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Beyond Fodlan

F
or over a century, the Church of Seiros has Economy and Technology
discouraged interaction with other nations
unless neccesary. Because of this, information Brigid does not have the same level of metalworking skills or
regarding the other nations of the world is industrialization as Fodlan. Their only main exports are the
scarce. This section will attempt to fill in the exotic plants and animal pelts the area is known for.
blanks as best it can. While Brigid has a currency of its own, it's far less
important than simple bartering. Many deals are made simply
with the direct exchange of goods and services.
Brigid In terms of jobs, hunters are the most common profession,
A tropical Archipelago, Brigid is composed of three main as hostile wildlife makes the lands dangerous.
islands, each with their own subcultures, but they are all leatherworkers, potters, and weaponsmiths are also quite
unified under one king, currently the head of the Macneary common.
family. Now, Brigid is a vassal state of the Empire, and is in a
tense situation. Many rebellions are occuring simultaneously, People of Brigid
and Brigid stands on the brink of collapse. The people of Brigid are tough, but caring. centuries of
Brigid shares close relations with Dagda, which lead to fighting against nature have formed strong bonds among the
their combined effort to invade Fodlan. Many of the people of people. Nowadays, however, many have turned to rebelling
Brigid regard those of Fodlan as weak and spoiled. against the Empire, endangering their kinsmen. While many
despise the Empire, many more do not care what banner they
Culture live under.
Brigid's real-world inspirations are a mix of Irish and The princess of Brigid, Petra Macneary, seeks to end the
Polynesian cultures. The people of Brigid are tribal, but not internal conflict, one way or another. With her huge sway
primitive. They have an advanced society that uses advanced over her grandfather's decisions, her loyalty is a key goal for
"agricultural" techniques similar to those used by Native the Empire.
American tribes in our world.
Brigid culture has faced significant threats over the past
eight years, as involvement with the Empire has brought with
it the effects of colonization. Little has been done to prevent
this, and the way of life people have known for so long is
dying.
Religion
Brigid religion focuses less on gods and more on elemental
spirits. Each of the three islands represents one of the four
main elements: (from west to east) Earth, Wind, and Fire,
with the ocean representing Water. Brigid is one of the few
places that have learned the art of actually summoning
elementals. Many from outside of Brigid regard such stories
as mere myth, but it is indeed reality.
Each of the Elements has a main spirit, with Earth being
portrayed as a gentle giant, Wind a swift hunter, Water a
treacherous caregiver, and Fire a destructive warlord. While
some spirits may be portrayed as more positive or negative,
each is respected in their own way.
Ecology
The climate of Brigid is tropical, with many areas filled with
lush rainforest. Each island shares many common traits, but
each still have their own unique types of flora and fauna.
Strange plants and animals unknown to Fodlan inhabit the
lands.
Petra Macneary, princess of Brigid.

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Economy and Technology
Almyra is just as advanced as Fodlan in most areas, with the
exception of arcane magic. Almyra also exceeds Fodlan in
many areas, including the aforementioned fields of alchemy,
astronomy, and mathematics.
Almyran weaponry is quite advanced, especially their
bowcraft. In addition, the modern Riding Wyverns hailed
from Almyra, and have been exported to all over the world.
These two combined have caused a tradition of wyvern-riding
archers called Barbarossas.
Almyran commerce has suffered due to their reputation as
warmongers, but merchants can still find ample
opportunities if they are willing to persevere through the
discrimination.
People of Almyra
The Almyran coat of arms Almyran people are as varied as the landscape. Many
common folk serve as warriors, farmers, and craftsmen,
while those of noble birth are scientists and scholars.
Almyra While corruption runs deep in Almyra, there are those who
seek to oppose it. The crown prince, Khalid, who faced
Almyra is a massive nation to the east of Fodlan. Almyra's persecution and scrutiny due to his half-Fodlan birth, has left
size is slightly larger than Fodlan in its entirety. Almyra has a the country to gather allies to assist his future rule. In
king that rules over the entirety of the land, but in order to addition, the great general "Nader the Undefeated" has been
manage the territories, various regents control different sub- attempting to cool aggressions at the Fodlan border to make
territories on the king's behalf. negotiations easier.
Culture
Almryan culture has Persia and other middle-eastern Aggression at the border
cultures as its real-world inspiration. Almyra is an advanced The people of Fodlan regard the Almyrans as
warrior culture, and due to the nation's size, varies greatly savage, warmongering brutes. While this is mostly
based in ignorance and discrimination, it's not an
between the various lands. unreasonable thing for them to think, seeing as the
Weapons are a large part of Almyran society, and many majority of their experiences with Almyrans are
warriors carry a signature weapon from adulthood to death. violent.
in a similar vein, Almyrans have a great attachment to their Skirmishes at the border are common, and led to
mounts, and the death of a mount calls for the same level of the creation of Fodlan's Locket. It's common belief
grief as the loss of a comrade. that the encroaching forces are attempts at
Aside from militaristic culture, Almyrans are known for invasion, but that is completely untrue. The only
their knowledge of the sciences, namely alchemy, astronomy, true invasion attempt was in 961, over 200 years
and mathematics. They also have advanced agricultural ago. Nowadays, the only Almyran "invaders" are;
techniques that the people of Fodlan have yet to understand. bandits looking for plunder and glory, hired forces
Corruption and conspiracy among nobility of Almyra is from smaller nobles attempting to flaunt their
common. The king hold comparably little power compared to power, and Almyran forces attempting to deal with
the royalty of Fodlan, and is helpless to prevent infighting the previously mentioned foes, only to get caught
within his nation. up in the fighting.
Fodlan is not just a defender either, as retaliation
campaigns are not uncommon from the Alliance.
Religion Both sides of the conflict have done little to end
Almyran religion is similar to real-world Zoroastrianism in the aggression, and both sides see themselves as
terms of traditions, but focuses not on the worship of any justified in their actions.
gods, but rather the natural world itself. Almyran religion is
mostly for the upper class, with fewer followers in the
common folk.
Ecology
Being as big as it is, Almyra cannot be easily summed up, and
only the Western regions have been charted by Fodlan
mapmakers.
The Western regions of Almyra are dry and arid, with great,
expansive plains and towering mesas, as well as the great
redwoods to the north.

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Duscur People of Duscur
A peaceful nation to the north, Duscur is divided into two The people of Duscur are strong and patient, referred to by
parts: South Duscur, which is connected to Fodlan, and North some as "gentle giants". Many Duscan fighting styles focus on
Duscur, a peninsula that attaches to the northern wastelands. nonlethal takedowns and self-defense. As targets of
When most people in Fodlan talk about Duscur, they speak of oppression, however, many have turned bitter and violent
South Duscur. against the people of Fodlan.
North and South Duscur have very similar cultures, but Others seek to end the conflict, whether by appealing
South Duscur now lies in ruin. This section will mostly focus morally to the people of Faerghus, or by simply living their
on the north, and you can easily extrapolate information lives as always in order to give the invaders no satisfaction.
about the south from it. The people of Duscur are united in their desire for freedom,
but divided over how to obtain it.
Culture
Duscan culture can be considered a mix of Nordic and
Russian culture. The people of Duscur have traditionally
been a very friendly people despite their warrior culture, with
friendly competition being frequent.
Now, with the genocide of Duscur, the previous way of life
has been shattered. Those who try to live as they once did
now face oppression from house Kleiman, who has taken
over the region. Others rebel against their conquerors,
forsaking their pacifistic nature in order to exact vengeance
for their homeland.
Religion
Duscan religion is polytheistic, and takes inspiration from
real-world Roman mythos. Duscans have their own pantheon
of gods for many aspects, with their gods of earth and sky
being the twin chiefs of the pantheon.
They also accept the gods of other nations into their
pantheon, as they did with the Godess of Fodlan, and will
often pray to those gods when visiting their respective lands.
Ecology
Due to its harsh climate, Duscur plant life is sparse, but one
notable set of Flora are the flowers. Duscur flowers are
known for their simple but elegant beauty, and are difficult to
grow in more fertile soil.
Duscur wildlife is as tough as its plants. Boars, bears, and
badgers are common threats, while large elk make for a
valuable bounty to any hunter who can fell one.
Economy and Technology
Due to the harsh climate slowing technological advancement,
Duscur is slightly behind Fodlan in many regards, and relies
on trade for most luxury items. A Duscan soldier mourns his homeland (Credit: Laulaubi)
In Duscur, each village has its own specialty, and trade
between villages is frequent. Common professions include
blacksmithing, hunting, weaving, and leatherworking. Duscan
food is also renowned as exquisite, as the aforementioned
flowers produce outstanding spices.

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Dagda Sreng
Dagda is not actually a nation, but rather an entire continent A wasteland with a violent climate, Sreng is home to a
far to the west of Fodlan. There are no actual natives to number of warrior clans. In 1168, many of the southern clans
Dagda, or if there were, they were long gone by the time were wiped out in the annexation of the southern Sreng
settlers got there. region.
The first recorded settlers of Dagda arrived around
Imperial year 589, and progress in taming the wild continent Culture
has been extremely slow. Sreng has a warrior culture, focusing on strength and
Dagda's size puts Fodlan to shame, and some say it courage. Not much else has been documented about them, as
stretches from the southern tip of the world all the way to the the region and its inhabitants are both extremely hostile.
north. This great size has confused explorers, who all come
back with different accounts of the landscape based on where
they landed. Religion
Unlike gods of other religions, which are often humanoid and
Culture spiritual, the gods of Sreng are bestial and physical. One of
Dagda has no consistent culture. Though there is one the most worshipped gods is "The Wind Caller", a birdlike
element that stays throughout most of the continent: sleep. beast said to be responsible for Sreng's unusual climate, as
Due to the dangers of the wild beasts that prowl many of the well as the teacher of weaponsmithing.
lands, it's always good to have a sizable group of people
awake at all times. Dagdan daily life is centered around each Ecology
person having their own sleep schedule, and most Dagdans The climate of Sreng breaks many of the known laws of
have exceptional night vision as a result. nature. The valleys and plains of Sreng are hot, arid deserts,
abundant in salt. The mountains that dot the landscape are
Ecology frigid, even at their bases. Stranger still, the region is north of
As you have heard before, there's no consistent ecology Faerghus, a tundra.
throughout Dagda, but a common theme is that of dangerous, Most of the wildlife in the desert consists of small snakes
unknown beasts, some of them quite massive. and rodents. In the mountains, large mammals such as goats
Other than that, it's up to any DM whose party wants to roam the frigid peaks. plant life is sparse in Sreng, due to the
explore Dagda to come up with their own ideas for what inconsistent rain.
players will find on the continent. Speaking of rain, while the climate is usually dry, strong
winds sometimes blow from the desert into the mountains,
People of Dagda mixing the air and creating violent storms. The people of
Sreng make sure to take full advantage of these times.
Having lived in a harsh environment, and with many being
the descendants of less-than-friendly settlers, the people of Economy and Technology
Dagda are generally no-nonsense and to-the point. Dagdans Sreng is a bit behind on most technology, but their
are not untrustworthy however, and can usually be trusted to blacksmithing is the envy of Fodlan. Trade with Sreng is
keep their promises, for better or worse. difficult, due to tensions at the border and storms on the
surrounding seas.
People of Sreng
Not much is known about the people of Sreng, only one
prominent figure in Fodlan records was from Sreng, that
being the smith Zoltan.
If you wish to play a character from Sreng, use the Duscur
origin, replacing the Duscan language with Sreng.

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Morfis Albinea
Morfis is a city-state that covers a huge island south-east of A frozen wasteland northwest of Fodlan. Albinea is mostly
Fodlan. The land is home to many scholars and merchants, empty, save for a few small settlements.
who enjoy the safety of Morfis' isolation. Morfis has earned
the name of "City of illusion" due to the ways that the city is Culture
enhanced through various cosmetic illusions. Albinea isn't much of a nation, more of just a few isolated
Culture settlements on a shared landmass. Each has their own
customs and traditions.
The real-world inspiration for Morfis is Egypt. Morfis culture
focuses on the acquisition of knowledge. Information is as Ecology
valuable, if not more valuable than currency. Magical arts in Albinea is far too cold for agriculture, so inhabitants have to
Morfis surpass even Fodlan. resort to hunting and fishing.
Morfis is ruled by a council of the most prominent
members of the city, and they decide on all the major projects
that the government gets involved with. Economy and Technology
Morfis is similar to the Alliance in the way that freedom Abinea uses basic technology that can be found in most small
and expression are valued. Each citizen takes pride in their towns. The people are efficient and waste nothing. Albinea
own unique style. This does, however, lead to a trend of has no major exports, save a few kinds of meat from the
selfishness and greed. wildlife.
Ecology People of Albinea
The deserts surrounding Morfis is mostly barren, with water The people of Albinea mostly come from Fodlan, having left
being a scarce commodity. Inside the city, however, large for one reason or another. Due to their isolated location, they
waterways flowing throughout make water trivial. This is one don't get much contact with the main continent.
of the major reasons that very few other settlements exist in If you want to play someone from Albinia, use the Kingdom
the desert. lineage.
Economy and Technology
Morfis engages in trade with all the surrounding nations,
including the Empire, the Alliance, and Almyra. Not only is
their magic unparalleled, but they also have exotic fruits that
are sought out by the nobility.
Due to Morfis' advanced magic, there are plenty of people
who have used it for evil. Morfis is one of the few places in the
world where the art of necromancy is common. Earth-infused
undead, known as 'risen", or for the more powerful variant
"entombed", wander the wastes.
People of Morfis
Morfis is an extremely class-based society. Commoners
rarely, if ever have a chance to advance their position.
Education is also extremely controlled.
Morfans have a sense of superiority over the other nations.
They believe that Morfis is at the center of the world.
If you want to play a character from Morfis, use the Empire
lineage, taking Morfan as the extra language.

An entombed warrior from Morfis

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The True History

N
ot all the stories of Fodlan are entirely true. Slaughter
There are secrets that have been kept from As the Goddess was restoring Fodlan, the Agarthans waited
humanity for over a thousand years. With patiently. When she laid to rest, the Agarthans convinced a
the event currently unfolding, centuries-old bandit lord known as Nemesis to kill her in her sleep. He
secrets threaten to come to the surface. succeeded, and from her blood they gave him the Crest of
Flames. From her bones they made the Sword of the Creator.
Nemesis and the Agarthans weren't satisfied with this, and
they went to Zanado and slaughtered most of the Nabatean
SPOILER ALERT people. While the Agarthans stood little chance on their own,
the Sword of the Creator proved effective in taking out the
The following section contains information that only certain dragons before they could even fight back. The entire canyon
characters would know. If you haven't already learned this was drenched in blood, giving it the name it is now known by;
information from the games, you should probably skip to "The Red Canyon".
"Creating a Character". From the bones of the slaughtered Nabateans the Hero's
Relics were created. These, along with their respective
Crests, were given to 11 of Nemesis' allies, many of whom
Nabateans did not know the origins of the gifts.
When the Goddess Sothis descended onto Fodlan, she Out of the survivors, some of them left for other lands,
landed in Zanado, a canyon in the Oghma mountains. She retreating from Fodlan to start new lives. Only ten survivors
then creating the original Nabateans (also known as the remained; Seiros, the Four Saints, the Four Apostles, and the
children of the Goddess). The Nabateans are what are what wife of Saint Cichol.
we would refer to as dragons, and are varied in their abilities.
History of the Nabateans
Origins
As described above, the Nabateans were created by Sothis
after she arrived in Fodlan. They lived near and occasionally
alongside the native humans.
Sothis taught both the Humans and Nabateans how to use
advanced technology, and Fodlan became more advanced
than our own civilization, while the rest of the world were
still learning how to farm.
War
It wasn't long before the humans used their newfound power
to create weapons. They began dividing themselves into
factions and waging war for resources. By the time Sothis
and her children realized what was happening, it was already
too late.
The humans saw themselves as gods, and attempted to
revolt against Sothis. The battles were hard-fought, but
Sothis and the Nabateans triumphed, and the human
population was decimated. A few hundred humans retreated
underground, holding a grudge against Sothis and her
children, becoming the Agarthans.
Sothis spared the remaining humans and helped to rebuild
their civilization, this time only giving tools equivalent to
medievel technology. She then went to rest in her sanctuary
under the mountains, where the was to lay for hundreds of
years.
Nemesis, the fell King of Liberation, and slaughterer of the
Nabatean people.

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Retribution Rebirth
Not long after the slaughter, Seiros went to Enbarr and Seiros went on to create the Church of Seiros, dedicated to
started performing miracles, gaining the attention of their the worship of her mother. She ordered the construction of
leader. She helped him to create the Adrestian Empire, and Garreg Mach Monastery, and most of the rest is known to
convinced him to go to war with Nemesis, who had united history.
Northern Fodlan under his rule. The other survivors joined, Seiros was a great commander in times of war, but leading
though the Apostles were too old to be of much use, and a civilization was much more difficult. Seiros had no
Cethleann was too young to fight. intention of carrying out this task for very long, and set to
The war dragged on for about a century, with many work finding ways to revive her mother. Every order she gave
casualties on all sides. Cichol's wife was killed in battle, and was to keep peace in Fodlan until her mother was back, at
his daughter Cethleann gravely wounded. Nemesis was felled which point she could take over and lead Fodlan to its former
in the end, and the Nabateans had to figure out what to do glory. This was only intended to be a few hundred years, but
next. ended up going for over a millennium.
Cichol was only interested in saving his daughter, and left One experiment was with the Chalice of Beginnings. The
to watch over her while she slept for several centuries. Four Apostles were tasked with using the artifact to create a
Indech only joined the war for closure and to help his new body for the Goddess. Not only did the attempt fail, but it
brothers, Cichol and Macuil, and afterwards went to live in created a monster that took many lives before being felled.
Lake Teutates. The Apostles wished to leave the decisions to Out of regret for their recklessness, the Apostles went into
the younger generation, This leaved only Macuil and Seiros. self-exile, asking for their names to be removed from all
Seiros wished to deal with the Crest-bearing descendants records, and leaving Seiros all alone.
of the Elites by putting them in positions of power, making
them in the debt of the Nabateans and putting their power to Aspects of the Nabateans
good use. Macuil saw the descendants as abominations, and Draconic Forms
wished to annihilate them all before their numbers grew too Nabateans have two forms, one is a humanoid form, which is
great. The two argued for a long time, before finally coming used to communicate and do more precise work. The other is
to a compromise; the last few Elites would be hunted down, their true dragon form. "Dragon" is a loose term, and many of
regardless of their circumstances or any deals made them are more avian or mammalian than reptilian. There are
previously. In exchange, Seiros' plan would be enacted, many types of dragons, each with their own Crest. Most
creating peace treaties that would lead to many of the noble dragon types are not unique, and had multiple dragons of that
houses we now know. Macuil was still not happy with this type. Dragon types are passed down, but any dragon can be
arrangement, and left to the far north of the Sreng region. born as any type in their lineage, so it's hard to tell what type
dragon a later-generation child may be.
Crest Stones
Crest Stones are the artificial hearts that the Nabateans use.
While Nabateans are born with a Crest Stone as a heart, they
are replaceable as long as the surgery is done properly. They
can be created through alchemical rituals that are lost to
modern Fodlan. Used Crest Stones are imbued with the
memories of their previous owners, and are dangerous to be
used again.
Crests and Crest Stones are not meant for humans, and
abusing them can cause the user to be transformed into a
demonic beast. There's even evidence to suggest that Crests
are not even natural to Dragons, which has interesting
implications for the origin of the race.
Almost Immortal
Nabateans can live for thousands of years. They age
extremely slowly, and a Nabatean child may actually be older
than some nations. One drawback of this is that Nabateans
heal very slowly, and will sometimes have to go into
hibernation for decades or even centuries.

Seiros, the first and last Sky Dragon, in her humanoid form.
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Agarthans
After the war between humans and Nabateans, a few
hundred survivors fled underground. They become bitter and
obsessed with vengeance. They kept their technology and
plotted to destroy the Goddess and her children.
History
The Agarthans were once people of Fodlan, specifically what
would later become the Eastern side of the Empire. They
were some of the furthest geographically from Sothis and her
followers, and still worshipped their old gods. They were the
first to invoke war, and the last to be defeated. They had taken
precautions however, and some were able to retreat into a
bunker below the mountains.
A Grand Scheme
The Agarthans waited in secret, waiting for the world to
forget about them, while they created the underground city The Weakening of Fodlan
that would come to be known as Shambhala. Once the Once they knew they had a way to enact their final
Goddess laid her head in rest, the Agarthans used Nemesis vengeance, the Agarthans began to divide the people of
to assassinate her, and then used him to slaughter the rest of Fodlan in order to weaken them. They were responsible for
the Nabateans. After they granted power to his Elites, they convincing Count Rowe to enact the tragedy of Duscur, and
left him to his own devices so as not to draw Seiros' aided count Gloucester in Assassinating Godfrey von Riegan.
attention. More recently, they incited the Western Church's rebellion,
as well as the Remire Calamity. They've also aided the
The Splitting of Fodlan Empire in their creation of demonic beasts.
The next major event orchestrated by the Agarthans was the
War of the Eagle and Lion. Pan, the tactician behind Loog's
army, was secretly an Agarthan spy, who supplied Faerghus'
army with advanced weaponry. While the Church was aware
that someone was meddling in the war, they were never able
to pinpoint the culprit. The Church was forced to recognize
Faerghus as an independent nation, but caused an
unexpected problem for the Agarthans by having Loog make
the Church of Seiros the official religion of his new kingdom.
When King Klause 1 died, the Agarthans forged his will to
divide his territory into pieces. This led to the Leicester
Alliance forming, a region that was less religious than its
neighbors.
The Creation of the Flame Emperor
After the Insurrection of the Seven, the Empire was in a
prime position for spies to be planted. They placed mages and
scientists in the ranks of Imperial nobility, and convinced the
ruling class that they could create the perfect Emperor using
experimentation.
Experiments first began in Ordelia territory, using the
family's own heirs. While only one survived, the results were
promising enough to warrant starting work on the real deal.
All of Emperor Ionius' children were experimented on in
order to implant a second Crest. Out of all the subjects, only
one survived: Edelgard, who now held the Crest of Flames
alongside the Crest of Seiros.
The Agarthans then helped Edelgard to plan her takeover
of the Empire. The two have remained somewhat at odds
however, and both have plans for if the other betrays them.
32nd king of Agartha, Thales.

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Aspects of the Agarthans Those Who Slither in the Dark
The Agarthans have lived underground for millennia, and Those Who Slither in the Dark, or, TWSitD for short, is the
have developed a culture unlike anything else in the world. organization that works to destabilize Fodlan. While not
every Agarthan is a member of the group, most scientists,
mages, and leaders contribute to their goals. TWSitD works
Advanced Technology with the Adrestian Empire to defeat the Church, though the
The Agarthans never gave up their technological Agarthans keep a safe distance, never revealing their full
advancements, and are far beyond anything else in the world. hand.
They are unparalleled in both mechanical and magical TWSitD often use human captives from the surface as the
advancements. They create autonomous guardians to protect subjects for their experiments. This has let loose a number of
their key locations, and powerful weaponry for their scouts humans with extraordinary powers onto the surface.
and soldiers to use.
Despite their technological advancements, they've still Agarthan Religion
chosen to use traditional martial weaponry, as their lack of Agarthan religion has its similarities to Hinduism, but the
access to certain materials has prevented them from many centuries of isolation has corrupted its original
inventing gunpowder. traditions. Agarthans worship many gods, some of which they
claim were killed by the "Fell Star" Sothis. Agarthans also
A Hateful People worship the light itself, despite the fact that Agarthans have
Agarthans have developed a society almost entirely based on difficulty in sunlight.
hurting others. They despise Sothis, who they refer to as the
"Fell Star", and wish for nothing but death and destruction Morality
for her and her children. They also believe the humans of the It's unknown whether or not the original Agarthans were
surface to be little more than mindless beasts. justified in their attack on Sothis. The only people capable of
Even among themselves, Agarthans are separated by telling the story are incredibly biased. What is known
castes, and while it is possible to change one's ranks in these however, is that any moral high ground the Agarthans may
castes, it is very rare to do so. have had has been lost to their corruption.
Agarthans are not naturally evil, and are only how they are
Grim Imitations now because of the way they were raised (as well as magic-
One development that the Agarthans have used is the ability induced mutations). Some Agarthans have left Shambhala in
to steal the identity of another humanoid. Because Agarthans order to find ways of revitalizing the Agarthan civilization.
can easily be identified, they use this to blend in among
humans. While most Agarthans that travel to the surface only
take one identity, if even that, there are certain Agarthan
spies that "collect" identities in order to maximize their
effectiveness.
Because these disguises are perfect to normal senses, the
people of the surface have no reason to suspect Agarthans,
and the Agarthans have become careless as a result. Anyone
already aware of these deceptions can easily catch an
Agarthan spy off guard.

Some amazing fanmade Agarthan designs you can use as


inspiration (Credit: Oneirio).

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