1. Old era

When Farnaor encountered the cataclysm, the remnants of a powerful energy current got stuck in the rifts between the floating pieces of crust. This led to serious natural disbalance in the areas closest to the rift edges: pressure jumps, abnormal weather, earthquakes, magnetic field fluctuations etc. With time, the species that managed to stay alive in those territories developed the ability to not only sense the changes in nature around them, but also manipulate them slightly to their advantage, which gave them a bonus chance at survival.

Kaelyrs soon found that they could do one of the three things: create energy sources close to themselves; re-direct existing energy currents; and change the magnitude of existing currents, making them either stronger or weaker. Each of these skills was used by individuals to aid themselves in everyday life - to break or stir their surroundings, save themselves from incoming impact, fight enemies and predators, help fellow members - but because Kaelyrs have always been very social and stayed together in small groups at all times, they also discovered these abilities in each other. Independently, neither of the three talents was strong enough to give their possessors full control over a situation, for example, those who created energy could only do so in very close proximity to their body, which was dangerous; those who redirected flows couldn’t help themselves where there were no powerful currents to begin with; and those who changed the strength of an energy source could also do it only if they had one around.

But Kaelyrs realized that, given enough time to get used to each other’s power, they could manipulate it between themselves, combining their efforts for better results. They learned to sense each other’s strength and act together, as one member created a source, second gave it the correct direction, and third gave it the correct amount of power. This allowed Kaelyrs to do many things they otherwise wouldn’t be able to manage as separate individuals; they formed teams of three that would perform certain tasks, and soon first tribes started to gather around these teams, primarily consisting of the teams’ families, slowly growing larger as more Kaelyrs were ready to contribute to a better life.

  1. Modern era

Over hundreds of millennia of evolution, Kaelyrs have achieved amazing things thanks to their abilities. When the planet finally was safe enough to travel, and Kaelyrs had gathered enough knowledge about it, they started wandering and meeting with their kind all over Farnaor, exchanging experience and learning more about different types of energy they could manipulate. Teams of three magic bearers - Triis - had acquired the name of Triads and dedicated themselves to protecting and helping those who had no magic skills; they had become one of the three pillars holding the fast-developing Kaelyrian society, the other two being Communes, where everyone and everything mattered, and Peace, as Kaelyrs value the talent of avoiding conflict. The names for individual Triis were chosen as follows: the Shaper (one who creates a source of energy), the Guide (one who manipulates the direction of the energy pathway), the Regulator (one who controls the strength of the source).

The age that Trii abilities might show in Kaelyrs varies from the first two hours to middle age, depending on genes, surroundings and the gods' wishes. Sometimes great Disasters or personal trauma can trigger Trii abilities in an adult individual, but it’s quite rare. Normally, if a Kaelyr is a Trii, their power manifests in the early childhood – during that time, they can’t control its effects, and their abilities turn into sudden bursts of energy that their defensive mechanisms trigger automatically. When the type of energy of the young Trii is recognized, a Monitor is assigned to the child to guard them and prevent their power from harming others until they are old enough to learn to control it. Usually, the Monitor is a local Regulator, whose prime mission is to nullify the child’s power.

Shapers, Guides and Regulators can control different types of energy flows, as there are 5 main types of energy on Farnaor, some of which are considered “basic”, while others are more difficult to comprehend and harness. Normally each Trii has an inborn potential for one or two types of energy, and they spend most of their life advancing greatly at only using those, matching their occupation and lifestyle to them. For example, a Trii that has a talent for manipulating Fire (Elemental type) would naturally look for partners that are also good with Fire energy in order to form a team; their job choices might include industrial furnace operating, cooking, blacksmithing or, universally, military. It’s rare for a Kaelyr to master several types of energy on an equally high level, and it requires a huge amount of discipline, training and mental strength. Although it’s not uncommon for talented Triis to become jacks-of-all-trades; these Kaelyrs have mediocre skill for many energy types and don’t become professionals in any, so they usually live off of small commissions or helping others.

Energy types are classified by 5 main categories; each divided into a number of specific skills, some of which are paired; experienced Triis know how to combine different types in advanced techniques:

  1. Physical – the most common, considered the easiest to control, often underestimated, but used in many jobs and everyday life. Most Physical Triis are capable of controlling several techniques with equal success.
  1. Elemental – connected to natural forces, but only those that are not alive; fancied by many Kaelyrs for its strength and flashiness. It is rare to see a Trii that can manipulate more than one Elemental technique.