Kaurlira · the earlier form
Four-face elongated die
- Elongated square-prism body
- Four equal long scoring faces
- Pyramidal ends that cannot become stable results
- Values 1–4
Physical game-object & system design
LIRA is a related family of elongated rolling objects, designed around four or eight equal scoring faces and pointed ends that cannot settle as results. The geometry is distinctive; more importantly, it has enabled several genuinely different game systems.

The physical object
Both forms share an elongated body and pointed end treatment. Only the equal long faces score. That gives the family a common silhouette while allowing games to choose between compact 1–4 and 1–8 ranges.
Kaurlira · the earlier form
Refine the square corners into four additional equal faces.
Oanlira · the later refinement

Form, finish and graphic language
The current visual direction pairs a polished black, onyx-like surface with gold Koorvenan numeral marks. Those marks make the object legible inside its fictional culture without changing the underlying probability range.
The finish and exact production glyph artwork remain a design direction rather than a signed-off manufacturing specification. The stable core is the geometry: equal long scoring faces and non-landing pointed ends.
Games native to the object
The same physical family supports both quick risk-and-bank play and a structured category-scoring game. Teyyru exists in a traditional four-Kaurlira form and a larger modern five-Oanlira form.
A push-your-luck doubling-out game. Players can use two Kaurlira, two Oanlira or one of each, deciding when to bank before doubles erase the turn total.


The larger design consequence
RIYYTRUU, LUUBRAK and Vaarek Varyn do not simply swap ordinary dice for themed props. Each assigns the LIRA ranges a different structural role in movement, selection, interruption or turn sequencing.
Two Oanlira test the rotating requirement ring. A successful test unlocks a Kaurlira movement roll; double 4 and double 8 interrupt the race by rotating the inner ring.
2 × Oanlira + 1 × Kaurlira
Two Oanlira drive movement around an 80-space route where players build, damage and complete towers. Doubles and completed towers can alter the turn rhythm.
2 × Oanlira
One Kaurlira selects a ring, the Oanlira sets exact primary movement and the second Kaurlira creates a move in the opposite direction. The three rolls have different jobs inside one turn.
2 × Kaurlira + 1 × OanliraFrom concept to prototype evidence
Separate square-form and octagonal-form models are retained in GLB, OBJ and MTL formats. They provide a concrete basis for testing proportion, readability and handling before physical prototype commitment.
Equal scoring faces and non-landing ends define the object.
Two model families retained across GLB, OBJ and MTL.
Playable builds demonstrate several distinct mechanical uses.
The dice are reusable; each game remains independently operable.
Evidence boundary
This case study demonstrates physical game-object design, 3D modelling and the use of that object across playable rule systems. It does not claim production tooling, material certification or a manufactured retail edition. Each game is a separate product that uses the shared LIRA object family; none depends on a parent Koraaver application to function.
Start a conversation
Bring the complicated version. We’ll define what needs to work, agree a sensible scope and identify whether the right next step is discovery, prototype, build or deployment.