- Krags are magical creatures that live in groups called Coven
- There are 6 main Coven:
Moon Burrow
- A forest shrouded in eternal darkness. The only light in Moon Burrow radiates from its ponds and flowers, set alight by the Moons energy. Residents of Moon Burrow adorn their homes, clothing, and surroundings with globes of the water, and petals from the blossoms. Residents have developed dark colors over generations to fit their surroundings.
Fire Bough
- A deep crag in a desolate waste. Fire Bough is a scorched land barren of vegetation. It's riddled with volcanic vents, spewing noxious gasses and burning heat into the atmosphere, rendering the land uninhabitable by most. Residents of Fire Bough are larger than most, their bodies rough and hardened by their environment. Fire Boughs landscape is rich with mineral and ore deposits, making it an industrial outpost.
Thorn Wood
- A clearing in a dense wood. Thorn Wood is protected by writhing masses of vines, each one adorned with large spines, keeping out unwanted creatures. Residents are toned to fit with the earth. Dirty browns, mossy greens, are commonplace among them.
Sun Brook
- A golden valley enveloped in calming light. Sun Brook is cut by a glistening stream, brimming with deposits of gold and silver ores. Residents of Sun Brook are light, and often smaller in size than others of their kind. Often referred to as Fairy-like.
Tide Hollow
- A massive underground system of tide pools. Coral outcroppings reach high up into the tops of the caverns, providing landing for communities to build their homes. The floors of the pool are lined with luminescent flora. The consumption of such may have lead to the common luminescence of the residents of Tide Hollow.
Mountain Guard
- " A range enveloped by twisted peaks. Mountain Guard is secluded from the Outer Span by its natural defenses. Residents of Mountain Guard are one with the earth and the sky, frequented by parades of lightning, most natives have developed a natural resistance towards electricity."
- A singular main outpost called "The Span" exists as a center-point between lands for trading.
- Aside from the 5 main Coven, there are dozens of minor Coven scattered throughout the world.
- The area between The Span and the Coven is the Outer Span
- Krag "Horns" are crystallized magical energy, the larger and more impressive the horn, the higher their social status usually, as Energy is relatively expensive and its consumption is costly. Some rogue magic hungry Krags posess very impressive horns that have been obtained through foul methods are regarded as lowlives.
- Krag Horns come in 3 sizes: Small (S) , Medium (M) , Large (L)
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- Krag currency is siphoned from energy deposits, its traded in its physical and pure forms, with its purest form being most valuble. Energy is consumed to enhance magical ability, develop horns, summon familiars, and craft potions among other things.
- Some Krags adopt familiars or companions which follow them through their lives. Their companions can be any animated item. Vegetables, actual animals, stuffed toys, clocks, they can all be brought to life as a companion with enough Energy.
- All Krags are capable of posessing or developing horns. Their horn size is dependent on the amount of Energy consumed, and are typically indicative of their magical potential.
- Potions have many uses! Enhancing magical potential, changing colors, changing appearance, modifying familiars, etc.
