Setting Information

Started by Asta, February 02, 2020, 10:33:44 PM

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Asta

Fearann, a Realm of ancient and forgotten history. On this verdant world the goodly races have carved out a life for themselves, their kingdoms forming a bulwark against the dark and untamed wilderness.

What is Known:

The world is ancient, but much is forgotten. Written records of history date back only to around 5,000 years ago but even this information is sparse and its accuracy is debated. Oral traditions of certain cultures extend further, but these often enter into the realm of myth and can't be taken purely as fact. Suffice to say, much of the past is unknown even to the longest lived elves.

Much of Fearann is at peace, for at least seven generations (by human reckoning) the various nations of the world have avoided open conflict with one another. Trade between most nations is prolific and so there is an incentive to remain friendly with your neighbor.

Civilization is a candle in a dark and dangerous world. Fearann is a big place, and though there are many places one might call "civilized" they are but tiny safe havens in a vast sea of wilderness. It can take weeks to travel between towns, and the roads that do exist are not always safe to travel.

The gods are silent. Or perhaps they never existed in the first place. Religion, in the traditional view, has fallen to the wayside. The various cultures of Fearann do not ascribe to any particular organized religions. Many people revear a nebulous "Light" as a positive force that affects the world, others worship their ancestors, while some are animists. Most clerics and paladins of Fearann draw their powers from either the Light or its opposite Darkness, rather than from a specific divine being. Others may utilize the power of their ancestors or animistic spirits, though that falls more into the realm of shamanism.

Progress is slow. The march of technological advancement in Fearann is a long and plodding one, exacerbated by the existence of magic. While firearms exist, they are uncommon and unsophisticated weapons. Outside of the Dwarven kingdom of Valtz, the possession of a personal firearm is considered something of note and most adventurers use more traditional weapons. Ships still travel by sail, and the fastest conventional way to travel by land is on horseback.

Magic is common. The world of Fearann is permeated by aether, a mystical force that permits and to a degree fuels the casting of magic spells. It is not uncommon for even the most average villager to have learned at least one basic cantrip from a travelling magician, though more fantastic and higher powered spells are the privilege of mages who have spent years training in the craft.

There are 375 days in a year subsequently divided into twelve months with thirty days each, as well as a fifteen day period at the end of the year called Anamdorcha.

Anamdorcha, or "The Dark Time", are fifteen days at the end of the year where the sun appears to be completely eclipsed by some unknowable malevolent force. The sky turns dark with a red tint, and monsters become more powerful and aggressive. People generally do everything they can to ensure they don't need to leave their homes, even in major cities where they are protected by high walls and guards.



The Nations of Fearann:


  • Thuinich

    • The settled people of The Great Highland Steppe; a large, high, flat grassland region between two mountain ranges. Ruled by a Righ, their word for king. Thuinich is a big tent as far as racial acceptance goes and though their king is human the young kingdom's populace runs the gamut racially, unified by their shared ethnic identity.
  • The Nomadic Peoples of the Steppe

    • A nomad culture that also inhabits The Great Highland Steppe, five distinct tribes that form a loose coalition. On good terms with Thuinich, frequently trading with the settled people.
  • Valtz

    • The mountain kingdom of the dwarves. Ruled by a Kaiser, they practice ancestor worship and are considered the most technologically advanced nation. As they live in a mountainous area, they frequently trade with other nations for food.
  • Auguste

    • A small but wealthy merchant/fishing state that occupies the coastal area south of Valtz, the largest city and the nation's namesake is situated on an island.
  • Llantwe

    • Technically not an actual country but a very, very loose confederation of largely elven ethno states. These states are south of Great Steppe and exist in a vast forest. In the central portion of the forest is a large swamp, home to a variety of people living in small villages, especially halflings.
  • Albion

    • A mostly human kingdom that occupies territory around a massive shallow lake. Albion's capital, a sprawling castle town, is built on top of ancient ruins and is home to the most complete library in all of Fearann. Albion is also home to the most premier mages college in the world, as well as a prestigious military academy that trains all of their military commanders.
  • Tochi

    • A largely isolationist island nation. The people here are ethnically homogeneous humans, with the occasional beast-man. Due to their isolationist nature, the people of Tochi have developed their own distinct culture as well as a language separate from the more frequently used Common.
  • Mesphorash

    • Not a nation per se, but more a disparate and disorganized people that occupy ancient ruins in a vast desert. The people of Mesphorash don't actually use the name themselves, but the area is generally referred to as such by other nations as it is the name of the largest ruin in the area.



Primal Beasts:

In Fearann, there exists a multitude of powerful beings known as Primal Beasts. These primals, widely understood to be animistic spirits of the highest order have influence over the elements that make up the material world. Though there are no gods in Fearann, the Primals are the closest thing to them and many people treat them with a healthy respect and reverence, though most go their entire lives without ever actually seeing one.