The Sri-Kata of Delyria's southern oceans don't like visitors and prefer to deal with monsters in their own way, separate from the Guild. They're skilled herbalists and life-mages, but tight-beaked when it comes to sharing their secrets with outsiders.
Some say they're hybrids; they look Zemrin but have six limbs and vivid colors like Aulians. Some scholars propose a lost tribe of chicken/pheasant-based Aulians who migrated west, but there's no real evidence and the Sri-Kata aren't talking.
Maginaria are fun to design. They each have a few different forms, but the ones in the previous post are their 'standard' appearance. If they're just cast once as spells, they're basically silhouette versions of those, and if they stay in the physical world too long they turn into monsters. And then there's Instilling, which permanently fuses a maginaria with a body. This is how clothlings happen, as well as Delyria's version of undead, but what happens if you instill a maginaria into a person?
Some mages (called "summoners") will make deals with maginaria to stay out for a supply of food. Chroma isn't just what maginaria eat, though; it's what they're made of, and these two both manipulate it. Left is Dispel, a carnivore who hunts and devours what ever magic its summoner tells it to. On the right is Lock, which can seal areas off from the flow of chroma entirely. These were once called "black" and "white" maginaria; in fact, they're both silver. Black and white are shades of gray.
These two are Clothlings, animate plush dolls and one type of Materians, which are Delyria's version of golems. They're free-willed; they're in fact maginaria who've bound themselves to bodies in order to stay in the physical world for longer. They still need emotional energy to live, so Materians of all kinds try to maximize the attention they get and intentionally act in exaggerated ways just to earn those delicious reactions. Clothlings are good at "cute"; they have to be to stay alive.
It took me a very long time to come up with a design for the chimera-based Meracchians, but I think I've settled on one. Their two heads are joined together at the cheek - they can't turn independently, and they only have one brain, two ears, and two horns total, but they still have an extra pair of eyes and a whole extra nose and mouth.
The Meracchians are hybrids; their ancestry goes back an Ambaron colony in the south of Ertset. After a few generations, the descendants looked like this.
I'd like to get back into writing music again, and I think FamiTracker will be my vehicle for it. The standard chip plus VRC6 feels right (it's what Shovel Knight uses, too), and if I want to make an alternate "Delyria: Ark of Moonlight CD" edition with a more elaborate soundtrack later, I can do that then.
A six-armed farmer from the land of Harmakhis, formerly a part of the Ambaron Empire but now its own separate nation. Harmakhis is a land of lush herb gardens and wide irrigated river deltas, and is where the culture and religion of Old Ambaron are still widely followed. The people there aren't fully fur-covered; they're mostly from about the waist up, with dark brown skin and darker manes of hair, part of the Delyrian pattern of the land itself being like a third parent.
Did a little more research on these two. They meet every day after work to play board games before returning home, and they're familiar enough with each other that each can tell if the other's had a bad day. Their names (l. to r.) are Zerneth and Kaivar, and they live in Almanaque, Delyria's largest and most diverse city (the only one with a population over a million). Kaivar's most memorable project was a set of six matching wedding rings for an engaged pair of adventurers who needed that many.
These characters are just practice for character design and coloring, but I could see these two sharing drinks at the nearest tavern — they met to finish a contract for another delivery, but end up gossiping about everything else as the night goes on.
Two very different-looking Zemrin individuals, continuing the theme from last night. The four-fingered hands and three-toed feet were never a consistent thing before, but I feel like it's something all Zemrin have in common, whether they're covered in scales, feathers, or skin. These two are both dressed for business; the left owns a small mining company, and the one on the right is a goldsmith, so they do a lot of business with each other.
Testing out character designs and a possible coloring technique with a trio of Levendish guys. Despite their vast differences, they all belong to that same bloodline. A wandering woodsman, a four-armed street thief, and a devoted fishing captain — there are a lot more walks of life in Delyria than just adventurers. The Guild is the world's energy supplier, but the world has more in it than adventure alone.
Tyn has found the monster form of the same thing Esme was summoning. This is another part of the cycle; when maginaria manifest, they sometimes get stuck in the physical world where chroma is much more scarce. Taking their shapes from things they find near wherever they are, they attack people because we're the best source of chroma around. When they do, you need someone like Tyn to go slay them. The core a monster leaves behind is then sold to the Guild and refined into usable energy.
Skies of Arcadia is still one of my favorite RPGs, and I couldn't resist bringing its "everyone has an airship, they're actually pretty normal" kind of feel to Delyria. It's just fun, and I like the opportunities it gives people to have a small space of their own to customize but that also follows them everywhere. It's like an RV but for somewhat more extreme camping.
Like many fantasy worlds, Delyria has airships, but they come in as many sizes and shapes as actual watercraft. Many airskiffs are sized for one pilot/passenger, but there are larger models that seat up to four. Beyond that, you get expedition-class aircruisers with a berth and a galley, suitable for small companies of adventurers to travel in. None of these smaller craft go very high above the ground; engines sturdy enough to generate significant lift are really expensive.
I'm not 100% sure Delyria will use "miles per hour" as a speed measure, but I needed some unit there that made real-world sense, and I haven't come up with a system of units to put in its place. It's about 110 km/h at normal speed and 320 km/h maximum, for those who're used to those.
Darroc is a young adventurer making a name for himself out in the world, and he's good enough to afford his very own airskiff. A pair of spells for lift and propulsion plus a comfy amount of storage in the trunk make an airskiff a necessity for any serious adventurer. They normally go up to 70 miles per hour, but there are ridiculous overtuned chroma-guzzlers that can top 200. Darroc wouldn't be caught dead on one of those; his opinion is that if his job kills him, it'll be for a good reason.
Esme, our Ambaron mage from a few days ago, demonstrates spellcasting. Magic in Delyria depends on spirit-creatures called maginaria; they can warp reality in very specific ways, but not for free. A substance called "chroma" is their food, which in living beings manifests as emotional energy. Mages spend their spoons to make things happen. In this case, the vaguely bovine spirit she's summoned is one of strength; someone's about to get a temporary boost in beefiness and hit harder.
Also, this is being done in LÖVE, so it'll be pretty easy to make versions of this for Windows, Mac, and Linux.
This server's admin. Manages the interface between the real world and all the strangeness that goes on inside. Also posts about his own life sometimes.
The official server of the City of Elseways.