Devlutte

The largest port city on Falyimoar, it is built on a the remains of a massive skeleton. It is not known what kind of creature this was but many believe that it is the remains of a god that fell in the material plane (god's corpses typically reside in the Astral Plane and the Astral Sea, making up the vast majority of these planes land masses). The city has prospered massively from the abundant natural resources on the island, and has become a massive cultural melding pot that has races from all over Fayimoar that call it home.

Devlutte is officially under the rule of the Burgian Empire, but in reality they function more as an independent city state that does trade with the empire. The empire does most of their trade with Devlutte through the 'Devlutte Merchants Guild' also know as DMG (damage), which is lead by the three major merchant families, the Blights, the Wittebanes and the Huntsmans.

Day 26

By WhiteKran

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Kratins

The Kratins are a race of tiny rat like humanoids that live in burrows together all through out Falyimoar, with many clans taking up residency in the city Devlutte and in the capital of Burgdalin. They have quite short lives, reaching maturity around 2 - 3 years and only living into their early thirties on average. Most Kratins have loose skin that hangs off of them slightly that is covered by thin dark fur. They typically shun most forms of magic, only making exceptions for specific individuals with religious significance.

They worship the gods Solaris and Selûne and place a great amount of importance on the rising and setting of the sun and moon, holding festivals during eclipses and solstices. They believe the powers that be are intimately involved in their lives and not to be meddled with by mortals, for fear of disrupting the gods and incurring their wrath. Most religious observation is done in private in closed sanctums at noon, and on certain nights, when the sun or moon sits directly directly above the sanctum, casting their light inside through a large opening in the ceiling.

Day 27

By WhiteKran

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Magic in Agriculture

Though most forms of magic are disapproved of by the Burgian Empire they allow its use in certain applications, such as in agriculture. Because of this it is not uncommon to find farmers using simple magics such as mold earth and shape water. Many traveling wizards and druids know of this more relaxed attitude towards magic and will often offer their services in exchange for crops or logging in town during their stay. This has lead to many traveling spellcasters to learn the Summon Rain and Plant Growth spells as a way of quickly gaining a place to stay during their travels.


Conjure Rain
1st-level Transmutation (ritual)
Casting time: 1 action
Range: 1 mile
Components: S, M (A burned twig doused in lake water)
Duration: 1 hour
Classes: Druid, Sorcerer, Wizard, Cleric

A wave of rainclouds rolls out from a point you can see within range, covering a cylinder up to 1 mile wide and 40 feet high. For the duration, light rain falls in this area, extinguishing unprotected flames, and you can cause harmless claps of thunder or flashes of lightning to emanate from the clouds.

The spell ends if you dismiss it (no action required), or if a wind of moderate or greater speed (at least 10 miles per hour) disperses the clouds.



Plant Growth
3rd-level Transmutation
Casting Time: 1 action or 8 hours
Range: 150 feet
Target: Plants within a specific area
Components: V S
Duration: Instantaneous
Classes: Bard, Druid, Ranger

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.

If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected.

If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

Day 28

By WhiteKran

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