World Of Possibility
Table of Contents
Here you shall find every chapter and corresponding pages. Multiple of these have smaller references here to make their themes clearer and concise. Feel free to Utilize this table at any time. Enjoy!
1 Tumultuous Past
Cornered, but not defeated, the creation of this world is filled with trials and encounters of mass destruction. This is an exploration of those times, as well as a miniscule study into what once was.
2 The Anteplanar Timeline
Deep study into the world's 11 eras, even possibly going beyond them. This chapter will give an extensive amount of chronological information upon the most known events that marked these different ages of humanoid kind.
3 Prominent Factions
In this chapter we explore with great detail the different influential guilds and organizations that can be found all over Ofley. Some hold secrets within their structure that could uncover treasures of knowledge beyond imagining.
4 Horizons of the Eminent Plane
Find and uncover all of the glorious landmasses as well as water hemispheres in the plane of Ofley. We can explore the legendary events that have marked it and find the making of iconic civilizations.
5 The Sehelid
An etirely new ancestry that has recently made its way into populating the entirety of the material plane. They hail from astral lands beyond ours.
6 Divine and Beyond
Witness an incredibly wide array of deities in constant assimilation with our world. This guide shall provide without a doubt their importance to mortal kind and beyond.
7 Custom Feats
Embark upon discovering a whole new array of feats. Many will prove extremely useful to a wide array of adventurers. Expand your horizons with this list.
8 Glossary & Index
Quickly discover many of the specific terms and symbology throughout this tome.
Chapter 1: Tumultuous Past
Our world has faced enormous travesties to now give a second chance to those who inhabit it. Nature itself is a formidable student, as it has learned from infinite flaws within it to survive and even thrive. Most of us can only say we persist now in this world because of such unbelievable sagacity. Most of the world in ancient times was nothing but a husk, given life by glorious beings from beyond we now call our gods. This shows that Ofley is a plane of strife, adversity, tenacity, and overwhelming potential.
The scope of these events that predate the creation of our eminent plane are both arduous and incomprehensible. Years already pass, taking a gigantic amount of records or anecdotes with them. It is believed by few that our current eras are not even a blink in the passage of time beforehand. It hasn't deterred everyone to understand this, as humanoids, we are stubborn to the core. Most of us wish to comprehend the machinations and body that encompasses us. Some even dream beyond this planet, and wish to dare fate itself by heading towards the stars themselves.
It is to a point, extremely commendable for us to pursue such impulses, for our history is vast and expansive. There are times that some high priests declare, not even the gods themselves can recall. Can you imagine such a thing? Delving into what we do understand and wish to analyze, we shall commence exploring what some stipulations and extremely ancient records have provided us towards our past, hopefully attaining a glimpse of how multiple factors provided our molding and creation today.
Tides Of Creation
More than 2,000 years ago, even before the beginning of the Anteplanar Calendar, there once inhabited two titanic continents. None really recall any original titles given to them, so I shall refer to them as the colossal ones Dramyr and Udsaft. Both of these were hosts to most of the terrestrial life on the plane, Located East and Westwards respectively to the previously mentioned order. Both harbored an enormous abundance of flora and fauna we could not even understand or study in current times. It is said that these two continents were already separating, and all it took was the intervention of the greatest enemies the divine pantheon, and this world for that matter, had ever encountered. These entities of vast power that seemed to be described as existing natural cataclysms were known as the Anteplanars.
11 Eras (Beginnings and Culminations)

After what most scholars and myself included now refer to as the outlasted age, our world's understanding of time related to that event of import from so long ago. Ironically enough, I myself find it a fitting title, our forebearers named the new calendar and chronology to come after the beings who intended to destroy the plane. Many times, the name or the entire timeline was intended to be changed completely, yet the system that was implemented for it grew to be credulously solid and effective. Proving to be more useful to seek its development and not to scrap it for another. This system is now known as the Anteplanar Calendar, or the Divergent Eras. Many other forms of time measurement do exist in the world. Most places to our understanding on the Order of the Free Folk, and other influential factions have promoted its use meticulously, garnering optimal results for its worldwide inclusion.
Of course, I do confess these grades of time have only grasped at our current time after an age that is long forgotten. Many ponder if Possibly, we should expand our understanding of the past to recall this measurement into a better state. Such debate has outlasted more than two dozen generations of fine scholars, and great thinkers of their respective times. Justifiably, most authorities especially in the grand continent of Kelsingor wish to promote its use, as to never deprive many of its believers and users from such effective notation. Even more convincingly, the use of the calendar to predict natural and unnatural phenomena has been frighteningly accurate. Most declare this is due to a divine influence, others speculating it could be an intrinsic system designed with ancient magic millennia ago. Definitely the mystery is far from a solution or true answer as to its machinations, and even then, through countless generations, we learn more and more each time it is observed.
Sublime System
Calculating both the density and mass of our own world, the Divergent Eras process the relation of the planet to our solar system, as well as the galmatrix itself. How it is accomplished is normally directed at a certain factor known as the "Will Below" Tremendous forces of different origin are believed to take shape upon the core of Ofley, and through the "Profesian Paths", which are arcane conduits that form the ecosystem of our world align to form cohesion. It is unbelievably complex and harmonious to the point that any significant disruption to its alignment may send the globe into unadulterated pandemonium. Vast quantities of energy of different kinds are also generated by the Profesian Paths, and have been revered by multiple cultures and civilizations alike.
Arising upon the shores of time, the Anteplanar Calendar works as such: Until the current time, most periods divided in rich and significant humanoid history are placed upon the timeline and known as Eras. There are currently in the writing of this conspectus 11 vast and elaborate eras dividing the history in Ofley. Remarked as essential to the comprehension of our past, they are aligned to a somewhat impactful event in each of them that drastically changed the world for better or worse. None of them end at the same time frame, and in fact have even sometimes been changed from their points of origin and conclusion. Most of these times are divided into four types of units. Years are the main unit that divide the eras, and are considered to be A.A. or "After Anteplanars". It thens opens into our 24 months of each year. All of these have different days varying between having 31 and 32 days, except at specific intervals for the last month of Zinapsiz (6-7 days). We divide these months into weekdays, and there are seven to be exact.
Guide to the 11 eras (0 a.a.-1900 a.a.)
Following this amount of information about the calendar, it is also worthy to explore enough about each of the eras as to understand them from a general perspective. You shall understand what brought them to rise in prominence, and eventually learn what kind of event dimmed their transition, shaking the world forever.
1st Era (0 B.A.-89 A.A.)
The beginning of time for humble mortals and the rise of multiple humanoid species, such as centaurs, humans, sodor kin and odens. This chimerical age surged after a calamitous event known only as the War of the Anteplanars. Gods of our world banded together for the last time in recorded history to meet this external foe in an astral battlefield. Our world would've suffered irrevocable changes were it not for the intervention of the divines. More than a hundred of the pantheon's mightiest withstood the calamitous wave brought upon by the deadly anteplanars, that with but a thought, could eradicate continents in their wake and transform entire planets to fulfill their horrid endeavor. Our ancestors from that time were nothing more than witnesses and spectators to a conflict threatening to destroy all of creation.
Sacrifices were made to sustain the integrity of our world, and in the end we reached a point of reprieve and prosperity. Time seemed nothing more than an illusion at this period, and most welcomed its mysterious embrace. Years passed, small civilizations grew upon the age and fell as quickly as they grew. Most people lived as outlanders, surviving in a world of dangerous wilderness, and at times uncontrollable magic. The Profesian Paths had exerted themselves at the time, and so one would almost never find a mage, sorcerer, or priest with arcane or occult knowledge to speak of. Those who overcame such obstacles ended in epics and mythical poems of old, such as barbarous warriors besting and felling giants or dragons alike. Uncertainty prevailed above everything, yet it was also a period of opportunity and relative peace.
Unbecoming of the first age, most also call it the Era of Beasts, as creatures from the world surged through. Now claiming the lands once taken by ancient kingdoms and empires. Most of these creatures are native to our world, yet many of them we'd never seen before. Some think it was possibly an intervention by the goddess/god of music, harmony and feast Yaga. An act to repopulate the entire world with its animals and ancient occupants once more. This time brewed with uncertainty and a fresh start for all of those who shared the plane. Glancing back, this period would seem almost inadequate for exploration, not fully providing epic tales or times of marvel. Nothing could be further from the truth. Thousands upon thousands of incredible events occurred in its enormous span of eighty nine years, and its simply a matter of lacking the knowledge of what happened back then that restrains us from its wonders.
Finalizing at the culminating event of a double lunar eclipse, both moons orbiting Ofley perfectly aligned with the sun, and a supernatural event took place. Known to most scholars today as the Ravaging Wail, a powerful scream of unfathomable power was given form by this event, and it was heard through all corners of the planet. We have never understood its purpose, and speculations range all over from it being a divine sign, to even a greater horror seeking to disrupt everyday tranquility. Its true significance, was the sign for multiple humanoid groups of all walks of life, to grow exponentially further and develop the first iconic civilizations of our time.
2nd Era (90 A.A.-271 A.A.)
Keeping a steady growth for all of humanoid kind, the second era followed in its predecessor's footsteps. Many people began to adopt distinct ways of life more according to their environment, than before where it was based more upon the climates and time of day. Regions throughout the world began to cool in this period, giving rise to the two massive continents the world has at its north and south, known now as Feirica and Antferica. These two super-continents already existed beforehand, but expanded their territory drastically in this age. Multiple mountainous regions either rose or receded in this period of time due to the Profesian Paths and tectonic plates shaping the world slowly but surely.
This age specifically is known to be the Era of Penance, as it is said that in between the drastic events that were reshaping the world, a single kingdom rose to prevent its cycle. There was already a rising civilization consisting of sodor kin, emrals and halnpiths known as Glansa. It was an enormous realm that expanded through what now we all know as the continent of Vredago to the South East. They had encountered a way to craft artifices that could channel the elemental forces to their will. With it, they tried to stop the rumblings and earthquakes throughout the entire elder eastern continent of Udsaft. Glansa and its brightest minds united in achieving a world where they would be the masters of all geographical creation to suit their needs. To many, these were joyous news of an incredible newfound power, but to the gods, and the world itself, it was nothing short of a power that could endanger all life on it.
When their first ritual took effect in the great halls of a palace known as Satrifa, the rulers and druids of Glasna bore witness to the incredibly dangerous power that was terraforming the planet. Seas and landmasses broke through, forests burned, and deserts sprung throughout the land eradicating all previous forms of life within them. The spell went fully out of control, and threatened to destroy all who lived inside the planet, and on its surface. Only the remaining flying islands and citadels were spared of this horrible fate. Our merciful gods intervened, and a good portion of them detained the catastrophic ritual from finishing. They then decided to impose limitations on lesser beings and made ancient tenets of old that were then called the Tenets of Enkaldor. Now, they abide to different religions.
3rd Era (272 A.A.-472 A.A.)
Inconceivably, the world continued its lifespan after the serious incident that marked the Era of Penance. If that wasn't enough, this age proved to be one to revolutionize all others which came before it. Most ancient records that have been recovered, in fact belong to this time of brilliance and apotheosis of sentient beings. There came a moment in which even the majority of different species in the world segregated themselves, rarely coming into violent confrontations with others. This practice would never be found again afterwards, yet it is extremely interesting to think about how it even came to pass.
In this period a struggle that had been brewing for an enormous amount of time already had surfaced to the knowledge on the surface, and those below in the Blubode. This was known as the Oceanic War, or in the aquan language by the tritons, it is known as the Scarred wars. The Oceanic War came by the intrusion and invasion of multiple demonic and infernal forces. They were said to have an horde of enormous proportions gaining strength, and only the azaortaven, the tritons, and the sea drakes, who were previous ancestors of the zinderon. It was a clash that according to the tritons of all generations, makes our conflicts here above the oceanic floor pale in comparison.
Other conflicts and advancements arose, and not long after the era began to bloom, multiple cities and vast empires had grown throughout the entire world. Events like the Scarred War didn't reach the land above the waves, and so multiple periods of prosperity and growth ensued by the people living on the elder continents of Dramyr and Udsaft. Culture became the centerpiece of these settlements and countries alike. The study of divine, primal, occult and arcane magics reached developmental points never before seen since the time of the ancient civilizations beforehand. Lighting most of their ways forward, religions grew throughout the lands drastically, providing the divines with worship and renewed might.
Everything would end as another age would arise, as the discovery and use of the Profesian Paths and their true potential was unveiled. If utilized for destruction, one could unravel the landscape, and the limits placed by the gods upon mortals had not yet been as restrictive as we now find it. With this development, humanoids would orchestrate one of their bloodiest and deadliest times yet.
4th Era (473 A.A.-626 A.A.)
Becoming a different landscape, the civilizations leading the world originally into blissful communion grew in ambition. Now, many cultures began to be merged whether in a violent or non-violent manner. Multiple species would cross one another and developed new political, societal and traditional systems. It at first seemed a significant merger with bountiful possibilities and potential. Now most scribes refer to this as a dangerous omen for the events to come.
Accomplishments never before seen had been achieved in a century and a half. Power beyond measure surged, as technology as well as magic advanced to a climatic engulfing prowess that could even eclipse the powers of mythical beings, and the avatars of the gods themselves. Warriors, wizards, inventors, sorcerers, druids, clerics, and thaumaturges of legend grew in these times, grasping at knowledge that has been long forgotten.
Choking upon fumes of furor and greed, leaders of different countries began to prepare for war, and a terrible one at that. Tensions grew tremendously, and the ties among different people and their ways of life clashed. It seemed conflict would become inevitable, yet there was no real justification for armed conflict of such a scale without a portent to signify its devastating spark. Lighting the fires of this armed conflict, came a prophecy to cast the world into chaos. This was the Blood Signet.
Portents had been foretold and spread throughout all of the continents and realms on Ofley, even reaching kingdoms under the ocean and inside the underground of the Blubode. They grew in validity, and speculation about them spread like an abominable plague. It described that the lord of the Pale Woes Yefirera iself, along with its urrokoia, would make a relic. Parchment made out of godly skin, signed with a seal of divine blood. When this incredibly powerful item landed on the land of Ofley, it would signify the end of the world.
To make what once was a deep fearful prophecy into a waking nightmare, the rumors became a reality. Falling from the sky onto a now forgotten island in between the two elder continents, it was reported that from the skies themselves, this exact parchment was descending in an unnatural way towards the world. With an estimate of its arrival marked at the year 620 A.P. the people at the age entered a state of pure panic. The artifact was unreachable while it fell, even to the strongest of arcane power, so many kingdoms decided to become the only ones to grasp the parchment at the island before it fell, and that it would bestow them salvation.
The Blood Signet was the bloodiest conflict recorded since the War of the Anteplanars. Corruptive power entered the world, and weapons of mass destructions were utilized indiscriminately. A worldwide war ensued that dragged the world into despair. For almost one hundred and fifty years, conflict ensued amongst incredibly adept forces clashing with steel and spell. It was an era of conflict, disdain, separation, fear, hatred, and scattered hope.
Landscapes would change drastically, and it was even recorded that a mighty meteor known as Rhuinalgus fell at the North Western corner of the planet, devastating ecosystems in its wake, and leaving in its epicenter the mighty maelstrom known as the Eye of Rhuinalgus, which exists to this very day. Were it not for the courage and intervention of multiple gods, the state of destruction would have been incalculable. In the end, it was said by legend that a now forgotten deity that ruled over the wilderness, made a sacrifice for a mortal who attained the parchment, and destroyed it as it made its descent. This mortal is now the substitute goddess/god, known as Gugh.
5th Era (627 A.A.-983 A.A.)
Breaking through such a devastating conflict, Ofley would never be the same, and the civilizations of the 4th era are now considered to be ancient ruins. Such a long lasting conflict also ravaged the Profesian Paths of the world, that were weakening and growing erratic. Culminating over such a different and cataclysmic effect that could have exterminated countless creatures upon the world, and spelled its final doom.
While for the first seven years of the new age, life seemed to reform and cover the vast world once more, wishing to leave the Blood Signet as a distant memory, it would not come to pass. From within the depths of the Blubode, and even scouring the northern ocean, the terrible creatures now known as the meos manya. Using demonic portals and rituals through mass sacrifices, they had made their way into the eminent plane, upon a wave of fiendish abominations.
Crashing upon the entire plane as an infestation, these creatures would seek nothing more than destruction and mayhem. Many a heroic group, or might left from ancient arcane technologies would confront them, to no avail. This wave of mass obliteration would also send the Profesian Paths into an immense amount of stress, culminating in a titanic flood that threatened to cover the world, remembered at our current date as the Assailant Flood.
Tectonic plates, as well as the very veins of the world would burst in uncontrollable wild magic. It brought forth a flooding like nothing that the world would ever see again. Due to this act, the elder continents would also be broken into the twelve fragmentations that now remain, not including the northern and southern ones that survived the worst. Desperate survival engulfed all of the creatures in the world, and the gods were powerless to stop the calamity. Intending to save their creations, they opened paths underground in the Blubode, and secured them to save their refugees.
Millions perished in this conflict, and even the hordes of meos manya were not spared, although their souls would be sent back to the realm of ruin, the Barren Pits. Most of the portals and ritualistic conduits to the pits were obliterated in the chaos, prohibiting the fiends from returning into the plane for over 300 years. The damage however, had already been done, and life held by a thin thread. Even the aquatic species were not spared from this apocalyptic event.
7th Era (1248 A.A.-1338 A.A.)
Growing throughout the start of the millennium, a single dynasty cultivated by emid leaders rose above the rest. Utilizing primal magic for the betterment of the world, the Ilfedar Nevalfar, which in emish means "Fortunate Stars", had become the greatest political power in the world of Ofley. They had focused upon advancements in the educational and sociopolitical field never before seen. Wielding trade and commerce as their true weapon, they had expanded trade routes and routes for transportation that reached vast distances.
Born into an uncaring world, the people in the Ilfedar Nevalfar dynasty were hard working, and there was a pursuit of growth and reaching new heights. With the use of all magical sources, especially primal ones, they were able to develop their society beyond any other measures of sustainability. Multiple conflicts still arose, and some of them reached the mighty dynasty, yet they were expunged or executed as quickly as possible to prevent casualties. Wielding some of the brightest minds in Ofley's long history, Ilfedar Nevalfar became a centerpiece in the other continents of the world.
Established throughout the empire, the religion of the risen gods took a heavy root into their culture. Ilfedar Nevalfar claimed to only follow righteous gods, and depended on multiple auguries and divinations to continue in their work. Among them as well, an iconic mortal rose to divinity with great effort and sacrifice, but not out of their own people. This woman is now forgotten to time, and in her place rose the goddess/god of chivalry and honor Continant. None expected for this bright age to be eclipsed, and yet time passed, and the grand accomplishments of the age surely diminished.
Though many people claim the fall of this mighty dynasty came at a massive dragon migration that scorched their lands, some scholars beg to differ. The dragons that fell upon Imasor at that time, in what is known as the Scaled Wind Migration, was but one of the last stones thrown at the mighty and ancient civilization, allowing it to crumble. Most believed it was the surge of discord hailing from discrimination toward other species, or the misuse of elevated magic that brought it low enough to become a ruin.
We can still contemplate this dynasty's splendor. Many of their massive sites are still available for us to explore, even to this very day. While other incredibly impactful events had occurred, nothing had ever come closer to finalizing this age, than the fall of the Ilfedar Nevalfar and all they had brought to the world. Almost boasting a reign of one hundred years.
The scaled wind migration of dragonkind had also expanded their kin throughout the world. Because most of their kind remained in Imasor even to the 8th era, it would be enough to make most mortals think of them as mere fables. Challenging times came ahead for most of the people in Ofley, yet humanoid resolution prevailed once again. It became clear something else was arrising at the forefront of the world. After the fall of the dynasty, the gods grew silent, and something impactful was coming.
What defined the closing stage for the seventh era, was the arrival of many avatars from the gods into the world. Most of them were creatures of legend that could best armies alone. However, in this time, they would serve as guides and protectors of holy or unholy sites. Almost as if premeditated, they became aspirational personages to countless tales, and from those tales, the age of Brightsong arrived.
8th Era (1339 A.A.-1637 A.A.)
Mostly known in epics and stories as the Brightsong age, this era was a momentous birth for adventuring and discovery in the world. Also known as the Years of Wonder, they lasted for almost three hundred years, in times where gallant heroes of old faced different conflicts. Adventurers grew to a tremendous size, becoming an iconic profession upon Ofley. Many sovereigns requested the aid of brave adventuring parties to deal with surging conflicts.
Not many nowadays have ever lived without hearing the stories of that epoch. Apart from the 3rd era, we can find a vast amount of stories of these times that were recorded. Most sensationally, this was the age of bards and their importance couldn't be understated. Tales of heroism, epic conflict, and discovery throughout the world became intrinsic with the culture at the time. Storytelling was already extremely important for the development of a community, so this age only brought a tighter bond amongst people.
Shining a light of revelation upon the lands, multiple adventuring parties came extremely close to roaming around the entire world, and it was even possible to chart new maps of different lands, such as Hebrasohet to the south west, that had not been a part of worldwide events. Even the hundred isles were discovered, and though already colonized by their respective natives, they grew in population and are now one of the most diverse places thanks to these times.
Worship of the divines came back, not as illustriously as it was in the seventh era, yet it symbolized a newer age of growth. Stagnation for most of the planet became a distant memory, and even newer entities never before seen had arrived to the material plane. Majestic lands awaited in the horizon, and the world seemed truly endless and unconquerable, making the most successful humanoid expansion by different cultures in all of history.
Conquering all that stood before them, humanoids of all walks of life and different ethnicities cultivated an era of grand wonderment. Bards at the time also researched fairy tales even from beyond the material plane, managing to reach other worlds in our solar system, or even different realities. Exploration was in high demand, and so the world would be filled with fleets of ships crossing all over the great ocean.
Even the great avatars of the gods would be bested by mythical warriors, mages or dangers beyond measure. It was reported that at the least three avatars felled in this time through conflict against mortals, and their protected monuments or artifacts scattered to the world. Even those under the sea or inside the Blubode would require drastic measures to survive.
At this time as well, vast amounts of nephilim kind, wether they were hellborn or heavenborn, perhaps even something more, grew exponentially. These mixed heritages merged throughout the land, and even became some of the most common races that once resided upon the plane. Their displays of unholy and holy adaption would become iconic to their identity.
Towards this age, we also find ourselves at a time where most common humanoids had established themselves, and especially humankind. These embraced the world and spread throughout its infinite biomes, and proved to be worthy of living on Ofley. Countries had been established throughout the great continent of Kelsingor. Most wouldn't have expected such a bright and exuberant age to end so catastrophically and rending a part of the great continent asunder.
Upon the last decade of such a resplendent time, it would appear as if nothing could topple this epoch. Notions like these began to fracture upon a dreadful event that seemed unstoppable. What is more inconceivable is that this was all brought upon by a simple mortal that terrorized these last ten years, and was engraved into the minds of most people living in the Brightsong era.
The assassin Kirandey the Venom, a very dangerous and capable kadzri used its shapeshifting abilities and incredible skills to accomplish a heinous act. None ever knew of the reasoning nor the goal that conducted this monster to act as she did. It all began with unsolved murders of multiple aristocrats and even emperors.
This never stopped throughout the last decade, as more nobles, kings and queens were being murdered in cold blood throughout the world. In the end, even archbishops and priests themselves were not safe from the deadly assassin. The venom terrorized the entire plane with her assassinations, which were displayed in ungodly horrific acts of violence. Many ended up placing bounties on this woman of untold fortune, seeking for someone, anyone to bring her down.
It was of no avail, not even legendary heroes from that era could best the Venom. It all culminated with an unholy ritual of incredible proportions, where Kirandey lured multiple champions of the gods, to the epicenter of where we now find the Desert of Didacts. There, she perished at last, while also provoking a destructive explosion in Kelsingor.
9th Era (1638 A.A.-1747 A.A.)
Birthed upon a devastating explosion of wild magic gone terribly awry. The final act of the Venom before being defeated was to obliterate three entire countries with vile intent. At the southern lands of Kelsingor, a detonation unlike anything ever seen since, wrecked the landscape and annihilated all life that dwelled on the surface for more than 3000 kilometers around the epicenter. In a flash of light and rubble, as if a meteor had crashed upon the planet, everything there was extinguished.
This sparked the beginning of the 9th era, also known as the Mutilated Era. With the rampaging force of the event that brought upon the Desert of Didacts into the fold, and without many rulers to place all minds at ease, panic spread throughout most lands like a wildfire through a verdant forest.
Not even the gods could calm most of the mortal souls that were left shaken. For many of them, it must have been a sudden and terrifying tragedy that culminating in many becoming mistrusting or even dangerous. Brother would fight against brother, and many ties that secured multiple regions fell apart with as did the scorched earth with the explosion.
Curses spread about by the deranged mind of mortals at the time, as well as restless souls that were caused by the disaster. It was said that for the next two decades, most people would have to sleep with one eye open to pay mind to the wails of desperate ghosts skulking around, never knowing if they'd be hostile or not.
What is perplexing to many a scholar, is that life persevered in the Desert of Didacts. Some even speculate that the catastrophe held some kind of occult magic that gave rise to different plants and creatures that were never seen before. Most of these highly territorial beings would be terribly aggressive to anything within reach, and the region would be left as a barren wasteland. Luckily for all mortals, none of these creatures could survive outside of their original land, and so never ventured beyond the bordering lands of the desert.
After this first period, life again began to regain a sense of sanity. Scarred irrevocably by these events, people began to isolate from other settlements, and adventuring parties would have a much more difficult time in finding adequate work or admission. An aura of mistrust engulfed many in the great continent, though some other places learned to restore communities and communications before long.
Only Kelsingor continued to suffer these events for over fifty more years. Then, springing suddenly, countries began to surge from the maddening chaos. Many people began to trust once more, and grew to great optimism, leaving the event that created the mutilated era as a terrible nightmare.
Ever since the era continued, different cultures have made holy days to commemorate and pray to those caught in the abominable tragedy. Dozens of new rival kingdoms again rose, and now a race for development and political growth fueled many hearts. The continents became more separated than ever, and many people fell to internal conflicts.
10th Era (1748 A.A.-1900 A.A.)
Even with untamed lands, and scattered settlements throughout the world, humanoid kind continued upon their endeavors. The 10th era, known as the Scattered Era, was iconic in how much of an untapped source of stories and treasure the wild lands held. Creatures of all kinds had arrived from different planes now, and the bridges between the elemental planes and the eminent plane had never been so strong before. Profesian Lines could now be utilized without great difficulty, and so a surge of kineticists, sorcerers, psychics and magus increased exponentially.
Awakened powers meant that a lot of more people could interact with magic, this experience brought positive and tragic results. Always clinging to continue stalwartly towards their goals, the people of the world forged new creeds and ideologies. The gods were still prevalent in culture, but more and more, the inhabitants of Ofley spread their wills freely, from being a farmer tending to the land, all the way to ruling an entire country and facing multiple dangers.
The advancement of gunpowder and silverpowder also advanced a lot of different methods for advancing. While not as self sufficient as previous generations, most people in the scattered era grew to seek more than simply their circumstances. Adventuring became one such aspiration for many, as it provided a different lifestyle that could be obtained, even at a high risk.
The 10th era also became a time when ambitions for expansion grew in the minds of multiple leaders, and not just for humanoids. Many other sentient creatures, to different regards wished to become the new greatest power in their respective continents. One of the most prominent were the djinni, elemental beings of incredible power and renown.
Djinnis came to revolutionize many eastern and western continents in the scattered era. They mainly would arrive to enforce their will, sometimes successfully, and sometimes being taken back to their original plane. The promise many of them made also enticed mortals so, with the promise of granting any one wish for their continued service.
Even dragons, giants, urrokoia, and many other beings wished to attain power over mortal kind in many regards. Sometimes these creatures enforcing their rule benefited their ecosystems and societies, and in other accounts it would inspire tales of horror remembering times when mortals would be utterly insignificant to those above them.
Upon the year 1,887 A.A. an enormous amount of discord began to fall upon the land. Propagated through both religious and political disagreements, it bred multiple small conflicts among nations that never reached a full armed conflict. Now with technological wonders and arcane knowledge making their return slowly but surely, it offered a perfect excuse to ignite further confrontation.
Only prevented to rising into a genuine worldwide war, a lone group of mysterious figures ended the struggle. These 20 individuals without revealed identity are known as the pferds, and they were able not only to stop current hostilities especially in the great continent of Kelsingor, but would soon give way to the greatest rising power on Ofley.
11th Era (1901-Current Time)
Currently, we reside upon this new age of the unknown and endless possibilities. Throughout even each continent one could find a myriad of cultures sharing a space, or competing against one another. Continually, it feels as if the horizons beyond the previously forgotten or hidden are unveiled. Independent kingdoms still continue, and the main separation of territories is kept through regions.
While multiple enormous entities seek to control and grasp the world, there is one that has in very little time accomplished more than most. The Order of the Free Folk, or the Order for short, is such an entity. They are known to be a confederation, where multiple regions allocate towards its common goals and ideals. It is the main reason for the beginning of the 11th era, now known as Age of the Free Folk.
They shall be explored further, what is important in this section is to explore through what methods the age came to be. As it seemed that the constant smaller conflicts would incite a greater form of warfare in the world, the Order intervened, and in only 10 years, they have been able to become the greatest power in the great continent of Kelsingor with lesser dispute.
Another great event that propagated this change so quickly was the newest threat of the Meos Manya increasing in the northern lands of Kelsingor, Ultromentar, and waves upon waves of these fiends arriving from Antferica. This phenomenon is not yet understood completely, and most believe that greater forces have been at work, wishing to bring Ofley and the Barren Pits together. If true, this could be another incredibly catastrophic evnt, reminiscent of the Assailant Flood in the fifth era.

Most empires and kingdoms that remain have refused the sovereignty of the Order, and it has not yet grown into any provocative conflict. Many fear the power that this renewed power may pose to the societal structure that was already in place. This fear hasn't stopped the Order from reaching out from Jendoram and influencing more regions. Some feel it is simply unstoppable.
Needs to seek a greater official establishment have heightened. Most people that in this age operate regularly, do so with connections to a faction or organization, and contacts have become extremely important for people to establish themselves and their profession in the map.
Magic has been wildly debated to a point of high controversy, such as when people argue about religion. While none seriously scorn the use of the most unseemly schools, such as necromancy, every settlement has its own rules and regulations concerning the use of arcane empowerment and elemental manipulation. However, it is still common to find people that shun and entirely fear the use of the arcane. To some people, they have been educated to hate its possible harmful effects.
Storming through the world, multiple natural events known as the Eminent Upheaval or Wrath of the Core have been taking place. For cities in their wake, only extremely powerful magic or appropriate evacuation have saved thousands of lives. These meteorological effects are still unfounded within scholastic understanding, and are still under investigation. Some have speculated that it is the wrath of a mythical monster known as the Quolfen, which resides within the Blubode, even then, this theory is highly debated, as none wish to believe that it is possible.
Some of the supernatural effects created by the Eminent Upheaval are said to come from within the core of the plane itself. These consist with extremely potent tornadoes, tsunamis, and columns of fire that rise from the underground. It is highly impressive and dangerous.
Chapter 2: The Anteplanar Timeline
Complete Chronology
At this table before us we can find a comprehensive and accurate representation of the eras and time lapse of the plane. Most regions in Ofley still utilize the Anteplanar Calendar to pursue a comprehensive historical understanding for all people. More calendars such as the Osothlaian Calendar, or the Istvikaian Runic Calendar retain prevalence, though not enough to compete worldwide. Most astronomers and horologists in the modern era do also follow the Anteplanar Calendar for its practicality, and reliability when studying ancient documentation.
Inside of the current timeline, we see depicted the eleven eras that have been the most important in the history of the world. Most of them encompass multiple years, and even centuries. In its current state, our world has recently entered its eleventh stage, guided by the emergence of the Order of the Free Folk. All of the years that pass for each era are not arbitrary, and are an estimate for when their beginning and ending occurred.
In a monthly basis, the Anteplanar calendar has the best separation. Being one of the most comprehensive for all people to understand. Culminating in multiple expansions of knowledge for its system to indeed interpret correctly the rotation and general seasons transpiring in the world. The order of the months is alphabetical, taking inspiration from the common tongue and its variations upon transcontinental cultures. It is a marvel in the field. The only month to diverge from the rest is Zinapsis, as the rotation of the plane can vary wildly in the last six to seven cycles.
Even the churches of the world that represent the original pantheon have expanded the calendar. Their objective being to fill it with representations of different astrological events, holidays, solstices and the equinox. It has proven to make the measurement even more effective, and has become part of multiple divine contributions to societal needs.
Extensive studies have also been placed upon the days that encompass the weeks and months upon the calendar. There had been countless discrepancies over its model according to the position of the planet and the sun. It had stayed in fluctuation upon the 3rd and 4th eras, yet began to attain a new understanding when the 6th arrived to elevate the solar model of fundamentalism established in approximately 1163 A.A.
Upon the eleventh era, the calendar has only been strengthened and studied even further. Most of the members in the Order of the Free Folk wanted to regularize this model and spread it throughout the entire plane. It is not entirely known why such an enormous undertaking has been placed by the Pferds (rulers of the entire Order, who represent different states), and it has not yet caught worldwide attention.
Joining the rediscovery and structured preparation of the timeline, an emid scholar by the name of Urimal S'iltid was placed in charge of a new project. Among with other prolific masters in the field of horology, they interpreted and designed a new model to add into the calendar on the year 1805 A.A. It is called the system of weekdays, and it helps to better simplify the passage of days and weeks upon a month. They have become an iconic emplacement into the calendar, and has been promoted ever since.
Ancient Lore
Before our time as mortals, the gods made our world. It was a land ripe with conflict, uncertainty and boundless beauty. Even its corners were filled to the brim with desert sands, forests the size of castles, flying islands displaying their shadows across the land, jungles that would extend far beyond the horizon, a natural paradise for all of its inhabitants.
According to the most ancient records we had ever discovered, and even through some attained by the Arsonists of Faith, we know some of its wonders. Ofley was hostess to an invaluable array of creatures that achieved long lasting harmony. Like many of us, the people and creatures of that time also experienced hardship at times, yet the planet learned to flourish, as it does in our current eras.
Many colossals that even surpass the dinosaurs in ancestry resided upon those times. It was even said that some of them could dwell as islands in the sea, or use entire mountains as beds to rest. Even the avatars of the gods walked the land more than they do now. Incredibly miraculous creatures that transcend mortals and guide them to fulfill the will of their goddess or god.
Figuring out what had accurately transpired is much easier said than done. Records from those our earliest eras barely exist, not to mention the times and lands beforehand. What we can expect of these times is that the world yet was not divided into the continents of today, and still held its two enormous landmasses. These would persist until the fifth era, and become lost to time. These were known as the Mighty Dramyr of the west, and honorary Udsaft of the east. The two bore a magnificent amount of flora and fauna.
Much of the culture that spans indigenous people and species has an origin here. One can also witness the first forms of art, traditional understanding, and even language, hailing from ruins like the flying bastion of the flayments, who are an extinct aerial species
This is also the time when the gods expanded their purview, seeking to influence other planes and worlds. At times, these journeys would reap greater benefits than others. There were moments, that are now engraved into the terrible tragedies of that past. One in particular was the first incursion of the Meos Manya, and the creation of the Urrokoia.
These two species of extraplanar beings have become a blight to many, even in our current time. It was said that one of the archendrids a celestial of glorious divine power, who had aided in the defeat of their first incursion into our galmatrix, became the progenitor of the twisted Urrokoia. The fiendish influence of the Meos Manya is infamous, and we don't remember their twisted origins at this dark time spilling them into our lives.
Untold stories can be found here. For mortals are nothing if not finite. Even the eldest of beings would have a difficult time recalling what had truly occurred. Could there have been a greater catastrophe that what we have witnessed in contemporary times? What are the origins of our ancestors and first signs of civilization in the old age? Questions that have not yet found answers, but many find treasures filled with clues of their existence.
During ancient times like these, creatures from other worlds and planes started to immigrate to ours. Most of them we already find here today, and some creatures like the Sehelkari had just recently arrived. However, in this time, it has been even reported that creatures like humans, dwovin, or oden had just appeared in when the first era would bloom.
Expeditions to find out more information about the past have varied in abundance. Most cases can find adventurers or researchers returning with nothing to show for their efforts. Some even do not return at all. This has proven to never be a limiter however, and you may always find more people seeking to discover what lies beneath sands of time. To those who are successful, they find a trove of knowledge to revolutionize our understanding. We truly had magnificent ages before ours.
Whilst almost everything we understand about this veiled past lies dormant of forever forgotten, one needn't lose hope. Constantly we can see different fragments or ruins of the splendor from previous recorded civilizations. Fossilized remains of multiple creatures, including humanoids, have also been found.
Undertaking steps to raise awareness of these times, there are multiple organizations and groups wishing to extract more information about the ancient times. One of the most prolific to exemplify are the mages and sorcerers in the land of Justidiex. They are known to hold the Records of Anonymous Creation, or RAC for short. It contains invaluable tomes and materials from eras before ours, and are studied meticulously.
Marking these times was a tenuous conflict between the gods and their ancient enemies, the anteplanars. These beings would not coexist, and had from time to time host skirmishes across our galmatrix of Vea. It would not yet culminate until the start of our first era. These times are mystified and their glory remains in scant memory.
Chapter 3: Prominent Factions
Assimilating to the ways of the hierarchies that be, constantly forces and entities rise up to face challenges. Ofley is abundantly filled with multiple groups of people who join forces for a common goal. Teeming with growing and disbanding alliances that could at times change the course of history. Tales of such groups would be filled with concerning or hopeful ideals that can never be left unattended.
Grasping commonly at goals of interest, multiple individuals would be able to accomplish tasks with these groups. At greater lengths and efficiency than what would otherwise be esteemed as highly improbable. Funneling flames of dreams and ambition would gather at a centerpiece, a belief system that would holster the common goals of these organizations. Groups known as factions.
One ought to never underestimate just how much can be attained through cooperation. Cases of political sabotage or subterfuge employ methods handled by an operative team. Expeditions to distant lands have greater chances of survival due to different people filling the needs of the party. Potential to even flourish entire kingdoms can be taken from such methodology.
Ever since settlements, towns, kingdoms, empires or countries had been established, factions had been a part of those systemic constructions. Enforcing or regulating interests outside or inside the established power. However, factions almost never use power, wealth, or recognition as a goal, and only effectively as means to a productive end.

Arsonists Of Faith
Dismissed at times as one of the most irrelevant factions. Most members of the Arsonists of Faith prefer to be underestimated in this way. Greater groups with power beyond measure, and especially religions know to fear their name and calling card. Said to have once been a group of disenfranchised clerics and champions, the arsonists have made it their mission to combat divinity in all forms.
Theirs is one of the most ancient groups known to ever have existed. Formed supposedly even before the current Anteplanar Calendar was ever established. Most of its members came from a time long ago when the gods had grown Ofley into what it is today. However, every single one of them reject the gods with zeal, and look for ways to confront them against all odds.
Never should one take its dangerous constituents lightly. The arsonists are some of the most mysterious and minacious individuals in the whole world. It is said that a single one of their number are capable of besting and even eliminating two dozen divine spellcasters through cunning tactics, and the use of ancient artifacts. What's more is that their members reach for secrecy above all else, and have plans in case one of their own are ever captured alive.
Influential politicians, and even sovereigns have supported or even become part of this organization. Seldom allowing any outside eyes and ears to follow their movements or planning. After all, they are confronting the gods themselves. Most think now that their representatives have a mission to exterminate all of the divine, as ludicrous as that may sound. One should never take their attitude for mild bolster and incompetent threats, as they have indeed been reportedly successful once before.
Long ago, across the second era according to varying reports, their first and only successful deadly blow to a goddess/god came to pass. Limlialca was the ancient original ruler of the Ishland, and goddess/god of the Ishborn. She held an undisputed divine authority and was one of the greater deities in the universe. Through horrid machinations that exterminated countless followers, she was weakened tremendously, and was utterly destroyed.
Ancient scripts stated that for the very first time since they battled against the anteplanars, many gods joined forces. Champions from all across the world of Ofley, and even reportedly, from beyond, hunted down the arsonists relentlessly. They attained varying degrees of success, but ultimately failed, as many members still remain to this day.
Since those times, the arsonists have never quenched their thirst for divine obliteration. Most suspect that their members reside in the great continent of Kelsingor upon the eleventh era, but reports confirm they've expanded their areas of operation. Fearing no better than the ancient goddess Limlialca, murdered priests and bishops have joined the list of victims from this faction in the thousands.
Desperate to confront them, multiple groups and coalitions have been formed that specifically hunt arsonists of faith whenever possible. This hasn't stopped the ravaging tide of this terrifying group, continuously outmaneuvering their pursuers, and becoming the hunters instead. Most of the adventurers, assassins or bounty hunters sent after them are displayed on city streets, hung by purple colored rope, and it is said they have no internal organs remaining.
Most reasonable folk nowadays keep an eye out for their members, as the arsonists are normally unwelcome into most settlements. Of course, their members understand this, and have become masters of subterfuge, though very rarely, some eye witnesses have confirmed they do have a specific uniform when forming congregations or communing in a specific place.
Reportedly, they wield a black and violet robe with multiple silver decorations crossing them. These magical robes provide them with a change in identity and voice, so that they're not recognized. Most of the identities for the arsonists of faith are taken away when they become official members, and it is said even their minds are altered so no one may cross them or know reveal too much. Shrouded in ever present misinformation, there are countless false accounts implanted by their members into society to either promote their beliefs, or sow fear into the hearts of mortals.
Numerous tales have entirely vilified this faction, and with good reason in mind. Their group however, is rather more complex than what at first it seems. Very few people that become sympathizers speak in the name of their cause, calling them freedom fighters. Justified or not, their at first sight cruel actions are said to come from a place of grief and even so called justice.
Remaining as one of the most hidden and unknown groups in the history of Ofley. The arsonists of faith also withhold an incredible amount of ancient information. It is said some of their members even have records of what occurred int he war of the anteplanars.
Cerebrum
Coining and developing numerous newfound forms of artifice, chemistry, alchemy and invention. Even multiple new advancements in arcane fields have crowned the Cerebrum as one of the most influential factions in the world. Through dedication towards academic studies and continuously practicing theories. Whole countries and empires have expanded due to their employ alone. Many advanced forced of weaponry, medicine, and discoveries in biological fields have been brought forward by this important organization.
Revitalizing various movements of invention and progress. Most of which had been lost or forgotten in the 5th era. The Cerebrum idealizes a world where the common woman and man may prosper through efforts of collaboration and with the use of the mind. Whether one partakes in simple projects for personal use, or construct that revolutionize life in the planet, all of these endeavors are worthy in the eyes of these genius entrepreneurs.
Records of their very first appearances date all the way back to the seventh era, and the greatest of their original number cultivated their projects for the benefit of the Ilfedar Nevalfar dynasty. None truly have understood what gave way to their origins, but it all culminated in brilliant minds from across the world uniting in search for better methods of scientific and arcane improvement.
Founded and dismantled repeatedly over the years, the moving cogs of progress had been at times fickle. Multiple different points of view have seen the Cerebrum clash and operate under different types of control, and not all of them have been for the better. Irrevocable damage has been dealt by some of their members with a lust for personal gain. Recently in the eleventh era, they have reformed to overcome such obstacles, and have a stricter process of entry and membership.
Benefits arise while becoming a member of this organization. One can study several subjects, and even controversial ones, so long as its exhaustively reported back to the faction leaders. Most members are provided for, and gain precious resources to assimilate and complete their work. It becomes a rather productive relationship, and normally allows for many people in the Cerebrum to treat the profession with respect.
Grander than any form of objective, has been the philosophical endeavor all members abide by. This code establishes that the Cerebrum will only give importance to magical, and scientific methods above the use of Profesian Paths. Only the individuals within the faction understand this position fully. It is speculated that this ideology derives from the reasoning that the profesian paths should be left alone as natural sources of magic.
Graced by more than just their intellect, most of the connections with the Cerebrum attain even greater influence. When many of their constituents are responsible for great discoveries, it is unwise to challenge them politically.
The Cerebrum and Followers of Highest Arcana have a difficult relationship. Brought upon by years of misunderstanding and rivalry, it has erupted three times into open conflict. It is not in the interest of either to prolong such disagreements, but their clashing identities keep digging divisions in their possible cooperation. Most members of the Cerebrum never would fully trust a follower of highest arcana, and keep their distance continuously.
One of the periods of time of greatest conflict that almost destroyed them came in 1580 A.A. at the 8th era. Civil war erupted within the organization, as an alvogen woman by the name of Lechriss the redoubtable separated most of them in two halves. One of them is widely known as the Cerebrum separatists, and the others had fractured enormously but remained as the original emerald Cerebrum. Both had clashed to the point where the conflict involved multiple governments joining to end the bloodshed.
Lechriss was never found and it is believed that her descendants continue their cause. The separatists wish to only share their own discoveries amongst one another. It is believed by their members that humanoids outside of their own circle are a danger to society as a whole, and must be kept back technologically. For the moment, they have been incapable of fully submitting a country or region to their demands, but numerous towns and villages are kept under their thumb.
Despite such drastic times, the emerald cerebrum has prevailed against many challenges. They continuously seek to empower and reach new heights in humanoid development. This mission has not changed in the 11th era.
Precise calculations have guided dozens of generations belonging to the group. Finding organized ways to solve their rational problems. In a world so complicated, it may seem impossible to pursue, yet the Cerebrum stands strong to this day.
Erekanian Illustriousness
Shrouded in enormous conflict and mysterious clashes against the civilized folk. The Erekanian Illustriousness is a way of life for people who have joined the ancient civilization of the grovellik. Most of these beings arrived before the anteplanar calendar was established, and they have become extremely elusive and important. Grovellik supposedly came from a fallen asteroid a long time ago, alien to the ways of life in Ofley.
Their true origins are still marked by censure and deceit. Many in the Order of the Free Folk and the followers of the pantheon consider them outright enemies. They are supposedly humanoid looking, with light green tones of skin, and it is believed every one of their members can transform into monstrosities at will. Reasons for their mistrust and for many hunting them down are still kept secret, but it is regularly expressed that the grovellik cannot be trusted by any means.
While an enormous amount of people consider these creatures dangerous and threats, there are those who have aided their efforts. Now globally known as the erekanians or the Erekanian Illustriousness. They are protesters, warriors, druids, common people and more, working together to aid the grovellik and their survival. In exchange for this service, they have been blessed by the bio-technology and tools at these extraplanar's disposal.
Instruments like these cannot be found anywhere else through Ofley, and unless taken from the Grovellik, have only been seen in the Blubode underground. It is said they can perform miracles alike to primal magic, and in different effectiveness. Most of their technology is natural, and has been combined with natural life in our world to further alter the surrounding ecosystem.
For good or ill, the complex subject matter is not an easy one to resolve. Should we believe that these creatures are here to aid us, or take over? Some believe they are to be trusted, and have amassed a creed and faction to rival the greatest in the world. Utilizing this form of biological advancement, they have collected influence and power that can rival multiple kingdoms, and are now found in every single continent throughout Ofley.
Conflicts have erupted against their number, for it seems that not everyone supports their actions. It has been reported many times that because of the erekanians, whole towns and empires had been eradicated in their expansion. Reports also claim that members inside of their organization are brainwashed to their bidding, acquiring an entirely different culture and identity.
Accusations like these have been difficult to prove and reject. Because of that the Erekanian Illustriousness are one of the most controversial factions worldwide. It is unquestionable that lives have been saved and even improved with the grovellik's aid, but protestation against their "so called goodness" has been asserted. Even a good majority of the gods and their followers seem to treat them as irrevocable foes.
Word has spread about the erekanian infiltration into multiple settlements. Some have even been found out after decades or centuries of being part of the same societal structure. Almost no grovelliks have ever been discovered. There are no conclusive accounts of their physical psychology or physiology. It is speculated that many of them have been hiding underground or under the sea, waiting for the day to strike.
This factor of subterfuge has indeed gifted the erekanians a poor reputation. There are places where none of their members are welcome, and others where they are actively persecuted. Whether it is justified or not is yet to be seen. Most of them can utilize power and advanced mechanisms never before seen, and it is said that only because of their interactions with the grovellik they are capable of doing so. People who have attained these items for themselves not on the side of the erekanians cannot wield their incredible capabilities.
Temples dedicated to this ideology have been erected throughout high peaks upon mountains. This recent action has been a mystery to many but to those within the organization. It is said that with them, they can protect the environment from mass exploitation. This has led most scholars who study the erekanians to believe one of their primary missions is to salvage and protect nature in all of its forms.
Wracked with enormous losses throughout time, members of the Erekanian Illustriousness have fought back and spilled blood. At times, it is out of innocents, only prolonguing conflict and justifying those who wish to exterminate them. Yet even with such circumstances some have wished to parlay, to demonstrate that they're no enemies of the people. It is yet to be seen where the scales land for the verdant concordant.
Followers of the Highest Arcana
Long and arduous periods of time have pushed humanoid kind to confront and elaborate new ways of growth and survival. One of our greatest accomplishments has been the use of rational and empiric thinking. Studies have been developed henceforth from these efforts, allowing for great discoveries like magic or Numagotech, which is the branch of technologies derived purely out of magic.
Countless more ways of thinking and rationalizing our world around and beyond us exist. And so, the Followers Of Highest Arcana are an interesting prospect. They dedicate themselves fully towards the advancement of numagotech research at any extent. Whether it is by tinkering with weather phenomena, research in cultivation, or the use of powerful and devastating weaponry. "The Followers" as they are also commonly referred to, seek a greater understanding in magic and studying it further.
Dedication into these fields of research has no doubt come with inherent boons and banes. Inadvertently, many of their hopes for pushing numagotech forward causes many avenues of commerce to open. Multiple entities, factions, and organizations use their connections with the followers, to establish a channel to researchers and tools most could not normally acquire. For this reason, as well as how well established the organization has become. They are one of the most official representatives in the field of magical discovery.
Wizards of all kinds, as well as witches, mystics, summoners, psychics, magi, and sorcerers are mainly drawn to the fold. These Junctures are implanted within enormous academies of study, research and conversation. With brilliant minds heading the organization and meticulous structure of the followers, it is no wonder that they find themselves to be one of the most widespread and stable factions in all the realms.
Cultivating relationships with other organizations is not exactly the follower's forte. For that reason, they find ample employment to different external groups. Many have the reputation of the followers in high standards, and it is said that almost no deals with them go ill. Adventurers also commonly gather to aid in their efforts, and it proves to be a lucrative endeavor.
With these connections, as well as representatives that can attest at the behalf of the followers, the faction is well regarded. However, for many in their group it is a fine line to walk. Work must remain constant and finding a stable entry of capital is essential nowadays for their stability. For this reason, the followers have been known to aid in many projects, some that don't correspond well with general morality. Most research in the current age for warlike endeavors has been achieved by the Followers of Highest Arcana.
Truly, these are times for ample opportunity in the faction's eyes. This does not mean that all of their operations have gone smoothly or without trouble.
Pledged into times that cannot afford for failure or hesitation. Questionable actions have been carried out by the members of the followers. Even from the highest stations, such as the famous Amendryx, numerous accomplishments have paled in comparison to the horrors that can be brought upon by desperate research.
Controversially, it has been said that multiple orphans with magical susceptibility, especially sorcerers, are taken in by the followers. Some claim these children are used as a labor force or are indoctrinated into the system. Members of the followers claim those are shallow accusations and that they are simply giving the young orphans a better life. There have been speculations as well that the organization has made humanoid experiments before, some delving into the art of torturous necromancy.
It has not been fully confirmed that the followers authorize these activities, and those who have normally seem to work alone. Power can grow to become a terrible corruption, and even this faction isn't free from its grasp. With this said, the contributions that its best have provided for most civilized societies cannot go unnoticed.
Some say that special members of the Followers of Highest Arcana have been researching the perfect use of the profesian paths. Pathways of magical energy that are intrinsic to the stability and health of the plane. Ofley has always carried these paths since its inception. The followers mean to study and learn how to use these codes of arcane wonder for the betterment of the faction and magical research.
Because of these actions, their members have clashed in the past with the Cerebrum. Another organization that has different ideologies than themselves. Both have even started underside wars or public confrontations, yet now remain as close rivals. Through all of the difficulties and adversities, the followers have remained resolute.
Guilt Maulers
Nothing more or less than a steadfast and legendary organization. When people had been left alone to confront the horrors beyond. Upon catastrophic invasions that were destined to wash through towns of innocents. The Guilt Maulers have been some of the first to act in the defense of those who couldn't protect themselves.
Most in their number have dedicated themselves to the control or total purge of terrible evils affronting lives throughout the world. Their origins took place in Ovatoac, the continent of vast expanse. It was in the 6th era when they were first established, as a group of mercenaries, pirates and raiders joined forces to defeat an ancient demon lich by the name of Iamded.
Afterwards, their members grew and became well established. There are countless legends and stories of heroes pertaining to the maulers. Some say that in the Brightsong era, they became known throughout many more parts of the world. There are multiple smaller factions deriving from it, but most of them have the same goals. Their methods do vary and can become volatile.
From around the world, people of all walks of life may join their numbers if they are ready to align to the faction's goals. Members of all humanoid races are welcome, and it is even said that even monstrous sentient monstrous creatures have been permitted, such as ogres and sphinxes. So long as they support the mission of the organization to aid others, in many cases for coin, but ultimately carrying out the act.
Upon dangerous wars, the townspeople in outskirt villages would contribute to seek aid of a guild mauler group. The mercenaries would place themselves as the first line of defense for the people and protect them from anyone who would endanger their lives. Normally they do take contracts for monsters and aberrations, but exceptions are made.
Families, communities and even kingdoms have been saved due to their efforts. While this sense of libertarianism in its members has kept the whole from unifying. It has not left the Guilt Maulers without capable members, as all of them must stay active. In the case that someone or a team are inactive for a period of three months, they are immediately taken out of the organization without exceptions.
For this reason, there are teams of heroic adventurers that are forgotten in the faction's annals. They could have perished in a dangerous mission, but if the leaders of the order have not been reported to, the team is abandoned. This is exactly why multiple new groups of the maulers do employ spellcasters and lines of communication. Almost none of their members wish to risk their lives without playing a significant moment in the efforts of the faction.
Tearing through landscapes unknown and vast wastelands. Most tales of the members pertaining to the maulers lead them to the most hostile landscapes in Ofley. Sand dunes with no shielding from the scorching sun, or the most dangerous depths of the Blubode. It doesn't matter to the best of their members, and they delve into these dangers normally with an ideal that none else have to.
Rivalries with other factions have sparked within the Guilt Maulers, without doubt. The most infamous is the one they still maintain with the Silver Company. Both parties wish to accomplish similar goals but in different means. The maulers for their part see the company as incompetent cowards who don't sacrifice enough for others. It has been a long lasting affair overtaking more than 400 years, and it remains strong to this day.
However, this head to head disagreement does not normally impede the faction's operations. Especially now that the two have been kept in constant employ by the Order of the Free Folk. Tales of greater exploits have never diminished, and many members inside the organization always seek greater adventures. Multiple others generally seek a stable source of income, and still uphold most of the values from the company.
Legendary even within their members, are the greatest triplets of representatives in the conglomerate. Known even beyond the eminent plane. These are the three eyes of annihilation. Changing their position every full decade, the eyes are the best of the best within the organization. None better represent the values and deeds of the whole than themselves, and it is an exhausting but important role. Dozens of people wish to attain this position, yet it is a difficult and arduous climb. It is said that their name came from an ancient three eyed giant known as "Collodra" the fearless.
Treading through the unknown and unassailable, the Guilt Maulers are an iconic defender of the realms. It is even said that in recent times, they have acquired an extremely impressive maritime presence. Multiple skilled sailors and shipwrights of all walks of life have aided their efforts. With such means of communication, the transportation of equipment and members to other parts of the world are easier now more than ever. They are truly exceptional.
Order Of The Free Folk
Losing no momentum nor importance since they mainly commenced the eleventh era. None truly understand their origins, as only the greatest members in the organization recall their beginning. Veiled upon great mystery for an inception that would consequentially change the fate of Ofley possibly forever. Even in the few years they have been established, countless accomplishments have continued to take place.
Most declare the Order of the Free Folk, or the Order for short, is the most influential faction in the world. While right in many regards, it is also believed they are now bordering on the line between organization and nation. Conquering most of the great continent of Kelsingor, from the southern lands of Soxil'ini, all the way northwards to Finbral.
Unlike most kingdoms or empires however, their sovereignty is based upon trust and independent bonds. People call their state of rule a republic, and they would not be wrong. It can be considered more as a confederation than anything else. Established at the end of the 10th era. Growing to an expansive size almost no person could've ever anticipated. For better or for worse, they are one of the greatest powers in the material plane.
Everything about the Order regales tales of miraculous accomplishment and unlikely collaboration. So many humanoids would band together within their golden and azure flag. From common farmers, bards, and regular civilians, all the way to archmages, heroes of legend, and even mystical creatures. What brought this through originated with the struggling empires from the 10th era wishing to exterminate one another, and being stopped before it was too late.
Speculations over the unknown and enigmatic Pferds continues among skeptical scholars to this day. These leaders that appeared from seemingly nowhere changed the world. Every one of them are hidden within armors depicting a humanoid horse. It is said that all of them are different humanoids, yet the armors make them look incredibly similar, apart from the metals they are made out of. Each of them are extremely skilled politicians, leaders, warriors or spellcasters, and merchant lords.
Metal is a great part of admiration for the pferds, as it is always a representation of their different members. All the way from copper, to dawnsilver, and even gold are depicted. While not all metals in existed are represented, it differentiates many of the pferds well enough from one another, as their other features except their voices are almost indistinguishable. Elaborated magical armors like theirs are also extremely well protected against divination of any kind, as well as being unique in creation.
Some may take their power as authoritarian and take them as conquistadors. In a sense, that can be absolutely true. As from many reports, the intentions of the Order are to take over as a worldwide form of government. Others do declare that while they may intervene with their authority, their primary mission is promoting freedom and welfare for all
who are integrated within their ring of influence.
Deemed as an extremely efficient form of government, especially for its size. Some deem it incomprehensible as to how the Order has not fallen into organizational madness. Their range of influence is most certainly worldwide, and they only seem to get stronger and better as the years pass by. Countless outposts have been established by them, and while corruption is certainly found in their midst, it is either normally quickly quashed by their forces or the use of adventuring parties.
Fantastical as it may seem, the Order has seemingly proven that peace, prosperity and rewards for hard work can subsist. Controversies about their form of ruling have certainly sprouted, and it could only be foolish to take them as perfect. Even so, they have been rather effective. More so than many other kinds of leadership and close to outreaching ancient empires, such as the Ilfedar Nevalfar. Quite impressive, if not even unimaginable for them to attain such heights in our current era.
While it seems that their age has just begun, the accomplishments and reach they've amounted is almost inconceivable. Yet, as their creed demands, it is because of their constant cooperation and mutual aid that this system is capable of subsisting. Some studies do present that it is a fine balance to upkeep, and if the structure was to ever significantly fail, it could spell the doom and destruction of modern civilization in the continent of Kelsingor.
Grasping always at greater accomplishments and even wider landscapes, the Order have expanded their horizons. In their rule, freedom of expression and identity are enforced. Discrimination of many kinds are outright outlawed completely, and this has allowed for flourishing communities to rise into the fold. Wonderful as it all may seem, it is said that the Order harbors dark secrets, yet nothing has risen yet to confirm such speculations.
Silver Company
Dazed for the last years of the 8th era, the people of civilized countries in Ofley were seeking salvation. The creation of the Desert Of Didacts left many in Kelsingor and beyond stunned. An age ripe with potential and greatness, felled into the bottomless pit. This is when the Silver Company launched themselves from a simple mercenary group, into one of the most powerful factions in the world.
Becoming so much more than previously, the Company of Windfall, as it is also known, is iconic to the realm of Ofley. Members that once were common adventurers and money grubbers joined forces for a greater cause. In the silver river , located in the Nialgar Lines, and specifically on the country of Ishaunba, history was made. Multiple different adventuring groups joined after being called forth from all over the world, after the devastation that ended the 8th era.
Documentations differ as to what truly occurred in this council, but in the end, the group of the Silver Company was established. Before they were this organization, the group of mercenaries were pretty well known in the islands east to the Nialgar lines. They'd accomplished a great deal, but certainly not enough to warrant becoming one of the greatest factions in the known world.
After this reunion in the 32nd of Lopernica, 1638 A.A. this enormous council in the silver river took place and changed their fate. Growing exponentially in size, they spread out to wild lands across Ofley in search of aiding smaller communities who couldn't defend themselves against the recent threats. Through a divine communication, in which expertly placed clerics reported about their efforts of expansion and safeguard, it became one of the most well organized organizations in the known world.
All kinds of participants and different humanoids are welcome into the company. It is speculated that the faction also trains some of the best animal mounts in the world. This raises their effectiveness quite significantly, not to mention their ample methods of teleportation and transportation. Even the Order themselves are not yet as efficient as the company is to move goods throughout the world. It is said that something in the silver river grants them such boons, but none are allowed near it, except for company members who guard their secrets well, and the locals of Ishaunba.
Tales have grown of the expertise in which members of the company perform quests and tasks. Seeking effectiveness over everything else, the organization seeks to both take ample time to analyze their task as well as when they execute a plan. For this, various noble lords and ladies find them in their employment, as the protocol followed by the company is strict and efficient. However, this code is normally led by a moral hegemony that surpasses anything else.
Most know of the company because of how effective they are at delivering their services. It is also key to note that because of multiple groups led by them that keep the borders of the desert of didacts safe, they are rewarded handsomely. For most of their numbers, it is a calling and divine obligation, but many of their members have had less noble intentions.
Those who have becomes veterans of the blighted desert lead important lives. Keeping those at the borders safe, and capable of leading adventurers inward with exceptional skill. Their use of elemental casters or kineticists have also given them a superior advantage in difficult weather. Their members can reach mostly uninhabited and remote outposts well, and are known to have exceptionally capable rangers in their midst.
Having such acclaim doesn't take away from the company's humility. They've formed petty rivalries with other adventuring parties and mercenary commissions. Their most known competitor are the Guilt Maulers, another organization that has a famous reputation. Both groups normally disagree in how to aid and interact with most settlements. This has garnered them a mostly friendly, and at times deadly clash from time to time.
Within their ranking, the greatest member of the silver company is a grand mirage dragon by the name of Tozelthezar. It is the most powerful and brilliant member in the whole company. Believed to hail from the silver river itself, the "master of silverflow" has a mythical reputation. It is said she is one of the most ancient dragons in the known world. Not many are allowed to meet her, but certain pilgrims who've made the journey declare that she is majestic and incredible.
Breaking through to the common folk, as well as rulers of our world. The silver company is one of the most revered within Ofley, and their reputation precedes them. It has been a difficult and perilous journey for them, as it will remain to be in the future. With this said, they are one of the most effective and skilled organizations of adventurers and have proven to be a boon for those who wish to live in peace and tranquility.
Soul Of Gold
Starting this faction, we arrive at their most famous quote: "We are beyond doubt and hesitancy worth every single coin." These are the words given almost by every member of the Soul of Gold before making a deal. It has carried its praises and prestige far and wide throughout the land of Ofley. For its coffers and interests, it shall remain so for all time.
The guild of the "Brimming Soul", more commonly known as the Soul of Gold, is a merchant faction dedicated to commerce. It has established itself as one of the most important conglomerates of trade in the modern world. They are one of the most ancient organizations that yet remain, and far outpace many others in its logistical and administrative prowess.
While some factions rule themselves with military power or political influence, the Soul of Gold utilize coin and barter for all transactions. For them, it is almost a way of life, and has carried them forth even in the bleakest of times. Their origins remotely reside in the 3rd era, and though they have changed in name and image, most of their goals have remained the same.
Continuously wielding numagotech in accordance to their goals. Almost all members, even small connections to the Soul of Gold are provided for in tools to further an objective. This is why most of their members can be seen as gunslingers or swashbucklers. It is a system that has gained them trust and loyalty, while at the same time has been abused for the sake of others.
Remaining resolute, this practice has continued. But of course, such tools, information and modes of improvement to their members are never free. The faction only tolerated minor delays in their operations and are careful enough in modern times into applying fail saves in case of treachery or failure from their members. One common practice for those who rob the organization, is to amputate their left hand with acidic magic, in such a way that their crimes are always known, even if healed.
Intolerant as they may seem, the Soul are continuously providing for their members as much as possible. Generations of carpenters, masons, traders, jewelers, and many more have grown in service of the faction. It has even become a way of life and small forms of governments in different nations and settlements. One famous example, was the council of gold formed to advise the sultans in the Moon Embassy, upon the continent of Vredago.
Upon different landscapes filled to the brim with multiple humanoids of different ethnicity, the Soul stand out in communication. Many interpreters and linguists accompany great expeditions, and are used as a mode of exchange that facilitates the differences in distant borders. These positions are known as Showered Lips, and remain highly regarded amongst the members of the faction.
Some may wrongly assume that this open position to trade and interact may leave the Soul poorly defended. Such thoughts couldn't be farther from the truth. In essence, because of how effectively the organization establishes commerce in a worldwide pattern, (although not all places welcome them with open arms) they can accumulate security as well.
Their influence and high trustworthiness has also attained them many offers for mercenaries and guards. Most are normally well compensated for their efforts, and long lasting veterans who no longer work are taken care of with their own residences and transportation. Many elder members of the faction can attest to how they work as a family, and take care of their most loyal followers and workers without question.
Maritime, aerial and terrestrial transportation are not a tremendous obstacle for the Soul. Many of their generations are responsible for the main roads and streets leading to multiple civilized settlements. For this reason, they do have personnel asking for tolls for any that cross, but in general do upkeep security on the road, as well as keeping it clean and free of deterioration.
They've not yet perfected this network of roads, but have been working at it diligently for more than 1000 years. These efforts have gained them an exceedingly beneficial reputation amongst pilgrims and missionaries. Most of them leave donations to the offices of the Soul of Gold whenever they can, and the cooperation has proven more than beneficial in the long run.
Of course, with power and such responsibilities, many members in the faction have fallen into greed. After more than four civil wars among the members, assassination attempts, and enormous robberies made by their own members, a different ideology was established in 1780 A.A. Within these Commandments of Association, the Soul of Gold has changed how they operate. Now dedicated to uphold their work for the betterment of civilized society and connecting more people around the world, it has seemingly solved multiple signs of inner conflict.
Voyagers Of Death
Host to some of the most powerful and important clerics, druids and champions to have ever existed. An order of tomb raiders that upholds a creed to recover what was lost. It is in their greatest interest to attain what lies forgotten, and share it with the world, even if in the end, it may prove to be highly catastrophic.
Contrary to such a seemingly villainous name, the Voyagers of Death are in fact rather heroic. Scourges of undead creatures and horrid necromantic cults have been squashed by their efforts. Not only them, but gatherings venerating the hellish and demonic beings known respectively as Urrokoia, and Meos Manya are constantly defeated through their sacrifice and devotion.
These horrors that breach through the eminent plane, especially in the Blubode are normally dealt with by the voyagers. Since their goals align to delving deeper into the underground and finding greater pieces of knowledge, they confront any fiendish presences or invasions, hopefully before they manifest. This has given them the description of the Invisible Guardians as well.
First in their list of objectives, comes the recovery of ancient knowledge, mainly from the divine. It is imperative for the voyagers to acquire as much of it as possible, especially if its in a greater state of quality. Ancient stone slates, hieroglyphs marked on a mural, maybe vases containing depictions of the gods or ancient people. All of the above and many more serve their primary purpose, to discover what was and what could be glimpsed about the gods to share their glory.
Projects like these don't manifest out of nowhere. Consequently, the voyagers do abide by other factions who have similar goals, and send their members as allies to assist in these excursions. Many times they cooperate diligently.
Collectors of information in their order have different specializations, and there are multiple fields of study they carry fort. Passionate for their work, one may not ever see a person more dedicated than a member of the Voyagers of Death. Ingrained heavily into what discoveries they may unleash, they have often been called mad by outsiders that collaborate with them, as these members delve into the most dangerous places below.
Pushing themselves ever onward. This fanaticism can lead many of the voyagers into perilous situations that may lead to their demise. This is precisely why they have an appropriate name, and though one would speculate that such lack of safety may dwindle their numbers, it is not the case whatsoever. Through multiple pilgrimages and countless adventures, the voyagers have been joined by mighty warriors, priests and even monstrous humanoids in their quests. Their tales of the great unknown seem to be almost too alluring, and so they've joined forces with the most unlikely allies.
Brazenly venturing forth, it is said that the reason why most scholars possess knowledge about the Blubode, is because of their endeavors. Sketches or entire maps exist that have detailed the vast unknown found below, and its beautiful as well as treacherous environment. Only reportedly two groups of voyagers, the Storks of Devotion and Madly Beasts have ever made it to the eight layer known as the Heart of Darkness. Only those two parties lived to tell about it, while losing their minds, or sanity within.
Experts declare that most bases of operation the voyagers use are underground strongholds or enormous conservatories. These gigantic structures support decades of lost knowledge within, and are hosts to some of the greatest security systems in the entire known world. Most of these places reside within the great continent of Kelsingor, but others are said to dwell on remote locations upon Istvikaia, the mostly unknown continent.
Far from hoarding these vast amounts of knowledge, the voyagers seize what they have and spread it. Through their beneficial connections with other temples, druidic circles and oracular congregations, they have verbally passed down this knowledge. To any who would listen to them, they always impart firmly and freely the memorized discoveries, without leaving any details outside, being firmly transparent. Most of these preachers are known as Edorators, and they are found throughout the world.
Controversies have risen upon the passage of time against the voyagers. Critics and outside powers have deemed them as destructive elements to the current way of life. Because of them being exclusively honest in the knowledge they share, as for them it would be a sin to falsify any information. This is the exact reason in which many place their hatred for the faction.
Truth like the ones they preach can be at times alarming. Many of their tales have painted some gods as less benevolent than what they normally are, or give a greater glimpse into the "necessary evils" others have committed. Even so, the voyagers remain resolute and maintain their beliefs.
Chapter 4: Horizons of the Eminent Plane
Booming landscapes of boundless beauty and glory are here in the material plane to behold. Gathered in the world are enormous grasslands, landscapes of jungle and forest as far as the traveler can see, or even tundra that lies dormant and unabated. Wonders beyond worth and measure lie beyond the comforts of city like landscapes, and even those have worthwhile intricacies to discover. This is Ofley represented at its best, filling the life within in harmonious abundance, and an underlying danger on every corner.
Nested spheres like this one are abundant in our spiral galmatrix, but never to such a measure quite like this one. Stories hold mention over places where crystals and minerals grow like grass upon a valley, where the fissures in the earth have marked canyons of impressive size and distance. Landscapes where no human, nephilim, oden, dwovin, nor any others are found, are vast and elusive. Natural domains and dreadful occult biomes have dominated this world, and may continue to do so for any foreseeable future.
Trapped within countless layers of stone, gravel, minerals and gods know what other layers of soil, one may even find greater amazement in the Blubode. It is simply a massive and unexpected place. Known to consist of multiple caverns and tunnels of colossal dimensions that reside below our very feet. Even the best explorers have yet to fully complete a worldwide map of its incredible mysteries that lie yet unknown.
Passing through all of the enormous continents, we even find that our world is mostly composed of glorious sea. Treacherous and treasurable, one cannot ever fully take in its immensity and scope. It is not only its surface that keeps countless landmasses, creatures that reside within and natural effects to drive shipwrights mad, but its endless bottom. One of the hardest places, even with magic, to ever delve into. Hidden locations and civilizations now dwell at its lowest reaches, withholding secrets that may never be uncovered.
Well beyond what ever before been chartered, ample opportunities to uncover and traverse these places await. Eras before have shown us just how incredibly difficult it is to record such knowledge, and especially to pass it down. Which is why in our current state, with so many means at our disposal like almost never before in the tenth era, we can craft a map for ourselves to follow and share. Adventuring and investigating these glories is in and of itself one of the greatest rewards to be found here.
But of course, the world is titanic and filled with peril. None who dare expand their horizons ever do so without safety in mind. While indeed, we do share spaces of peace and utter bliss, there are others corrupted by madness and ghastly inhabitants. Sacrifices are constantly made int he name of discovery and founding new ways of understanding. Even so, there are those who cannot escape its incessant allure.
Oceans & Continents Abound
Flourishing inside of extreme and passive conditions, the lands and waters in Ofley spread and remain balanced with a general natural order. They hail from ancient times and have remained even at the most dangerous times. It is even known that a long time ago, our continents were part of two main bodies. Now parted into twelve pieces, the lands inside have diversified and grown in ways that boggle the mind.
Even the smallest continent within holds acres of land filled with thousands upon thousands of miles. Creatures of different precedence and origin mark their footprint upon spaces fit for them to embark upon. One could call the diverse lands gigantic enough to accommodate generations upon generations of people and animals, with them never knowing what lies beyond. Such is the way it has remained at times, and for such times that pass without contact with other lands, cultures have also become complex and enriched with different points of view.
Flora upon the continents of Ofley can sustain itself even in the worst environments for life. Uninhabitable places can host different kinds of plants, fungi and algae, as they've specialized into the profesian paths. Through these enormous veins of ample magic, that may even be found in wastelands, the organisms that lay there have adapted to the most unwelcoming of conditions.
The way in which the continents remain separated also allows for a greater adaptation. In many cases, beasts and plants of different kinds can change to exude characteristics of coastline environments, and from those that remained in the sea, it can be the same with the landmasses. There are such ample spaces at times, that one may stumble into enriched biomes. These wonders of nature hold a surprisingly enormous quantity of resources. Trees that may reach over 700 ft. in height, as well as dire creatures that have grown and become effective predators and plentiful prey.
Our categorization for dinosaurs also applies to these terms. The enriched biomes can hold these creatures that remain from ancient times. They are said to have been here for over more than a hundred thousand years. Many have exclusively survived because these concentrated forests, jungles, waters or even deserts are perfect for their development.
Considerably more important than all of this, are the deep oceanic organisms dwelling beyond humanoid conjecture. Millions of more species dwell here, all being organic and inorganic, with such a structure that can even seem alien for surface dwellers.
Profiting from the latent energy of our sun, every living being benefits from its range. Some scholars speculate that our planet would be highly unsustainable if we only pertained to a natural structure, and so that only enforces the importance of the profesian paths within it. They aid atmospheric changes, sustain the enormous space Ofley occupies, and even allows for life to thrive into a greater extent.
Of course, that has also amounted to phenomena that can only be explained through the arcane, occult or even the divine. While the primal means of stability can hold us greatly, there are more fascinating forces at work ever pushing for the end or continuation of our world.
Some landmasses also require different kinds of presences. What makes our plane greater than any other is its ability to draw from the greatest fonts of others. As an example, we may find that the water plane has provided various greater means for currents to become enriched with enormous quantities of rare minerals and even the visit of outer creatures. Enabling a wider range of possibilities and competition amongst the almost unending ecosystems that revolve around us, without even our realization.
Concerts of greater events push our world further into different landscapes. At times, even the nature around us may not control its fluctuating course. Places like the hundred isles, deserts from unnatural origin such as the wastelands of the deathlashed, or the ever growing malefic xantavic volcano are constant reminders of this. None were brought due to the natural order, yet now remain as a constant in our planets making.
Alas, one couldn't hope to express just how varied this world truly is. Even so, the best ways to uncover its greatest treasures lie in experimentation and exploration. archeologists, mages and scholars always seek to know much more.
Depths of the Blubode
Greater than most lands above the imposing surface. Holding a labyrinthine body that traverses throughout all the lands in the known world, even between continents. Its reaches far outstretching our comprehension. This is the majesty and imposing presence of the Blubode. Proving to be an origin point for the profesian paths, crossing through and around tectonic plates, as well as imposing many obstacles between the core of the world, and the skies beyond.
Even the smallest parts of the Blubode are encompassed and surrounded by cavernous extensions. Meteorological effects with limestone and the infusion of magic with Gereldane arrange its enormous and vast environments. Most believe that without the use of the latter specifically, most of the Blubode would've collapsed a long time ago. Leaving only pockets of space in between the surface and the underground.
Tales of the fiercest creatures and dangerous natural traps hail from this inspiring terrain. It is said that mighty worms that tunnel through the ground, massive reptilian monsters that are invisible in the dark, and mushrooms that can make us hallucinate of being on the surface, all can be found within. Its wonders never cease, as even after hundreds of generations, the underground continues to change and expand. Ever seeking to encompass the entirety of the innards within Ofley's grand design.
Mineral deposits of incredible making reside here. Because of the flow of heat at certain levels, as well as their secretive rest upon thousands of years. Most of these gemstones, and precious stones at the lower levels can be found in enormous chunks that can rival the size of a sorceress's tower. It is to be expected of course. Withholding its wonders within, only the residents of the Blubode are experienced enough to acquire and utilize it to its fullest.
Sehelkari (Uncommon)
Sehelkari of Ofley
One of the most incomperhensible and unknown races by scholars, archeologists, and mages of the planes. Their origins and culture are almost undiscovered by all other races, even though these are one of the eldest. Since magic and the arcane thrive in the world, many different supernatural effects have poured into it. The connection of the planes permits entities outside of the mortal realm to seed themselves in it.
Every single Sehelid comes from the sideral realm. They have a very special ability through their focus, which is a sphere that predominantly resides on their stomachs. These globes contain a very peculiar magical effect that permits their souls to reside either in physical form in the material plane, or in a sideral form at home. Never holding any bodies while in the sideral plane, for those are their authentic vessels. They are mostly known as the wanderers of the mists, moving even through the deepest crystal veil with lesser constraints.
When one sehelid wanted to pass through the crystal veil between the planes and enter our world, it and all those who followed experienced a trascendental transformation. Because of their souls deep connection to every plane and manifestation of arcana, they attained a divine sense to acclimate in this new plane.
From the distant past, most sehelkari could reach through by sacrificing a great deal of what essence they'd contain in what we know as a ritual of mortality. It took a great deal of time, and knowledge to even attempt it, and various spirits were used in the summoning. When successfully completing this process that in the eminent plane would take a full year, the Sehelkari would wait for one body to be properly formed and molded to their design. The newer method is known as the archline, where certain pathways in the profesian paths allow the integration of Sehelids, but it can take a long time.
Many researchers of the sideral realm are interested in what kinds of creature a sehelid is. While making headway slowly and surely, the road to their comprehension is an alien one. It is rather refreshing however to know that most of their kind to behave calmly and measuredly. Researchers can approach sehelkari communities or even loners and attain a vast amount of knowledge in their regular behavior.
There are no genders in the sehelkari, since they are not mammals that carry reproductive organs. Because of social gender, they behave, dress, and interact as a male or a female. When two sehelkari participate in what is known as an sideral copulation, which is a specific mating ritual. A new sehelid is born and bound to the material plane. In this union, each one decides a roll, one builds a container for the newborn, while the other transforms the soul from the essence in the ethereal plane.
Each time this happens, the magic is spontaneous and difficult to control. If no higher power intervenes in this process, the newborn is thrust randomly into the world. It arrives like a very small comet, and implodes on the ground. Many times, they are attracted to mountains or places of a higher altitude, since these are the closest to reach.
Arriving as ghostly bodies at first, they need experience or guidance to develop their own bodies. An infant in this form can get attached to the first creature or entity that finds them, so sehelkari can be found to be adopted by druids, mages, oracles, wanderers, barbarians or rangers in the wild. With that said, at times they could land in highly populated areas, and are either taken in as a boon or exterminated out of fear.
What is more fascinating than anything else, is that the sehelkari cannot survive in primal darkness. They innately have learned to cast magical spells from their core to counteract its effects. If a sehelid is placed in darkness, it is sure to wither away.
You might...
• Like to reside on civilized societies, meeting new people and wishing to learn more about their customs.
• Have a fear or great restraint when going into dark places, for they are deadly to your person.
• Take time to appreciate and meditate your surroundings, ever wishing to explore them more, and learn from their secrets.
Others probably...
• See you initially as outsiders, or have grown to learn more from you, appreciating you like any other creature.
• Assume that you are capable of utilizing strange abilities that they cannot quite comprehend.
• See you as different enough to be cautious of any extreme activities you perform, always keeping an eye on you.
Physical description
A sehelid originally look like spherical or oval shaped floating bodies. After finishing the process known as deep reformation, when they arrive on the material plane, they grow a physical body around the core. Most of them have stone skin that is malleable and flexible. Their heads reach a cone like shape at the back, and have sharp edged features.
They generate four limbs, but the core can act as a fifth one if necessary. Their legs store a slimy substance known as a Greyhull that can stick to mostly any solid surface. Their hands have three fingers with sharp claws. They cannot use them normally to manipulate objects, and that is why they use their cores most of the time. They contain four nostrils on a stone shield shaped nose, and their mouths are always part of the rocky bodies with sharpened teeth. Their eyes are the only biological part resembling that of a human body, and they work in a very similar way.
When a Sehelid enters the world, they have no defining gender. None of them have any reproductive organs, and cannot be considered mammals. For this reason, all sehelkari choose what they wish to identify as, and if not, are normally considered to be true asexuals.
Sehelkari don't live as long as regular humanoids, reaching adulthood at 7 years (14) of age and living up to 33 years (66), since their vessel is fueled by magic, and is rejected from the material plane. In the sideral plane, they are undying, and can even reform their physical bodies once more in the eminent plane.
Society
Despite their alien designation, most sehelkari are quick to adapt into a civilized environment. At times it is a struggle, as people who do not recognize them consider them outsiders or worse. This is why exclusive communities of sehelkari do exist, but they normally teach one another how to interact with other humanoids peacefully.
It is in the interest of a sehelid to always explore and investigate the eminent plane. Most of them have coined the feeling as a deep calling. With this feeling, they embark unto all kinds of environments, but Sehelids normally stay away from dark places or use their innate lighting spells to stay alive.
Names
They mainly use names from other races, especially humans. Choosing to meld well into societal norms and expectations. between their race, they prefer the use of more complex and identifiable names that describe their arrival in the eminent plane. Their language is known as Sehelk, and it has the same type of structure as poetry.
Sample Names
Arkaxes, Aquios, Autalark, Bizeshio, Cerptior, Droskavar, Enushari, Favaxen, Gaviandana, Hiocuckss, Isginen, Johotressa, Kiomese, Lagafros, Nagosetch, Muvosfort, Oskivale, Psever, Quiosvale, Rasenna, Siconthwe, Trasvidar, Unshendro, Whellen, Zindroscana
Ancestry Feats
1st Level
Battle Claws {1A} FEAT 1
Diving Slam {2A} FEAT 1
Hardening Skin {1A} FEAT 1
Insignia of Light {0A} FEAT 1
Sideral Fellowship FEAT 1
Additionally, whenever you meet an aberration or astral creature in a social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.
Special If you have the Glad-Hand skill feat, you don’t take the penalty on your immediate Diplomacy check if the target is an aberration or astral creature.
Slippery Legs FEAT 1
Special Only a Sehelid ancestry can increase its climb speed with this feat. The Speed increase from this feat isn’t cumulative with any Speed increase from your ancestry feats (such as Nimble Elf).
Sun Lover FEAT 1
5th Level
Major Shielding FEAT 5
Cultural Engrossment FEAT 5
9th Level
Breathtaking Tolerance FEAT 9
Greater Output {1A} FEAT 9
Unrelenting Claws FEAT 9
Weapon Exertion {0A} FEAT 9
13th Level
Fading Retaliation {R} FEAT 13
Foul Mood FEAT 13
Stalwart Cycle FEAT 13
Zygosis of the sideral FEAT 13
17th Level
Cosmic Wave FEAT 17
Divine & Beyond
Worlds beyond count in our spiral galmatrix await to be discovered. Places and people we may never meet in our lifetimes, even if we may reach hundreds of years to do so. Unknown secrets even in our own world could never be fathomed, and in a way, never will. Gods and goddesses prove to be some of the few to understand these answers, as they have attained a greater form of enlightenment.
Goddesses/Gods in Ofley
Over the enormous time that they've persisted, the pantheon consists of hundreds of members. Not to be confused over with patron powers that influence mortal kind. Over these following notes, most of the most important divines are represented as faithfully as possible. Feel free to look over them:
Agahu
Protector and envoy for those who seek to barter with one another in a civil and responsible manner. Known also as the Wise Converter, Agahu is one of the most important major goddesses/gods. Always caring for people who buy and sell services or goods. Most declare him the winds of change in a wide market, and monopolies or oligopolies are strictly forbidden under his watch.
Edicts Bring the concept of exchange into the lives of all. Earn your keep through effort and making good deals.
Anathema Monopolies of any kind, and the hoarding of wealth without utilizing it. Banditry, piracy and robbery against the law.
Devotee Benefits
Divine Font harm or heal
Divine Skill Society
Favored Weapon mace
Domains trade, barter
Cleric Spells 1st: illusory Object, 4th: creation, 7th: magnificent mansion
Akee
Accounts from epics and ancient tales call them the Gathering Tower. Akee is one of the most violent gods in the pantheon. Their great influence expands to many warriors, sailors and gladiators in the world that fight in their name. Akee never asks for any followers to die in dangerous ventures, but always asks them to push themselves to the absolute limits.
Edicts Use anything and everything in your willpower to succeed, have honorable competition, and die fighting well.
Anathema Flee from combat unless its a friendly bout, murder those who cannot protect themselves, and win a battle through underhanded means or trickery.
Devotee Benefits
Divine Font harm or heal
Divine Skill Athletics
Favored Weapon greatsword
Domains war, thunder
Cleric Spells 1st: true strike, 2nd: enlarge, 4th: weapon storm
Akiode
Defender of those who cannot find a way through. Known as the Mistress/Master of Shielding. Many times when the greatest threats have assailed mortals, her devout followers and the will of Akiode themselves find ways to aid them. Most consider her as one of if not the most venerated major goddesses/gods because of such benevolent domains and intentions.
Edicts Understand the blights that assail others, protect you and your beloved as much as you can, give a helping hand when you can.
Anathema Leave innocents to a dreadful fate, pursue paths of greater power at the cost of others, abuse others to protect you.
Devotee Benefits
Divine Font harm or heal
Divine Skill survival
Favored Weapon spear
Domains protection, warding
Cleric Spells 1st: shield, 4th: Tempest Cloak, 5th: cloak of colors
Bazhon
The Wretched Lord/Lady is one that while at times kind, candid and caring can opt for terrible acts. Bazhon has always been competing with their siblings to attain greater forms of influence. He is one of the most present gods, and can mask themselves and any followers against many forms of detection. They are one of the most dangerous.
Edicts Shroud the world into the depths of nothingness, keep everything hidden, even from yourself.
Anathema Crafting or creating sources of light to reveal, reveal your secrets to those you trust and mistrust.
Devotee Benefits
Divine Font harm
Divine Skill Stealth
Favored Weapon bladed scarf
Domains darkness, shade, and obscurity
Cleric Spells 1st: penumbral shroud, 3rd: wall of thorns, 5th: shadow walk
Benedictus
Dancing and singing unto everyone's hearts, the Jovial Flame is one of the most devout gods. To them, each and every follower are precious. They are some of the most assisted, and he is treated well in kind. Most times, he wishes for others in the pantheon and humanoidkind to get along with one another and enjoy their lives to the fullest.
Edicts Choose to work together and in tandem, expecting nothing in return and being grateful when being paid back, experiencing the beauty in all things.
Anathema Egoism that harms innocents, uncooperative relationships, leaving behind those in need, and dealing self harm.
Devotee Benefits
Divine Font heal
Divine Skill Medicine
Favored Weapon dancer's spear
Domains trust, fellowship
Cleric Spells 1st: color spray, 3rd: positive attunement, 5th: breath of life
Continant
Lady of Courage, and Lord of Mercy are two of the main titles given to this illustrious goddess/god. Brought upon the world with the belief of knights and chivalry. Continant was once a mortal who now aids the noble warriors who wish to ride into battle and face an honorable challenge. It is said her miracles accompany questing knights wherever they may go.
Edicts Uphold your values to the greatest extent, aiding the innocents who are mistreated or attacked, always fight fairly, preferably on a saddle.
Anathema Cheat in a duel or use others to defend you, not learning when you are beaten, running away from a challenge, abandon a companion in need.
Devotee Benefits
Divine Font harm or heal
Divine Skill Religion
Favored Weapon lance
Domains cavalry, honor
Cleric Spells 1st: mage armor, 2nd: phantom steed, 6th: scintillating safeguard
Dutchenanta
Fireworks of any kind are normally used both for a festivity as well as thanks to the god/goddess. Known as the Faithful Rope, the followers of Dutchenanta value most than anything their friends and family. It is imperative in their church that the bonds of friendship and blood prevail above all. After all, they are to the god/goddess invaluable.
Edicts Assist your family when you can, be present and helpful for them and your friends, sacrifice everything for their welfare.
Anathema Abandoning your family unless they are hurting you, living alone without any companionship, not having a family of your own.
Devotee Benefits
Divine Font harm or heal
Divine Skill Diplomacy
Favored Weapon crossbow
Domains bonds, kinship
Cleric Spells 1st: soothe, 2nd: calm emotions, 7th: energy aegis
Fegah
Blood running the cobble streets or guts lining the woods, those are their signs. Mordum Hunter or the Scarlet Madam are titles given to Fegah without fail. Their heinous acts of bloodshed and excruciating suffering surpass any that other gods have ever inflicted. They are not necessarily reviled, but certainly feared.
Edicts Taste the greatest agony from your victims, always hurt those who did you wrong in greater ways, self harm consistently.
Anathema Not seeking revenge against people who wronged you, deny your curiosity for the flesh and bone, heal those who suffer greatly.
Devotee Benefits
Divine Font harm
Divine Skill occultism
Favored Weapon whip
Domains pain, torture, torment
Cleric Spells 1st: spider sting, 2nd: false life, 7th: mask of terror
Fenfery
Said to have been one of the first if not the first divine in existence. They are called the Ascendant One, as multiple times, their divinity came in danger against great forces. After so many trials, they've prevailed and continue to be a guardian of the natural, the wild and the first world of the ishland. Many know of her through faded dreams and recurrent visions.
Edicts Live life to its fullest, poke fun at the world, free those who are oppressed, seek fun and enjoyment.
Anathema Excessively hunt and destroy the environment, use trickery for vile deeds, enslave the ishborn.
Devotee Benefits
Divine Font harm or heal
Divine Skill Deception
Favored Weapon polytool
Domains ishland, music, feast
Cleric Spells 1st: fleet step, 2nd: touch of idiocy, 5th: hallucination
Fexeticy
Sworn to the first since her very creation. The Fair Anvil also known as Fexeticy is the mistress and master of blacksmithing and all of its forms. Most wonders, from a hammer for nails, to an artifact of a goddess/god have been given by their eternal guidance. They elaborate works of art yet keep them incredibly efficient and useful in the hands of any mortal, divine and beyond.
Edicts Employ your best effort into your work, respect the forge and its intricacies, use your creations for a defined purpose.
Anathema Intentionally create inferior works, use your position or authority to lie and deceive, forge a tool only to never use it.
Devotee Benefits
Divine Font harm or heal
Divine Skill Crafting
Favored Weapon warhammer, and light hammer
Domains blacksmithing, magical gadgets
Cleric Spells 1st: forge, 3rd: magnetic acceleration, 4th: creation
Froda
Primordial in many ways to how faith and heart hold close to humanoid lives. The Jubilant Star is one of the most fickle goddesses/gods according to their affection. One of the most difficult to please as well, but all followers who complete their requests are given a miracle called "the sign". Froda is also one of the most compassionate divines, as all of their temples are opened for most people who require help.
Edicts Share your passions with the world, enjoy the gifts of the light, make love and be loved, make those who hurt your loved ones suffer.
Anathema Hurt others in your insecurity, abuse in a relationship, forgive others for great transgressions against the ones you love.
Devotee Benefits
Divine Font harm or heal
Divine Skill Performance
Favored Weapon fauchard
Domains love, radiance, wrath
Cleric Spells 1st: charm, 3rd: cozy cabin, 8th: burning blossoms
Goghon
Greatly aware of others and their importance. The Roiling Envoy constantly pursues to be the best, standing out from other divines. Goghon compares anything to its own splendor and always wishes to have more. If they can't better the other gods, then it utilizes underhanded miracles to achieve its egotistical goals. Most of the followers of Goghon follow grudges until death, seeking to take up vengeance against a hated foe.
Edicts Pay back every grudge you hold even if it takes your whole life, always mistrust others and their honeyed words, find ways to be better than others.
Anathema Appreciate the strength of others, let bygones be bygones, accept your losses.
Devotee Benefits
Divine Font harm
Divine Skill Intimidation
Favored Weapon greataxe
Domains spite, envy, vengeance
Cleric Spells 2nd: blood vendetta, 5th: blink charge, 7th: force cage
Hugul
Primordial in many ways to how faith and heart hold close to humanoid lives. The Jubilant Star is one of the most fickle goddesses/gods according to their affection. One of the most difficult to please as well, but all followers who complete their requests are given a miracle called "the sign". Froda is also one of the most compassionate divines, as all of their temples are opened for most people who require help.
Edicts Spread disease and pox as much as possible, aid poison of all kinds to spread, find ways to empower and extend different types of sicknesses.
Anathema Cure someone from a disease, disinfect a wound, poison, or curse, use sanitary means to clean yourself of an illness.
Devotee Benefits
Divine Font harm
Divine Skill nature
Favored Weapon machete
Domains pestilence
Cleric Spells 1st: noxious vapors, 3rd: envenom companion, 4th: stifling stillness
Humfrey
Destined for great and wondrous things. Called the Beginner or Novice, this goddess/god was once one of the few mortals who ascended into divinity. Humfrey is one of the most graceful and charismatic deities in known existence. Master of frivolity and enjoyment in all of its forms, they enjoys when mortals play, dance and work together to find multiple fortunes, and is said to always give a guiding hand.
Edicts Work hard to earn your own prosperity, find different paths to obtain your goal, live carefree and trust your fate to the winds of change.
Anathema Be found while cheating and not taking responsibility, oppressing or abusing those less fortunate, cursing others in vile ways.
Devotee Benefits
Divine Font harm or heal
Divine Skill acrobatics
Favored Weapon rapier
Domains luck, fortune, play
Cleric Spells 1st: concordant choir, 4th: tortoise and the hare, 5th: Drop Dead
Loninva
Far and away one of the most aloof and mysterious of their kind. Most shamans and druids who have made her name known also call them Gleamy Root. Loninva is thought to be one of the goddesses/gods that least interact within mortals, but nothing could be farther from the truth. Whenever any living being sleeps or rests, she is always present, either gifting most with sweet and tender imaginary scenes, or punishing and warning us with terrifying visions within our minds when we are most vulnerable.
Edicts Rest well and give your body peace, remember what you dream and be sure to study it, meditate and ponder lives intricacies faithfully.
Anathema Invade other people's dreams, wake someone abruptly without good reason, rest poorly and be in constant insomnia.
Devotee Benefits
Divine Font harm or heal
Divine Skill thievery
Favored Weapon katana
Domains dreams, nightmares
Cleric Spells 1st: sleep, 3rd: dream message, 4th: nightmare
Mrani
Gifted ancient magician that was once a mortal. Patron of witches, psychics, summoners, wizards, sorcerers, witches, thaumaturges, bards, druids, and even clerics. Controller of the profesian paths, they are know as the Eternal Eye. Mrani is the very magic and mana we perceive, and wields it proficiently.
Edicts Hone your mind and spirit, study magic carefully and thoroughly, seek out magical power and wield it.
Anathema Rob others of their magic, pursue prosaic paths and ignore magical ones, misuse the profesian paths.
Devotee Benefits
Divine Font harm or heal
Divine Skill arcana
Favored Weapon staff
Domains magic, bridges between the planes, profesian paths
Cleric Spells 1st: magic missile, 2nd: translate, 3rd: levitate, 4th: translocate, 5th: prying eye, 6th: chromatic image, 7th: warp mind, 8th: falling sky, 9th: disjunction
Phovoleffe Jul
Even spelling or saying their name may tear the mind apart. The Cackling Air or Doomed Jester is one of the scariest and incomprehensible goddesses/gods in the known world. Venerated by many whose ideals and feelings are lost to a roiling sensation of nothingness. Phovoleffe Jul brings everything to a deep sensation of desperation and jubilation. It is extremely profane, yet delightfully calming.
Edicts Chop chop the sticks until they become one, bone dust swaying the boy in the mirror, find everything and nothing all coalescing.
Anathema Find reason within insanity, save someone from the voices in their head, use reasoning and logic where there are none.
Devotee Benefits
Divine Font harm
Divine Skill occultism
Favored Weapon battle axe
Domains madness, chaos
Cleric Spells 1st: agitate, 3rd: mad monkeys, 5th: inevitable disaster
Tytius
Mind over everything. No goddess/god quite embody this thought like the Vault of Answers. Tytius is an extremely revered goddess/god by those who woship them. Governing over ideas of progress, espionage, tactics, and mind games. Certainly one of the most intriguing in the pantheon.
Edicts Find ways to outsmart others before they do, find the truth beneath, guard what you hold dear well.
Anathema Loose yourself in madness, destroy any kind of knowledge or record, reveal a deep secret.
Devotee Benefits
Divine Font harm or heal
Divine Skill society
Favored Weapon dagger
Domains knowledge, wisdom, and secrets
Cleric Spells 1st: breadcrumbs, 3rd: mind of menace, 6th: true seeing
Yefirera
Horrors like the meos manya have assailed us, but none of them have a true divine like the urrokoia. The Lord of the Pale Woes is their chosen. Once this corrupted mortal consumed a goddess/god and became one themselves. Now they promise sweet promises only to fully use mortals for its own means.
Edicts Corrupt everything to your will, use everything at your disposal no matter the cost, obliterate your foes and consume their power.
Anathema Save the weak, bring mercy to those you've defeated, save a creature from damnation.
Devotee Benefits
Divine Font harm
Divine Skill deception
Favored Weapon trident
Domains urrokoia, vision, reckoning
Cleric Spells 1st: summon lesser servitor, 3rd: life pact, 6th: devil form
Zoki
Tale Wanderer, Fate Weaver/weavess, or Master/Mistress Smoke. One of the greatest narrators and conductors in mortal affairs. Zoki is an extremely prolific deity who wishes to reach mortals with stories and tales to bring inspiration, fear and intrigue. His golden quill has been said to be able to change space and time itself, though none know truly to what extent. It is said that he was recently struck down by the terrible lord of the urrokoia fiends, Yefirera. Their miracles still exist, so it is speculated the goddess/god is still present.
Edicts Follow your own tale, make sure to write down your story or spread it, become the best you, apply constructive criticism when possible.
Anathema Talk down or belittle other people's stories, create a false identity to harm others, dismantle any books or written works.
Devotee Benefits
Divine Font heal
Divine Skill performance
Favored Weapon shortsword
Domains writing, acting
Cleric Spells 1st: biting words, 3rd: dream message, 4th: veil
Elemental Representatives
Beyond the gods that we have described here, there are many others, of grand and minute domains. Within these additional deities, five stand out from all of the rest in shared splendor. Collectively representing the enormous contributions of the elemental planes. These are the planes of fire, water, wind, earth and the sideral. The last one is technically not considered fully elemental, yet has enough ethereal elements to present it here.
Other goddesses/gods do certainly exist that represent different elemental circles. Nulkan who embodies the plane of metal is a perfect example. They shall not be covered here but many scholars have explored them much better and it is certain their studies can be found conveniently. These are primordial to the stability of our own eminent plane. While there are speculations that they are only representatives of whole pantheons in these planes, it is with them that we start to understand the structures of our elemental forces in coexistence.
Far and beyond some of the largest planes in existence. Elemental spaces have an almost limitless source of energy and resources within them, and it is one of the main reasons why some mages use their power instead of seeking it from Ofley. This can end extremely poorly, as pulling from such spaces can become too much for even the most experienced spellcasters to handle. The only ones who seem to be able to utilize them well are kineticists, whose bodies are ingrained to the planes well enough as to not drag out too much energy.
Collectively, even the denizens of these planes pray to or show respect to these gods. This collective belief can add up, and even if they're technically minor deities, the elemental goddesses/gods are the strongest in that category. Being representatives of their planes and its vast capabilities only adds to this notion.
Entities like these are highly intelligent and capable. Welcomed into the pantheon of many people here in the material plane. Without their elements, it is certain most of us would not have the means to both keep ourselves sustained and safe. Fire has allowed mortal kind to defend itself and generate sources of energy, water is our greatest font for survival and we need it for sustainability, air allows many aerial creatures to move better and it permits us to survive within our environment, and earth may be one of the most important, as it provides for us resources as well as landscapes for a myriad of different activities. The sideral contain what we know as the essence of our soul itself.
Fuyol
Known by a great many people as the Wakening Tide. Their glorious manifestations have been some of the most terrifying and glorious to witness. Fuyol it the goddess/god that governs all bodies of water, be it salt or fresh. They govern it calmly, but when their reign comes into danger, its destructive capabilities will become second to none.
Edicts Respect the oceans rivers and lakes, fuel yourself with the gifts of water, follow the flow of natural cycles, swim
Anathema Dam a body of water, disrespect sincere gifts of water or drink, pollute rivers, lakes, oceans, streams or glaciers.
Devotee Benefits
Divine Font harm or heal
Divine Skill medicine
Favored Weapon net
Domains water
Cleric Spells 1st: hydraulic push, 2nd: summon elemental (water only), 6th: hydraulic torrent
Haviel
Striving for destruction and joy. Fire is one of the most extreme principal elements. Raging through it is the Imperator/Imperatora of Flames. Haviel is one of the most excruciatingly wild and a reassuring glimmer of hope. Sharing both of their gifts of destruction and hope within all of their followers. One must only start the spark.
Edicts Engulf your foes with fire, burn away corruption, be a risk taker facing enormous danger.
Anathema Cover yourself in darkness, lose motivation or a sense of perseverance, extinguish flames that harm none.
Devotee Benefits
Divine Font harm or heal
Divine Skill crafting
Favored Weapon longsword
Domains fire
Cleric Spells 1st: breathe fire, 2nd: summon elemental (fire only), 4th: fire shield
Kemken
Through the greatest depths to the surface itself, earth is one of the most abundant and ancient elements in existence. The Towering Bastion or All Father/Mother is indeed one of the wisest divines with such responsibility. Kemken may call upon the forces beneath our feat at a whim and ensures that those linked to the soil and ground are never left wanting.
Edicts Use and recycle the landscape, mine responsibly and carefully, protect those dearest to you.
Anathema Collapse a cave over a creature, exploit the land of resources without giving back, seek immortality.
Devotee Benefits
Divine Font harm or heal
Divine Skill survival
Favored Weapon pick
Domains earth
Cleric Spells 1st: shattering gem, 2nd: summon elemental (earth only), 6th: petrify
Monhal
Shakened and battered but never beaten, winds rage ever onwards creating fierce and resolute miracles. The Stalwart Commander inhabits their domain constantly, and may present themselves in a calm breeze or a raging tornado. Monhol is a sincere and honest goddess/god, expressing themselves throughout the surfaces of many worlds, inhabiting them and roaming almost every one of its corners with enormous reach.
Edicts Enjoy the freedom of movement, explore the skies and their endless boundaries, open closed spaces, fly.
Anathema Imprison a creature without a good reason, suffocate a living being, deny a flying creature the ability to do so.
Devotee Benefits
Divine Font harm or heal
Divine Skill nature
Favored Weapon scythe
Domains air
Cleric Spells 1st: gust of wind, 2nd: summon elemental (air only), 4th: fly
Pexul
Shining resplendent in the space beyond ours. Beckoning the sideral plane to be part of mortal lives. The Ideal Zenith is one such representative, and one of the most quiet goddesses/gods. Pexul works throughout every mortal soul, and aids our emotional enforcement. Ever present, but never one to intrude, they wish for all living beings to live to their fullest in whatever path they may take.
Edicts Embrace who you are without hesitation, love yourself before others, connect yourself spiritually to the sideral.
Anathema Become someone you are not, embrace lichdom or other forms of soul corruption, dislike who you are.
Devotee Benefits
Divine Font harm or heal
Divine Skill occultism
Favored Weapon khopesh
Domains sideral/ethereal
Cleric Spells 2nd: invisibility, 2nd: blink, 8th: summon elemental herald
Faith & its Power
Being forward here, one must understand that the goddesses/gods are indeed almighty. Even so, their potential influence and power would be seemingly worthless without the true miracle which they preserve. This is the strength of belief, one that truly elevates a divine from mortality in many ways.
Our devotion and passion in a concentrated space can grant beings like these the abilities which we can only dream of. It is a connection that surpasses even elevated means of divine and primal magic. With them, our goddesses/gods may intervene throughout the world in different ways, whether its to aid us or punish us.
This unbridled amount of control does not come without repercussions however, and as it was previously discovered, absolute power corrupts absolutely. Multiple deities no longer exist, and most of them have brought such catastrophe upon themselves. Within such limitless boundaries there exist consequences that even the pantheons themselves may not foresee.
Gradually, with time and great learning, the gods have indeed learned at what point they may pull unto the laws of nature, and when it proves to be too much. Between this space of balance, they may still accomplish a lot, and that is where our faith comes into view. The energy and will the gods wield is certainly not infinite. While almost unfathomable, it is the belief of mortals of any kind that fortify and increase this vast font of power to even greater lengths.
Even if some of the divine beings that oversee our activities may not fully accept it, they are part of a greater whole at all times. Without us, they could never attain such heights, and without them, many of us would find enormous despair and probably wouldn't have ever been born. It is an intricate act of faith both from us and them so that we may coexist and learn from one another. Some goddesses/gods follow this principle much better than others.
Shared within these parameters, we can also find beings known as patrons. Certainly not close to the rank of godhood, these beings are nevertheless extremely important to the intricate balance within Ofley. In a worldwide sense, they operate different factions, cults, beliefs and cultures so that a certain set of values are maintained.
Bathed in this ever present set of circumstances, mortals themselves do not often need to worry in disturbing this way of life. Not only because, as individuals we find ourselves infinitely weaker than the divine beings that oversee us, but because we can accomplish much as a group or in a long period of time. For us, only our own personal perspective matters, and so we are way more capable at deciding our fates in a shortened lifespan.
Multiple forms of living species grow and fade at different wavelengths. Different species of humanoids or creaturals adapt to their environments in different manners and speeds. In this sense, the same concept can be applied to worship and what the divines attain. While of course, any goddess or god would take in all worshipers, there are methodologies and strategies to many of their faithful systems.
Mortals are the ones who in the end affect them most however. As a collective, we it is even reported that we can change the chosen domains or different strengths of the divine. Depending in how many they rule over, the gods are divided into three different ranks of might and influence. They are represented here from lowest to highest in importance:
• Patron- Extremely powerful beings that command masses of followers. They hold up to 10,000 followers.
• Demigod- Born in part from a deity in different manners. They hold up to 100,000 followers.
• Recognized Deity- Also known as lesser gods, they hold only one domain, yet they can wield it with immense importance. They hold up to 10,000,000 followers.
• Greater divine- Wielding two and sometimes more domains, they hold an important position in the pantheon. They hold up to 100,000,000 followers.
• August Deity- The pinnacle of divinity itself, they wield three or more domains. The number of followers they contain may be endless.
New Features
Backgrounds
Arsonist of Faith BACKGROUND
Choose two ability boosts. One must be Intelligence or Wisdom, and one is a free ability boost.
You're trained in the stealth skill, the Underworld lore and Arsonists Of Faith lore skills. You gain the Deceptive Worship skill feat.
Bivreiban Refugee BACKGROUND
Choose two ability boosts. One must be Dexterity or Constitution, and one is a free ability boost.
You're trained in the thievery skill, the Ultromentar lore and Scouting lore skills. You gain the Multilingual skill feat.
Cerebrum Acolyte BACKGROUND
Choose two ability boosts. One must be Charisma or Intelligence, and one is a free ability boost.
You're trained in the arcana skill, the Engineering lore and the Cerebrum lore Skills. You gain the Improvise Tool skill feat.
Company Mercenary BACKGROUND
Choose two ability boosts. One must be Strength or Dexterity, and one is a free ability boost.
You're trained in the acrobatics skill, the Warfare lore and the Silver Company Lore Skills. You gain the Experienced Professional skill feat.
Erekanian Follower BACKGROUND
Choose two ability boosts. One must be Charisma or Wisdom, and one is a free ability boost.
You're trained in the nature skill, the Herbalism lore, Farming lore and Grovellik lore Skills. You gain the Natural Medicine skill feat.
Fervent Voyager BACKGROUND
Choose two ability boosts. One must be Constitution or Wisdom, and one is a free ability boost.
You're trained in the religion and occultism skills, as well as the Voyagers of Death Lore Skills. You gain the Schooled in Secrets skill feat.
Guilt Mauler Young'un BACKGROUND
Choose two ability boosts. One must be Strength or Dexterity, and one is a free ability boost.
You're trained in the athletics skill, the Hunting lore and The Guilt Maulers Lore Skills. You gain the Hefty Hauler skill feat.
Jendoram Raised BACKGROUND
Choose two ability boosts. One must be Constitution or Intelligence, and one is a free ability boost.
You're trained in the society skill, the Legal lore and The Jendoram Lore Skills. You gain the Streetwise skill feat.
Soul Merchant BACKGROUND
Choose two ability boosts. One must be Charisma or Dexterity, and one is a free ability boost.
You're trained in the persuasion skill, the Guild lore, Mercantile lore and The Soul of Gold Lore Skills. You gain the Eye for Numbers skill feat.
Student Of The Followers BACKGROUND
Choose two ability boosts. One must be Dexterity or Intelligence, and one is a free ability boost.
You're trained in the arcana skill, the Academia lore and The Followers of Highest Arcana Lore Skills. You gain the Arcane Sense skill feat.
Survivor of Cataclysm BACKGROUND
Choose one ability boost. It must be Strength, Dexterity, or Constitution.
You are trained in Nature, Survival and Genealogy lore skill. You gain low-light vision (or darkvision if you already had low-light vision), imprecise scent with a range of 30 feet, the Forager skill feat.
General Feats
Emergency Patch FEAT 1
Greater Diehard FEAT 1
Whistle Mount FEAT 1
Phenomenal Showstopper {1A} FEAT 5
Jump Kick FEAT 5
Greater Numb to Death FEAT 7
Divine Litany {2A} FEAT 7
Those creatures are temporarily immune for one hour.
Booming Escapist FEAT 15
Glossary & Credits
Additional Information
•Anteplanar calendar- Specialized calendar used frequently in the 11th era. It has a system of years 24 months 7 weekdays and different holidays.
•Anteplanars- Ancient beings that fought against the gods in an ancient war.
•Antferica- Southern pole continent. It is a frozen wasteland with few signs of civilization.
•Archendrid- Greatest celestial rank below the divine themselves
•Blood signet- One of the most deadly mortal conflicts. It threatened to destroy the world due to an ancient prophecy.
•Blubode- Underground cavern systems that are gargantuan in size. They spread throughout the entire world in 8 different levels.
•Dramyr- Known as Mighty Dramyr of the West. It was the western continent that existed until the 5th era.
•Eminent plane- Its different name is the material plane. Here all other elemental and conceptual planes converge and have formed a greater whole. Its most popular name is Ofley.
•Eras- Different stages of time in the world separated with great divides.
•Feirica- Northern pole continent. It is a cold and shattered landscape filled with an enormous amount of native creatures.
•Galmatrix- Name for the galaxy given by the scholars of Ofley.
•Istvikaian runic calendar- Ancient dwovin (dwarvish) calendar that used magic to predict and analyze time. It is often used to predict supernatural effects.
•Justidiex- Great minor landmass East of Kelsingor. It has one of the most important arcane academies in the world.
•Kelsingor- The biggest continent in the world. It holds the remains of the gigantic continent Dramyr.
•Meos Manya- Demonic fiendish creatures.
•Nephilim- Hailing from celestial or fiendish ancestry.
•Osothlaian calendar- Numerical calendar only used in the continent of Vredago.
•Outlasted age- Ancient age that no longer exists and isn't registered by the Anteplanar calendar.
•Profesian paths- Magical veins of the world.
•Sehelid- Creatures from the sideral plane.
•Sideral plane- One of the great elemental planes in space.
•Udsaft- Known as Honorary Udsaft of the East. It was the eastern continent that existed until the 5th era.
•Urrokoia- Devilish fiendish creatures.
Table 1: Species & Languages
| Ofley | Language |
|---|---|
| Human | Common |
| Dragons | Draken |
| Dwovin | Dwoven |
| Emid | Emidan |
| Emral | Emralan |
| Sodor | Sodork |
| Halpith | Halniar |
| Gargants | Kruss |
| Oden | Oden |
| Ishborn | Ishan |
| Blubode | Palesong |
| Pathfinder | Language |
|---|---|
| Human | Common |
| Dragons | Draconic |
| Dwarves | Dwarven |
| Elves | Elven |
| Gnomes | Gnomish |
| Goblins | Goblin |
| Halflings | Halfling |
| Giants | Jotun |
| Orcs | Orcish |
| Fey | Sylvan |
| Underdark | Undercommon |
Table 2: Uncommon Languages
| Ofley | Language |
|---|---|
| Meos Manya | Mokro |
| Dushark | Aklo |
| Faydhaan | Thalassic |
| Jaathoom | Susurran |
| Angels | Triial |
| Vorro | Vorron |
| Ifrit | Pyric |
| Urrokoia | Urrokoian |
| Ghouls | Nocris |
| Nethes | Nethertongue |
| Jabali | Petran |
| Pathfinder | Language |
|---|---|
| Demons | Abyssal |
| Evil Fey | Aklo |
| Marid | Aquan |
| Djinni | Auran |
| Angels | Celestial |
| Gnolls | Gnoll |
| Efreeti | Ignan |
| Devils | Infernal |
| Ghouls | Necril |
| Shadow Plane | Shadowtongue |
| Shaiban | Terran |
Credits
Patt V- For aiding me in such a long process just our of genuine brotherhood.
Beatsfordayzzzz- Genuinely marvelous artistry and support of my dream.
Justanerdlol- Being so overly positive and being a constant supporter.
Ashliw- Before many knew of my passion project, you always gave me encouragement in its development.
6th Emperor- Constant cheer and interaction pushed me further and to greater lengths.
Apostol Apostolov- Providing incredibly useful tools for the interface and format.
MythKeeper- Gifting countless hours of lore devouring and inspiration.
Paizo- For such a fantastic system that allowed me to pursue my goals.
SwingRipper- Incredible ideas for homebrew creations in Pathfinder 2e.
Zorae- Constant ideas and feedback that improved a lot of the material in the long run.
Dr.Pennystax- Helping in constructing the server and its functions.
Sasha- Adding constant suggestions and supporting the server.
Slay1millionspirits- Supporting the server for Ofley and keeping in touch with the passion project.
Special Mentions: My father, my mother and my grandparents. At many times I have committed enormous errors. Thank you so much for showing me better ways to live, and for making me believe in myself. I dedicate this project to all of you who supported such a hopeless dreamer in hopes of telling a story he could be proud of.
And you, thank you again for reading.
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