The precepts of the Triguian faith, passed down from generation to generation. What not to do.
"The nothing outside of Creation defies our description and reasonings, leaving us with just the effects and our attempts to explain it." ~Energies of the Universe, Praetor Skelundus H’renta
"I’ve nearly found it! The fabled Tear is almost within my grasp. Tomorrow I will finish my trek across this barren wasteland…" ~Fragmented page of a journal found in the Blasted Lands
Beware thy deeds my child, for they may come back to haunt you…
The few, the Proud, the Gifted.
A name lost to all but the oldest of history books and mythic tales, yet more important than many modern rulers.
The Way is the predominant faith in Tyren, and thus it’s precepts hold major influence in the world.
And because they had shown they could not be trusted, Iev abolished the use of Kren save by those few individuals he trusted.
~The True History of the Order, by F’ian circa 300 AW
From Strolen: (Items) Village has a nearby natural substance that comes from the ground and burns well when lit. They use it only locally and try not to let the secret get out.
When L’ruhk was banished to the Nothing Beyond Creation, he returned at the head of a demonic army, wielding a spear black as his corrupted soul.
Sometimes, the simplest things are the ones that get you in trouble…
Tyren isn’t just another world for players to RP in. No, this setting goes far, far beyond that.
All that was, all that is, all that will be, all Creation is formed of the Five Elements.
Ritual Magic, a viable (albeit forgotten) alternative to Kren.
The Kren glowed with mystic power, and with a small flash of light, the physical form of the card disappeared, the energy within rushing outwards…
The Magic of Tyren goes deeper than what one might expect…
Pyre, first of the five elemental armors.
“...Ande in the Dayes of the War, the masses of the darke ones grew into a greate ande terrible force, ande thus were the Fyve Armours sent unto the worlde…”
~The Grynthar Codex, chapter three verse ten
Weapons or equipment that is heavily relied on can be "named". Then the equipment begins to gain abilities beyond those of normal equipment. They might siphon off some of the experiances of their owners (1 to 5%) and level up on thier own. Could be an unintenitional way of creating artifacts. Ships could become sturdier or seem to just barely outrun the worse of a storm that would have surely sunk another vessle, swords could fumble less or resist dulling more, a farmers plow could turn stones aside easier. Anything that is depended on as much as an inividual can depend on as much as another individual could be "named".