The Reclaimed World
Legends of the Everfell Echoine Lands
Discover the heroes and villains navigating the heart of a flourishing apocalypse. From the Everfell brothers to the mysterious Plant King, every survivor in the Echoine Lands carries a story of resilience.
Other Residents in Echoine Lands
(i.e. Phytomutations)
Deep in the ruins of 2160, our main characters navigate the vibrant blooms and deadly spores of the plant apocalypse, encountering many oddidies along the way. Check out the different categories of plant species below!
Zomancers
A deceased animal overtaken by a few specific plant species with the ability to reanimate them, such as the dead otter in the foreground.
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Sprinter
Plants with rapid growth and regeneration capabilities, such as the moss on the tree to the left.
Ecoauras
Flora with subconscious abilities and intuitive qualities to physically react to their environment to ward off predators, such as the moving lily pads in the pond to the right.
Terrabeasts
Emotionally volatile, semi-aware creatures that communicate through instinctive signals, reacting to their world with thought, impulse, and intentional adaptability. Two large Terrabeasts are clearly depicted in the illustration, one of which is in the pond and the other looms in the background by the trees.
Chase Currah
Quirks
These creatures are socially aware Phytomutations with modest communication skills, using simple, community-specific sounds and gestures shaped by both instinct and basic reasoning. They stay close to their groups, prioritizing safety through cautious, defensive behavior and avoidance of other species, such as the plant rat on the Salvage Square sign.
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Thrivins
They show a clear rise in intellect, with stronger learning, problem-solving, and adaptability that help them navigate complex environments and social dynamics. Their communication is more layered and expressive, resembling human language without being fully translatable, and supports more intricate social structures, including cooperation and symbiotic relationships with other species. For example, the mushrooms frolicking around with a ribbon.
Enviorobuddies
These beings possess near-human intelligence, with the ability to speak human language, think abstractly, and build deeply structured, interdependent societies. Their awareness extends to morality, mortality, and ecological balance, paired with creativity and innovation that allow them to shape their environment and develop tools, systems, and strategies for sustained survival, such as the dinosour-looking beast in the booth.
Charmers
These Phytomutations are no joke. Such as the tall mushroom guy waving goodbye, these beings move with an eerie awareness, reading, speaking, and responding with unsettling precision, as if they fully understand not just language, but intention, emotion, and the weight behind every action. Their presence suggests something deeper than intelligence alone, a kind of perception that borders on human, yet remains distinctly their own.
Chase Currah
Plagued by Pollution (P.P.) Phytomutations manifest in four distinct forms, each shaped by a different type of environmental contamination, and each presenting unique threats and behaviors.
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Air P.P.: Capable of poisoning or suffocating with a single breath, they release toxic gases that can spread over long distances. Their mobility makes them nearly impossible to avoid, turning any space into a lethal zone.
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Noise P.P.: These beings weaponize sound, producing piercing screeches or vibrations when threatened. Excessive noise can also warp their forms, making them more aggressive and unpredictable.
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Water P.P.: Formed from sludge-filled waters, these creatures are often the undead remains of animals that died in polluted environments. similar to Zomancers. Their fluid, shifting forms spread corruption to anything they touch.
Soil P.P.: Growing from contaminated earth, these Phytomutations leech toxins into the soil as they expand. They deform plants and render land barren, slowly transforming fertile areas into poison zones.
Chase Currah
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