What if magic was just electricity? That'd be an easy soft/hard magic system. Pretty interesting too.
1
like
11 mos ago
Parallel park? No, simply illegally park. There is enough space in your neighbor's yard for your car guaranteed, but why stop there? Take the garage. Then their house. Steal their identity.
6
likes
11 mos ago
I basically live here now. Good feeling. Haven't had it in a while.
I can add the other views of the map in a spoiler. I didn't want to clog up screen space since I didn't see a whole lot of formatting options. You are currently looking at the State View which shows the political borders.
I can also show the division of the races and where they preside: Culture View I can show diplomacy, but that one is for me. This is a map that has many other types of maps baked into it. It's a really cool app that let's me do it. It's what led to this world being created.
EDIT: On second thought I will not. It's quite a bit of information to try and display in a neatly order. If you have biome specific questions though I can answer them.
EDIT of EDIT: Figured it out. Sorry still getting used to formatting on here. The biome map is up. I unfortunately don't have an easy way of showing the legend so you'll still have to reference me for certain things, but your lightest greens are you dense forests. Your dark greens are your alaskan snow forests. And as the summary describes Fiugnia is one of the only rainforests. surrounding it is desert.
In the sun-scorched expanse known as the desert strip, where the shimmering sands conceal not only secrets but also simmering tensions, the fate of nations hangs in the balance. The world itself, scarred by a lingering war with demons, is now gripped by a new conflict within the arid embrace of the desert strip. At the heart of this volatile drama stands Illyndra Dawnwhisper, an elven diplomat chosen to navigate the treacherous waters between Fiugnia and the Sihiban Tribes.
Simon, once a tenant of the Sihiban Tribes and a fervent advocate against war, orchestrates a daring plan. He hires a cadre of mercenaries to shield Illyndra as she embarks on a perilous mission to avert the impending conflict. The Sihiban Chieftains, once allies with Fiugnia, remain shrouded in mystery, their true intentions concealed from all.
Yet, hidden within the shifting sands is the enigmatic figure known as Evelin, the Raven General. Not an ally of Simon but a shadowy player with her own agenda. Evelin's intentions, veiled in secrecy, cast a looming uncertainty over the desert strip.
As Illyndra maneuvers through the desert's political minefield, she must grapple with not only the determined new leader of the Sihiban Tribes but also the enigmatic presence of the Raven General. In a landscape where alliances are as fragile as desert flowers and deception thrives like mirages, the party becomes entwined in a web of intrigue and power struggles, their understanding of the unfolding events limited by the veil of uncertainty.
In this sunlit crucible of ambition and desperation, where the echoes of a war with demons resonate in the winds, who will emerge victorious, and who will be left buried beneath the shifting sands? The answers lie ahead, as the party navigates the unforgiving terrain, facing foes both seen and unseen, in their quest to shape the destiny of the desert strip.
World Info
Nations
The War of Beasts
In the tapestry of Aereos, a realm teeming with diversity, the Rose Holders reign supreme, commanding six of the ten nations with unrivaled firepower. The very mention of a Rose Holder instills fear, forcing other nations into uneasy peacetime agreements. Yet, the dynamics change when the Rose Holders turn their gaze upon each other. With other races recoiling in fear, the Rose Holders, emboldened, quickly identify their true adversaries: themselves.
In the epochs predating the demonic threat, the Rose Holders were not saviors but provocateurs, earning the ominous moniker "Warbeast." Their relentless battles saw borders constantly shifting, rendering diplomatic maps obsolete. Mapmakers abandoned attempts to chart territories, instead marking the last-known battle locations to signify the tumultuous state of affairs. It was an era of brutality, and within this crucible of conflict, the Rose Holders continually shifted roles until the emergence of Carleria.
Carleria, a stalwart Knight serving the Rose Holder of the Shadow, and a devoted follower of Yun, the Goddess of Life, ascended to fame. Guided by a revelation, she uncovered the nefarious plot orchestrated by Duilio, the God of War. With Yun's assistance, Carleria confronted and vanquished the Warbeast of Flame—a formidable foe seeking world domination through the assistance of the War God. Her triumph heralded an era of peace for Aereos.
As you traverse the lands, whispers of Carleria's bravery will reach your ears—tales woven from truths, both genuine and embellished. A living legend, she has witnessed nearly a millennium of Aereos' history, her name echoing through time as a symbol of courage and resilience.
Man vs. Vampire
Before delving into the intricacies of the diverse nations across Aereos, let's cast our gaze to the left side of the map—the Kingdom of Krys and its neighbor, the Union of Aixue. Once a united realm, the Kingdom of Krys harbored a dark secret in its shadows—the Vampires. Abhorred by humans for their nature, the Vampires existed in the peripheries of Krys, feasting on what they deemed necessary. Yet, in the twisted tapestry of human cruelty, they found themselves enslaved, their existence reduced to that of loathsome creatures.
Humans, engineers of both misery and joy on colossal scales, harnessed the vampires' strong need for blood to enslave them. Muzzled and put to work like disposable tools, the vampires became nothing more than reviled dogs to the Krys inhabitants. The demand for dry meats surged in Krys as a byproduct of this dark era (a specialty also embraced by the Union of Aixue, though unintentionally, as business tends to be).
Inevitably, the vampires broke free from their chains, turning the Kingdom of Krys into a formidable nation fueled by their dark powers. Amidst this newfound power, Klein Ullyr Greene, the two-toned murderer, rose to infamy, clad in black and white garb, leaving villages in ruin with his relentless feeding. Aided by a Rose Holder named Kaoru Daedalus and a disciple of Yun named Walker Roydon Grey, Klein's havoc birthed three clans—Dark Sun, devoted to Yun; Blood Moon, home to deadly assassins; and Beastvale, following Kaoru's path.
Surprisingly, these clans did not lead armies, but a select few learned their teachings and stayed behind to impart wisdom. Klein, Kaoru, and Walker, however, continued their solo pursuits, venturing into the royal chamber of Krys, where Klein's claw gripped the face of the royal prince, demanding surrender. The Kingdom yielded.
Carleria, upon hearing of this success, ventured to assist the vampires in establishing a nation, even sending soldiers to deliver the good news to the trio. However, the soldiers found only emptiness—the three men had vanished without a trace. All that remained were investigations, their teacher, Master Aixue, or her resting place, leading to the birth of countless legends and the nation that emerged from the shadows—the Union of Aixue, a name chosen by the very people who rose from the chains of enslavement. Yet, the lingering question remains: What transpired to lead these enigmatic figures to vanish, leaving only the legacy of the Union of Aixue?
In the annals of Aereos, the world has borne witness to countless heroes whose tales have woven the intricate tapestry of its present. As you embark on your journey, expect to unearth more stories and encounter heroes whose legacies continue to shape the very fabric of reality.
In the aftermath of war's descent, a hushed serenity settled upon the lands as the Rose Holders ascended to singular rulership. Though the demise of a Rose Holder is a rare occurrence, the echoes of tradition persist through the ages. For generations, it has been ingrained that when a Rose Holder departs from the mortal realm, the right to ascend to the throne is bestowed upon successors within the Rose Holder's Garden—a sacred legacy preserved by the Rose Holders.
Within the boundaries of this sacred "Garden," a tradition transcending time and conflict, each Dominion claims its own Rose Holder, a sovereign bestowed with absolute power. It's an exceptional arrangement, an anomaly in the realm, with only the Kobean Shogunate standing as the singular exception to this age-old rule.
As you traverse the vast expanse of Aereos, the influence of the Rose Holders and their enigmatic Garden will undoubtedly shape the lands you explore and the stories you uncover. The unfolding saga of the Rose Holders, their eternal rule, and the realms under their dominion stand as a testament to the enduring impact of heroes who have etched their legacies upon the very soul of Aereos.
In the current era, the borders of these nations find themselves besieged by demonic forces, leaving little room for attention to anything beyond the looming threat. Yet, in the ever-tenacious nature of mortals, there always seems to be someone eager to compound existing problems.
Acoscosia stands alone as the one nation that has valiantly reclaimed territories once held by the demonic hordes. However, even in their triumph, the insidious influence of the demonic miasma clings to their lands. Presently, half of the nation remains engulfed in the sinister embrace of this malevolent force.
Speaking of the miasma, its initial manifestation is a chilling freeze that has transformed vast expanses of the frontline nations into cold forests and polar icecaps. The relentless advance of this frozen menace adds an additional layer of complexity to the already daunting challenges faced by those confronting the demonic onslaught.
In the intricate tapestry of Aereos, the Kingdom of Krys emerges as a singular realm dominated by humans, a haven where the shadows of monarchy dance across time. Distinct from the monarchies found in other nations, Krys weaves its own narrative of tradition and power.
Government: Krys stands as an Absolute monarchy, where the Krys bloodline rules with unquestionable authority. Born from the scattered peoples created by Heavenfall, the Krys Kingdom is a relatively new nation. The inaugural ruler, King Krys, was a benevolent leader respected by all. Unfortunately, his untimely demise ushered in an era of darkness, as successive generations saw the kingdom descend into a blot on the face of Aereos. Change came with the assassination of the King's advisor by "The Big 3" (Walker, Klein, and Kaoru), sparking a tumultuous period of transformation.
Cultural Values: Deep-rooted in the kingdom's history, Krys harbors a tumultuous relationship with vampires, traced back to the days of Heavenfall. Seeds of hatred sown by The Big 3 have germinated within the hearts of the Krys people, leading to a veiled racism masked beneath laws targeting the activities of vampires. Inns within the kingdom often exhibit discrimination, either refusing service or imposing exorbitant charges on vampires. Despite their scarcity in the land, a small percentage of vampires remains, unable to escape the historical shackles of slavery between the two races.
Krys people, adorned in fur jackets and capes that conceal their necks, perpetuate a historical tradition. Historically, these garments served as protection against vampire attacks, making it difficult for them to reach the vulnerable necks of the Krys people. Leather, resilient and bite-resistant, further fortifies this protective layer. The royal blue attire worn by most members of Krys symbolizes their unity within the kingdom's shadowed history.
In the Kingdom of Krys, shadows and tradition entwine, crafting a narrative where monarchy defines the essence of the realm. As players traverse the veiled corridors of Krys, they become part of a saga where the throne, passed through generations, symbolizes not only authority but the delicate dance between humans and the vampiric forces that shape the kingdom's destiny.
In the expansive tableau of Aereos, the Union of Aixue emerges as a multifaceted dominion shaped by the seasoned hands of Dark Sun. Governed by an intricate web of organizations, Aixue embodies the delicate harmonies between life and death, guided by the enigmatic forces of Dark Sun, Beastvale, and Blood Moon.
Government: Dark Sun, an ancient organization dating back to the dawn of time, stands as the paramount force shaping Aixue. Conceived by Yun to guide the wandering souls of the dead, Dark Sun evolved into a formidable entity with its soldiers, known as Grim Reapers, defending against demon advances and enforcing borders. The living cloth, a unique attire made of literal blood in constant motion, symbolizes the true members of Dark Sun. Alongside Dark Sun, Beastvale, a powerhouse in political influence, oversees Aixue's infrastructure and civil services, while Blood Moon, devoted to home defense, serves as the nation's police force, investigators, and judicators.
Cultural Values: Aixue's cultural values are deeply entwined with the influence of Dark Sun. Grim Reapers, once a secret sect, have transformed into a formidable army. The black, white, and red colors worn by the warriors inspire denizens to emulate their revered protectors. Beastvale, reflecting its name, cherishes animal traits, with Warbeasts and Vampires adoring Kaoru playing pivotal roles in crafting laws and tax codes. Blood Moon, the guardians of home, wield authority over criminal matters, often bypassing the criminal trial process to enforce justice swiftly, albeit through methods that may be considered brutal.
Appearance: Aixue's diverse inhabitants don garments inspired by Dark Sun's living cloth, creating a visual tapestry of constant, flowing blood. The black, white, and red hues, a homage to the organization's warriors, dominate the fashion choices of many within the union. In Beastvale, animal traits and characteristics find expression in attire, reflecting a connection to the wilderness. The influence of Kaoru's affinity with Warbeasts and Vampires reverberates through the colors worn by those involved in crafting the union's laws and maintaining its infrastructure.
In the Union of Aixue, shadows and blood harmonize, crafting a narrative where Dark Sun's ancient guidance, Beastvale's structural prowess, and Blood Moon's vigilant defense converge to shape the destiny of the realm. As players traverse the intricate domains of Aixue, they become integral participants in a saga where life, death, and justice intertwine in an elaborate dance of shadowed governance.
In the rich mosaic of Aereos, Guinispo stands as a dominion governed by the self-righteous Rose Holder, a bear-like deity whose radiant magic imbues him with an aura akin to the gods. This realm, draped in the colors of white and yellow reminiscent of the sun, unfolds a narrative of strict governance, divine fealty, and an unwavering devotion to cleanliness.
Government: Governing with an iron grip, Guinispo imposes a stringent rule over reading materials, permitting only those approved by him to circulate within his dominion. A bible crafted by his priests and textbooks authored by his designated teacher shape the ideological landscape, eroding the concept of free thought among the populace. Guinispo, presenting himself as an almost divine entity, dedicates all his time to extracting fealty from his subjects, maintaining a façade of prosperity. The kingdom's defense against the demon horde is entrusted to the finest paladins crafted by Guinispo, while the ruling affairs are delegated to clergy appointed by him.
Cultural Values: Within the walls of Guinispo, a generation growing up in the shadow of Heavenfall remains bereft of the concept of free thought, engrossed in the approved scriptures. The people, mirroring their radiant god, adhere to stringent hygiene practices enforced by law. Despite potential troubles, a substantial portion of the kingdom's budget is allocated to maintaining a pristine appearance, making it challenging to discern underlying issues.
Appearance: Embodying the essence of their radiant god, the people of Guinispo attire themselves in long black robes adorned with white and gold embellishments. While the nation's colors are primarily white and yellow, an exception is made for black due to Guinispo's black bear variant nature. The fluctuation in the pairing of black with white and gold reflects a nuanced tapestry of personal choices within the prescribed norms.
In Guinispo, radiance converges with obedience, crafting a narrative where divine fealty, strict governance, and immaculate appearances intertwine. As players navigate the radiant realm, they become integral to a saga where the pursuit of cleanliness mirrors the pursuit of divine order, and the shadows of enforced conformity loom over the dominion's inhabitants.
In the sprawling expanse of Aereos, the Dominion of Acoscosia emerges as a vast dominion dominated by snow and water. Ruled by the formidable Warbeast Acoscosia, this frozen bastion is renowned for its unwavering resilience against the encroaching demon miasma, drawing scholars seeking to unravel the mysteries of the malevolent substance.
Geography and Miasma: Acoscosia's terrain, touched by demon miasma, has become a focal point for scholarly pursuits. Scholars from various realms journey to this dominion in hopes of discovering means to combat the insidious properties of the miasma, yet their efforts remain inconclusive. The vast expanses of snow and water serve as both a fortress and a battleground against the demonic threat.
Warrior Legacy: Acoscosia's reputation extends beyond the icy landscapes, known for its formidable warriors who have withstood the onslaught of the demon horde longer than any other frontline nation. Ruled by a strategist king who has held power since before Heavenfall, the dominion is dedicated to the relentless production of warriors, shaping a culture defined by the relentless pursuit of battle. Battle armor, mixed with fur to combat the harsh cold, is the hallmark attire of an Acoscosian.
Cultural Embrace of Battle: Acoscosia's culture revolves singularly around battle, with a history, present, and seemingly endless future dominated by the ethos of warfare. The nation's identity is intertwined with the relentless struggle against the demonic forces, leaving little room for other cultural pursuits. Acoscosians, raised in the harsh wilds, wear battle armor as a second skin, adapting seamlessly to the unforgiving snow-covered landscapes that act as a natural deterrent against invaders.
Defensive Prowess: Attacking Acoscosia is a formidable challenge for any adversary, with the dominion's lands protected by vast expanses of snow that demand extensive training for acclimation. The frigid wilderness, a typical environment for Acoscosians, serves as a natural barrier, requiring invaders to contend not just with the formidable warriors but also the inhospitable wilds.
In the Dominion of Acoscosia, the frozen bastion of battle, scholars grapple with the enigma of demon miasma, warriors hone their skills to perfection, and the dominion stands resolute against the ever-encroaching demonic threat. As players traverse the icy landscapes, they become integral participants in a saga where survival and battle are eternally entwined in the tapestry of Acoscosia's relentless legacy.
In Aereos, the term "Outer Layer" designates countries not directly engaged with the Demon Horde on their borders. It has, in moments of tension and frustration, been wielded as a subtle means of derision, particularly by the battle-hardened Acoscosians who hold the frontline against the demonic onslaught.
However, the illusion of impenetrable defenses along the frontline shatters upon closer inspection. Demons, cunning and relentless, can easily evade the main forces and infiltrate the seemingly secure backline. In the ongoing planetary war, these territories emerge as the unsung heroes—the second line of defense. As the cosmic conflict unfolds, these outer realms become pivotal battlegrounds, harboring secrets and challenges that go beyond the superficial boundaries of perception. The intricacies of warfare extend far beyond the frontline, unveiling a layered narrative where the Outer Layer becomes a theater of unseen struggles and unexpected triumphs.
Nestled within the annals of Aereos' history stands the enduring Dominion of Carleria, a realm that has weathered the ebb and flow of a millennium. Steeped in the echoes of countless wars, heroic exploits, and nefarious deeds, Carleria's dominion remains an unyielding testament to resilience, anchored by its indomitable ruler, Carleria—the esteemed Warrior Queen.
Centuries of Valor: For over a thousand years, Carleria's dominion has stood as a bastion of strength and fortitude. Having borne witness to the full spectrum of conflicts that have graced Aereos, Carleria's enduring leadership has become synonymous with unwavering resolve. The people prosper under the guidance of an experienced military commander, fostering a legacy of valor that permeates every facet of Carlerian society.
Warrior Queen's Court: Carleria, known as the Warrior Queen, embodies a leadership style that transcends traditional boundaries. Breeding a court of trusted individuals, she forges a bond with those destined to serve her. Those groomed for governmental roles spend their formative years within the castle, dedicating their lives to mastering the art of leadership. The early Carlerian government may mirror the expressiveness of its leader, requiring Carleria's direct influence on laws. As time unfolds, the machinery of governance becomes more refined, only to restart anew upon each generation's passing.
Interwoven Alliances: Carleria, a leader intimately connected with her neighbors, relies on their support to shield her dominion from the dual threats of humans and demons. This close-knit relationship extends to the Aixue nation, fostering an alliance that transcends borders. The people of Carleria, influenced by their leader's affiliations, exhibit a unique amalgamation of Carleria's relaxed pirate attire and the deadly elegance of Aixue assassins.
In the Dominion of Carleria, where the chapters of history intertwine with the indomitable spirit of its Warrior Queen, each passing era leaves an indelible mark on a kingdom that stands resilient against the ravages of time.
While not every Rose Holder was destined to become an exemplary leader, some managed to navigate the complexities of leadership. In the Kobean Shogunate, the official leader bears the title Kobean, although it's merely a nominal distinction. A recent Rose Holder, Kobean ascended to the throne by force, exercising the right inherent to all Rose Holders. Those beneath him dared not challenge his authority, a sentiment enforced by the swift quelling of any uprising by the formidable Warbeast.
Fifty years prior, after securing his position, Kobean issued a royal decree transforming many military generals into temporary governments, each overseen by Shoguns. These decentralized powers impose high taxes on the populace in the name of Kobean, fostering a growing animosity among the people. Despite murmurs of dissent, subsequent uprisings have been swiftly subdued by the Warbeast, maintaining a tenuous peace.
Disputes among the Shoguns, arising from a lack of centralized leadership, are settled through tournaments over territories. Victors claim ruling power over the contested lands, leading to a nation teeming with powerful Ronin and martial artists. Many Kobeans participate in these tournaments, drawn by the allure of wealth and prestige in the feudal states they inhabit.
Contrastingly, the Nagian Shogunate employs a different method to determine authority, eschewing tournaments in favor of open warfare among Nagian generals. The Nagian emperor grapples with the ongoing struggle to control his warring generals, resulting in a turbulent internal landscape.
The attire of both Nagians and Kobeans mirrors each other, distinguished primarily by the colors representing their respective nations. Kobeans favor teal or green, while Nagians are often seen in orange or red attire. Adorned in flowy garbs and lightweight armor, they embody the martial essence of their feudal societies.
Nestled in the heart of Aereos, the Kobean Shogunate stands as a testament to the dynamics of power and authority. Led by the recent Rose Holder, Kobean, the nation is a feudal expanse where martial prowess reigns supreme. Ascending to the throne through sheer force, Kobean governs with an iron will, implementing a royal decree that decentralized leadership, giving rise to a landscape dotted with temporary governments run by formidable Shoguns.
Feudal Dynamics: In the Kobean Shogunate, the emperor's authority is largely symbolic, with the real power residing in the hands of the Shoguns who command the various territories. This shift in leadership structure occurred fifty years ago, leading to the establishment of a nation where high taxes, imposed in the emperor's name, foster resentment among the populace. Though discontent simmers beneath the surface, any attempt to challenge the emperor's rule is swiftly extinguished by the vigilant Warbeast, maintaining an uneasy peace in the realm.
Tournament of Territorial Control: To resolve disputes and vie for control, the Shoguns engage in tournaments, each vying to claim ruling power over coveted territories. These martial contests have become a staple in the Kobean Shogunate, drawing powerful Ronin and martial artists seeking fortune and recognition. The nation thrives on a culture of martial excellence, creating a formidable array of warriors in a land marked by power struggles and territorial disputes.
Ronin and Martial Artists: The feudal states of the Kobean Shogunate have given rise to a society teeming with powerful Ronin and martial artists. Many Kobeans participate in the tournaments, viewing them as the pinnacle of their existence, both financially and socially. These skilled individuals become symbols of martial prowess, embodying the strength and discipline ingrained in the nation's fabric.
To the east of Aereos, the Nagian Shogunate emerges as a realm in the throes of internal conflict and relentless power struggles. In contrast to the Kobean Shogunate, the Nagians engage in open warfare to determine dominance among their ranks. Governed not by a warbeast, but by a human emperor, the Nagian Shogunate is characterized by its turbulent quest for unity.
Warfare as the Arbiter: The Nagian Shogunate, marked by its propensity for conflict, witnesses its generals engaged in relentless warfare against each other. Unlike their counterparts in the west, Nagians do not rely on tournaments but instead wage open war, each general striving to consolidate power under the banner of the emperor. This perpetual state of conflict has created a volatile landscape where loyalty and ambition collide.
Struggling Emperor: The current Nagian emperor grapples with the formidable task of gaining control over his warring generals. The struggle for supremacy within the Nagian Shogunate has tested the limits of imperial authority, with the emperor attempting to assert dominance amid the chaos. The outcome remains uncertain, and the fate of the Nagian Shogunate hangs in the balance.
Garb of Conflict: Nagians, much like their western counterparts, adorn themselves in attire characterized by flowing garbs and lightweight armor. The distinction lies in the vibrant hues that envelop them, with Nagians favoring shades of orange and red. The attire reflects not only their martial prowess but also the fiery nature of their internal strife, painting a vivid picture of a nation embroiled in perpetual conflict.
In the tapestry of Aereos, the Kobean and Nagian Shogunates emerge as distinct yet interconnected realms, each navigating the complexities of power, loyalty, and martial prowess within the fictional world they inhabit.
Welcome to the Taiwaidatan Empire, a realm shrouded in mystic wonders and governed by the Magus' influence. This land is a sanctuary for scholars, a collective effort led by the Magician's Circus, a devout religious sect. Together, these scholars have woven a tapestry of magic, knowledge, and ethical principles, shaping the unique identity of the Taiwaidatan Empire.
Supreme Sorcerer's Rule: At the pinnacle of power stands the Supreme Sorcerer, despite battling a formidable illness. His unwavering magical prowess enables him to effectively govern the kingdom, ensuring its continued prosperity despite physical limitations.
Magical Regulations and Ethical Governance: The Taiwaidatan Empire boasts a legal framework characterized by flexibility in many areas. However, a distinctive focus remains on the regulation of magical practices within its boundaries. The Magician's Circus, recognizing the inherent dangers of magic, has confined magical endeavors to specialized laboratories. Violations incur diverse penalties, ranging from fines to severe consequences, including the ultimate sanction—death. The ethical governance by the Magician's Circus reflects a harmonious balance between magical exploration and the preservation of ethical principles.
Distinctive Flair in Fashion: Embracing a taste for flair, the people of the Taiwaidatan Empire express themselves through unique clothing styles adorned with drapery and accessories. The vibrant hues of regal purple symbolize the nation, yet the inhabitants enjoy the freedom to wear a spectrum of colors that resonate with their individual tastes.
Within the Taiwaidatan Empire, the pursuit of magical knowledge and ethical considerations intertwine, creating a society that thrives on the enchanting interplay of mysticism, scholarship, and individual expression.
Caranepicia, Fiugnia, and the Sihiban Tribes collectively form the vast expanse known as the desert strip. Fiugnia, often hailed as the oasis within this arid landscape, stands as the sole extensive water source for miles around. This geographical quirk, however, fosters a longstanding tension with its neighbor, Caranepicia, which adamantly rejects compliance with Fiugnia's enforced tolls. The resultant discord, compounded by issues such as poaching and alleged banditry, kindles a simmering conflict between the two nations.
Historically, Fiugnia maintained amicable relations with the Sihiban Tribes, marked by a mutual respect for the leadership of Antelmo, Fiugnia's previous esteemed leader. However, with Antelmo's passing and Fiugnia, his son and the new Rose Holder, assuming power, a shift occurs. The Sihiban Tribes, once cooperative, grow discontented, rebelling against Fiugnia's authority. Resorting to outright banditry, the tribes obstruct supply lines and thwart hunters attempting to access their lands.
Caught in the crossfire of escalating tensions, Fiugnia finds itself embroiled in a brewing conflict on two fronts. Faced with the challenge of defending against both Caranepicia and the Sihiban Tribes, Fiugnia makes a strategic decision to initiate an offensive, targeting what they perceive to be the weaker adversary. The entire desert strip of Aereos now braces for the imminent storm of war.
In this harsh environment, the inhabitants of the desert strip adopt practical measures for survival. Attired in garments shielding their skin or donning hats to ward off the relentless sun, they also contend with the unforgiving desert terrain, devoid of concealment from the lurking monsters that roam freely. Striving to blend with the sands, they adjust their attire accordingly. However, should the sand become elementally charged, their attempts at camouflage instantly unravel, rendering them conspicuous in the vibrant, magically altered landscape.
In the heart of the desert strip, from Caranepicia to Sihiban, the Dominion of Fiugnia stands as a bastion of strength amid the enchanting chaos of Aereos. Fiugnia, nestled within an enchanted rainforest, defies the harsh desert stereotype, thriving beneath the verdant canopy where magic and nature entwine.
Government: Guided by the Rose Holder, Fiugnia's leadership intertwines the wisdom of nature with strategic military prowess. The council of noble generals oversees territories adorned with lush flora, and the Dominion's structure adapts to the ebb and flow of the enchanted rainforest. Meritocracy prevails, as individuals ascend based on their ability to harmonize with the magical ecosystem.
Cultural Values: Fiugnia's cultural identity is intricately woven with the rhythms of the enchanted rainforest. Resilience, born from adapting to the whims of nature, defines the Fiugnian spirit. The people have learned to coexist with the magical overgrowth, viewing it not as a challenge but as a testament to the blessing of Daichi, the god of the wilds.
Martial prowess remains a cornerstone, but Fiugnians channel nature's magic in their combat styles, blending traditional weaponry with enchanted flora. Each citizen becomes a steward of the rainforest, practicing sustainable living and nurturing the symbiotic relationship between civilization and nature.
Families, deeply connected to the rainforest, celebrate traditions that honor both their heritage and the magical forces around them. Community bonds strengthen as Fiugnians collaborate to navigate the ever-changing environment, fostering a collective sense of responsibility for the Dominion's prosperity.
Appearance: Fiugnia's cities, seamlessly integrated into the enchanted rainforest, showcase the Dominion's commitment to coexistence. Buildings crafted from living wood and adorned with vibrant blossoms stand as testaments to the fusion of civilization and nature. The emblem of the rose, entwined with vines and leaves, symbolizes Fiugnia's harmonious relationship with the enchanted rainforest.
Clothing reflects the enchanted surroundings, with Fiugnians wearing attire woven from magical flora that grants them protection and resilience. Studded leather armor adorned with enchanted vines speaks of a people attuned to the natural forces that surround them.
Elemental Charge: Fiugnia's cultural values align with the ebb and flow of magic within the enchanted rainforest. Elemental charges bring periods of heightened magic, where the rainforest yields plants with extraordinary properties. Fiugnians harness this magic for various purposes, creating a dynamic cycle that shapes their way of life.
In this enchanting realm, Fiugnia stands as a testament to the harmonious coexistence of civilization and nature, where the Dominion's culture is shaped by the ever-changing tapestry of the enchanted rainforest.
In the expansive tapestry of the desert strip, the Sihiban Tribes emerge as nomadic threads, weaving through the shifting sands that define their homeland. A distinct contrast to the structured realms of Caranepicia and Fiugnia, the tribes embody a way of life deeply rooted in the ever-changing rhythms of the desert.
Nomadic Existence: The Sihiban Tribes traverse the desert strip in a nomadic dance, moving with the ebb and flow of the shifting sands. Eschewing permanent settlements, they embrace the impermanence of their existence, attuned to the whispers of the desert winds that guide their nomadic path. Their tents, crafted from durable materials sourced from the desert, stand as transient symbols of resilience against the unforgiving elements.
Connection to Nature: For the Sihiban Tribes, the desert is not merely a landscape; it is a living entity with which they share a profound connection. The tribes revere Daichi, the god of the wilds, as a guide and protector, seeking balance within the arid expanse. Their spirituality manifests in rituals that honor the desert's natural cycles, aligning their way of life with the elemental forces that shape the shifting sands.
Adaptability and Resourcefulness: Survival in the desert demands adaptability and resourcefulness, qualities ingrained in the Sihiban way of life. From crafting tools using desert flora to utilizing every part of the scarce resources they encounter, the tribes exemplify a harmonious coexistence with their harsh surroundings. Nomadic practices ensure they leave minimal impact on the delicate ecosystem, a testament to their commitment to sustainability.
Conflict with Fiugnia: Once allies with Fiugnia, the Sihiban Tribes' relationship took a tumultuous turn following the ascension of Fiugnia's new leader, Antelmo's son. The tribes, once respectful of Fiugnian authority, rebelled against perceived injustices, resorting to banditry as a means of resistance. Their skirmishes with Fiugnians, driven by a desire to protect their land and lifestyle, have intensified, transforming the desert strip into a battleground of clashing cultures.
Elemental Connection: The Sihiban Tribes navigate the desert strip's elemental whims, attuned to the innate magic woven into the sands. Elemental charges, where the desert becomes imbued with magical energy, hold significance for the tribes. During these times, they harness the magic to enhance their nomadic lifestyle, utilizing the enchanted resources for both practical and spiritual purposes.
In the ceaseless dance of sand and wind, the Sihiban Tribes emerge as custodians of a nomadic legacy, embracing the challenges and enchantments of the shifting sands. As they navigate the delicate balance between tradition and adaptation, the tribes remain a testament to the enduring spirit of those who call the desert strip their home.
Nestled on the outskirts of the desert strip, the Caranepician Dominion unfolds as an arid tapestry of natural wonder, where the relentless embrace of the sandy expanse and the untamed biomes akin to Africa defines the realm's borders. Amidst the dry landscapes of Aereos, Caranepicia stands as a haven of harsh beauty, a testament to the enduring strength woven into the fabric of the dominion.
Sandy Expanse and Untamed Biomes: Caranepicia is a dominion draped in the arid beauty of endless sands, where shifting dunes stretch beyond the horizon. The sandy expanse is punctuated by the untamed biomes reminiscent of Africa, where exotic creatures, akin to the monstrous Diablos from Monster Hunter World, roam freely. Caranepicia's landscapes, defined by sand, formidable monsters, and the raw essence of the African biomes, create a harsh but captivating backdrop.
Caranepicia, the Singular Warbeast: In the rich history of Aereos, Caranepicia finds its singular ruler in the legendary Warbeast Caranepicia. A powerful entity, this Warbeast commands both immense firepower and dominion over the land. The dominion's history is woven with tales of Caranepicia's prowess, a force to be reckoned with in the arid expanse.
Nomadic Beauty: Caranepicia, amidst the vastness of its arid dominion, thrives as a realm deeply connected to the harsh beauty of the sandy landscapes. Inhabitants, known as Warbeasts, embody a nomadic lifestyle, navigating the challenging terrain and coexisting with the formidable creatures that call the dominion home. Rituals and traditions are forged in the crucible of the desert, fostering resilience and strength among Caranepicia's denizens.
Caranepicia, a realm of relentless beauty and formidable landscapes, beckons travelers to explore its captivating yet unforgiving environments. In the heart of the desert strip, this dominion emerges as a stronghold where the sands whisper tales of the singular Warbeast, Caranepicia, ruling over the untamed and arid realms within the vast expanse of Aereos.
Biomes
The world is mainly comprised of a few main biomes with others sprinkled about. These are:
The expansive terrain stretching from Caranepicia to Sihiban is famously dubbed the desert strip, a vast expanse of arid landscapes that stands as the singular major desert on Aereos. Beyond its sandy reaches lies a maze of monster-filled forests, each unique in its own right. As you traverse through these wooded realms, the scenery may shift subtly, presenting snow-covered landscapes or lush green expanses.
These diverse biomes, however, share a common characteristic—they are wild and untamed, flourishing with an exuberance that challenges the efforts of mortal races to maintain order. The growth rate of plants and creatures within these environments is staggering, necessitating the services of both monster hunters and skilled gardeners who are highly valued throughout Aereos. Remarkably, certain civilizations, such as Fiugnia, embrace this rampant overgrowth, seamlessly integrating their structures into the very fabric of the biome.
Adding to the enchantment of these biomes is their innate magical essence. Daichi, the god of the wilds, has bestowed his blessing upon the flora and fauna that surround you, endowing them with the ability to absorb and release magic. When a specific element becomes prevalent in a biome, it undergoes a transformation known as elemental charging. During this period, the biome yields plants with multifaceted properties, serving a myriad of purposes.
For those navigating the untamed wilderness, be wary of the natural traps that abound. These intricate hazards fall under the purview of nature skills, presenting both challenges and opportunities for those adept enough to navigate the enchanted landscapes of Aereos.
The map serves as a comprehensive overview of the diverse biomes spread across Aereos, providing you with a general sense of the landscapes you might encounter. However, it's crucial to understand that the map isn't an unyielding law but rather an informative guide, outlining what you might find in specific regions. I'm not rigidly bound to its details.
Certain areas have been meticulously crafted to advance the plot, while others have been left to the whims of auto-generation based on designated inputs. In the broader context, I'll adhere to the biome guide, ensuring a logical progression through the landscape. You won't find yourself abruptly transitioning from a forest to a desert within the heart of the woods. Yet, keep in mind that unexpected elements might surface—a snake in the Arctic or an uncharted lake, for instance. I won't meticulously track such deviations.
The flexibility of this approach also means that you have the agency to shape biomes that align with your character's narrative. If your character's story demands a specific environment that doesn't align with the existing biome, feel free to propose changes. The map is a starting point, not a definitive endpoint, and can be tailored to suit the needs of your narrative.
Races
The racial structure of this campaign will focus on broad terminology to encompass as many races as possible. Due to this you will not find information in this section concerning the main location of different races. This is because depending on the subcategory of races where they live may be different. To show an example; Tortles and Dragonkin belong to the same racial category of Rustail, but these two subcategories might prefer different weather and cultural needs. The only exception to this rule are those who claim to be vampires.
What I will go over are examples of the different races. I will describe them visually and present any details that are significant to the broad category of the races. Note that as you read over the different races some of you may fall into the category of Rustail, Human, Warbeast, Vampiric, etc. An elf would be seen as Gaian, a Tabaxi would be seen as a Warbeast, the specific name of the race you are is called your racial subcategory, but there are far too many for the average mortal to track so they use general terms to refer to each other.
Also, a bit of an unorthodox rule that I feel is important to note twice: You can be whatever race you want homebrew or otherwise. In addition, your gameplay racial traits do not have to match the appearance of your chosen race. Example: Human with Aaracokra traits. As long as your gameplay traits come from one source it is fine however you look and decide to call yourself. Craft the character you would like to play. So, here are the racial categories listed;
Warbeasts are characterized by their fur, covering them from head to toe, whether fine or long. Their muzzles, sizes, and paws vary, distinguishing one from another—some even have hooves.
However, the defining feature of all Warbeasts is the Rose Tattoo. Possessing a genuine Rose Tattoo grants extraordinary physical abilities and the ability to command an element effortlessly, like breathing. Only seven Rose Holders exist at any given time, and if one falls, a nearby Warbeast inherits their power. The majority of the map is dominated by these formidable Rose Holders, individuals few can match in strength.
Warbeasts often embody the monsters within them, resulting in enhanced physical benefits. Choose one:
Equestrian Pursuit: Increase movement speed by 5 feet. Feline Agility: Flat 2 damage from falls, increasing by 2 for every 10 feet. Canine Weapons: Treat your claws as a proficient weapon. This choice is permanent. Bear Strength: Considered large for determining carrying capacity.
Congratulations, you're a human! You sport a head of hair, perhaps, and come in a variety of sizes and colors at adulthood. Some races get lumped into the "human" category if their features aren't distinct enough, particularly if they lack any noticeable elemental connection.
Humans are undeniably the most common race. You can't swing a sword without hitting a human, and if a race's features aren't quite eye-catching, it often gets labeled as human, especially if it lacks an elemental connection. Despite their abundance, humans hail from various regions and not just one kingdom. The Kingdom of Krys is the primary human nation, but interestingly, their arch-enemies reside right next door. Still, the phrase "only human nation" might not hit home since you're constantly surrounded by humans. Your sole refuge from this sea of humanity lies in the vampire nation.
Humans are exceptionally versatile. Their adaptability and knack for learning new skills are remarkable, perhaps fueled by their relatively limited lifespan and strong cultural ideals.
Once per day, humans can tap into their willpower to reroll Constitution, Wisdom, or Intelligence-related checks.
Welcome to the realm of the Gaians, a diverse category encompassing races linked to the elements and the land. However, this connection isn't always straightforward. For instance, Changelings and Tieflings, both subcategories of Gaians, serve as excellent examples. While Changelings are associated with shadow magic and Tieflings with fire, they may not always wield these elemental powers. Yet, the strong branding that ties them to these elements remains.
Others who fall into this category might strongly resemble humans but possess skin colors wildly different from the human spectrum. They may look entirely human but remain under four feet in height, among various other small traits that earn them the title of Gaian.
Gaians contribute to the human superiority complex, as the various subcategories closely resemble humans but just miss the mark for various reasons. However, Gaians are exceptionally attuned to the elements associated with them, rendering them resistant to many magical effects.
Choose one elemental affinity and become resistant to that damage type:
Cold Fire Lightning/Thunder
Vampires are challenging to discern, as you can tell by the image. Traits observed, such as tails, horns, fur, or different body colors, can belong to just about any race. The only real thing that identifies these individuals is what they eat. Due to the existence of the vampire nation, though, if you have animal ears and a tail but nothing else, most would assume you're a vampire. Swap ears for horns, and you'll get the same result. The Aixue have kind of branded the name at this point.
It's not all bad, though. If you're not human, you likely do not care about these individuals. Vampires are just another people to most, but humans have a particularly sour taste. The history has been diluted into memory and story at this point, but the tension between bloodsuckers (as humans call them) and meatbags (as vampires call humans) still lingers like a small candle. Be careful whom you speak with.
Vampires require red blood. This limits some monsters who actually ooze out different blood colors, but they luckily do not require the blood of other mortals. A vampire can turn a non-vampire, and this is often done to save lives. Becoming a vampire will allow you to live without a heartbeat, but it doesn't make you immortal, and your blood dependency is strong. Humans, if desperate enough, have turned to this option in recent years; that's how valuable it is.
However, unlike many other races you'll find here, there are two large nations of vampires created by vampires. The Union of Aixue is where you'll find many fur-covered and horn-having vampires. Here, three different clans have come together to make a safe haven for their kind. Below it exists the Dominion of Carleria, home to the most legendary vampire, Carleria. Had she not turned, she would have been a normal Rose Holder, but now she possesses the power of both the mantle of vampire and the power of the rose. If you're a vampire, you know her.
Vampires can turn individuals on a full moon. They must be alive or only dead for an hour to be turned. This can only be done once per full moon.
Rustail is the general name to encompass those that have a reptilian, insect-like, avian, or leathery appearance overall. This makes it encompass many different species of mortals. Given the varied breadth of the term Rustail, they make up the majority of mortals in Aereos, but their various subcategories could never come close to the coverage of humans.
However, the Rustail breed is blessed with a gift, like many other races, that benefits the communal nature of its category. When a certain number of Rustail gather together, they gain access to powerful transformative magic. However, for those who do not exist on the frontlines within the heart of the Demon Horde, there has not been much use of this magic in recent years.
The Rustail spell is something that is learned. Many have yet to learn it, but all have the foundations for it built into their blood.
Choose one:
Lizard's Tail: Your tail can elongate and move in a manner similar to an appendage. You are able to grab items up to 15 feet away. Weapon fighting in this way negates proficiency and the ability die added to rolls.
Shark's Fins: Swim speed is set to 40 ft, and you are not encumbered in the water.
Spider's Step: Gain the ability to spider walk.
Now, within these categories lie the diverse subcategories that comprise the different races you may or may not play—Orcs, changelings, and some other entities I have yet to encounter, etc. Each possesses unique racial traits and bonuses that may enhance your character. In the event of any overlap between racial bonuses granted by the broad category and your specific racial traits, only the greater value will be considered; no doubling will occur.
Monsters
In the vast expanses of Aereos, the creatures that roam are colossal, dwarfing even the smallest inhabitants. The scale of everything is monumental, with the smallest beings resembling the size of an average person in this world. Navigating such colossal terrain becomes a daunting task, rendering travel difficult and often necessitating the presence of a guide or armed guard to ensure safe passage. While these creatures are still animals, their sheer size demands caution and knowledge for those traversing the wilds. Moreover, the enormity of the fauna means that hunting for sustenance is no casual endeavor; every hunt becomes a true venture into the untamed wilderness.
Gods
In the realm of Aereos, the people once held direct interactions with divine entities. The term "faith" now primarily applies to your generation, for it has been two centuries since the gods secluded themselves to confront the imminent threats posed by demon lords. In the era before this momentous event, now referred to as Heavenfall, individuals could approach these formidable beings at their diverse temples. Strangely, or perhaps inconveniently, these temples are now situated precisely where the Demon Horde manifests its strongest presence. The sole exception lies in the temple dedicated to Lykke, the goddess of fortune and misfortune, which miraculously remains unencumbered. Yet, none would dare to seek her audience without the protective presence of Akachi.
Akachi - God of Order and King of the Gods
Akachi, the omnipotent deity reigning supreme over Aereos, is the embodiment of cosmic order and the undisputed monarch among the divine pantheon. His influence stretches across the entire cosmos, weaving the intricate tapestry of fate and governing the harmonious balance that sustains the world.
Attributes and Manifestations:
Celestial Authority: Akachi's presence emanates a divine aura, reflecting his kingship over the pantheon. He embodies the cosmic order that dictates the destinies of mortals and gods alike.
Crown of Constellations: A radiant crown adorned with celestial constellations rests upon Akachi's divine visage, symbolizing his dominion over the cosmic realms and the orderly arrangement of stars.
Scepter of Harmony: In his right hand, Akachi wields the Scepter of Harmony, an artifact that channels the cosmic energies to maintain equilibrium and prevent chaos from engulfing the universe.
Realm and Domain:
Celestial Court: Akachi presides over the Celestial Court, a divine realm where the gods convene to discuss matters of cosmic importance and uphold the divine order. The ethereal court is a place of serene grandeur and celestial beauty.
Domain of Order: As the God of Order, Akachi governs the fundamental laws that govern the cosmos, ensuring the balance between creation and destruction, life and death, and all the elemental forces that shape Aereos.
Devotees and Worship:
Sovereign Devotion: Akachi's followers, known as the Sovereign Devotees, are dedicated to upholding order, justice, and cosmic balance in their mortal lives. They often serve as mediators, judges, and keepers of sacred knowledge.
Celestial Celebrations: Worship of Akachi involves grand celestial celebrations, with rituals performed under the open sky to honor the cosmic order. Temples dedicated to Akachi are designed to align with celestial alignments and harmonious proportions.
Symbols and Iconography:
Orb of Unity: Representing the unity of cosmic forces, the Orb of Unity is a sacred symbol of Akachi. It is often depicted in religious iconography, showcasing the god's influence in aligning disparate elements.
Zodiac Tapestry: The zodiac tapestry, adorned with constellations representing each god within the pantheon, symbolizes Akachi's role as the orchestrator of divine harmony.
Divine Interventions:
Cosmic Prophecy: Akachi imparts divine visions to chosen prophets, revealing glimpses of the cosmic tapestry and guiding mortals toward paths that align with the greater order.
Astral Blessings: Devotees who earn Akachi's favor may receive astral blessings, enhancing their abilities to maintain order, justice, and balance in the mortal realm.
In the divine hierarchy of Aereos, Akachi stands as the supreme force of order, a guiding light whose influence shapes the destiny of gods and mortals alike.
Aroa - Mistress of Temporal Weaving
Aroa, revered as the Goddess of Time, holds sway over the intricate tapestry of history within the sanctified halls of the Mausoleum of the Exalted. Established in response to the demonic incursion, this temple transcends mere worship; it serves as a haven for summoners seeking to unravel the mysteries of time and counter the demonic menace.
Attributes and Manifestations: Aroa manifests as a shadowy figure cloaked in ephemeral threads that intertwine with the temporal essence. Her form is ever-changing, reflecting the fluid nature of time itself. An ethereal hourglass hovers beside her, its sands shifting ceaselessly, symbolizing the ceaseless march of history.
Realm and Domain: Aroa's celestial abode lies beyond the mortal realms, within the elusive Grand Tapestry's Archive. This timeless plane preserves the echoes of heroic triumphs and tragic defeats, embodying the best of time's grand tapestry that is history.
Symbols and Iconography: The sacred symbols of Aroa are the intricately woven threads and the eternal hourglass. Temporal symbols, such as ancient clocks and celestial bodies in orbit, adorn her temples. Aroa's iconography emphasizes the interwoven nature of events throughout time.
Divine Interventions: Aroa's divine interventions involve subtle manipulations of time, often guiding individuals to pivotal moments in history. Through visions and whispers, she imparts glimpses of the past and future to those she deems instrumental in the cosmic narrative. The Mausoleum's summoners seek her favor to access the Grand Tapestry's Archive, offering glimpses of legendary figures to aid in the ongoing struggle against the demonic incursion.
Taika, revered as the Goddess of Enchantments, reigns supreme over the boundless realms of magic, steering its ever-growing nature within the celestial expanse of the Taiwaidatan Empire. She is not a deity exclusive to any particular race but rather a universal force, influencing the very essence of enchantment across Aereos.
Attributes and Manifestations: Taika's ethereal form embodies extreme beauty, a symphony of colors that dance and shimmer like iridescent light. Flowing robes adorned with magical sigils drape her figure, emphasizing her connection to the arcane arts. In her presence, the air is charged with an enchanting aura, captivating all who behold her divine splendor.
Realm and Domain: Taika's celestial realm exists within the enchanted heart of the Taiwaidatan Empire, a mystical plane where magic thrives and evolves. Within this ethereal realm, magical energies ebb and flow like a cosmic river, reflecting Taika's influence over the ever-expanding nature of enchantments.
Symbols and Iconography: Sacred symbols of Taika include intricate arcane runes, sparkling gems, and ethereal wands. Temples dedicated to her feature opulent decorations, with illusions and enchantments that shift and mesmerize those who enter. The moon, bathed in radiant colors, represents Taika's celestial influence over magic's transformative and cyclical nature.
Divine Interventions: Taika's divine interventions involve the spontaneous flourishing of enchantments and the unveiling of magical wonders across Aereos. Through dreams, visions, and moments of divine inspiration, she imparts the secrets of powerful enchantments to those who seek to harness the arcane forces. Followers of Taika often create magical artworks, imbued with her essence, as offerings to enhance their connection with the ever-growing nature of magic.
Takumi - Artisan of Monstrosities
Takumi, revered as the Artisan of Monstrosities, stands as the divine creator of terrifying creatures that roam the untamed expanses of Aereos. Cloaked in the guise of an anthropomorphic figure reminiscent of kaiju and the colossal monsters found in the mortal realm, Takumi is a deity whose divine artistry manifests in the form of nightmarish entities, each crafted with meticulous malevolence.
Attributes and Manifestations: Takumi embodies a monstrous form, towering over both mortal and divine beings with a visage that merges the features of kaiju and monstrous entities. His body is adorned with cosmic patterns that seem to writhe and pulse with dark energy, reflecting the inherent chaos and horror of his creations. Eyes glowing with an otherworldly malice peer out from the shadows of his monstrous visage.
Realm and Domain: Takumi's divine realm exists within the chaotic and ever-changing landscapes of the Dominion of Monstrosities. This realm is a nightmarish expanse where monstrous creations roam freely, shaped by Takumi's inscrutable desires. The very fabric of the realm mirrors the unpredictability and terror that defines the monsters born of his divine craftsmanship.
Symbols and Iconography: Sacred symbols of Takumi include twisted claws, monstrous silhouettes, and chaotic spirals. Temples dedicated to him are adorned with grotesque depictions of his monstrous creations, and his followers often incorporate monstrous motifs into their rituals and offerings. The moon, blood-red and obscured by dark clouds, symbolizes Takumi's malevolent influence over the monsters that prowl the night.
Divine Interventions: Takumi's divine interventions involve the unleashing of monstrous entities upon mortal realms, each meticulously designed to instill fear and chaos. He rarely interacts directly with mortals, preferring to let his creations serve as harbingers of terror. Followers of Takumi seek to appease him through dark rituals and offerings, hoping to gain his favor and avoid the wrath of the monstrous horrors he lovingly crafts.
Duilio - The Feral Warmonger
Duilio, revered as the Feral Warmonger, stands as the embodiment of war, ferocity, and the unyielding might of the Warbeasts. His divine influence has shaped the very essence of the Warbeasts, and his dominion over conflict has left an indelible mark on the history of Aereos. Duilio's presence is a force to be reckoned with, fusing the martial prowess of warriors, the untamed nature of primal beings, and the relentless warfare traditions of ancient warriors.
Attributes and Manifestations: Duilio manifests as a colossal figure adorned with fur, reminiscent of both a seasoned warrior and a fearsome beast. His physique combines disciplined strength with untamed ferocity. Clad in armor adorned with intricate designs, Duilio wields weapons that blur the line between traditional arms and the primal instruments of a predator.
Realm and Domain: Duilio's divine realm, known as the Warbeast Dominion, is a vast expanse where the echoes of battles past and present reverberate. Towering mountains, dense forests, and sprawling plains serve as the backdrop for eternal warfare, reflecting Duilio's role as the God of War. Here, the Warbeasts find both their origin and purpose, shaped by Duilio's indomitable influence.
Symbols and Iconography: Sacred symbols of Duilio include crossed weapons, stylized paw prints, and a sun disc with a wolf's silhouette at its center. Temples dedicated to Duilio feature intricate murals depicting legendary battles and ceremonies that honor the primal aspects of warfare. Followers often wear ceremonial fur and leather adorned with symbols of the Feral Warmonger.
Divine Interventions: Duilio's divine interventions involve empowering the Warbeasts during times of conflict and inspiring them to unleash their primal instincts on the battlefield. He is known to favor those who display exceptional martial prowess and unwavering ferocity in battle. Duilio's wrath is often directed toward those who threaten the Warbeasts or defy the primal essence of warfare he embodies. The enmity between Duilio and his brother stems from a deep-seated conflict rooted in their differing perspectives on the nature of war and existence.
Lykke - Mistress of Chance
Lykke, venerated as the Mistress of Chance, holds dominion over the fickle nature of fortune and misfortune within the enigmatic realm of Aereos. Her essence embodies the capricious whims of luck, alternating between two distinct forms that mirror the dual facets of her divine influence.
Attributes and Manifestations: Lykke manifests in two striking forms, reflecting her dual nature. In her black-haired vixen form, she exudes an irresistible allure, embodying the seductive charm of good fortune. Conversely, her radiant blonde princess form exudes regal elegance, representing the radiant blessings that luck can bestow. In both forms, Lykke is known to wield firearms, symbolizing the unexpected twists and turns of fate.
Realm and Domain: Lykke's divine realm, known as the Wheel of Destiny, is a surreal landscape where realms of chance intermingle. The terrain alternates between opulent palaces symbolizing good fortune and shadowy labyrinths embodying the pitfalls of misfortune. The ever-spinning wheel at the center of the realm governs the unpredictable nature of luck, a constant reminder of Lykke's influence.
Symbols and Iconography: Sacred symbols associated with Lykke include the divided coin, representing the dual nature of fortune and misfortune. Temples dedicated to the Mistress of Chance feature intricate mosaics portraying both her forms and the swirling wheel of destiny. Followers often carry golden coins adorned with Lykke's visage, a tangible representation of her favor.
Divine Interventions: Lykke's divine interventions are marked by the whims of chance. She bestows golden coins upon her followers, imbued with the essence of extreme luck. Possessing one of these coins grants individuals the extraordinary luck associated with Lykke, allowing them to escape perilous situations or achieve unexpected success. However, the unpredictability of Lykke's forms adds an element of uncertainty to her interactions, as devotees can never be certain which aspect of her divine nature they will encounter. This unpredictability often instills both awe and trepidation among her followers, discouraging casual seekers from knocking at her divine door.
Daichi - Guardian of the Verdant Realm
Daichi, revered as the Guardian of the Verdant Realm, stands as the deity presiding over the sprawling landscapes and untamed wilderness across Aereos. His divine influence shapes the natural world, fostering a delicate balance between the mortal inhabitants and the creatures that roam his lush domains.
Attributes and Manifestations: Daichi manifests as a spectral figure, clad in garments reminiscent of ancient kyudo archers and martial artists from the illustrated pages of manwha comics. His aura radiates the essence of the wilderness, and his presence is marked by the harmonious symphony of rustling leaves, babbling brooks, and the distant calls of creatures dwelling in the untamed expanses.
Realm and Domain: Daichi's divine realm, known as the Verdant Haven, is an ever-changing landscape of pristine forests, expansive meadows, and majestic mountains. The air is imbued with the sweet fragrance of blossoms, and the canopy overhead resonates with the vibrant hues of flora. Here, the balance between the mortal realm and the domain of monsters is carefully maintained, as Daichi orchestrates the ebb and flow of nature.
Symbols and Iconography: Sacred symbols associated with Daichi include the bow and arrow, symbolizing the divine connection between mortals and the untamed wilderness. Temples dedicated to the Guardian of the Verdant Realm often feature intricate murals depicting lush landscapes and the coexistence of mortal and monster. Worshipers of Daichi adorn themselves with natural motifs, such as leaves and flowers, as symbols of their reverence for the wilds.
Divine Interventions: Daichi's divine interventions are rooted in the subtle manipulation of the natural world. He empowers druids, shamans, and those attuned to the forces of nature with the ability to channel magic, allowing them to commune with the spirits of the land. His creations, from towering trees to fragrant flowers, serve as manifestations of his influence, harmonizing the mortal and monster realms.
In tandem with Takumi, the God of Monsters, Daichi plays a crucial role in maintaining the delicate equilibrium between these two facets of existence. The landscape of Aereos, with its towering trees and fragrant blooms, stands as a testament to their collaborative efforts, creating a world where mortal and monster coexist in the embrace of the wilds.
Yun - Weaver of Life's Tapestry
Yun, revered as the Weaver of Life's Tapestry, commands the delicate threads that intertwine the realms of life and death within the sacred boundaries of Aereos. She stands as the divine embodiment of the eternal cycle, guiding souls through the intricate dance of existence and transition.
Attributes and Manifestations: Yun's ethereal form is a mesmerizing tableau of elements symbolizing life, death, and the mystical connection between them. Cascading down her figure is a waterfall of blood, a vivid yet otherworldly sight that never stains the floor or her garments. Her skin, pale as moonlight, veils her in an aura of mystery, while her eyes shimmer with a haunting violet glow. Adorned with antlers atop her head and manifesting the fierce aspects of a wolf in her arms and feet, Yun's presence melds the aspects of both creation and destruction. Enveloped in shadow, she wields a scythe that can take life with a single sweep, alongside a lantern that grants the essence of vitality.
Realm and Domain: Yun's divine realm, known as the Veiled Nexus, serves as the interconnected plane where the energies of life and death converge. Within this realm, souls in transition find solace as Yun tends to their journey, weaving the tapestry of existence with her supernatural prowess. Blood Magic, a divine gift bestowed upon Aereos, is attributed to Yun's influence, connecting mortals to the very essence of life coursing through their veins.
Symbols and Iconography: Sacred symbols associated with Yun include the scythe, lantern, and an unbreakable cloth wrapped around her chest, bearing the names of every soul that has traversed the realms under her guidance. Yun's followers, particularly vampiric races, revere her through intricate blood rituals and ceremonies that honor the delicate balance of life and death.
Divine Interventions: Yun's interventions extend beyond the mortal coil, as she oversees the intricate dance of souls transitioning between life and death. Blood Magic, granted by Yun's divine essence, allows mortals to harness the vital energy coursing through their veins for various mystical purposes. The scythe's touch represents the inevitable journey into the afterlife, while the lantern she carries has the power to rekindle life's flame, offering a beacon of hope to those in need.
Described as a stern yet nurturing mother when communing with mortals, Yun's enigmatic presence influences the very heartbeat of Aereos. Vampiric races, in particular, find solace and guidance in her divine embrace, acknowledging her as the guardian of life, death, and the elusive mysteries that bind them together.
Character Creation Rules!
Starting Level and Character Creation:
Characters begin at level 3.
Point Buy is used for character creation. Utilize a calculator if needed.
All classes, whether homebrew or official, are welcome but are subject to balance changes.
Races can be homebrew or otherwise. Racial traits do not necessarily have to match your chosen race (e.g., Human with Aarakocra traits).
Thematic Adjustments and Approval:
Everyone in this world is considered to have unarmored defense narratively. Mechanically, characters can wear plate armor and gain its AC benefits. However, narratively, characters don't necessarily have to wear plate armor to maintain the AC it provides. This allows for creative interpretation and representation of characters' defensive capabilities.
Characters may receive thematic adjustments to better fit the world, but the aim is to keep the core character concepts intact.
Character submissions should be reviewed and approved by the Game Master (GM) before being introduced in the in-character (IC) portion of the game.
Character Sheets:
Use any character sheet maker of your preference as long as the GM can view it.
Make sure to send this character sheet only to the GM.
Once your sheet is approved you may use the character sheet code in the characters tab to make a public sheet. However, I'll also list it here just in case.
[img]Character Image Link Goes Here[/img](if no image is available you may substitute with a description) [h1]Character Name Goes Here[/h1] [h2]Racial Lineage[/h2] [b]Racial Category:[/b] You are either Gaian, Vampiric, Human, Warbeast, or Rustail. List that option here. There are no wrong answers. [indent][b]Racial Category Feature:[/b] Here list which feature you chose from your racial category. They are listed under the races section.[/indent] [b]Sub-race:[/b] This is the actual 5e or homebrew race you chose. Please leave a link to its information here. If your subrace is homebrewed with me you can simply leave this as [b]homebrew[/b]. [h2]Background[/h2] [b]Background:[/b] Please provide a link to your 5e or homebrew background class. If homebrewed with me you can simply leave this as [b]homebrew[/b].
Game System:
The game follows the Dungeons and Dragons 5th Edition (DnD 5e) system.
Thematically Powerful Characters:
Thematically, characters possess immense power, capable of causing destruction. Mechanically, this doesn't alter the character's abilities. Be creative in your writing, considering that walls don't have feelings, and your character typically has a movement range of 30 feet per turn.
Tutors and Leveling:
The world will feature tutors and other leveling mechanics. After meeting specific prerequisites characters will progress to the next level, following a experience-based leveling system.
I migrated to iwaku during the collapse of the original RPG site a few (a lot of, lmao) years back. You are right about the quality over there, it had some beautifully written roleplays and lovely rpers. The post format was a refreshing change to anything I had done before. How goes the community there now? Busy?
There is a seasonal lull around the holidays but whether it is geared for Free, Casual, or Advanced (length, detail and level of engagement, amongst other subjective criteria) you are guaranteed to find a good mix of writers for your story here.
I think it's mostly diehards that are still there but they are still active there. And luckily it seems my idea will be fruitful here so that's fun.
I'm tentatively interested, since I have a character for a 3.5 campaign that never started but I'm itching to play, got to see if I can translate it to 5E though. It was some sort of homebrew summoner class, so I'm thinking of probably using this this 5E summoner homebrew
So the character concept was that she was a worshipper of the Spirit of the Past since the campaign was supposed to took place in Eberron, instead of planar creature just for flavour the eidolon was an ancient hero of sorts. (Since you mentioned anime, it's basically heroic spirit from Fate but nowhere as OP).
Do you think this is something that would work for your game?
Seems like it works kind of like a puppeteer that I played with once should be fine
Fiend Warlock seems like it could be dramatic, but not something I'm terribly keen on playing myself...
Oh, speaking of cosmic wheeling and dealing, any particular ramifications the current cosmic situation has for making or portraying Clerics?
Honestly, Cleric and Paladins are definitely the rage before and even more so now. The people of this universe used to live side-by-side with their gods. They are used to lady death walking amongst them and guiding their loved ones to a swift end. They miss receiving guidance about the future when speaking to Aroa. So you two are definitely shaping up to be favored in the public eye if you choose religion based classes like that.
Keynote: most of your gods are BUSY. That eternal battle is well, eternal, as far as anyone knows. You may very rarely hear from them. Aroa: Goddess of Time - Hand in creating a version of humans that benefit from her power. Taikal: Goddess of Magic - The most celebrated goddess. Elves come from her and Daichi. Daichi: God of the Land - See above Akachi: God of the Gods - He is very strict and just. He does nothing more than watch over his siblings. Takumi: God of the Ocean and Beasts - Most monsters you see are his doing. They are treated akin to how we treat animals, but there is few ways to describe his creations other than monstrous. Duilio: God of War - Responsible for creating beast men races like himself by utilizing Taikal's laboratory. Yun: God of Life and Death - Vampiric races are a result of her. One such race, the Aixue, literally devote their lives to her. Lykke: God of Luck - Responsible for all misfortune and fortune. The only god not trapped in the eternal prison. She can be found in her castle in the Dominion of Acoscosia.