Campaign Setting

This is your realm and now is your time!

Now life for the average person in your realm is boring and stale. There is no mobility for change and you live and die the lot you're born in. That simply isn't good enough for you. You've decided to be an adventurer. As such you feel a strong call in your bones to adventure. The boredom of a calm life doesn't appeal to you. You choose where to go and what to do. Societies see you adventurers as outliers and deviants. They generally look down on adventurers for various reasons. You've gone to the edge of civilization to test your metal and make something of yourselves. You live, rest, work, trade, and spend all your down time in the pioneer city of Verizscali at the edge of the known world. Here you've left the safety of civilization to explore the wilds and ruins of long dead civilizations to make a name for yourself. Verizscali is where you go when your different as such you’ll find more of the various beings of your realm then you would find normally.

What is outside of civilization is other. It’s strange it's weird it doesn’t play by our rules. Adventurers will never be comfortable outside the boundaries of civilization. Going out is a way to ease curiosity and the only way to attain greatness.

Spirituality and the Gods

Your world is a spiritual one regardless of your beliefs. The gods are real. They are known. They are not some strange far away entity. Gods are personal or national and require observation. They depend on your prayers, rituals, and observance to influence your plane of existence. They have been known to offer boons to favored observers. However, they are not the only unnatural creatures that exist. Spirits of all kind share your realm. Ghosts, spirits, ascendant beings, and your very own ancestors can be beseeched to help or haunt you. You may also find more malevolent entities ready to undo you or bend you to their wills.
--Factioned Pantheon

A Short History of Elves, Men, Others, and Factions

The Qualinesti Dominion currently an oligarchy comprised of the High Elves are one of the eldest races found in your realm. They think themselves above the rest having seen the first of men and other creatures become what they are today. They have destroyed other cultures and people who have challenged them. They have ruled over other that have submitted to them with perniciousness and callousness as lesser beings slaves and playthings. Their extremely long lives grant them the opportunities to master many skills making them exceptionally dangerous foes only limited by their low birth rates.

The Empire of Janus was born in opposition to The Qualinesti Dominion comprised by Humans unwilling to bend to the will of unhuman overlords. Born from resistance, retribution, and observance in their national god Janus the unmerciful. Empowered by their zealotry of their god and vice versa. Janus is the beginning and the end of all things including their conflicts. No place should be free of his influence. He loves humans and finds demihumans and arcane knowledge abhorrent. His followers are dedicated to the eradication of the unnatural. They are the embodiment that might makes right.

The “savages” are not a people but a category of “other peoples”. Deemed savages due to their naturalistic and seemingly unsophisticated lifestyles. They are a mix of races, origins, beliefs, and cultures. They have suffered the avarice and callousness of both the Qualinesti Dominion and The Empire of Janus. They have known subtigation, rebellion, and freedom. What they lack in cohesiveness they have in a fierce belief in independence. They largely strive to commune with nature and draw power through their druidic and animistic beliefs.

The Sun Elves the first peoples once thought to be extinct fled this realm under persecution of the High Elves seeking amiability and safety elsewhere. Some of the most devoted are empowered by their belief in Damballa the Sky Father with marks granting them unparalleled magical abilities. What they found was a harsh, punishing, and dying realm and joined with a powerful series of clans and conglomerate of peoples called the Kanza. They assisted the Kanza is defeating the Blood Sorcerer Kings of their realm with their magical abilities and knowledge. They joined with the Kanza whose philosophy is “two rights can not make a wrong” and “I am because you are” were victorious but not before said “kings” drained to much of the magical essence of the realm making it unsustainable and dying. The Sun Elves lead the rest of the Kanza back to their realm to take back what they lost after their exodus. What proceeded was 1000 years of war that has just ended by the signing of the Nonagression Concordat which is specious as best.

The Tsaesci Consortium have been largely isolated and unknown by the rest of the realm. They are a group of Dwarves and Human explorers, settlers, and merchants forged by a millennia of infighting and war with themselves and the hostile beings of their lands. They now also find themselves in an unprecedented age of peace united under one victorious and glorious Tsaesci Shogunate. They’re entering an age of exploration and possible expansion. To the rest of the realm.

More information on factions, history, and player bonuses HERE.