World Building/Lyranthium

A homebrew campaign world for Pathfinder. Very much under construction.

Has a character sheet and a Wiki.

Tropes found in Lyranthium:

 * Always Chaotic Evil: A number of races, including the dark elves and the duergar, having independently run across some serious levels of ancient corruption.
 * And Man Grew Proud: Happens a number of times in the world's history, as various civilizations learn that magic is not a toy.
 * Biological Mashup: A number of creatures in the world, such as owlbears and griffons
 * Bishonen: Aasimars are frequently comely and charismatic.
 * Black Eyes of Crazy: The eyes of the dark elves are solid black, with red irises that glow in the dark.
 * Blood Magic: There is a forbidden and highly addictive type of magic that involves gaining massive amounts of magical power from a gemstone made from the heart of a sentient being, into which the creature's soul is sealed. Using these stones gives a caster an initial boost of power, but eventually they will come to depend more and more on ever more powerful stones.
 * Campbell Country: The kingdom of Runeheart, recently under the control of a necromancer, still has shades of this.
 * Constructed World
 * The Dark Times: Depending on the context, this may refer to the Age of Shadows (when the world was ruled by indescribably alien beings, the Age of Scales (when the world was ruled by reptilian races) or the Time of Shadows (when the world was plunged into an age of darkness and terror after the fall of Arcadia).
 * Disproportionate Retribution: Angering a clan of Krevnya nomads frequently leads to the death of livestock, the withering of crops, or a mysterious illness striking the offending individual or community.
 * Divine Parentage: Aasimars and tieflings, who have one or more ancestors from the upper and lower planes, respectively, somewhere in their heritage.
 * Dug Too Deep: When most of the dwarves went up, the duargar went down. This proved to be inadvisable.
 * Eldritch Abomination: A number of these were instrumental in forming the foundations on which modern civilizations were built, and many of them are still around, presumably asleep or off doing their own thing. Past events have demonstrated that they are very grumpy when awakened.
 * Evil Counterpart Race: The duergar and drow to the dwarves and elves, respectively.
 * Evilutionary Biologist: Researchers have speculated that nearly all the intelligent races were, at some point, created to be tools by even older races. What this means foir modern civilization is yet to be determined.
 * Extreme Omnivore: Nezumi are hardy humanoids, and due to the often-scrounged nature of their diet, there is very little that will make them sick, let alone kill them, if they eat it. Thus, an urban nezumi's favorite foods tend to be things out of the garbage like spoiled meat (which they call strong meat), overripe fruit, and even poisonous plants. In Tamekiriku they are well-known for their fondness for fugu, which they eat whole.
 * Eyes of Gold: Sometimes found in people with supernatural origins, and a frequent trait in werecats and sometimes werewolves in their respective human forms.
 * Fantasy Counterpart Culture
 * Fantasy World Map: Courtesy of Campaign Cartographer.
 * Fish People: The sahuagin and darfellan (see Our Mermaids Are Different, below).
 * Fragile Speedster: Many types of elves are graceful but frail, in particular the high elves.
 * Fur Against Fang: In Runeheart, groups of werewolves complete with groups of vampires over the available food supply (read: nearly everyone else). They have different ideas of livestock management, and often clash.
 * Go Mad From the Revelation: This tends to happen to scholars and diviners who look too closely into the distant history of the planet... or too far into the depths of the multiverse.
 * Gothic Horror: Runeheart, much of the time.
 * Half-Human Hybrid: Half-elves, half-orcs, and frequently Deep Ones.
 * Humans Are Special
 * Humans Are White: Averted. A number of human ethnicities are represented, ranging from very white to very black, and every shade of brown in between.
 * I Just Want to Have Friends: Very frequently, the same charismatic traits that cause people to flock to an aasimar's cause prevent him from making any real friends amongst them because he's just too awesome to befriend.
 * Knight in Shining Armor: Paladins are frequently this, but you can't always tell my looking at them.
 * Lizard Folk
 * Look on My Works Ye Mighty and Despair
 * Magnetic Hero: Aasimars often draw flocks of followers to whatever cause they espouse.
 * The Magocracy: Runeheart is ruled over by a council of spellcasters who seek to mediate between all the different factions vying for power.
 * The Mario: Humans, who possess none of the special abilities that other civilized races possess but are ambitious enough to try out anything.
 * Our Angels Are Different: The celestials are divided into two major types: the chaotic good angels and the lawful good archons. Both can crossbreed freely with mortals, though the results of these matings tend to vary widely.
 * Our Dwarves Are All the Same: Averted - there are a few distinct types of dwarves.
 * Our Elves Are Better: They are an older, longer-lived race than humans, but since humans are so damn fecund they're being pushed out of their homelands.
 * Our Gnomes Are Weirder: The rock gnomes are normal... ish, but the tinker gnomes are basically Myth Busters as a race.
 * Our Mermaids Are Different: In addition to the traditional half-human-half-fish sort, there are darfellan (aquatic humanoids with dolphin traits) aquatic elves (with gills and webbed fingers), and sahuagin (really vicious fish people).
 * Petting Zoo People: Nezumi, who resemble humanoid rats, and vanara, who resemble monkeys.
 * Pointy Ears: Elves, and to a lesser extent half-elves and certain varieties of tiefling.
 * Romani: The Krevnya tribes of humans that wander Anvestris.
 * Rule of Cool: Why did the gnomes build a flying continent? Why do gnomes do anything?
 * Tailor-Made Prison: One of these exists under Castle Shadowburn, and it is believed to be the current prison of Lord Gazaramond.
 * Uberwald: Runeheart, at times.
 * Uncoffee: Normal coffee exists, of course, and is drunk widely, but the dwarves prefer a bitter stimulant drink called khapfurng, made by boiling a certain type of mushroom until it becomes a muddy brown mush. It's an acquired taste, but it wakes you the hell up when you need it.
 * Underwater City
 * Underwater Ruins
 * Values Dissonance: Nezumi have very loose (bordering on nonexistant) concepts of property ownership, and believe that eating their dead is the highest honor that can be given, something that naturally horrifies many other civilized races.* World Building