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Darkening Days

pyrak Jul '22  /  edited Jan '23
Darkness spreads across the lands as things stir in the shadows. Strange people spread their occult ways and fear and tensions rise among the populace. To the North of Aseirlan the brutish barbarians have increased the frequency of their raids, and to the Southeast, gossip that the Kacal empire is gear up for another expansion has man worried.

Rumors of strange demons prowling about, ones who are not effected by the light of the gods.

+++ Playable Races +++
Humankind
- Humans
Humans are ubiquitous, far traveled, hardy and adaptive from the far reaches of the North to the furthest dunes of Kacal. Most humans are as you would expect (you know regular old Homo sapiens) with only small variations from adaption to local regions. However not all humans are of the baseline species, several are of variants who are so drastically different they only relate in basic form and the fact that they can interbreed just fine. Because of this, it is not uncommon for baseline humans to a couple of minor distinguishing features from the other races.

- Half Elf
Of the human variants, the half elf (just have elvish heritage, and aren't true half elves), is the closest one to a baseline human that the only truly distinguishing difference in appearance is that their eyes radiate a soft light (usually either yellow or white like the sun and moon). Other less distinguishing features include slightly pointed ears, a lack of body (and facial) hair, a very lithe form and they are always fair skinned. While some humans might have elvish features, only those who have glowing eyes are considered to be of true elvish nature, and their life spans are counted by the century rather than decade.

- Blighted
humanoids with dark vibrant colored skin (usually a red, purple or blue) and eyes that are like pits of nothingness. They also have pointed ears and a variety of horn growths, as well as bone spurs, clawed fingers and nails and wicked sharp teeth. The blighted cannot form a pact with a patron god, however they are still able to use artifacts and alchemy, rather than a golden light, their souls produce an unnerving (for those who aren't blighted) ultraviolet glow.
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Gnomekind
- Gnomes
Gnomes look a lot like humans in general, but are distinctly shorter in stature and short in stature, on average around (three to four feet) tall fully grown and usually a fair bit stockier. While humans and gnomes may find attraction to one another there has never been any records of any offspring from such a union. Gnomes tend to be more spirited and from a human's perspective may often sound and act insane with a lesser regard to their own well being than one should. Due to Fiktar's influence (gnomish deity), gnomes have a knack for intellectual matters and fire, often enough of the arcane kind.

- Dwarves
Gnomes of a different breed, their inner spark is much more muted but much more stubborn like a glowing ember. Dwarves are built like a brick, and on average a few inches shorter than gnomes. Unlike their more common cousin, dwarves aren't known for being a little insane but rather vastly stubborn. The dwarven people are a tough breed by necessity, their rough and rugged land filled with demonic beasts and deep dwelling creatures stalk their ancient mines. Despite the multitude of attempts from various clans, the dwarven people have never been able to conquer the much less warrior cultured gnomes, such attempts usually end with a gnome becoming the avatar of Fiktar and promptly burning armies to a crisp,

Other
- Kobold (Dragonborn)
Originally servants of Dragon, very creatively named the Dragonborn, the kobolds have tossed off the yoke of oppression and escaped from their fiery overlord (Calling a kobold Dragonborn is very very insulting). Kobolds are bipedal humanoids with a scale covered draconic appearance, sans having wings. Kobold scales come in all colors ranging from motley earthen tones to shining like gold, although it's exceptionally rare to see any metallic kobolds due to those being the closest servants of Dragon and thus usually kept as loyal Dragonborn or hunted down for betrayal.
*Dragonborn, and kobolds born near the Mountain do not need to eat or drink but are rather sustained by their souls, however in turn they can not exert the power of their souls (basically they can't cast magic).

Non-playable Race
- Elves, legendary race which has long since seemed to have vanished with only scarce written records, ruins and people bearing elvish lineage left behind as proof they existed. Elvish artifacts are exceedingly rare and exceedingly valuable as per being magical tools which do not consume the users soul to use (It's uncommon knowledge that some of the Aseirlan royal guard have elvish arms and armor, and those that don't style theirs after it).

Fighting For Your Soul With Your Very Soul
Everybody has a soul, a parallel pool of energy which has many uses for many beings. Unaided, and with little practice, a person can conjure up their aura, a projection of their soul through their body. Mastery of basic aura control is necessary for wielding artifacts and alchemy. Unaided by external means, auras can't be projected, merely infused into their wielder's body for momentary enhancements, allowing for exceptional feats.

Notably, unless specially made (artifacts), aura can't be infused into weapons and armor, however that does not negate the advantage of using weapons and armor.

Any form of aura manipulation where it is projected beyond your body is called magic and the known forms of magic are listed and described below.

You Soul and Magic
power is soul, magic is soul powered, things want to eat your soul because it tastes good.

Methods of casting magic:
- Pact: Make an agreement with a deity to gain use of their magic, you supply the power plus a tax, they direct the the energy. The deities often ask you to do certain things for them, listening may increase their favor, not listening might get you stripped of their patronage.
- Alchemy: Alchemy is the art of changing the material via infusing the soul to create temporary concoctions of a variety of uses. The contents of the concoction are just as important as the intent used in creation. Very few alchemists in history have been able to make anything that does anything more than either very small or very temporary effects.
- Artifacts: Creation and use of artifacts is a science and a very exact process, these tools are very rigid in function and learning how to create even simple ones can take a life time and a mastery of other professions as well. Gnomes are stereotyped for being master artificers, though only a few of them really are. The ancient elves, based on records and recovered artifacts were masters of artificing, having created wonders beyond the imagination.
- Tattoos: A more primal form of magic that if used properly can turn anyone into a living weapon. Magical tattoos are made by tattooing arcane patterns into the bearers skin with specific materials and intent. In the final part of the process, they ingest part of a dying person or animal and snag a part of their soul before it passes on to take on an attribute, ability or skill from them (the whole process is very ritualistic). Needless to say, most people tend to frown upon this form of magic, especially since it's the the primary form of magic the norther barbarians use. *This is here for knowledge, and is not a player usable magic.*

The Gods

The gods are immortal beings who for the most part continue to exist through harvesting soul power from their followers and the dead. There used to be an abundance of immortal deities, however most have long since died off, an event coinciding with the extinction of elven kind.

The Aseirlan Trinity

- The Father, Galeinor - God of light, primary deity of the pantheon, has a fanatical church. Galeinor has an imposing figure of a glowing golden human with eyes brimming with light. Due to constantly being seen as the frontline deity of the fight against the the norhtern barbarians and anything that comes from the blighted lands and other things lurking in the shadows, he is almost always seen and depicted armored and wielding armaments of pure light.

- The Mother, Faenjir - God of Hearth & Home, most mellow of the three and really sticks to home defense and generally keeping the citizens healthy. Faenjir's appearance is more moderate than that of her husband's, yet having a godly appeal to her beauty. Just as much as a warrior as her husband is, she's a ruthless defender yet at the same time is often reasoning him out of declaring holy crusades that would end in disaster.

- The Daughter, Aisril - God of Life, life & healing shenanigans, also has a huge thing for physical fitness. Galeinor and Faenjir may want people to train so they can properly fight, Aisril wants people to train just so she can watch them flex their muscles, that's all there is to it.

The Rest of the Gods

The Barbarian Iorund - God of strife and strength, primarily worshiped by the northern barbarians.

Dragon - An ancient reptile which occupies the titanic volcano that's simply been named after it, "Dragon's Mountain." While not actually a god in the same sense as the rest of the gods are, it is effectively on the same level as them, just with a massive physical body. Most of the time it simply slumbers away within its domain, having the dragonborn serve its every immortal whim. (Extra really unknown fact: Dragon is the only being older than Death, only Death, Dragon and Knowledge know this) --- The Dragon is a living being with godly powers that's created its own paradise (for it). Also created draconic servants, many of whom have left servitude after Dragon forgot about them or just didn't care enough to reign them in.---

Death - Death is also known as the Arbiter, and is often revered for being a just being. Unlike the other deities, Death does not make any pacts (scholarly: Death is actually the enforcer of the pacts). Fair deals made in the name of Death and sworn with blood and magic is unbreakable (and should not be taken lightly).

The God of Knowledge - A wandering being who spreads knowledge of all sorts about. This entity hardly ever takes sides, often spreading both practical knowledge and wild stories. They bare no singular name and their forms are as many as needed. They are most often seen as a minstrel who's tales range from fanciful epics, to proverbs to practical knowledge. The widespread use and knowledge of alchemy is largely due to their efforts.

'Fha-Aiko, God of Nature - A pretty unknown entity who's worshiped by wildmen. This guy gets easily upset when you start messing around with wilderness en mass, and is often antagonistic against the Aseirlan empire. Fha-Aiko has little real power since very few worship him, and those who do are often nomadic hunter-gatherers who seek refuge from nature itself. Occasionally they will get a champion who will pitch the whole might of a forest at a city for petty reasons.

Fiktar - God of Fire, the gnomish god of fire, inspiration, innovation and iron.

And the Monsters
- Blight Beasts: Animals warped by the blight, these animals have a darker complexion and have extra horns, bone spurs, greater claws and teeth as well as eyes that are as deep and dark as the abyss.
- Demonic Monsters: The true antithesis of civilization, demonic monsters range from ravaging hordes to maddening titans to deceptive whispers in the shadows and things that drag you away into the night screaming and crying. The causation of demonic monsters isn't known (even to the gods), however these creatures will always set out to kill people and gorge on their souls. Most common of these creatures are simply mutated wildlife that prey upon anyone who leaves the confines of civilization, but should their existence persists and grow, they could become true menaces able to threaten cities.

Astronomy (It's different)
The moon doesn't move, it's stationary and every 25 nights it does not appear. On the moonless nights, demonic monsters swell in numbers and often enough attack anything resembling civilization the very same night.

The stars do in fact move, and their velocities are all completely different to make an ever changing star map that only the best of mathematician and astronomers can decipher and predict. (Also, the stars never collide or cross paths)

Nations, Cultures and Regions
The Aseirlan Empire is at the heart of the known world, halfway between the Mountain and the mountainous region inhabited by the barbarian clans and reaching deep inland from the coast. With three protectorate deities, faith and divine right is a massive driving power within the empire. For better or for worse, they have spent the last several centuries slowly expanding their empire, absorbing city states and pushing back the the dangers of the world, leading the march of civilization.

Siting at the heart of the empire is what was once, if myths are to be believed, the capital city of the elven empire from before the fall.

The Barbarians: Lots of pretty chill barbarians loaded up with shamans, and berserkers painted up in ritualistic stuff, notable, on the individual level they are more than a match for any but the most skilled warriors of the gods.

The Mountain, the place goes by many names, including but not limited to being called Draicon by distant Aseirlan scholars. This region is a desolate wasteland of rock and flames is the home of Dragon. The mountain the Dragon lives within can be seen from beyond the horizon for thousands of miles. The area that Dragon has claimed is nearly completely devoid of water, as even clouds are forced to divert around it's territory, leading to the creation of a massive river that follows the edge of its magically claimed territory.

Kacal, boarder the Mountain and Dragon's territory, this desert region is expansive and not quite as dry but still nearly as desolate. While atop the surface, it is quite dry, the water forced away from Dragon's territory has caused the land to build up a substantial amount of ground water. The people of Kacal are a union of humans and kobolds who have eked out a living in the harsh environment. While these people hold to none of the gods as their patrons, the locals revere Death more than most do.

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