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Setting Guide

Aemalon

The Age of Primordials ..................... 2
The First Kingdoms ..................... 2

Nydiecien .....................2
Aynydd Karr .....................2
Thilia Broza .....................3
Brerassi .....................4

The Age of Splintering .....................5
Abdication of the Wardens ..................... 8

Eodora

The Age of Restoration .....................10
The Continents of Eodora ..................... 11
Aevrela .....................11
Edelt .....................12
Testrai .....................13

Religion ..................... 14

The Age of Benediction ..................... 15


Calender .....................16
Astral Phenomena ..................... 16

Ausgora

Upon a Living God ..................... 17
The Ocean Cloud .....................17
Cyr Anthala ..................... 18

City Districts ..................... 19

Godbrands ..................... 21
Backgrounds ..................... 24

Each of these settings occur at different points of one linear history. While their names may be different and certain periods lend themselves better to particular genres or styles of roleplaying, each of them is contained within one universe.

  • Red denotes important figures.
  • Orange denotes locations.
  • Green denotes factions.
  • Purple denotes items.
  • Brown denotes important inventions or facilities.

Aemalon

The foundation of life was first created by a supreme being known as Ausgoryant, who appeared as a titanic, draconic creature first emerging from the void of the Silver Sea through sheer force of manifested will. To aid her in this task, she broke apart her scales and molded them into her likeness. She thought of them as children.

This crucible of burgeoning life was a massive supercontinent known as Aemalon. Listed below are Ausgoryant's children, the Warden Gods and the domains they governed.

Name Domains
Aerosvaali Benevolence, Peace
Chyanav Ingenuity
Saatvika Magic, Cause and Effect
Pradyuth Nurturing, Light
Adyont Mortality, Balance
Jaithrana Cunning, Subterfuge

The Age of Primordials

When Ausgoryant and her children shaped the land with quaking steps, they filled the seas and skies with their breath. The tender care that they showed this empty place suffused it with such fertility that a menagerie of fantastical forms of sentient life emerged from the mountains, the forests, the oceans, and the soil. Theirs were the first dreams to shape the Sovereign Reverie, a space adjacent to the newly fabricated reality that would welcome all dreamers and those who would sleep. Hand in hand, divinity and their creations built what would become the first civilizations.

When the work was done, Ausgoryant vanished back into the mists from which she originated. Her farewell whispered the intertwining art of Allotheurgy into the world; a technique that manifested its wielder's desires and intentions externally. This practice would one day become colloquially known as magic. The roiling, chaotic energy of the newly created world generated the spark of free will within all who inhabited it.

With the steady handed guidance of their creators, now also known to their followers as Old Ones, Aemalon was a prosperous land with little strife. From the verdant fields of Laurelindórinan, the golden kingdom of Nyedicien, the frostbitten tundra of Orthrunddrâthn or the sun soaked dunes of Erumemiuë, the Old Ones made a choice: each of them would sanctify a mortal and ascend them to godhood, to better guide their newly created home.

But not all who inherited the spark of will would use it for good...

The First Kingdoms

As new life explored and diverged into the unknown, the first settlements were created. Each of these were holy domains that flourished beneath the watchful eye of their progenitor gods.

Nydiecien

Known as the Gilded Kingdom or the Godthrone, Nydiecien was constructed at the foot of the first mountains in Aemalon where Ausgoryant initially emerged. Beyond its illustrious gates were the verdant Songmeadows and the forests of Taur-i-Melegyrn. The city itself was a repository of accumulated knowledge and wisdom; Aerosraali's dominion was a gentle birthplace of dialectics that informed the working order of the world.

Of these logics, trust and virtue stood tallest. The concept suggested that, given the freedom of Allotheurgy's divine and the spark of will, inhabitants of Aemalon would willingly, even instinctively, choose to uphold all that which they built from nothing.

Aynydd Karr

The western expanse of Laurelindórinan was comprised of lush forests and rolling prairies that overlooked the inland sea Aironmitelpina. Hidden beneath the sylvan trees and nestled in the bucolic valleys was the whimsical faerie kingdom of Aynydd Karr, home to the first and the long lived.

Where some of its inhabitants were thought to possess an ethereal beauty and austere demeanor, in truth, many were actually mirthful pranksters. As seasons passed, some developed such affinities for them they pioneered the first distinctions of entities that embodied their perceived values. These were referred to as Courts.

As a result, Aynydd Karr was fraught with political complexities absent from the other kingdoms. While impenetrably dense to outsiders, the people of Aynydd Karr insisted that it was all in good humor despite some of the tricks and schemes by certain individuals crossing the threshold between playful and harmful.

Ingenuity within Aynydd Karr was especially prized, though not always for noble purposes. Chyanav was consistently amused with the antics of its people and had a particular affinity for them.

Thilia Broza

Separated from the mainland by the Quolkir River, the frigid Orthrunddrâthn tundra was a natural fortress for the stronghold of Thilia Broza, nestled in the mountains. Unlike the other nations, the territory was divided between two other ruling bodies. Isyeth Themar, the Glass Kingdom in the south, and Bhin Khaldur to the east.

The inhabitants of Orthrunddrâthn as a whole were generally long lived, and remarkably isolationist when compared to the other early nations of Aemalon. Due to the treacherous terrain, travel was infrequently made between the three of the kingdoms.

Thilia Broza was a predominantly dwarven kingdom and home to gifted smiths and metallurgists. Much like their surroundings, the inhabitants of Thilia Broza were renowned for their frigidness and utilitarian dispositions. Their pragmatism was especially appealing to Adyont, who served as a warden of sorts for the territory. He eventually delineated responsibility to the Emberfall family, who would go on to fill monarchical positions across history.

The Emberfall Royals

The royal family was at first uncompromising in their responsibilities without encroaching into harshness. But power, as it often does, invariably corrupts. Adyont as a warden was satisfied with observing without intervention to the chagrin of his siblings.

Thasur Emberfall I commanded his constituents to expand the city underground as refuge from the elements from those whose skills warranted protection. The royal family all but abandoned their castle above ground, relegating it to ritual or ceremonial purposes while true governance occured beneath the soil.

The city stretched deep into the earth in a series of discs that were further distinguished by a service provided by those who lived on a specific layer. The royals occupied the lowest disc, while the more disposable an individual's skill set was determined how close to the surface they would live. Such harsh stratification of social castes inevitably led to class disparity.

Upward momentum was indeed possible, even early on in the royalty's existence, but grew increasingly more challenging with the passage of time. Those who were condemned to life on the surface could improve their social standing through enlistment engaging in a task simply known as the Proving, the specifics of which were individually determined. Later in the country's history, enlistment would also qualify.

Thilia Broza's Castes
Caste Layer of Brozath
Royalty First
Aristocracy Second
Knights and Military Third
Smiths and Artisans Fourth
Miners Fifth
Clerics, Gravekeepers Sixth
Merchants Seventh
"Unproven" Eighth
Surface Dwellers Above ground
Isyeth Thémar

The Glass Kingdom shared a similarly complex political landscape with its sylvan cousins in the western nation of Aynydd Karr but possessed an unfathomably deep connection with their faerie roots. To enter the Glass Kingdom was to witness the ethereal beauty of an existence reflected within the ice and sleet.

Despite their reticence, the denizens of Isyeth Thémar took a certain pride in their connection with the rippling other side of reality. To visit this 'other side' of reality was a technique closely guarded and would be nigh impossible by even the most prodigiously skilled allotheurgist for many years but those rare few who came to this kingdom afar could feel the presence of something powerful permeating the air around them.

Bhin Khaldur

Where the citizens of Thilia Broza were cool-headed pragmatists, the city state of Bhin Khaldur was home to the ambitious with lofty ideals. These two foremost dwarven civilizations paralleled each other in many ways but chiefly in their governing philosophy. Bhin Khaldur was a place of meritocracy first and foremost, fervently holding that any and all possessed the ability to pursue any desired station. Life here was simple and most knew what to expect of their time here.

Smiths and miners often found themselves practicing here in the shadow of the Merostaas volcano. Despite the inherent danger of living near an active volcano, the mines of Bhin Khaldur were teeming with precious metals and gems well worth the risks.

Part 1 | Aemalon
Brerassi

Beyond the Carcacirya Valley were the sand-swept dunes of the Erumemiuë, which harbored the vivacious kingdom of beastfolk. Even in the far reaches of Aemalon, people knew of the extraordinary poets and artists who traveled with Saatvika's blessing. Though mostly beastfolk called the Erumemiuë home, dwarves and orcish heritages also saw the unique value of the glittering desert.

Those who lived in the deserts roamed rarely settled in one place for long, with three notable exceptions. Two settlements were erected along the bordering mountain lines as preparatory borders to ensure those who entered were fully aware of the desert's unforgiving nature.

Brerassi was an oasis in many ways, having been built around an eternal spring that bubbled in the epicenter of the colorful city. In addition to the life that had already gathered in the Erumemiuë, it was a concentrated playground for corporeal elementals.

Part 1 | Aemalon

The Age of Splintering

Jaithrana, the most ambitious of Ausgoryant's children, believed herself and her methods superior to her mother's. Surreptitiously, she began to sow the seeds of rebellion that would soon tear Aemalon apart. Where once a soul would be reborn anew should its owner have met their end, they would now disperse into chaos and be lost forevermore, for there was no afterlife for them to enter.

"The new world cannot find purchase while tethered to its past; life must begin anew."

  • Jaithrana

Her will newly made manifest distorted the still roiling energy of the newly created world, rupturing it into disparate planes of existence and twisted forms of life.


Until now, Aemalon did not know death.
But in doing so, Jaithrana had drafted the thought of impermanence; whispering the idea of final endings into infinite paradise.

This bloody era of history invited malefactors from afar; each facet of wilderness infringed upon by aberrant entities who constructed vast, hidden empires always hiding in a space just barely beyond sight. Demons rose from cracks in the land in torrents of hellfire and smoke. Despite it all, these malevolent forces struggled to conquer and reshape Aemalon as Jaithrana's desired.

The Scourge

Ever the schemer, Jaithrana knew that her machinations needed to root deeply into the foundation of Ausgoryant's creation were they ever to come to fruition. Where her siblings found and rose paragons, Jaithrana discovered a human man who possessed unrivaled allotheurgic potential.

Shunned and found disturbing by those around him for his preternatural ability to alter logic, the goddess of subterfuge used this as an opportunity to fashion him into something lethal: he was to become the Scourge, an instrument that would strip away the flesh of the old world.

This man would become the harbinger of endings, the crashing wave of omen. From his queen, the Scourge learned to bend and break that which should be and separate it from what could be, creating new dialectics that seamlessly inserted themselves into the tapestry of existence.

The Concepts of Death and Debt

His tutor created Death, and the Scourge created Debt. At their inception, both dialectics served to create power through accumulation. Those who dealt Death drew strength from their proof of valid existence, while Debt was the currency through which existence could be negotiated.

Heretofore, the rule for life was simple and free of such transaction: live and rebirth in time. When Death and Debt were spoken and woven into the tapestry of all living things, that simple certainty was fraught with a punishing caveat and transformed thusly: survive, but die once found unworthy.

This metamorphosis was pivotal and served Jaithrana well. The immortal fire that roared within each living creature in Aemalon could now be permanently extinguished. The goddess's scheme would not take root for nearly a century, until Death came in the night for those who awaited rebirth only for them to find the yawning abyss that would swallow their spirit forevermore. The ever distant god of mortality and balance, Adyont, would soon abandon his post in search of his mother. In doing so, lost souls had no escort to lead them back to their reborn body.

Panic spread like a contagion amongst their flock, and it was then that the Warden Gods realized the error of their naivety. With the fate of their mother's creation teetering in the balance, the rules of engagement had changed.

If Death were to come for all living creatures eventually, what if some creatures could oust their mortality and ascend to similar heights as their creators? Such was the question posed by the clever goddess Chyanav; so it was that Ascendancy was added to a growing palette of dialectics.

The Ascendant Gods

With the nations of Aemalon teetering on the brink of annihilation, the Warden Gods convened and exalted champions who would be blessed with a fraction of their power. Listed below are these champions, the domains they would govern, and their appointer.

Champion Domains Appointer
Alaadir Hope, Life Pradyuth
Fersacré Knowledge, Acuity Chyanav
Corelia Fate Saatvika
Elthases Wilderness Adyont
Kraaiguida Mortality Aerosvaali
Solsonne Freedom, Good Fortune Saatvika
Part 1 | Aemalon

Alaadir was a gentle man who worked vigilantly beneath the luminescent Godthrone to ensure that no evil would go unseen or unpunished. His pristine soul soothed the ill and brought bountiful harvest to their fields. He was gifted a blade befitting of his purity; any wicked-hearted slain by this radiant armament would immolate in divine flame and sear the flesh of those who would think to use it for evil.

Fersacré was a man stout in both stature and demeanor. His dedication to the betterment his people's lives was evidence enough of his virtue for Chyanav and his obstinacy was reflected in his creations. Armed with a towering shield of orichalcum, he would stand immovable against the forces of Jaithrana. His cleverness resulted in the fabrication of weapons that would be able to oppose the Scourge and Jaithrana.

Corelia initially disdained her responsibilities regarding predetermination, feeling as though they were irreconcilable with the initially presented premise of existence. Instead, the complex weave of fate was one that every living being could influence, were the threads left with enough slack, and that those who desired the more illustrious threads could claim them for their own. She wielded a blade made from broken pieces of Aerosvaali and Jaithrana's bodies; it would preemptively warn her of any danger and her weapon quickly became a symbol of providence and protection.

Elthases was unpredictable in his mortal life and few understood why Adyont would choose this sylvan man as a champion. Though Adyont was dispassionate and a wholly neutral observer in all things, Elthases was something of the opposite. Nature had no motivation other than perpetuating its own existence and continually achieving balance within itself. Though their goals were identical, their approaches were from opposing sides. This, in and of itself, was a corresponding balance to Adyont. Thus Elthases was offered a staff adorned in flowers that endlessly cycled through death and birth and called upon nature's true ferocity.

Kraaiguida ascended as a matter of necessity. Elthases petitioned for the queen of Thilia Broza to rule over death in Adyont's stead following his abandonment of duty. Although she was a compassionate ruler, Aerosvaali was hesitant to charge her with the oversight of the new realms of Death and the divine responsibility of guiding those lost to them. The act of doing so felt like an admission that Jaithrana's new logic was insurmountable and inescapable.

She was renowned for her compassion and strength; in an attempt to circumvent the logic of Death, Kraaiguida contrived methods of resurrection should the soul be willing to return to its original body. The act of resurrection, however, was an impermanent solution as the soul's tether would fray over time and under duress until it broke. To ensure the security of the soul, Kraaiguida's empathy would conceptualize afterlives for wayward souls to inhabit.

Solsonne came to divinity with the same whimsy she possessed as a mortal. Where Corelia oversaw the weave of fate, Solsonne would always pull at the threads in a mutually beneficial relationship that was clearly intentional on Saatvika's part. The goddess of good fortune was a symbol of worship for the brave and those who chose to do good. She was bequeathed a set of armor that allowed her to evade certain death, a boon that she offered to her people when in dire need.

The Turning Tide and the Rose Regiment

Aerosvaali was reluctant to slay his sister and desperately believed that he might change her mind. They waged war in the skies for 50 years as Nydiecien's forces were reduced to a shell of what they once were. As tooth, claw, and scale plummeted from the Warden Gods' wounds, Fersacré was inspired. He would forge a weapon from these pieces but could not detach himself from his duty to reinforce the crumbling walls of the Godthrone, lest it come crashing down the moment his back was turned.

"An armament fashioned from the two mightiest Wardens... never could there be a stronger blade. A dialectic of its own."

  • Fersacré

Five brave mortals who were among the last of a platoon called the Rose Regiment, comprised of two beastfolk, two fae-blooded, and one gnome, volunteered to venture into the bloodsoaked Songmeadows to gather the components that Fersacré required.

Deep within the Taur-i-Melegyrn, in the ruins of a temple once dedicated to Saatvika, this platoon lost two of their own to a monstrosity, intent on protecting the pieces of its master, that lurked within. Despite the cost at which this victory came, the Rose Regiment was able to secure the piece of Jaithrana and return it to Fersacré's forge and as such were instrumental.

This blade, a seamless and symbolic integration of Aerosvaali and Jaithrana, sharp enough to sunder logic itself, was unsuited for mortal hands. It was demonstrative of an endless vow between two siblings who had lost sight of one another and acquired a number of titles through its mythology. Fersacré himself was particularly fond of sylvan words and named his magnum opus Aon'thyr. While Jaithrana could not be slain by any other than her brethren, the Scourge was a different matter for he was not yet a god.

Dreaming Soldiers

Fersacré's ingenuity did not end with the creation of Aon'thyr. In his sleep, he conceptualized a tireless soldier: one that would never be susceptible to earthly needs. Manufactured from divine scales and nigh unbreakable metals, Fersacré's iron mannequins could not claim the spark of will for their own; thusly, the god brokered a deal with the Sovereign Reverie. Its denizens could occupy the waking world by inhabiting these soldiers in return for activating and directing them.

These soldiers embodied the myriad qualities of countless dreamers and were nearly indistinguishable from those of flesh and blood. This agreement was so successful that the Sovereign Reverie furtively began broadening its scope and appealing to the dreamers themselves, while cautiously avoiding the watchful eye of the Warden Gods.

The Origin of Miasma

Corelia took up Aon'thyr and met the Scourge in the mountains surrounding Nydiecien, narrowly overtaking him after a quick but merciless battle outside the first temple to Aerosvaali. She took this opportunity to summon her brethren to capture an incapacitated Scourge but each of the Ascendant Gods quickly found that the Scourge would not be so easily slain. The man assumed a form reminiscent of his tutor, sacrificing his corporeal flesh to a viscous and coalescing darkness in a draconic shape that consumed all in its path.

Though the Scourge had not ascended in the structured manner outlined by the other Warden Gods, he realized that he had already achieved something similar by becoming Jaithrana's disciple. With what remained of his waning strength, his final ploy was to juxtapose himself against the Ascendant Gods and become antithetical to life itself. This transformation was called miasma; not even Jaithrana herself desired such wanton destruction for without a world to shape, her endeavors would be meaningless.

But the Scourge was arrogant, for he exhausted what remained of his strength as he dug rapidly grown claws into the earth beneath him. Though his desperate evolution was fulfilled, he was powerless in the face of the Ascendant Pantheon and sealed in the depths of the mountains beneath Aerosvaali's temple.

Jaithrana and Aerosvaali had been locked in a stalemate for decades. Two titans clashing in the sky was as routine as day turning to night. But such monumental power was difficult to control; extensive swathes of land were destroyed between their clash and the Scourge's miasmatic blood. Nearly the whole of the Erumemiuë sank into the earth as boundless chasms now tore through Aemalon, separating its kingdoms.

Ultimately defeated at the end of an apocalyptic war that decimated Aemalon, Jaithrana disavowed her consort and fled, leaving the Scourge alone to face retribution. The Scourge, however, had grown significantly more powerful than any of the Warden Gods could have anticipated and was impervious to Death. Much like he and his tutor splintered Aemalon, the Scourge was rent asunder into seven aspects that were bound in the depths of the earth and oceans.

Part 1 | Aemalon

The Abdication of the Wardens

With the Scourge's aspects imprisoned, Aerosvaali came to a somber realization. Now that mortal beings could achieve Ascendancy, his mother's creation would never truly be safe. He and his siblings bid one another farewell as they became a wall that would forever separate the divine from the material by offering the last of their potential. Aerosvaali was the last of them, but could not bear to witness a similar catastrophe befall Aemalon and be powerless to stop it.

Before the benevolent son of Ausgoryant could fully unravel into the threads that constituted the celestial veil, he passed through it instead; he would never exert the same might as he once did nor see his siblings ever again. With the Ascendant champions alongside him, they established their domains in the farthest reaches of the Silver Sea. Though these gods came to be known by a plurality of names and represent myriad concepts to different cultures, they would continue exert their influence on Aemalon through boons granted to their mortal followers.

The Age of Primordials came to its tragic close and Aemalon was no more; its old dragon gods departing and taking their lineage with them. The burden of rebuilding fell to those who survived, ushering in a new era and world.

Beyond the Veil

With divinity possessing realms of their own to house the souls of the departed, the Silver Sea became a mystical place of both whimsy and spiritualism in equal part. Due to its ethereal nature, the Silver Sea conjoined and surrounded everything, and became a place of transition. Though no god could pass through the celestial veil, their influence and presence was undeniably tangible.

At its furthest reaches wandered a now unfeeling Adyont, who had entered a stasis between the eternal life of godhood and the final death of mortals. Emotionless as he was, he was renowned for safeguarding the souls of those who had it stolen from them and subsequently released with no form to return to. A perpetually withered and undying husk of his old self, he spoke pragmatically of fate's design to those who would ask and wove dismal but realistic tales from its thread. He neither disdained nor enjoyed his assumed role as a keeper of fate and became a necropolis unto himself.

Part 1 | Aemalon
Part 1 | Aemalon

Eodora

The material plane to which most other planes are connected and where most humanoids live their entire lives, Eodora (pronounced eɪəʊdɔːrrɒ) is a world of vast and deep oceans with three continents and two island nations that are host to a variety of colorful lives.

With the exception of the most erudite sages and dedicated students, the majority of Eodora's ancient history is shrouded in mystery but is generally categorized into four ages distinguished by either widespread philosophical belief and phenomena or catalytic change.

  • The Age of Primordials is considered to be the origin of Eodora; its progenitor gods willing themselves and their kingdom into existence. This land was known as Aemalon. These gods are spoken of in Eodora as the Old Mother and her Forgotten Children. Some legends refer to the Old Mother as Worldshaper.

  • The Age of Splintering is the briefest and most destructive era of Eodora's history and is comprised of the apocalyptic war that occurred between the Old Mother, her children, and their chosen champions that would be the first to ascend to godhood. During this conflict between titan primordials, the holy land of Aemalon was fragmented.

  • The Age of Restoration is hallmarked by both the concerted effort to rebuild and the construction of the Celestial Veil, a protective barrier created by the Ausgoryant's children that prevented any divine entity from passing through or exerting their influence in any way beyond that which their mortal adherents could achieve through boons granted to them. Time passed with newfound hesitation as creatures navigated a world where Death had become a malleable but persistent rule. Ruling bodies desperate to cling to the old ways of reincarnation stoked the fires of war, and an ambitious family that rose from nothing to prominence decided to capitalize on this.

  • The Age of Benediction is the period in which Eodora has mostly recovered from the catastrophic damage it suffered and its people are generally united in compassion. But with the spark of free will that inhabits each person, so too does the potential for great heroism or terrible villainy.

Part 2 | Eodora

The Age of Restoration

When Jaithrana made her escape, the residual power further fragmented Eodora into three reflections of itself. Vast oceans filled in the wounds left by the Splintering; the torrent of concentrated elemental energy inadvertently gave rise to new life in the depths known as leviathans.

Leviathan Realm
Ladrwir All Oceans
Zostul Aeleth Sea
Cheskash Amoris Sea
Syrke Arane Archipelago
Kythas Southern Aevrela
Rexhil Bound to the Windling Cay

Being that they were born of the same essence that the Warden Gods, the leviathans possessed a similar divinity but were cursed with the limitations of mortality. While they saw worship from sailors and fishermen, they were rarely seen above the waves with one notable exception in Syrke. As distant relatives to the Warden Gods, they were similarly obligated to safeguard Ausgoryant's creation though they knew not why. To prevent the utter collapse of Aemalon's remains, they dutifully guided the drifting nations from the seabed towards a secure space.

One leviathan, however, preceded all the rest. Rexhil was an aspect of the Scourge; his violent covetousness took the form of a sea serpent and was bound to the small island remnants of the Erumemiuë. The others, aware of his true nature, disdained and avoided him at all costs.

The Continents of Eodora

Aevrela

Aevrela is holy land and thought to be the source of all creation. Though the influence of the Warden Gods deteriorated, and with them the memory of Aemalon, small reminders of those days exist across the country and within them exists unfathomable power that is a mere fraction of what it once was. Beneath the soil hides a complex labyrinthine network of tunnels; scalefolk at the end of the Splintering are credited with its creation. Along their walls are detailed murals of historical events, providing Aevrela with significant value to archaeologists.

The tunnels are often said to mislead and entrap those who venture down unprepared, so rare is the occasion that those without a specific interest will explore them. In truth, the Aevrelan tunnels are a living organism in and of themselves that move and shift on unpredictable whims.

Geography

Aevrela is geographically diverse with craggy mountain ranges; rolling hills and prairies; lush forests; along with developed cities and adequately maintained roads between them, although villages are sparse and travel is often long. Old ruins dot the landscape and hint at a fascinating past. Winters here are cool and dry but the climate is generally temperate otherwise. The northern mountain range of the Hollow Tops is a place of pilgrimage, patrolled by tribes of giants that have no affiliation with the cities past the peaks. A monastery that pursues enlightenment through unity with the natural world is secluded in the west. The southern woods of the Luseshall are lush but haunted by rogue faeries known as the Grey Horde who kidnap those without such heritage that breach the forest's threshold. A small society of elves within the Luseshall prevents fires from spreading to catastrophic degrees and offers safe haven for travelers who have lost their way.

Culture

Aevrelan cities are governed on the premise that sentient life is ideally inclined towards using the spark of free will benevolently. While no city or country is free from its criminal underworlds or suspicious dealings, Aevrelans often advocate for holistic and restorative solutions to deviant behavior.

With such a diverse populace, most gods' practices see some level of observation across the country, but shrines to Solsonne are common along trails and chapels in Aerosvaali can be found outside city walls.

Government

Aevrela is generally borderless land governed by an assembly of four ministers known as the Haera Convocation that operates in tandem with the four guilds listed below, with the intention of aspiring towards mutually beneficial virtues and values. The exception to this is the eastern coastal city of Aeston, which is more comparable to a fiefdom.

  • Archaeologists and historians were frequently referred to as Tenebronauts; their mission being to preserve the world's history - or what is left of it.
  • Skilled mercenaries of all stripes flew the banner of the Ironstriders. While both intended and expected to use their strength for the protection of all, their morality is easily colored by sufficient coin.
  • Most adventurers or neophyte explorers are called Oathbearers and fulfilled a similar purpose as their more mercurial Ironstrider counterparts, but carried the creed: "provide for those who are incapable of providing for themselves."
  • Merchants, wholesalers, and curators established the Blue Hands. They are renowned for evenhandedness in all dealings and a rigorously structured network of trading.

Factions

Initiates of the Branded Palm

The correspondingly named Temple of the Branded Palm found in the Hollow Tops is an order of acolytes who devote themselves to bodily perfection and enlightenment by mastering their control of the natural world around them and incarnate themselves as living elements.

Jackals

A gang of strongarms and enforcers that exclusively operates in Aeston. While some thieves' guilds, like the Hummingbirds in Edelt, have a code of honor however incomprehensible, there is no such sentiment among the Jackals. Their might-makes-right mentality aligns with the territory's ruling family: the Dhulirs.

The Chimera Congregate

This mysterious order of mages has existed in some capacity since the early days of Amcemery. The public perception of the organization is one that furthers the allotheurgic arts by educating and training the most prodigally talented, although anyone may study at their academies. Those who do possess special talent are often recruited into the organization itself, becoming spies or informants of foreign affairs and even the operations of Aevrela's guilds.

Part 2 | Eodora

Edelt

The smallest of the island continents, Edelt is pastoral wilderness as far as the eye can see. Its governance is loosely performed by the Wildwalk Confederacy in the most centralized settlement of Karwell, with the exception of the Berestos Shallows in the northeast. The fertile lands are reminiscent of the country's origins as a faerie kingdom; primeval power dwells in Edelt, and it is considered a threshold through which people pass to paradise.

Geography

Verdure that stretches on for miles, Edelt is broadly an expansive steppe. Towards the north, travelers can come across humid bogs and karsts towering along the shoreline. Villages are few and far between and there is scarce evidence of any anthropogenic effort at maintaining a system of roads, though the two most developed cities of Karwell and Isonbury are bustling settlements. The climate is pleasantly warm throughout the wet summers, but winters can quickly turn freezing - something that scholars suggest is further evidence of Edelt's faerie roots.

Though a placid region in many respects, Edelt is untamed land rippling with powerful magic. Most Edeltian wildlife is remarkable, but equally deadly in some circumstances. From tall giants to duplicitous faerie creatures, there is no shortage of hidden danger.

Culture

Edeltian settlements retain their sovereignty and as such often possess a unique set of unique laws. Some are much stricter in terms of conduct and punishment, while others are more carefree or in the hands of the citizenry. Mercenaries and vigilantes known as Steel Vultures patrol the wilds and cull threats before they grow out of hand. Otherwise, Edeltians are content to live and let live until it directly infringes on their safety or of those around them - then all bets are off.

Elthases and his aspects are frequently worshiped, though the practices of the aspects of Alaadir and Solsonne are commonly observed as well.

Government

The Wildwalk Confederacy is content to let Edeltian settlements oversee their own affairs and typically presides over larger necessities such as trade, currency, and defense. Due to these settlements being fairly spread out, each sovereign member of the confederacy elects a handful of representatives to act on the settlement's behalf. This can result in periods of inertia as settlement's interests diverge based on their need. As a result, the power contained within Karwell is weaker than that of Aevrela's council or Testrai's monarchs.

Factions

The Hummingbirds

"Heroes of the commoner" or "noble thieves", as they are frequently described, are a small and secretive guild of individuals who act as messengers while on Edelt but are renowned for traveling across Eodora to redistribute ill-gotten gains amongst the disenfranchised. Their base of operations is located in the village of Dawsbury towards the northwestern coast of Edelt.

The Mortal Gambit

An order of monks that aspires towards enlightenment through a restrictive and challenging asceticism. Their tenets revolve around the frailty of life and the hardships one must overcome to improve both body and soul. In addition, they are the wardens of a secluded gate into the Silver Sea. Projection of the soul into the sea is interpreted as a symbol of the soul's strength to persist outside of its body.

Steel Vultures

Vigilantes, militiamen, and rangers make up the Steel Vultures' ranks. As the only union on Edelt that resembles an organized force, they are typically the first line of defense against the threatening wildlife that inhabits Edelt. Despite their reputation being one of seasoned fighters, they occupy a variety of roles for the betterment of their society. They receive a stipend from the Wildwalk Confederacy for their work but can be and often are individually contracted; occasionally those beneath this banner form smaller mercenary groups.

Part 2 | Eodora

Testrai

Closely bound to its monarchical past, Testrai is a frigid tundra with bone chilling winters. To all but the most resilient, life in Testrai is exceptionally difficult. The country is divided between four kingdoms, many of which have preserved their historical roots.

  • Brozath is the contemporary name of Thilia Broza, still ruled by the Emberfall family after Kraaiguida departed following the Splintering. The old kingdom was quietly rebuilt where it stood so long ago. Much of its culture has persisted through the centuries; aristocrats are the lawmakers while the royal family has become more symbolic.
  • Isyeth Thémar, now surrounded by a nearly impenetrable field of jagged ice, is often mythologized. Those who wish to enter the Glass Kingdom must be guided through its naturally labyrinthine defenses. Never ones to rest on their laurels, the elves of Isyeth Thémar strove for progress in the face of cataclysmic destruction without sacrificing their peculiar zeal.
  • Bhin Khaldur shares more in common with Aevrelan cities than any of its Testraian counterparts. The territory eagerly and openly welcomes inventors of all stripes past its gates, though the city itself has fallen into a unending and complex civil war sparked by its most powerful families.
  • Getroa, the Exiled Kingdom, just beyond the Felrast Alps, is scarcely visited. It was founded shortly after the Splintering, where certain scalefolk were banished from their homes on prejudiced reasoning. None who venture past the alps return to tell what they found there, nor can contemporary alleotheurgy breach whatever barrier surrounds it. Getroa is a melancholic, quiet, and nearly monastical place.

Geography

Testrai is the harshest place to live on Eodora. Tundras of blistering cold, ice-capped mountains, and a desolate valley through which no rational person ventures comprise the majority of the landscape. Thick sheets of ice make travel by ship exceedingly difficult. The earth, while not entirely barren, can scarcely support any crop past the hardiest vegetables. Trails are nearly non-existent as people rarely leave the kingdom they are born in. Even in the middle of summer, temperatures rarely raise past freezing. Winters are brutal and bone-chilling, nearly inhospitable to most living beings. Other than Isyeth Theymar in the southwest, most Testraian settlements develop beneath the earth.

Precipitous peaks are natural defenses for each kingdom in Testrai.

Culture

Testraians are thought to be indelicate, caustic, and viciously unsentimental. In addition to being the only territory with persisting monarchical governance and travel between kingdoms being rare, their demanding environment typically breeds self-interest for their state.

Factions

Orchestra

To call the Orchestra a thieves' guild might be something of a misnomer. Primarily smugglers, this operation reaches well outside of Testrai but commands respect across territorial lines. The title of Maestro is given to those who oversee the entire enterprise.

The Divine Cabal

Assassins and cutthroats, the Divine Cabal has ties to any especially wealthy family in Eodora but they operate primarily as an extension of the Brozathian royal family.

Part 2 | Eodora

Changing Powers

Each nation interpreted the implication of divinity's absence differently. At crumbling remnants of the Godthrone, those who remained out of a sense of honor attempted to preserve the memory of the Warden Gods as best they could in hopes of avoiding a similar catastrophe in the future. But tried as they might, the impression of the Warden Gods slowly faded away.

From the ashes of Nyediecien rose the capital city of Amcemery, a bastion of arts and magical sciences. A sacred city if only because of what it once was, the new cradle of civilization flourished.

"We call this land Aevrela, in remembrance of where we come from. In remembrance of those we have forever lost on the path here." - Eilissia Azonerra, the founder of the Chimera Congregate

Religion

As a polytheistic world, Eodora is home to a plurality of beliefs and religious ceremonies. The Ascendant Gods are the primary deities worshiped - whether under their true name or an aspect of theirs. For example, some may fervently follow the tenets set forth by Elthases and his clergy but under a different name or interpretation. Some may have cultural heritages that have entirely reinvented the pantheon.

The Ascendant Gods might be considered the roots of a tree while their aspects are the fruits in the branches. These aspects can become entirely separate entities that might establish their own realms, but their creeds are inextricably linked to that of their origin. Without worship or recognition, these aspects will wither away and die. An aspect that dies leaves a husk at the epicenter of their realm, which eventually dissolves into the Silver Sea.

This principle also applies to the entities that are aspects themselves of the Scourge, but evil deities rarely see open worship; their conspiracies merely happen to align with the goals of those who might act in their name.

The art of dialectics faded into obscurity and the ability to whisper a new concept that altered the fabric of existence became a myth. The heritage of Aemalon was now a distant memory, the only recollection of which resided in the rigorously vaulted libraries of the Chimera Congregate, a secretive order of powerful mages that served as spies, and the Concord of Legacy, a historical and erudite society dedicated to the preservation of wisdom at risk of being lost.

Although never a truly prosperous period, Eodora filled her scars with the dedication of her people. With Death now a fundamental rule, caution was paramount. In these times of uncertainty, innovation saw Death become malleable in the hands of the people. While Death would come as an inevitability, the soul could be called back to its original body. That spiritual tether would grow frayed and weak over too much time and resurrection, eventually snapping under the tension.

But insidious pride had already wormed its way into the beliefs of old powers who desperately clung to the methodologies of before. The chase for eternal life in a terrestrial paradise had begun; while other countries in Eodora decided to interpret their newfound and newly decided destinies differently, Thilia Broza would desperately cling to the old ways.

Seeking the Scourge

Part 2 | Eodora

The Age of Benediction

Part 2 | Eodora

Calender

A year on Eodora is 309 days contained in 10 months. Seasons generally last for two and a half months. Various holidays are observed with more frequency depending on location and culture. Daylight in the summer can be overly abundant, while moonlight in the winter can be pervasive.

Month Days Season
Avansol 30 Winter
Bahansol 32 Winter
Moransal 31 Winter / Spring
Elthasal 30 Spring
Lurusol 30 Spring / Summer
Ehlonsal 32 Summer
Aldrisol 31 Summer / Fall
Coresol 30 Fall
Kraaisal 32 Fall / Winter
Sehasol 31 Winter

Celestial Phenomena

Eodora and Ausgora have two moons: Aostri and Valta. While mythologized as the eyes of Ausgoryant, Valta is a younger and smaller heavenly body that is a fragment of the Splintering's destructive influence on Aemalon. It is a hazy blue that is occasionally enveloped with a faint orange mist. Aostri is a crystallization of early allotheurgy.

Aostri, in comparison, is generally white with mottled spots of pale blue. Its size is a leading contributor to Eodora's turbulent seas. Valta completes its orbit around Aostri in 16 days, while Aostri's orbit around Eodora takes 33 days. As a result, daylight tends to last well into the night. Lunar eclipses, while not mundane events, are more common than solar eclipses.

When Aostri and Valta are both full visible in the, the world experiences a torrential surge of magical energy. It is possible to unwillingly slip between planar reflections. This period is referred to as Apotheosis and its effects are present for a week afterwards.

Conversely, when both Aostri and Valta are simultaneously cast in shadow as new moons, the world experiences Renascence. Where Apotheosis leads to unpredictably powerful expressions of magic, Renascence dulls its edge.

Part 2 | Eodora

Ausgora

While Ausgoryant initially left her creation behind once she felt her role was complete, she could not bare to see it suffer the threat of non-existence at the hands of her daughter's protégé. To recreate everything would result in wanton sacrifice; the blood of the Scourge would eventually consume all matter and spread into the Silver Sea, wherein its infection would forever defile all creation. To prevent this, she severed the connection between all things and became the land alongside the leviathans in Eodora's many oceans. This was only achievable with the assistance of new godlings that rose to prominence as part of the rebel group, known as the Crows, in their efforts to liberate Aevrela in year 315 of the Age of Benediction, as she first needed to recreate herself.

While the Scourge was ultimately successful in smothering Eodora with his blood, the Crows prevented him from destroying Ausgoryant in the process. As he was impervious to Death, he could do nothing but helplessly cry out for Jaithrana now that he was trapped in a world bereft of anything except himself. An uncertain world awaited in the sky above for those who did not understand the cataclysmic event that befell them—so ended another era of Eodora's history in destruction.

But this time, the Worldshaper believed, would be different. Thus began the Age of Ascension.

Upon a Living God

Ausgora is vast and uncharted wilderness surrounded by a dense sea of billowing clouds that rises and falls with the colorful seasons. Mystery awaits on every horizon, for those brave enough to pursue it. Centuries of uncertainty have led to a deeply seated hesitancy in the populace, fearful of venturing too far beyond the walls of Cyr Anthala, the sanctuary city situated at the base of Ausgoryant's nape.

In what would become the next cradle of civilization, technology flourished. Travel in the form of skyships, obsoleted and repurposed water vehicles, became commonplace; the bravest amongst Ausgora's finest would set sail into the gray yonder - rarely to return.

A Millennium of Silence

Presumed to have been a journey of one thousand years, nobody truthfully knows how long Ausgoryant's ascension into the sky was. Generations lived and died as Eodora was left beneath a nearly opaque layer of thick clouds. A descent into chaos was prevented purely due to the unpredictability of the physical world; a mountain range one day might have sloughed off into the white abyss below, a valley might have overflown with rain and snow. There were no cities that survived the ascension, merely the people persisted.

Without order, some civilians banded together to improve their chances of survival while others succumbed to violent traditions and displays of power where might made right. Material wealth was abjectly meaningless and territorial lines were perpetually in flux. After the deposition of the Dhulirian Empire in the year 315, some thought to install a new power in its place but none were ultimately successful due to a centralized power being impossible to establish. Tribalism became prevalent as those who survived the initial ascent strove to reshape this fledgling world.

Nomadic lifestyles were influenced by a select few who claimed they could hear Ausgoryant's voice in the weather. Through arduous treks across weeks, tumultuous grounds atop shifting mountain ranges and amassing lakes, people journeyed to the nape of Ausgoryant's neck where the land was calm. From the mountains, they could see the ocean of swelling clouds and blue sky beyond them. The first city of Ausgora formed here, its citizens looking to those who could hear the Worldshaper's voice for guidance. Centuries of accumulated wisdom came together here to create a home for the lost.

Part 3 | Ausgora

The Ocean Cloud

The rolling sea of clouds that surrounds every landmass in Ausgora is deceptively dangerous, suppressing all forms of magic past a certain depth. Any sanctioned explorer worth their salt is outfitted with a Wing of Nethmaia, an artificial wing conceived and intended to prevent an unfortunate explorer from falling into oblivion.

Fear of the unknown does not prevent everyone from delving into the deep, however. Those who are known as salvors will plunge themselves in search of treasure or merely out of historical curiosity. Some discover old ruins, while others find terrifying beasts. Many of Eodora's old institutions survived the ascension, such as the Concord of Legacy, but have transformed substantially from their roots. Magic is suffocated by the clouds, leaving explorers with only their wits and fortitude.

Cyr Anthala

A sprawling metropolis nestled into a mountain range that stretches upwards along Ausgoryant's nape, Cyr Anthala was founded some decades after the ascension but was not fully established for centuries. As the first settlement, Cyr Anthala's growth outpaced other smaller villages on the frontier. The city stands atop especially rugged and mountainous terrain, with a gentle grade along its sides leading into commercial and residential districts. Structures, some of which are naturally occurring, are large enough to support a growing populace. Though the vast majority live within the territorial lines drawn by the mountain range, some agriculturalists prefer more distance from the raucous city. Governed by the theocratic Doxologia Caeli, this massive and diverse city is host to a suite of technological marvels. Commuting through the city is made simpler with the introduction of a railway system called the Borealis Line, which is powered by air elementals and supported by a series of small floating islands dotting the sky above the city. Transit by carriage or on foot is common.

With a population of roughly 600,000, Cyr Anthala is the product of dauntless dedication. With the Scourge's defeat at the hands of the Crows of Neywithe, the dialectic that they offered was one of preservation. Were it not for their sacrifice, Ausgoryant's reformation would have been consumed by the miasma and heralded the destruction of all life. Refusing to let their bravery and sacrifice go to waste, those nearest to the Worldshaper's neck built the foundation of the city. Some structures were built into the stone while other dwellings were more traditional constructions. Remarkable azure crystals sprout from the ground and grow like trees, emitting a phosphorescent glow in the light of Valta.

Cyr Anthala's Stewardship

Figures of the Malichyana live respectable, comfortable lifestyles appropriate to their role in society. Fundamental elements of the city are taken care of competently, but there is still room for improvement. Leadership is on the same wavelength in terms of leadership and anticipating needs. As the years pass by, the government has grown bolder in terms of expansion and exploration. Enlightenment and innovation are the guiding principles of Cyr Anthalan government. Hostile entities beyond the mountains are extremely scarce, but the population has faith in their government to approach tenuous situations with grace and agreeableness.

While their lifestyle is seemingly at odds with their luxurious estates and surroundings, they maintain them in the belief that such an appearance is positive and inspiring.

There are few rules that would prevent social mobility; nobility is openly disdainful of the Malichyana and an ambivalence is shared between themselves and the common folk. The ascension proved catastrophic for many and those hardships transcended class. Those with means do actively work towards easing the burden on those without.

Community

Cyr Anthalans believe that the meaning of life is found through the endless pursuit of bettering oneself, inside and out. This culture is nonetheless viewed as passively important; cultural activities are generally enjoyable and not at the detriment of other aspects of one's life. There is an expectation to do right by one another, people are generally friendly and slow to take offense.

Streets are populous and flush with people, but thoroughfares and roads are open enough that it never feels claustrophobic. There is a wide distribution and representation of myriad ancestries and the majority of the population has enough to lead a modest life. Those without such means are a minority. Activity at night is boisterous with taverns seeing customers coming and going at all hours of the day; parties and other commotions are commonplace sounds. For individuals who keep alternative hours, the rules of the city are more flexible - night markets and other exclusive ventures are available to them.

Markets can accommodate a large number of vendors; merchants pay in advance to lease a space but might also benefit from a sponsored referral. They rarely, if ever, operate outside of the mandated spaces and especially not outside of the city's borders.

Despite the extensive city watch, Cyr Anthala is susceptible to crime like any large city would be. Troubles like theft or muggings, occasionally worse, are ordinary enough that rumors of organized criminal rings are privately held.

Military

The Koraiki Guard is the closest thing Cyr Anthala has to a military force. They are ever at the ready and active and their training is ongoing. They are well supplied by the state. While volunteers can be accepted as recruits, individuals are occasionally handpicked based on specific criteria. The force is of a respectable size but a far cry from what anyone would think of as a large military. Their methods and thinking are unorthodox, providing a strategic unpredictability to their techniques.

There are moderately sized facilities beyond the mountains and atop them. Barracks for troops and separate structures for officers, their base of operations and training grounds are located within the Malichyana.

Part 3 | Ausgora

City Districts

Cyr Anthala contains six distinct districts, though smaller cultural pockets are scattered around.

Malichyana

The Malichyana is sanctified ground where practitioners of the Doxologia Caeli reside. Those who study to hear Ausgoryant's voice might also consider this district to be their home. The structures are elegant and reminiscent of sylvan architecture, well kept gardens surround the temples and a calming display of fountains are common spots for relaxation; an enormous statue of illustrious green minerals depicting Ausgoryant towers over the gates. It is the only walled district in Cyr Anthala, although the Borealis Line nearly runs overhead. Despite the additional fortification, citizens are allowed to wander the Malichyana grounds provided they are respectful.

Beyond its beautiful temples, the Malichyana is also a passageway to the Crown Aerie. To be allowed entry into this passageway, let alone the aerie itself, is an honor of significant solemnity and permitted only for seers and clergy. Traveling the Crown Aerie is a lethal prospect for many, being an alpine tundra with extremely harsh cold weather snaps.

The Malichyana is also host to a portion of Cyr Anthala's guard, the Koraiki Guard. It is an especially great honor to occupy their ranks and those who are a part of the order experience a degree of reverence.

Umber Point

Cyr Anthala's crafting district is one of the oldest in the city. Aesthetically inoffensive but primarily a place of functionality and business now, access is unrestricted. Despite the only guard presence being ordinary patrols, crime is no better or worse here. Visitors to this district are greeted with a variety of storefronts that focus on productions of various sizes: predominantly carpenters, textiles, and thatchers. Smaller shops, such as jewelers and dealers in curiosities, also have storefronts here.

Most Cyr Anthalans are aware of The Jolly Vagabond, a tavern within the district with a respectable reputation and an owner renowned for generosity. It is surprisingly one of the most notable locations in an otherwise mercantile district.

Elixir Walk

The district of arcane and scholarly matters, Elixir Walk is well taken care of, though signs of wear are apparent from errant spells or overzealous alchemical experimentation. There is a strong guard presence here primarily as a precautionary measure. Crime is not especially emboldened nor deterred here, however. This district is intentionally ill-equipped to accommodate living and is first and foremost a place of study.

While smaller schools can be found across Cyr Anthala, the Perátheíkos Arcana represents only the most dedicated and studious of allotheurgic matters, often producing extraordinarily unique ideas. Research on the Godbrands is conducted here. Some students also elect to offer assistance to salvors or other explorers on their travels, as part of their studies.

The Concord of Legacy maintains their library here. It is a commercial enterprise, as it always has been, but the quality of information concerning the past is exceptional. Volunteers are allowed to tend to the library's grounds and integrate themselves into the order.

The Elixir Walk is home to several storefronts that offer enchanted clothes and armors, as well as rare botanicals. There are a number of bookstores that provide texts concerning ancient and now irrelevant magic for historical purposes. The district also contains an exceptional tavern known as The Violet Spear that is often busy despite being something of a secret to the general population and rumored to have an interested 3rd party invested in its success.

Goldriver Gardens

As to be expected of the upper class, the Goldriver Gardens rival the Malichyana in terms of cleanliness, structural integrity, and guard presence. Crime is not necessarily unheard of in this area but is rarer than usual. While nobility primarily resides in this district, the more affluent members of society keep property here as well.

Visitors to the Gardens can find a bank and currency exchange, although the value of money has fluctuated in uncertain times. Exceptional tailors and curiosity stores are situated below the grand estates and homes, as well as alchemical offerings and supplies. The more artistically inclined can also procure supplies for their oeuvres here.

Fairview Place

Cyr Anthala's industrial district has two distinct tiers. Lower Fairview Place is somewhat dilapidated but there is a recognizable effort to make the facilities here more aesthetically appealing. Upper Fairview Place requires climbing the nearby karsts, the ascent of which is closely guarded. Crime is, to a degree, more commonly experienced in Lower Fairview. Regardless of tier, Cyr Anthala's large-scale productions are created here. Smithies, foundries, and carpenters are located here.

Mundane weapons, armor, and other alloyed goods are produced here. Individuals looking to hire mercenaries or additional muscle for their operations can find them here, offering such services for low prices.

Part 3 | Ausgora
Skydocks

While Cyr Anthala is far removed from any estuary that might allow expedient access to the Ocean Cloud, the need for vessels that could traverse the sky was an imperative. Access to the Skydocks is especially difficult as it requires taking the Borealis Line, in addition to being heavily guarded, gated, and tolled upon entry. It is uncommon for those without particular business or affiliation with a salvor's guild to come here, although visits are permitted. Crime is nearly unheard of in this district as few people call the Skydocks their home. Those who do are likely are part of the Malichyana or Koraiki Guard.

The majority of facilities in this district are intended to better aid explorers in their departures, the procurement of provisions, storage, and freelance hires to bolster a ship's crew. Shipwrights, weavers, medicinal supplies, and coopers are the bulk of the services offered here. For those who are returning from their expeditions, there are avenues of relaxation in the form of bathhouses that gaze down upon the vibrant city and temporary lodgings of leisure.

Part 3 | Ausgora

The Godbrands

All living creatures on Ausgora possess a Godbrand, though their origin and purpose is uncertain. They are an accepted facet of life and some believe that living on Ausgoryant has rendered a certain degree of sanctity unto her people. These marks manifest on the flesh at birth or otherwise early on in a creature's lifespan and remain until the creature dies. There are 10 known Godbrands, each of which influences its bearer differently.

It is important to note that possessing a particular Godbrand does not compel a person towards a specific destiny nor does it determine core traits of their personality or predilections. While best chosen at random, selecting a particular one and forgoing certain proficiencies is perfectly fine.

Possessing a Godbrand makes a character significantly stronger than normal. Their features presume that long rests have some level of restriction associated with them. If certain elements of them break the power band in a frustrating or challenging way, removing the spells they offer is a simple way to reduce their efficacy. You might also consider limiting their features to being recharging the next adventuring day. Their core features should feel impactful when used intelligently but not necessarily game-changing.

Altruist's Brand

Manifesting on those who are inclined towards acts of kindness and generosity, the Altruist's Brand is also found on those who would devote themselves to the safety of their loved ones. It often takes the shape of a small bird.

  • Your Wisdom score increases by 1, to a maximum of 20.
  • You can use your reaction to absorb 4d6 damage from another creature that would suffer it. If you make a melee weapon attack or unarmed strike at the start of your next turn, you can add half of the damage you absorbed to your next damage roll as force damage. For example, if you absorb 24 damage then your subsequent attack deals 12 additional force damage. Should the damage you absorb exceed more than 1/4th of your total hit points, you immediately take a point of exhaustion. This feature can be used a number of times equal to half your proficiency bonus, rounded down. Once all uses of this feature are expended, it cannot be used again until you complete a long rest. The damage absorbed increases by 1d6 every level after 3.
  • You learn the Shield and False Life spells and can cast either of them a number of times equal to your proficiency bonus. At 6th level, you also learn the Warding Bond spell.

Confidant's Brand

Often found on court advisors or troubadours, those who have manifested this brand excel in silver-tongued subterfuge and diplomacy in equal measure. Its appearance might be compared to a simple key.

  • Your Charisma score increases by 1, to a maximum of 20.
  • You can magically coax out the hidden thoughts and feelings of one creature of your choice while concentrating on this effect. You may ask the creature up to 5 questions, which they will answer as truthfully as possible. Each time you ask a question, you expend 6 hit points to maintain the bond between you and the target creature. As a bonus action, you can redirect this effect towards another creature that you can see within 10 feet. You can use this feature a number of times equal to your proficiency bonus. Uses of this feature are restored after completing a long rest.
  • You are proficient in the Persuasion skill and can cast the spells Suggestion, Charm Person, and Heroism a number of times equal to your proficiency bonus or by using spell slots. Uses of this feature reset upon taking a long rest. At 6th level, you gain expertise in Persuasion checks. If you already have expertise in Persuasion, you may substitute either Deception or Intimidation.
Part 3 | Ausgora

Corsair's Brand

Beyond their boastful and bombastic reputation, those who bear the Corsair's Brand are often precise and artful in battle as well as adept at navigating the Ocean Cloud. To encounter someone with this brand and for them to not have a tale or three to share would be rare, indeed. Its shape is varied, but has been recorded as a griffin or a dagger.

  • Your Dexterity score increases by 1, to a maximum of 20.
  • You gain proficiency in Acrobatics, Performance, and Sky or Water Vehicles.
  • You gain a pool of Flourish Dice, which are d4s, and can be used to perform a maneuver from those listed below once per turn. The number of dice is equal to your proficiency bonus and is replenished upon completing a long rest.
    • Riposting Flourish. When a creature makes a melee attack against you, you can expend a Flourish Die as part of your reaction and potentially turn the hit into a miss. If you successfully do, half of whatever the damage the attack would have dealt is suffered by the attacking creature instead.
    • Boasting Flourish. When making a melee attack against a creature, you can expend a flourish die to improve chance to hit. If the attack hits, you can deal additional damage equal to your Charisma modifier (a minimum of 1) plus your proficiency bonus in the attack.
    • Protective Flourish. When an attack that you can see targets a creature friendly to you, you can use your reaction and expend a Flourish Die to bolster the friendly creature's AC if you are within their reach or are wielding a ranged weapon and the targeted creature falls within that weapon's reach.

Disciple's Brand

Those who carry the Disciple's Brand are often gentle and intuitive, able to coax out the hidden and unspoken behavioral nuances that might otherwise go unnoticed. It manifests as a slim and slender dragon.

  • Your Wisdom or Intelligence score increases by 1, to a maximum of 20.
  • You are proficient in the Insight and Perception skills.
  • You know the Mending, Shape Water, and Mold Earth cantrips. For a number of times equal to your proficiency bonus, you can clearly convey a message to a creature ordinarily incapable of understanding speech, though the creature does not automatically become friendly to your or your companions, nor can it respond unless it possesses a means of doing so. You can also use this feature to give yourself advantage on any Wisdom skill check that you make. Uses of this feature are restored after completing a long rest.

Erudite's Brand

Amongst the oldest of the Godbrands, those who possess the Erudite's Brand are often studious and curious and make for exceptional practitioners of the arcane. It resembles a book and opens as the bearer wields magic.

  • Your Intelligence score increases by 1, to a maximum of 20.
  • You gain proficiency in the Arcana and History skills. You also learn 4 languages of your choice.
  • When making an Intelligence check, if you roll a 1, you can reroll the die and must take the new result.
  • You learn the Guidance cantrip, in addition to the spells Identify and Locate Object. You can cast these spells a number of times equal to your proficiency bonus or by using spell slots.

Gladiator's Brand

Those who bear the Gladiator's Brand are typically gifted in the martial arts and often possess an internal wellspring of seemingly boundless vitality, represented by a lion's visage.

  • Your Strength score increases by 1, to a maximum of 20.
  • You gain proficiency in either the athletics or acrobatics skill.
  • You can grant yourself temporary hit points equal to your character level plus your proficiency bonus as a bonus action. This feature can be used a number of times equal to your Constitution modifier (a minimum of once). Uses of this feature are restored are completing a long rest.
  • You can channel the Gladiator's Brand and provoke one creature you can see within 30 feet. When you do so, the target creature makes a Wisdom saving throw. The DC of this saving throw can be calculated by using your Strength or Charisma score, if you do not have a spell save DC otherwise. A provoked creature attacks targets other than you at disadvantage and must make the Wisdom saving throw at the start of its turns. On a failure, the creature must move towards you with half of its available movement speed in a way that would not endanger it, such as through a cloud of poison gas or lava. If you attack another creature or move 30 feet away from the provoked creature, the provocation is broken. You can use this feature a number of times equal to your proficiency bonus. Uses of this feature are restored after completing a long rest.
Part 3 | Ausgora

Mendicant's Brand

The Mendicant's Brand is amongst the oldest Godbrands; it harkens to a time before the ascension. It manifests on those who would nurture and protect those they care for, manifesting in the shape of a crescent moon.

  • Your Wisdom score increases by 1, to a maximum of 20.
  • You are proficient in the Medicine and Nature skills, as well as with an herbalism kit.
  • Any magical healing performed by you receives one additional die. For an amount of times equal to your proficiency bonus, you can double your proficiency bonus when adding to magical healing you perform. Uses of this feature are restored after taking a long rest.
  • You learn the Healing Word spell. At 5th level, you learn the Divine Favor spell.

Pioneer's Brand

Those who possess the Pioneer's Brand have an unslakable thirst for adventure and rarely stay in one place for long. They make for excellent scouts and cartographers charting the vast sky of Ausgora. The brand looks similar to a compass or occasionally a hendecagram.

  • Your Strength or Wisdom score increases by 1, to a maximum of 20.
  • Your movement speed increases by 5 feet and you are proficient with all vehicles, in addition to cartographer's supplies and navigator's tools.
  • You know the Longstrider and Jump spells, which can be cast a number of times equal to your proficiency bonus. Uses are restored after completing a long rest.
  • You have advantage on Athletics checks made to climb or swim.

Stalwart's Brand

Bearers of the Stalwart's brand are stouthearted and unshakably loyal. Many who go on to be knights or sentinels of another name often carry this brand, which appears as a wolf's visage.

  • Your Constitution score increases by 1, to a maximum of 20.
  • You become proficient with shields and can use them as an improvised weapon, dealing 1d4 + your Strength modifier of bludgeoning damage.
  • For a number of times equal to your proficiency bonus, you can steel yourself or an adjacent allied creature against oncoming attacks by taking an action to reduce your movement speed to 0 until the end of your next turn. In doing so, you can raise yours or an allied creature's AC by 2 and grant them resistance to bludgeoning, piercing, and slashing damage. While in this state, you cannot be moved by effects that would force you to move, such as the Thunderwave spell or being shoved. Uses of this feature are restored after completing a long rest.

Trickster's Brand

Nearly synonymous with rogues and charlatans, but truthfully the Trickster's Brand is the mark of astounding cleverness. The brand's appearance is reminiscent of a spider.

  • Your Dexterity or Charisma score increases by 1, to a maximum of 20.
  • You gain proficiency in the Sleight of Hand and Deception skills.
  • When making a check with either of the above skills, you can give yourself advantage a number of times equal to your proficiency bonus. This must be done prior to making the roll. Uses of this feature are restored after completing a long rest.
  • You can cast the Minor Illusion cantrip, in addition to the spells Illusory Script and Disguise Self. You can cast the leveled spells a number of times equal to your Dexterity modifier (minimum of 1), after which the uses are restored after completing a long rest.
Part 3 | Ausgora

Backgrounds

These backgrounds are unique to Ausgora as a setting and can better establish your character's place in the world. They are not required choices, although they do afford certain benefits.

Salvor

You are an individual who makes their living plundering the cloud depths surrounding Asgora. You share a lucrative relationship with any employer who finds themselves hiring you for the service you provide and are intimately aware of the dangers lurking beneath the Ocean Cloud. While you may not always fully understand what you find, you are aware of its significance to the world before yours. To delve into the depths requires a considerable amount of courage and physical prowess, something that salvagers are renowned for regardless of their allegiance.

  • Skill Proficiencies: Athletics, Arcana
  • Languages: One of your choice
  • Equipment: A set of common clothes, a set of navigator's tools, a grappling hook, a diving helmet, and a small pouch containing 10 gold coins.
Feature: Salvor Know-How

Whether you operate independently or as part of a salvagers' guild, you maintain a healthy relationship with a variety of wholesalers, suppliers, and other merchants. They are often more amenable to trade goods with salvors and might prove useful if you are seeking particular items or information.

Suggested Characteristics:

Salvors are shaped by their experiences in the depths but come from all walks of life. Some are motivated by coin, while others are motivated by historical curiosity. Consider the reasons why you would brave the lethal depths for treasure or ancient wisdom. Perhaps you were profoundly changed by the discovery of old ruins or something contained within them. Bravery can also be host to recklessness and innocent altruism might corrupt itself into avarice with each subsequent success.

d6 Personality Trait
1 I have an insatiable curiosity about the past.
2 I always want to know how things work.
3 It's difficult for me to part with my discoveries.
4 I take unnecessary risks for certain prizes.
5 I love a good mystery.
6 More dangerous dives have desensitized me to fear.

Doxologia Convoker

You have spent your life in the service of Ausgoryant, in hopes of joining the hallowed ranks of the intermediaries who speak on Her behalf. As convoker, you are party to all audiences that wish to offer a message unto the Worldshaper and frequently organize such meetings. You are familiar with sacred rites that best inform the conduct of worshipers. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power. Were you a lesser functionary in the Malichyana, raised from childhood to assist the clergy in the sacred rites? Or have you suddenly been compelled to serve the divine in a different way? Perhaps you were a simple worshiper, removed from the structure of temples, who now seeks clarity.

  • Skill Proficiencies: Insight, Religion
  • Languages: Two of your choice
  • Equipment: A holy symbol, a prayer book, 5 sticks of incense, Malichyana vestments, a set of common clothes, and a pouch containing 15 gold coins.
Feature: Authority of Faith

As a convoker, you are regarded with respect by Cyr Anthalans and have access to the more sanctified Malichyana grounds. You are also given assistance by those who share your faith for certain rituals and can confidently expect that those with means will support you with a modest lifestyle.

Suggested Characteristics:
d6 Personality Trait
1 I'm always polite and respectful.
2 I always want to know how things work.
3 I help those in need; sometimes at great personal cost.
4 The luxury of the Malichyana has made me indulgent.
5 Proverbs and sacred texts inform my morality.
6 I endeavor to hear Her thoughts, no matter what.
Part 3 | Ausgora

Chronicler of the Concord

You are an initiate in a prestigious order of lorekeepers, anthropologists, and historians dedicated to the preservation of wisdom and knowledge across antiquity. With Ausgoryant's ascension, much of it is lost beneath the clouds... or so it is believed. Your role, as a chronicler, is to venture out into the unknown and discover what, if anything, remains of the world below.

The archive of Cyr Anthala eagerly accepts volunteers as workers and attendants, many of whom are tasked with additional responsibilities and climb through the organization's ranks. Some tend to the security of these vaulted libraries, while others are trusted with information that might only be exchanged orally.

Perhaps you were one such volunteer with a profound curiosity of the world that came before yours, and now you seek to increase your knowledge and to make yourself available to help those in other places who seek your expertise. You might instead have been born into this organization and have a familial obligation to the libraries.

  • Skill Proficiencies: History, plus your choice of Arcana, Nature, or Religion
  • Language: Two of your choice
  • Equipment: A set of common clothes, robes, a writing kit, an ancient text related to your studies, and a pouch containing 10 gold coins
Feature: Concord of Legacy Access

Those who wish to peruse the Concord's repositories undergo a rigorous interviewing process and are still subjected to numerous fees. You, however, are free to access the libraries although some information is perhaps still out of your reach as a Chronicler. You understand the unspoken nuances of the Concord's tenets and how to navigate its bureaucracy.

Suggested Characteristics:
d6 Personality Trait
1 I am a font of obscure wisdom.
2 I need several perspectives before I decide something.
3 I inspire others towards the pursuit of knowledge.
4 Books rarely speak back, so I can be... brusque.
5 I tend to miss the forest for the trees, as it were.
6 I can be somewhat obsessive about finding an answer.
Part 3 | Ausgora

Peratheikos Machinist

The Perátheíkos Arcana is not limited to scholarly pursuits in the realm of simple magic. Their studies occasionally result in brilliant discoveries such as the Borealis Line in Cyr Anthala. While you may have been a student at first, your aspirations towards innovative greatness have propelled you further than perhaps even you had anticipated. Magic, alchemy, engineering are all staples you have likely dabbled in.

Consider what your calling might have been and what compelled you towards the admittedly volatile life of a machinist. Perhaps you were enraptured by the beautiful lights of the Borealis Line as you traveled through the Elixir Walk on your way home, or maybe your curiosity is simply insatiable. You might also have a mind for solutions rather than questions.

  • Skill Proficiencies: Arcana, plus your choice of Investigation or History
  • Tool Proficiencies: Tinker's Tools, plus one of your choice
  • Language: One of your choice
Feature: Infrastructural Ingenuity

While you may not have invented any longstanding creations that have undeniably influenced society (yet), you have a keen eye for why certain structures are built the way they are or may know how certain magical devices that see widespread usage function. You can roam the Peratheikos Arcana's campus at your leisure, although you are still beholden to the same rules as any other law-abiding citizen.

Suggested Characteristics:
d6 Personality Trait
1 The world around us is overwhelmingly exciting.
2 My thoughts are, at times, totally incomprehensible.
3 I refuse to take magic and its capabilities for granted.
4 I'm eager to explain just about anything to anyone.
5 I'm a perfectionist when it comes to my work.
6 I love a good, controlled demolition.
 

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