewhat animalistic, but "fauna" refers to the beasts of the land. Some beasts are intelligent and can be trained and domesticated, or can sometimes create societies and hierarchies of their own. Beasts capable of such are considered "Subordinate Species" by Lythians. Lythians consider themselves "Social Species" because their capabilities for creating higher societies is considered to come naturally. Really they just have a slight advantage with their composition and digits, being descendants of the Forims.

In between Subordinate and Social are Intermediate Species. Intermediate Species take on some attributes of Social Species; in that creating more complex societies comes naturally. However, they are only able to commit and understand one language as well as the societal expectations of one place. They often suffer from culture shock, but can deal with neighboring societies and usually create other methods of communication with neighbors for trade.

Outside of these categories exist beasts and the Remnants of Atlaseans. Regular beasts resemble ancient fauna- the kind that the Forims lived with (for easy visual reference, think of ancient Forim world as the "human" world). Regular beasts are abundant and adapt to their surroundings very slowly. The Remnants of Atlaseans are beast-like, but are not beasts at all; they're monsters made out of ancient Forim technology possessed by the remaining soul fragments of the Atlaseans. They seek to destroy life on Lyth and will kill Lythians and soil the land. They're not nearly as dangerous as the Atlaseans themselves, but pose a threat to smaller numbers of Lythians and inexperienced adventurers.


Flora of Lyth has perhaps more variation than fauna. Ancient Forim flora still thrive in Lyth and many of the new age plants have cross-bred with ancients. There's still many plants left to be discovered (this is cue for you to be able to design any kind of plants you want to see in Lyth!! wink!!). Many new age plants have revealed magical attributes, but only some have been discovered to be useful in alchemical and medical concoctions.


The weather on the planet has worsened and become more extreme since the fall of the ancient Forims. Storms and disasters last days longer than they should. New natural disasters are discovered every other year. They span from regular precipitation to regular earthquakes to drowning forestation.

Storms sometimes become the determining factor for Flourish or Ruin periods. They're unpredictable and uncontrollable and can alter terrain drastically. Some seek energy from respective storms and disasters. Others look to evacuate as soon as possible. Oddly enough, Igalyphs seem to be able to predict most storms if they pose a threat to their well-being.

Calendar and Cosmos

Lythians have four seasons based on the extremity of the natural disasters that happen and based on the changing temperatures per region. The seasons are as follows: Niro - warm weather for the north, cold for the south, Theyo - windy season, neutral temperatures, Arkho - cold weather for the north, warm for the south, Elzet - magnetic season, neutral temperatures, frequent ground shocks. The four seasons are named after ancient Forim deities - the findings from researchers have yet to be shared.

There are about 90 days per season and they naturally transition one to the other. Niro marks the beginning of the year. Each season gets divided into three parts.

Days on Lyth consist of 20 hours and the planet revolves around one star, Eth (which is also called "the sun" so feel free to write that way). At night however, two moons can be seen. One is a pale blue and is named Layeo and the other is slightly larger, pale yellow, and is named Keinos. Layeo has eclipses often, while Keinos can rarely be eclipsed. Solar eclipses are slightly rarer than Keinos eclipses.


Lythians have advanced technology and devices, but those devices are limited to things like suits of mech armor, mecha guards, and headsets. This is due to a lack of natural resources required to make the kinds of metals used in more advanced tech on Lyth. Things like large vehicles and metal buildings aren't common because of resource control. Thus, buildings are still made of brick and wood and other more quirky materials.

With vehicles, there are still caravans used for escorting large shipments of goods. There are devices that look like discs that allow these caravans to hover above magnetized earth. Caravans are then pulled by stead usually.

Mech suits are rare and hard to get a hold of but can be quite useful for any Lythian. They have utilities of all sorts and they can propel one at speeds much beyond their own. In a way, a mech suit is a method of travel.

In addition to a deficiency in resources, there are a number of secret services that run resource control over metals and other elements that make up advanced Lythian tech. The reason for this is to monitor and repair numerous "locks" over known resting places of Atlaseans, the world destroying beasts. These "locks" can take up a good square mile of land and generate a force-field strong enough to subdue an Atlasean's attacks. The whereabouts of the builders and monitors of these massive locks are unknown.


Politics in Lyth are as organized as the wild west. Local authority reigns supreme in smaller towns that are secluded from larger cities and capitals. For larger cities, oligarchical governments are present to deal with the mass populace and growth of the city. Some rise to positions of power to regulate public facilities in the city, as well as to set in place laws for that region for future endeavors and expansion.

Laws created by such are usually based off of the safety and well-being of all parties. For example, there'd likely be laws against unsafe or unstable buildings and structures in a city due to the safety hazard it creates; these laws would be based on the input of skilled architects. Because the oligarchical governing factions per city are unpredictable, common law does not exist beyond common sense. For example, designer drugs may be seen as dangerous and therefore outlawed in one city, but the experiences of another governing faction may not align with that and those same drugs may be legal.

The Lyth Surveyors organization also seeks to aid lawmakers and expand their influence into surrounding territory.