F A S T F A C T S
▲ Futuristic Fantasy setting
▲ Action, adventure, drama, romance, and mystery.
▲ Magic, airships, magitek, eldritch abominations and one hell of a road trip.
▲ Story shaped by the players. World-building encouraged.
▲ The RP itself will most likely progress at a slower pace, as people have other commitments that of course must come first.
▲ Futuristic Fantasy setting
▲ Action, adventure, drama, romance, and mystery.
▲ Magic, airships, magitek, eldritch abominations and one hell of a road trip.
▲ Story shaped by the players. World-building encouraged.
▲ The RP itself will most likely progress at a slower pace, as people have other commitments that of course must come first.
P I T C H
And cometh the swallowing darkness.
A blighted destiny by sinners south,
leaving only tragedy by powers wrought.
By hands of Lyssa and the touch of her lips,
those brought pure will face the tide.
Despair not for those lost in the darkness
but look towards the peace of the new dawn.
Canticle of Fajjar 17:1
A blighted destiny by sinners south,
leaving only tragedy by powers wrought.
By hands of Lyssa and the touch of her lips,
those brought pure will face the tide.
Despair not for those lost in the darkness
but look towards the peace of the new dawn.
Canticle of Fajjar 17:1
The story of Spiritum is about a world known as Yerin, a world where magic and technology have mixed and flowed together for centuries. Long before man had conquered the world, creating massive metropolises, machines that could soar among the very heavens, and highways that stretched seemingly endless across the horizon, before it all a pact was made with the Gods. In exchange for our eternal reverence they taught us the secrets of magic, the ability to draw from the Astral Mist to bend and shape reality in ways thought to be unimaginable. The Gods also gave them a final gift in the form of the Bonding Crystals which breathed life into the still blossoming world. These crystals would form the centers upon which great civilizations would form around.
It would be these crystals which would nearly plunge the world into ruin due to greed and malice in equal parts. One of the kingdoms that had formed around one of the crystals would one day become the sprawling Vangar Empire. Over time the Vangar evolved into a strong military and industrial powerhouse. They used the power of their Bonding Crystal to fuel their army and industry and over time the crystal slowly began to wane in power. To ensure their continued prosperity, Vangar began to invade the many lesser kingdoms around them to secure their crystals for their own use.
This cycle has lead to the current state affairs with the Vangar-Rassvet conflict. The small Kingdom of Rassvet was a small but influential land with a storied history dating back to when the Pact was made. Rassvet followed a policy of strict isolation and neutrality for most of its existence, preferring to keep out of major conflicts whenever they could. Careful guarding and use of their own crystal has preserved it in a state of power unmatched in all of Yerin. Seeing an opportunity to secure a massive boon to their Empire, the Vangar marched into Rassvet with the intent to annex the kingdom and secure their crystal.
Leading the charge against the Vangar invasion is a special branch of the Rassvet military known as WARDEN. Selected from a very young age based upon their aptitude to draw upon the Mist, these warriors possessing both martial and magical skill far above the standard soldier. With the help of these warriors, the Rassvet army has managed to hold the much larger Vangar Excursionary Force at bay for a little over six months now. Though day by day the Vangar continue to gain ground and casualties mount in the thousands on both sides.
All the while the coming darkness as foretold by the Oracles themselves approaches. Many believe it is a product of the war and the dead. The corpses and the smell of blood driving the monsters from their hiding places mad with a ravenous lust for blood. The crystals which once protected the world know being drained of their power allowing the darkness to slip into the cracks.
Among all of this, the story of Spiritum focus upon a group of freshly graduated WARDENs intent on going on one last road trip as a sort of collective 'family' before they are shipped out to the front lines. Par for the course things don't go as planned. One series of unforeseen events later eventually leads to this group coming to escort a young child with a mysterious necklace connected to the coming darkness and hunted by both Rassvet and Vangar on a world spanning journey to save it all.
O O C I N F O
Welcome one and all to Spiritum, a rather strange little story if I have to say so myself. The easiest way I could describe it would be to take one part Final Fantasy, one part Stand by Me, one part an old home-brew pathfinder game and sprinkle in some Lord of the Rings for flavor and set to purée. A story about nations and nationalism as much as it is about plucky adventures and the lengths at which individuals will go to preserve their power. It's a more somber take on the 'magical artifact of prophecy' that is seen time and time again, as said artifact is essentially a WMD in its own rite.
The world of Yerin is a living and breathing one. A world with its own convoluted and sometimes purely idiotic history spanning backwards thousands of years. It's a world with its own backstabbing aristocrats, religions, cultures, heroes, and prophecies. Yet at the same time much of this background has been intentionally left as vague snippets. Allowing players to add to the lore as little or as much as they please.
The story itself will go at a slower pace focusing more upon character interaction and development in the interest of creating good scenes and interactions between players rather than rushing forward from action set piece to action set piece. The focus always being on telling a good story. It's a strange tale about friendship, war, the inevitability of oblivion, the burden of fate, and the choices we make. But hey if it sounds like your thing well then why don't you come and say hi?
The world of Yerin is a living and breathing one. A world with its own convoluted and sometimes purely idiotic history spanning backwards thousands of years. It's a world with its own backstabbing aristocrats, religions, cultures, heroes, and prophecies. Yet at the same time much of this background has been intentionally left as vague snippets. Allowing players to add to the lore as little or as much as they please.
The story itself will go at a slower pace focusing more upon character interaction and development in the interest of creating good scenes and interactions between players rather than rushing forward from action set piece to action set piece. The focus always being on telling a good story. It's a strange tale about friendship, war, the inevitability of oblivion, the burden of fate, and the choices we make. But hey if it sounds like your thing well then why don't you come and say hi?
T H E C O M P E N D I U M
General world-building stuff for your reading pleasure. More will be added as we go on.