
The Kingdom of Corbin
Corbin is a unique and insular kingdom defined by its constant struggle for survival against a toxic and ever-present atmospheric phenomenon known as the Haze. Located on a landmass shaped like a bowl and surrounded by water, Corbin is a land of obscured dangers and clockwork ingenuity. The Great Plague, a devastating event that swept the world of Eldross, is a central part of Corbin's history, as it brought about the Haze and forever changed the people and their culture.
The history of Corbin is marked by the cataclysmic event that birthed it. After a piece of Ondras was separated and became the island of Corbin, the Vendaeros Empire found its people in a state of chaos, enveloped by a mysterious, vision-obscuring haze. The Vendaerosians established order, but when the Withering Plague struck, they abandoned Corbin, turning it into a quarantine zone. The plague was particularly devastating to the Incarna, who were kept in a state of slow, agonizing rot. Decades of isolation forced Corbinites to adapt, developing plague masks and an identity separate from their former benefactors. When the Vendaeros Empire attempted to reclaim the island, they were met with fierce resistance, including chemical and plague warfare, which horrified them into retreat.
During this time, a scientist named Phelan Aliaine began experimenting with dark magic, creating abominations that thrived in the plague. He became the Blightfather, believing the plague was a gift of immortality. A cure was eventually developed in the floating city of Ecclesium, and the essence of the plague was contained in a crystal vault at the center of the land, creating the lethal Miasma and the Heart of Corbin. Though the plague was cured, the Haze remained. The Blightfather, in a twisted act of love for his home, later defended Corbin from another Vendaerosian invasion with his army of abominations. The Vendaeros Empire, fearing contamination, declared Corbin "uninhabitable" by outsiders and left it alone, cementing Corbin's isolation and self-sufficiency.
Social Culture & Beliefs
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The Corbinite philosophy is centered on the survival of the whole. They view their society as a pragmatic, unsentimental clockwork machine where every part must function correctly. Selfishness and greed are high crimes, as they threaten the survival of the collective. Corbinites are not sentimental and view things, including relationships, in terms of their function and utility. They are jarringly frank and objective in conversation, believing that ignoring a problem allows it to fester. They speak a native dialect with a harsh sound and use a runic script for important life events.
The Corbin People​​​

Incarna
The Seraphur are the immortal people of Corbin. They stand as a living fusion of flesh, magic, and machine. As members of the upper Corbinite class, Seraphur embody both authority and advancement marking their place at the pinnacle of arcane and technological mastery.
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Appearance: The Incarna have pearlescent skin and greenish-blue veins radiating from their eyes. Some have hair that has taken on a silver or white color. Their bodies are usually covered in runic tattoos and often have Arc-Brass augmentations. The most powerful among them have impressive clockwork-augmented wings, and those blessed by the Arch Seraph may emit a fog-like effect.
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Lifestyle: As a higher class of Corbinite, the Incarna likely hold positions of power and influence. Their augmented bodies and superior abilities make them uniquely suited to leadership and specialized roles. They are at the forefront of magical and technological innovation.

Mortals
There are almost no true mortals left in Corbin. Given the dangers of Corbin, a Mortal's life is likely short and precarious. They would need constant protection from the Haze and its creatures, relying on the clockwork technology and communal support of the Risen and Incarna to survive.
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Appearance: The few who might exist would be visually indistinguishable from the Risen or Incarna when fully covered, but they would lack the runic tattoos and augmentations.
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Color Palette: For their clothing and gear, colors are likely muted and functional—dark, earthy tones. The glowing blue lines on the Corbinite architecture and the brass-colored augmentations add a stark contrast. The Haze itself introduces a palette of green, violet, and yellow.
Risen
The Grafted are former Mortals restored to life through Machinimancy, Arc-Brass augmentations, and runic tattoos. Fully covered in protective layers, their bodies conceal intricate tattoos that emerge only during the Deep Sundance festival, telling stories of survival and transformation. As they age, their bodies are gradually replaced with brassy machinery, repairing parts ravaged by the plague.
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Appearance: Grafted have the appearance of humanoids whose body is slowly being replaced with brassy machinery. As they age more and more of their body gets transformed, replacing parts that have been ravaged by the plague. The appearance of the Risen with improved Vestments depends on their specific form:
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Cobbled: Grafted whose bodies show partial Machinimancy replacements from many different metals.
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Ravaged: Grafted who have had portions of their metallic shell ripped away leaving exposed muscles.
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Wracked: Grafted whose flesh has become infected. They persist despite the disease ravaged bodies.
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Lifestyle: The Grafted are the backbone of Corbin society, pragmatic and unsentimental, viewing their bodies as tools to be maintained and upgraded. They occupy a variety of roles, and their runic tattoos mark significant life events, serving as both personal history and testament to their endurance.




​Key Locations
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The Floating City of Ecclesium: The seat of power for the Arch Seraph, this city hovers directly above the Heart of Corbin. It is only accessible by airship, and access is tightly controlled.
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Mainspring: The largest and most affluent coastal city, known for its bustling clockwork metropolis and high culture.
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Pendulum: An industrial hub on the northern coast, known for its massive-scale clockwork machinery and trade.
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Quartz: A city of learning on the southern coast, famous for its healers and ancient, mysterious stone ruins.
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The Heart of Corbin: An enclosed crystal container holding the essence of the Great Plague. It is located at the center of a nearly impenetrable swamp, shrouded in the lethal Miasma.
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The Living Archive: A repository of every disease and plague ever known to Eldross. It contains both cures and unimaginable horrors, making it a source of both hope and a threat.

