Welcome to Largitas: The Blooming Continent

A Guidebook for Newcomers, Scholars, and the Cautiously Curious


Overview

Largitas, also known as The Blooming Continent, is a vast, myth-steeped land defined by its deep cultural roots, cataclysmic mystery, and ever-changing nature. It is named after the Bloom, a strange and dangerous supernatural phenomenon that has transformed both flora and fauna in affected regions. Societies here live in tension between tradition and adaptation, myth and reality.


The Bloom

The Bloom is a sprawling, magical affliction and mystery that has reshaped the natural and spiritual landscape of Largitas. It is not merely an overgrowth—it warps animals, objects, terrain, and minds. Bloom Zones are deadly, vibrant, and at times sentient.

The true cause of the Bloom is unknown, but some believe it began when a celestial body fell to the continent. Since then, Bloom-corruption has become part of Largitas's ecological and spiritual reality.


Major Peoples and Cultures

Dwarves

The Dwarves of Largitas are a hardy and tradition-bound people, deeply tied to stone, craft, and philosophy. They are master builders and miners, shaping vast halls, fortresses, and forges both above and below the earth. Their culture is guided by The Stone Laws, ancient codes of conduct that blend ethics, craftsmanship, and community, which they seek to preserve against misinterpretation. Dwarves are also great thinkers, with schools of philosophy debating matters of law, faith, and duty as passionately as they craft weapons or brew ales. Though slow to change, their resilience and devotion to legacy make them one of the most enduring ancestries in Largitas.

Gnomes

The Gnomes of Largitas are a diaspora culture. They have no homeland due to a divine misunderstanding by their demi-god creator, Gnom, who made them to live everywhere, not somewhere. Gnomes are eccentric, energetic, and immortal-ish: when one dies, another seems to emerge to take their place, continuing their Obsession-driven work.

Famous for their unpredictability, gnomes are known for their dangerous inventions—especially when they put on their goggles (a near-certain sign of an impending explosion).

Halflings

The Halflings of Largitas live in close-knit communities with a strong sense of celebration and food culture. Some individuals serve in BRASC (Bloom Research and Survival Corps) or explore Bloom Zones. Others try to reform or preserve traditions, such as Brammly Olivedown, a health-conscious halfling trying to teach others about nutrition.

Orcs

The Orcs of Largitas are a proud and enduring people, shaped by hardship and resilience. They value strength, not only of body but also of spirit, and see perseverance as the highest virtue. Their culture emphasizes community bonds and shared struggle, with each member of a clan expected to contribute to the survival and legacy of the whole. While once seen as raiders and conquerors, many Orcs now live as hunters, herders, and skilled warriors-for-hire, though their traditions remain steeped in oral histories, ritual duels, and ancestral reverence. They adapt fiercely to their environment, and their honor is measured less by wealth or titles and more by how steadfastly one protects kin and fulfills promises.

Elves

The Elves of Largitas are ancient traditionalists, deeply bonded to the natural world and its flows of magic. They sustain themselves primarily by drawing on the ambient energies of their surroundings, needing little food and often favoring simple teas, soups, and single-ingredient meals due to their highly sensitive sense of taste. Though admired for their longevity—some living over a thousand years—they are viewed with suspicion since the coming of the Bloom, as their closeness to nature makes others uneasy. Elves reproduce slowly, often giving birth to litters of identical infants of which only one typically survives, reinforcing their belief in the unity of soul and body. Their societies are slow to change, valuing heritage, ritual, and patience above all.

Goblins

The Goblins of Largitas are a quick-witted and culturally adaptive people, capable of rapidly adopting traits from other societies they encounter while still keeping their own mischievous edge. Naturally curious yet skittish and prone to bursts of violence when startled, goblins thrive in both tribal groups and blended communities. They are infamous for their strange diets, as their hardy stomachs allow them to eat and digest nearly anything—foods that others find repulsive are delicacies to them. Physically diverse and often marked by unusual traits like prehensile tails or extreme resilience, goblins embody survival through flexibility. They are the second most common ancestry in Largitas, surpassed only by humans.

Humans

The Humans of Largitas are the most widespread and adaptable ancestry, found in nearly every climate and culture across the continent. They are quick to organize into communities, kingdoms, and trade networks, often acting as intermediaries between the more insular or specialized ancestries. While they lack the natural longevity, strength, or magical attunement of other peoples, their versatility, ambition, and ingenuity allow them to thrive. Humans are often seen as restless, always pushing boundaries—whether of land, craft, or philosophy—making them both respected for their drive and distrusted for their unpredictability.


Notable Locations

The Iron Leviathan

The Iron Leviathan is one of the great city-ships of Largitas, a colossal fortress of blackened steel and roaring engines that endlessly sails the seas. It is home primarily to Dwarves and Orcs, who together form the culture of The Deepsteel Tide—a community defined by resilience, discipline, and a shared respect for strength and survival. Life aboard the Iron Leviathan is harsh but unifying: constant maintenance, drills, and labor keep the city-ship alive, while feasts, contests, and storytelling keep its people bound together. The Leviathan itself is both home and weapon, a mobile bastion against the dangers of the Bloom and the ever-changing world.

The Celestial Arcadia

The Celestial Arcadia is a majestic city-ship of gleaming brass, glass, and white-washed stone, designed as a floating garden and bastion of learning. It houses a cosmopolitan population, but is most renowned for its scholars, alchemists, and philosophers, who pursue knowledge of the Bloom and the mysteries of creation. Lush hanging gardens, observatories, and great libraries line its decks, making it both a sanctuary and a beacon of enlightenment across the seas of Largitas. Life aboard the Arcadia is ordered and intellectual, with festivals of discovery and public debates often taking center stage, though some whisper it can become rigid and elitist in its pursuit of perfection.

The Verdant Refuge

The Verdant Refuge is a sprawling city-ship designed as a floating forest, its decks overflowing with dense greenery, medicinal gardens, and small farmland plots. Originally built as a sanctuary from the Bloom’s spread, it has become home to rangers, herbalists, and scouts, who dedicate themselves to studying survival, stewardship of nature, and the balance between civilization and the wild. Life aboard the Refuge is vibrant but humble—food is shared communally, stories are told around lantern-lit clearings, and every citizen learns at least the basics of self-sufficiency. Though peaceful in spirit, the Refuge is also pragmatic, producing skilled survivalists who can endure the dangers of the Bloom when few others dare.


Organizations

The Bloom Research and Scouting Corps (BRASC)

Formed in the early days after the Bloom, BRASC remains one of the most respected organizations in Largitas. Their mission is twofold: to study the mysteries of the Bloom and to scout its shifting borders for threats, resources, and safe paths. They train in survival, field alchemy, and Bloom-resistance techniques, often serving as the first line of contact with the unknown. Though seen as heroic, they also carry a reputation for recklessness, as BRASC expeditions rarely return without casualties.

The Cult of the Bloom

Where BRASC sees danger, the Cult sees divinity. This loosely organized but fervent faith reveres the Bloom as a manifestation of godhood or rebirth, believing that surrendering to its transformations is the path to enlightenment. Some sects are peaceful, offering guidance and Bloom-blessed healing, while others are fanatical, conducting dangerous rituals or even spreading Bloom spores intentionally. They are both feared and pitied, their influence waxing and waning with each new Bloom phenomenon.

The Hunter’s Guild

A pragmatic, mercenary organization, the Hunter’s Guild thrives on the jobs that the great militaries and city-ships consider too small, too messy, or too personal. From clearing out bandits, to guarding caravans, to hunting dangerous beasts, they take contracts for coin, reputation, or favors. Though not always trusted — their loyalty is to the contract, not morality — they are vital for keeping Largitas’ smaller settlements safe. The Guild is highly competitive, with ranks and prestige awarded based on successful hunts and fulfilled contracts.

The Arcanist’s Guild

In contrast to the secrecy of traditional wizardly circles, the Arcanist’s Guild was founded on the principle that magic should be accessible. They teach basic spellcraft and lifestyle enchantments to anyone with talent, no matter their birth or class. Their influence can be seen in enchanted tools, household wards, and small conveniences across Largitas. However, critics argue that their casual approach risks magical accidents — especially as Bloom-tainted magic sometimes slips into their lessons. Still, they are respected as champions of knowledge and opportunity.




Cover image: by Appy Pie

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