DISCLAIMER
One of my goals for writing this setting was to deviate from as many standard fantasy staples (or putting a spin on them) as possible, which any preconceived notions of standard fantasy type characters may not end well or need extensive adjustment (If you plan on playing in this setting).
The Blurb
It has been millennia since The Sundering, and life goes on.
Long ago, four beings of immense power met in a mighty clash that shook the foundations of the world. Their power weakened the earth, splitting the massive super-continent into five continents. Each of the four beings chose a continent to rule over and bring prosperity to.
In the Steel Kingdom, the Steel King leads his humans and orcs with the wrath and battle lust of four Fiefs, always marching forward to the next war. Each aspect of their lives utilized and optimized to it’s very limit, all for the war machine.
In the Brass Kingdom, the Brass Orchestrator directs three nations of drakken and lizards with his supernatural artistry, giving them the gift of magic by song and music. The very foundations of the world can be altered by even the weakest man, so long as he is passionate. Art is celebrated above all under his rule.
In the Gold Monarchy, the Golden Monarch oversees life between her Dwarves and the rest of the world within her Monarchy. Here efficiency and beauty reign supreme, the two mixing together to form a thing of perfection. As home to the wealthiest of the wealthy, one seldom sees the low quality of life found in the other nations. But if one were to ever make a grievous breach in law, Her Majesty’s Shadows are the ones to set things right, often brutally.
In the Bronze Nation, the Bronze Leader watches over her myriad of city-states, housing people of Nature, and living beings of metal. There, the ‘magic’ of the Brass is held in low esteem. Where the Brass magic rewards spontaneity and short-sightedness, the brand of science for the Bronze is more technical, but harder to learn, and even more difficult to master. Arcanics is the life blood that runs this empire, their greatest strength.
In the wastes of the Sapphire Isles, no leader is present, for there is nothing to preside over. There is no fertile land, only blizzards and snow fall. There are no nations, only the dead that walk. Monsters beyond comprehension prowl among dead trees and ruined buildings, looking for prey. Eternal darkness that knows no warmth of the Sun is starkly contrasted against the blue skies like a beacon of malevolence. To go there is certain death. To go there unprepared is much worse…
Welcome to Sira, where the sun never sets.
Nations
Steel Kingdom
The Steel Kingdom, ruled by the Steel King, is comprised of mainly humans and orcs. The kingdom is based on the Steel Continent, the largest of five continents. The kingdom is made up of four Fiefs, practically nations of their own. One is ruled by the Steel King in name, but he has a vizier who manages the practical areas of governance, while the other three are ruled by Ministers. The Fiefs are Voln’ya, Neyanik, Stalle and Valaast. The climate of the continent is coldest in the world on the northern side, with a temperate atmosphere to the south, mainly made up of forest tundras and warm plains.
Brass Empire
The Brass Empire, ruled by the Brass Emperor, is comprised of mainly Drakken (Dragonborn) and Lizardken (Lizardfolk). Based on the Brass continent, it’s the second largest of the five. The weather is considerably warmer, with a desert at the very southern edges of the land. It boasts many mountains, a nice stretch of arid desert, and only one migratory forest. The empire has three nations; Arcotula, Musare and Ninovacia. The Emperor manages Arcotula with a considerably more hands-on approach than the Steel king, while allowing kings to rule Musare and Ninovacia.
Gold Monarchy
The Gold Monarchy, ruled by the Golden Monarch, is comprised mainly of Dwarves (however it alone has the highest diversity of races from the other continents living amongst them). Based in the (you guessed it) Gold continent, it’s the smallest continent beside the Sapphire Isles. It is mostly savannah’s with many forests and trees. The overall temperature is quite hot, due to it being the furthest from the north of all the continents. It is only one monarchy (ruled by the Gold Monarch) but there are two capitals that manage the whole kingdom, Argulle (Which the Monarch rresides in) and Verslunne (Managed by a council of representatives).
Bronze Nations
Unlike the other continents, the Bronze Nations are only that; a few nations. It is managed by the Bronze Leader, but she largely leaves her subjects to themselves, leading to many city states and communities. The Nation is mostly comprised of Plantkin (living plants) and Ironkin (living machines). The continent itself is third largest, and is absolutely covered in jungles with very few clearings. The weather is mostly temperate, but trends towards colder at times. The only widely known hotspots of civilizations of the continent are the two ports nations on either end of the continent facing the Gold Monarchy and Steel Kingdom, Indicta and Motus.
Sapphire Isles
Not a nation, but a ruined continent. This desolate continent, smallest among all, is ruled by no one but the dead that walk, and beings twisted by the cursed, dark air there. Unlike the rest of the world, the Isles are bathed in eternal darkness, no sunlight ever touching it’s shores. It is always cold, snowing. An undead attack is just as dangerous as a rogue blizzard. Many attempts at conquering this continent and putting it’s evil to rest have been made, but have never progressed much. Most of the empires have ports there for their soldiers to arrive in, facilitating the culling of the dead.
Politics
Steel Politics
The Steel kingdom is notoriously warlike, always looking forward to the next conflict. To date, the empire as a whole has never went longer than 11 years without at least some part of it initiating conflict, whether internally or internationally. That is not to say that the Steel Kingdom is filled with unwashed, uneducated brutes. On the contrary, it’s filled with cultured, educated brutes. They make no discrimination, being only second to the Gold Monarchy in it’s acceptance of most races (notably the Brassen are exempt from this). If you can fight, and have an appreciation for the activity, you are as good as a human or orc to them. Life under the Steel King in Voln’ya is good, if a bit wanting in quality of life. Neyanik is the capital of the continent’s best entertainment and blood sport. Stalle is the breadbasket and religious center of the empire, but quality of life begins to suffer. Valaast is the poorer Fief where unrest is not uncommon, originally founded on exiled convicts.
It is known that sometimes groups of unsatisfied Steelics escape from the continent, leading the Steel King to erect barriers around the centers of civilization to prevent that, leaving the would-be refugees only one place to settle; The Sapphire Isles.
As of now, the Steel Kingdom is on neutral terms with the Gold Monarchy, in a tentative truce with the Bronze Nation, and has Neyanik in a current war against one of the Brassen nations.
Brass Politics
The Brass Empire is the powerhouse of artistry and culture known throughout the world. Good music? Go to the empire. Want to see a play? Empire. Maybe a work of fiction? Empire. Fashion beyond belief? Emp- well, the Monarchy but you get the point.
The Drakken and Lizardken of the Empire are a proud folk, boasting of their aforementioned culture, how far the Empire has come in progress and power, as well as their closeness to Oreden’no’s form. It might not come as a surprise to most when I say that their heads might be bigger than what is healthy. Where the Steel Kingdom is good with warfare and combat, the Brass Empire excels with culture and artistry. Not one to be called toothless, however, the Brass Empire hosts a high number of knight orders, sparking a renaissance of chivalry and knighthood.
As of now, Musare is at war with Neyanik. Ninovacia is at war with what they derisively call a Bronzen “tribe”, but are working on peace talks. The empire as a whole is allied with the Gold Monarchy.
Bronze Politics
Not a lot is known of the Bronze Nation, due to their heavy isolation and anti-intelligence efforts, but there are at least two known communities that live on the ports that allow safe entry into the continent, Indicta and Motus. Among the Ironkin and Plantkin that can be seen, there are few practicing Arcanists, cementing their science (Or magic, depending on how you might view it) as one of the rarest commodities.
Unlike the Steelic and Brassen who both believe in variants of the mainstream pantheon, Bronzen people have a different, more pagan belief system, adding yet one more point of contention between them and the Brass Empire.
One of their unknown communities is at war with Ninovacia, but peace is in sight. They are good trading partners with the Steel Kingdom. They are fully indifferent to the Gold Monarchy. They hate the Brass Empire’s guts, but it does not go beyond more than the occasional war.
Gold Politics
The Gold Monarchy is most definitely the peacemaker of the four continent-empires, preferring to stay neutral in any conflict and to remain in everyone’s good graces. Being the nation with the smallest landmass (besides the Isles, of course) and weakest army in the world, their diplomatic stance is rather understandable. Due to this, Dwarves are one of the most favorably looked upon races with their diplomacy. Of course this is not taking into account the generalization of the races and their nations.
Aside their unfailing diplomacy, the Monarchy is known for two things; style, and money. They have the trendiest outfits, stylistic accents and fashionable culture, lending a very vain mindset to the people living in the Monarchy. They even boast that their Golden Monarch is the best looking of the four (Do remember that pretty much no one but the Rulers’ most trusted advisors and council even know what they look like).
Their most powerful weapon, however, is their complete understanding of the ways of finance. Their currency is the most accepted one worldwide, and most stable. The prudence of the nobles in the Monarchy have actually raised the quality of life for their subjects to the highest degree, making it an enviable land of opportunity for those who are unhappy with their own homes.
The Gold Monarchy is at war with no one, and in a conditional alliance with the Brass Empire
Religion
The Dragon
Called Oreden’no by Steel and Brass citizens., Gullenor by the Gold, and Delltore by Bronze. Brass and Steel people revere him because he can be warlike, as well as because the Brassen trace their similarities to Oreden’no. To them, both Drakken and Lizardken have draconic roots. Oreden’no is the Dragon, because there are no other dragons in this world. Goldics are indifferent to him, but sympathize with his avarice. Bronzens do not believe in his existence. A good way to enrage worshippers is to try to imitate the Dragon in anyway poorly, since inaccurate depictions is anathema to the image of the Dragon, and therefore to them. Oreden’no is the God of Strength and Valor.
The Knight
Called Skystovar by the Steelics and Goldics, and Orbellor by the Brassen. In Steelic lore, The Knight is seen as the champion of the Dragon, strong and Talented beyond belief yes, but not as strong as the Dragon. The Brassen see the Knight as Chief among their gods, keeping order among the high and mighty. It represents Honor, Chivalry and Law.
The Sea
Predominantly called Zokea by the Steelic (with the others eventually adopting that name, as Steelics are one of the only people crazy enough to travel the oceans), The Sea is the supernatural force behind the bodies of water that separate the continents. Zokea has a temper that is inconsistent to say the least. At times the Sea is calm, placid, allowing for safe travel. Then Zokea hits you with five storms and a Leviathan to eat your ship. There is a reason no one but the Goldics and Steelics are brave enough to sail the seas. Zokea represents Change and Wrath.
The Nature
Called Virtudis by the Bronzen. Virtudis is the nature, the trees, the water not under Zokea’s domain. Virtudis is the one who tells the trees and greenery to move when the time of migration is at hand. The Bronzens are the ones who commune with Nature the most, what with living in a dense jungle. Virtudis represents Growth and Decay.
The Soul Keeper
Called Stavi by the Bronzen, The Soul Keeper is the force that manages the souls of the living, and the souls of the dead. Death answers to it, and it alone. It does not discriminate between species and station, having experienced every feeling and emotion of all the souls it holds. Revered by the Bronzen and Goldics, Stavi is the God of Joy and Despair, Life and Death.
Death
More a supernatural force than a god in it’s own right, everyone knows Death. Death is the figure one sees in the moments before death. Those more intune with their Talent might see Death earlier, but it is discounted as a myth. Death is not evil, but nor is it good. It simply is. Death takes the form of a robe clad figure, with the hood revealing the head of a grotesque angler fish, the lure illuminating it’s face. People’s fear of the Sea and the horrors that lay below is second only to the cursed Sapphire Isles, hence Death’s appearance.
The Shadow
Called Arhugg by the Goldics. The Shadow is, as implied, a being of shadows. It is also vengeance and retribution. The Shadow watches when bad deeds are done, and rights them when under it’s purview. The Shadow has been known to right wrongs, from forcing someone to pay off a debt they might owe, to brutally and violently killing someone who had murdered in the same way. Arhugg is bloody justice made manifest, the epitome of “an eye for an eye”. Some argue that the Shadow is not truly a god, but a force like Death, but the ones who worship Arhugg attribute Justice and Vengeance to it.
Races
Humans
Humans, typically dark skinned with smoother skin than most races, are your standard “Hey that’s me” race. The only notable thing about them is that most of them have an inherent tendency for anger and rage called “The Wrath”, which puts them in a heightened state (Either mentally or physically), making them the most temperamental species in the world. They are friendly with Orcs, disdain Brassen races, wary of Bronze races, and are indifferent to dwarves.
Orcs
Orcs, with skin tones typically ranging from red to green to blue in a spectrum, are the humans’ larger counterparts. Most of them have tusks, but a few of them might not. The males and females of this race are nearly indistinguishable to the uninitiated, both having that same deep voice, only the presence of a breast band, and larger tusks would indicate an orc was a female. Humans and Orcs get along together well for the most part (with the exception of a few villages and a city or two). Orcs usually bear a disdain for the Drakken and Lizardken from the Brass Empire, a certain xenophobic wariness about the folk from the Bronze Nation, and an indifference to dwarves.
Drakken
Drakken are scaled, humanoid reptilians. The color of their scales range from red to green in the color spectrum (ROYGBIV). They are taller and bulkier than your average human and orc, towering at least 6’5 feet in height. About half of them have tails, the chance of inheriting one being 50/50. Like orcs, it’s hard to tell between the two genders, but their head is a good indication. If the frills or spines on the back of their head are straight, it’s a woman. If they are curvy or curly, it’s a man. Drakken usually disdain Bronze folk, tolerate/like lizardken, have enmity for Steelics, and are indifferent to dwarves.
Lizardken
Lizardken are similar to Drakken in many ways, but differ in a few things. The color of their scales range from green to violet (ROYGBIV). They are shorter and leaner than a drakken, but still a match for an orc. They always have their tails, unlike the drakken, and straight spines/frills indicate a male and vice versa. They tolerate Drakken, are indifferent to humans, hate orcs, disdain Bronze folk, and are indifferent to dwarves.
Ironkin
Ironkin are machines and contraptions animated by Arcanic runes, and given a soul by Stavi. They are one of the most diverse races, as they can take on any form whatsoever so long as they have a “brain”, and maintenance runes, though Stavi does not usually animate those that deviate from the humanoid form too much. Due to the nature of the city states the Ironkin live in, there can never be an accurate enough consensus on their stance on other races, but it is safe to assume that they are fine with dwarves, tolerant of Steelic races, and disdain Brassen races.
Plantkin
Plantkin are living plants, trees, greenery, etc. They are formed from the seeds of a progenitor Plantkin, and can take any form like the Ironkin. Likewise, they tend to be vaguely humanoid. New lines of Plantkin can be awakened if Virtudis decides to do so, but that only rarely happens. They are generally intolerant toward everyone, with the possible exception of the Ironkin.
Dwarves
Dwarves have rough, almost rock-like skin that can be the color of almost any rock you can think of. Their hair, both facial and otherwise, are more stiff and have a gem-like quality to them as well. The two genders are easily distinguished (like humans, but smaller), and both are more stout. Some dwarves have hair and beards, while others don’t have a single hair, it being two extremes.
Magic (But not really)
Arcanics
Originating from, and strictly confined to, the Bronze Nation, Arcanics is the study of engraving rune-like inscriptions into objects, imbuing them with power of the ambient energy. With each activation of the inscribed object, the material wears out from energy erosion, not unlike water erosion. This is viewed as a precise science by Bronzens, pseudo-science by the Steelics, and just witchcraft by the Brassens and Goldics.
Talent
Originating from the Brass Empire, and proudly flaunted, Talent is one’s ability to access their inner power through passion. This is done by practicing an art or hobby that one is passionate about, leading to many Talent users being an artistic sort. To use their Talent, users need to build up their Inspiration well, which is replenished by practicing said passions.
When it comes time to harness that power, Talented people need a focus. The most common (and oft thought to be only) method is through playing an instrument, or making musical tones with your voice. It is extremely difficult and terribly inefficient to use any other method of focus, as the critically acclaimed Academy of Talents attests. There are four Talents one can be born into; the Talent of Destruction, the Talent of Life, the Talent of Creation, and the Talent of Control. Each central Talent has it’s own Disciplines.
Talent is not something that can be taught, but something one inherits from a bloodline.