The World Book Encyclopedia - Blades

Welcome to the world of Asyur! Here you will find detailed descriptions of all aspects of the world!

Races

Your choice of race for your player character establishes many of the fundamental traits that will define your roleplaying experience. Specific values, perspectives, motivations, and geological locations are associated with each race in Asyur. Both race and geographical background inform your character's outlook.   While your geography defines what constitutes a common race, some races are endangered or even locked to a single region of the world. In addition, there are many other kinds of creatures that also roam the world, serving as allies and adversaries of the player characters.

Dragonkind

Dragonborn
Kobold

Dwarvenkind

Dwarf
Gnome

Goblinkind

Bugbear
Firbolg
Goblin
Gnoll
Hobgoblin
Orc
Ogre

Elvenkind

Drow
High Elf
Lunar-Elf (Aasamir)
Bosmer
Sea-Elf (Triton)
Alyied

Humanoids

Human

Leones Race

Leonin (m)
Tabaxi  

Alien Races

Gith
Lizardfolk
Loxodon
Doppelganger

Created Races

Warforged

Races of the Feywild

Aarakocra
Centaur (f)
Kenku
Minotaur (m)
Satyr
Tortle
Yuan-ti

Mixed Races

Genasi
Half-Elf
Half-Orc
Half-Ogre (Goliath)
Halfling
Tiefling
Changelings  

Backgrounds

The core setting of Asyur is the eastern hemisphere of the world, specifically the continents of Adlak and Veluntia. Surrounded to the west and east by vast oceans, and to north cold arctic waters, and splitting the two continents a series of enormous seas, Asyur is a world of extremes. From dizzying heights of the tallest mountain ramparts of the Spine to the deepest darkest caverns of the Rift, from the dry high plateaus of the Tablelands to the frozen blistering Frigid Wastes, from the dark dank and rank Jungles of Kled to the lava fields of the Underdark, Asyur has every type of terrain.   A half-decade ago, the continent of Adlak was changed and scarred by the Green Scourge, which not only radically changed the socio-political and economic worlds, but also the physical landscape as hordes of goblinoids crossed the continent. Although the effects of this 'cataclysm' still linger, the survivors in the Plains of Ash (formerly the Wild Planes) have begun to rebuild. Asyur has a long tradition of building new kingdoms on the ruins of dead ones.   For adventurers, Asyur is a land of opportunity equally matched with deadly threats. With a world that has known three global empires that have risen and fallen, many guilds exist that seek to understand the new world and the old. Much of what existed before has been lost, unless adventures can delve deep enough and far enough to uncover the world's lost ages.

Admer Empire

Northwest Continent of Veluntia, Lapta'k Desert, Dragonborn, Draconic, Draconic Pantheon
The Admer Empire is one of the world's oldest nations, having survived the collapse of the Bene Regem rather unscathed. Anyone not a dragonkin in the empire is forced into a life of servitude and manual labor - in fact, it is nothing more than slavery. The Dragonborn are the only ones who call this desert land their home. They dwell in large military cities that are kept high aloft by powerful magics, or along the coast and central Gellar mountain range in holy religious cities.
Common Knowledge
The empire once tried to send scouts to the continent of Adlak in the form of ambassadors, the last of whom, a paladin of Bahamut named Diggory, was slain on the continent after joining up with other adventures in the region known as the Southern Lowlands. With the death of this last ambassador, the empire formally declared a Holy War on the entirety of the world, claiming the populace of Asyur outside the empire, to be nothing more than barbarians and savages that need to be educated. With no battles being had for nearly two decades the fear of invasion has lessened on Adlak, though many southern coastal cities still fear the day they see an army sailing or flying over the southern Sea of Starlight.
Regional Features
Admer's major cities lie on the coast or nestled at the foot of the Gellar mountain range or held aloft in the sky by powerful magics. Much of the slave population is kept in the hollowed-out mountains where they form shanty towns near the entrances. Because of this many of the cities of the empire can only be accessed by airship or through the heavily guarded slave roads. The empire relies heavily on airships for trade with Darkshelf and Thurdarth.
People of Admer
The Dragonborn and other dragonkin of the empire have grown quite xenophobic and downright alienists. It is rare for anyone to visit, and those that do, only do so for business, as there is little to no pleasure in the empire for any non-Dragonkin. The nation seeks territory and slaves for its expansionist ambitions.
Adventures of Admer
Adventures from Admer are more likely to focus on internal perils rather than the concerns of the lands they visit. In fact, many adventures of Admer keep to the continent of Veluntia. Delving into the dark lizard and disease-infested swamps to the south, or venturing into the many cave systems that dot the Gellar mountain range, in search of a safe and clear way to the eastern side of the continent. An adventurer from Admer usually acts as a spy or scout for the empire, looking to further Admer's ambitions.  

Mercantile Republic of Carcino a.k.a. Carcinian Republic

Southwest Continent of Adlak, Themmit Desert, Human, Latin, Prime Pantheon
Carcino is one of the worlds oldest and most ancient cities. Since its foundation it has always been the seat of its own power structure. Surrounded by dry deserts with little fertile land, the city and the republic depend on its vast fishing industry and trade routes to not just survive, but to thrive, as the Capital of the World.
Common Knowledge
Carcino was built by humans many centuries ago, and as such it has seen much growth and change. Currently, the republic is governed by a ruling body called the senate, after the assassination of the last Mercantile King. The Carcinian Republic is also a member of the Dalepact, making them a part of the Continental Dalelands. The capital Carcino is home to the world's most prestigious institutions, colleges, and halls of learning. It is no small fact that the world's three world leaders were all graduates of Carcino's various universities of warfare and statecraft. While any race can be found in the Capital, it is known that the majority populace is human.
Regional Features
The desert of Themmit on the western side of Adlak is a low, desert with rolling dunes. Occasional storms from the sea cause gashes in the sand that leave bare sandstones, granites, marble, and many other stones exposed to the dry air. To the north sits the grotesquely enormous Themmit Rift, a multi-mile long cavern, many miles wide, and at an unknown depth, acts as a defensive location for any would-be invaders from the north and eastern lands.
People of Carcino
Carcino is populated by nearly every known race, but the most abundant is humans, with native-born humans being referred to as Carcinians. It is not uncommon to see strange and foreign cultures or races for Carcinians, and as such they have developed a unique culture, containing ideas from many distant cultures. It is common for nobility to visit Carcino when on business and pleasure, and some even send their children to Carcino to attend the prodigious Capital University.
Adventures of Carcino
Carcino is home to many adventuring guilds, including the Guild of Mercenaries and the Adventurers Guild. Most of these guilds care for money, like the aforementioned examples, but some like the Historical Preservation Society (HPS) are known for caring much more about the antiquity and story of the world and the ruins of ancient civilizations that inhabit Asyur.  

Cormanthyr

Central Continent of Adlak, Forest of Cormanthyr, High Elf / Bosmer, Elvish, Elven Pantheon
The Cormanthyr Empire is the only elven empire left on Asyur, and it is only getting smaller. With much of their lands being destroyed during the Green Scourge, the Cormanthyr Empire and the Forest of Cormanthyr that the empire calls its home is no longer Adak's biggest empire, that title is now held by the united humans who call themselves the Dalelands.
Common Knowledge
Not much is known about the interior of the Cormanthyr Forest itself, as the elves are reluctant to allow anyone, including adventures, into their territories - or at least they used to be. In the half-decade since the Green Scourge, the empire has slowly opened up, sending trade caravans to its human neighbors to the west, the Highlands, the Lowlands, and the Carcinian Republic - with a few human merchants being allowed access to the empires bordering cities within the forest. The empire has also allowed adventures of the HPS of the Carcinian Republic to enter the forest with special passes that allow them access to any ruined structure not inside any city limits.
Regional Features
The entirety of the Cormanthyr Empire resides inside, and up to the very border, of the forest with the same name, the Cormanthyr Forest. The ground floor of this mostly coniferous forest is dense with weeds and hanging creepers from the tall trees. The forest does change color with the seasons, but the leaves of the trees never fall in winter as they should. Instead, the leaves take a pale green tone to them in winter, getting darker in spring, until ripening in summer. In fall the forest takes on a spectrum of colors as the trees shift to reds, oranges, yellows, and pinks. At the center of the empire is the world's largest lake, in elvish called the Nyr-Dyv. Little is known about this lake, as it is only recently been opened to the outside world to the east, where large parts of the forest were burned to the ground. Adventures that have been there remarked to how blue it is, and say that it has no bottom according to those elven fishermen who still live on the edge of the lake.
People of Cormanthyr
Cormanthyr is predominantly elves, with the majority being High-Elves, followed by Wood-Elves. There is also a significant population of gnomes and halflings in the border cities and towns. The High-Elves stick to the cities and are strange but welcoming folk. The Wood-Elves however are secretive and aggressive, holding to the 'old ways'; still living in hollowed-out trees and living simple hunter-gather lives. It is not an uncommon report of adventures and merchants to be attacked by wood-elves who believe the humans to be intruders. The common consensus by outsiders is that these wood-elves haven't been told of outside events or even recent events inside the empire - being that disconnected from their High-Elven counterparts.
Adventures of Cormanthyr
While not many High-Elves get the call to adventure, those that do leave for centuries at a time before feeling the urge to return to the forest. Wood-elves are even rarer to see on adventures, and only ever leave for a decade at most; for they feel a constant pull back to the forest when not in its presence.  

Darkshelf

Southeast Continent of Adlak, Themmit Tablelands, Drow, Elvish, Bar Pantheon
Darkshelf is believed to be not just the oldest Dark-Elf city, but also possibly the oldest remaining city of ancient antiquity. It is here that the Pharos was built (and eventually fell), and where much of the world's magical innovation is achieved. Ruled by three powerful Mago (wizard) houses since anyone or anything can remember, it is very possible the city has only grown in size and never seen a shift in political power. Civilians live in low adobe-style homes, while the Mago's live high above in their fungal towers.
Common Knowledge
It is not a hidden secret that the leading Mago house, known as the Great Bar House or the Bar Mago's, are avid practitioners of slavery. However, slaves do not work in Darkshelf, instead the manual and physical tasks are handled by powerful magics, or by those 'unskilled' enough to wield any form of magic; instead, slaves are used by the Great Bar House in experiments. There is no police either in Darkshelf, only various guards for each of the three Mago houses; there are also no rules against murder, the consensus of the great houses is that the resident Mago should have been powerful enough to protect himself, and if not, then good riddance. Because of the way Darkshelf conducts itself, it isn't uncommon to find disgraced or eccentric magic practitioners who would either be heavily watched in Carcino's Capital University or banned entirely from practicing the craft.
Regional Features
The Themmit Tablelands is a difficult and dangerous peninsula to traverse. From the desert sun to the drakes that call the land their home. The Tablelands are aptly named for the numerous plateaus that can be found here. As one gets closer to the southern tip of the Tablelands, and closer to Darkshelf, they notice the increasing density of these plateaus and the maze-like system of caverns and ravines that they create. Vegetation is scarce, but those plants that can grow have been growing for decades if not centuries; some specific plants like the creosote bush and saguaro have likely been growing on the peninsula for thousands of years.
People of Darkshelf
The nonmagical citizens of Darkshelf vary in race, but the majority are dark, leather-tanned-skinned humans, dwarfs, and gnomes; while the resident Great Mago Houses are unanimously Drow with less than 1% of their ranks being usurper (someone who successfully killed a resident Mago) races. Most of the common populace is shady and reserved, with many of them being branded thieves and cutthroats, and likely members of the Thieves Guild or the dreaded Sanguis Guild (assassin's guild specific to Darkshelf), because of this few travel to Darkshelf openly, and usually only to find someone of ill repute. The Mago's are reclusive, rarely if ever leaving their towers for fear of death, instead they send out their guards to acquire whatever it is they need, from subjects to ingredients to hiring adventures to delve into ruins.
Adventures of Darkshelf
Darkshelf citizens rarely turn to the life of adventure, finding that stealing, piracy, and mercenary work pay more than enough for their lifestyles. Instead, adventures come to Darkshelf, usually hired by a Great Mago House to help in their research in some way or another. If a problem arises, it is rare for the Great Houses to call for adventures, for they would sooner send their guard to deal with any problems; causing the Tablelands to still be shrouded in much mystery to the outside world.  

Highlands

Northwest Continent of Adlak, Highlands, Human, Common, Prime Pantheon
The Highlands, also known as the Northern Dalelands, is a region to the immediate south west of the Spine of the World. The hills and forests are dotted with castles, both new and old. It is here that Tarrin, the capital and first seat of power in the Dalelands can be found, where it sits nestled in the crest of the Spine.
Common Knowledge
Most of the small castles that dot the land are ruled by someone of power in the Tarrin Hierarchy, usually a lord or lady, sometimes a duke, but often someone in the royal bloodlines or close to them. The capital of the north is Tarrin, where its royal line, the Eochaids, has ruled since the first signing of the DalePact. If one is looking to get to the Frigid Wastes on the opposite side of the Spine, then the Highlands is one of the safest routes one can take (if any of them can be called that.), where you can take a voyage from Ruby Falls or venture through one of the many cave systems that have been explored near the Cliffs of Tarr.
Regional Features
The Highlands is a hilly terrain of sparse forests and rolling grasslands where farmers send animals to graze. Man has been fighting and dying for so long in Tarrin that it is home to some of the oldest castles, as well as the most numerous structures for any region. It doesn't matter where you are, you can usually find some large stone structure being inhabited by common folk, whether it is the local hierarchy and their subjects or bandits, or even worse.
People of the Highlands
The people of the Highlands are simple folk who live in a feudal state with Tarrin being the center of power and the seat of the ruling crown. However most common folk only pay respects to their local lord, they still know the importance that the Seat of Dales holds over the Dalelands as a whole. The people here are fair-skinned and burn easily, and it is not uncommon for them to be red-haired. The most common language spoken here is the common tongue, a descendant of the Latin and Elvish tongues.
Adventurers of the Highlands
The Highlands is a beautiful place with bandits being the only real threat to the common folk. However, there are many ruins from many a fallen kingdom and global empire, and the dangers that lurk within are more than enough to test even the strongest adventurers' metal; because of this, the H.P.S. has a guildhall in Tarrin. Even without the H.P.S. there have always been adventures in the Highlands. Usually hired by the ruling local to do some task of theirs, whether that be clearing out an old castle of goblins, slaying some local bandit lord, or clearing out the family crypt of its nightly hauntings. Adventures from this region tend to be knights, clerics, and paladins, with the occasional ranger.  

Lowlands

East Central Adlak, Lowlands, Human, Common, Prime Pantheon  

Phisij Empire

South Adlak, Kulala Peninsula, Goblinoid, Goblinoid, Cult of Phisij
The relatively new Phisij Empire has caused many problems for its neighbors, and the empire's general unfriendly-ness hasn't helped matters. The empire occupies the entirety of the Kulala peninsula, just south of the Nyr-Dyv. The land of Kulala is very much untamed, and with the empires, presence has been further whipped into chaos, with much of the natural habitat experiencing odd behavioral patterns and some even forcing the environment around them to forcefully and drastically change in a short timeframe. Adventurers beware!
Common Knowledge
It is a well-known fact that the Phisij Empire doesn't allow trade from those they consider to be of the 'lesser races, or in other words, anything non-goblinoid. However, even this isn't true, as the empire has a strong disdain for Bugbears, who betrayed the early founding armies of the empire. Traders from other lands are usually met with force and either sent away with cargo emptied, or forced into slave labor under the mighty hand of the Orc. The Phisij Empire is also well known for sending raiding parities of goblins and gnolls into border towns and villages, pillaging and kidnapping anything and everyone they can.
Regional Features
The Kulala peninsula is almost completely covered in a forest dubbed by early explorers as the Savage Forest. In fact, the name Savage was used to describe the entirety of the hostile environment. This forest is split by a large mountain range north-south, creating the eastern and western Savage Jungles. The land is a mixture of flatlands, valleys, and hills, but is always covered by a thick and high jungle canopy. Not much is known about this region, with exploration being highly warned against by the reputable adventuring guilds of the world.
People of the Kulala Peninsula
Before the Phisij Empire, many human kingdoms dotted the coastlines and riversides of this dense jungle landscape. The largest of these was the Fjordlands, whose capital and the largest port city still stand, their ruins being the foundation for the Phisij Empires two only proper cities to date. Most of the Fjords saw the armies coming and were able to seek refuge in the Lowlands Daggerford or the Mercantile Republic of Carcino. Those that didn't however were forced into slavery. Because of this, the Fjorlands culture, while diminished greatly, is about the only non-goblinoid culture left on the continent.
Adventurers of the Phisij
The Phisij sees little use for Adventures other than for spies in other lands. However, with the lack of non-goblinoids that are loyal to the Phisij, most adventures find themselves working against the empire, either sneaking within the borders to free captured slaves, or to search for ancient and lost empires of antiquity.  

Planes of Ash (formerly the Wild Planes)

East Central Adlak, Plains of Ash, Human, Common, Prime Pantheon / Druidic / Cults  

Territories of the Wolf Nomads

East Central Adlak, Bitter Plains, Human, Common, Cult of the Wolf  

Thurdarth

Southwest Continent of Adlak, Themmit Desert, Dwarf, Dwarvish, Dwarven Pantheon  

The Prime Cosmology

The common name given to the current structure of the world and the planes of existence used by mystics, scholars, astronomers, wisemen, and oracles alike.

 

 

Astral Ocean

The layer or plane that which all else resides - the cosmic soup. It is said that if one travels far enough away, that they can see the abyss and celestial mountain range in their entirety - inverse mountains of cosmic energy - with the sea of elements splitting the two sides of 'good' and 'evil'.  

Sea of Elements

It is here where the most basic and the most complex elements are created by the so-called Gods and Lords. Everything from fire to water from the air to earth, and even the complex like ice and steam, to the extremely exotic radiant and radioactive planes.  

Ethereal Plane

The spirit plane, as it is called by some, the Ethereal plane as it is called by mystics, is a place where spirits and their energy reside for a short time. Many world beliefs and religions say when a person dies, they return to the spirit plane, where their soul is claimed if not already, and sent to their next life.  

Prime Material Plane

The plane of the physical cosmos and the crystal spheres and worlds within. It is here that mortals live and die, and where few know anything further than their own front door.  

Feywild

The Feywild is the name given to the plane of the Fae kind - fairies, satyrs, elves, and dwarves alike all can trace their origins back to the Heartlands of the Fae. Many mystics and oracles and scholars believe this plane and its closeness to the be the source of all magic, with ley lines acting as a sort of magical roots that spread the magic throughout the worlds.  

Shadowfell

Like the Feywild, the Shadowfell is another plane that mystics and others believe is closely linked, if not overlapping the material plane, acting as a sort of inverse shadow world. This is not to say that the Feywild is a land of light, for, in reality, this theory is wrong. The Shadowfell is the land where lost souls and those who are dammed by magics are sent to be reborn in one of the many games of the Shadow Masters. These unknowable entities are known to make pacts with enchanters to allow them to trap the souls of living creatures. It is believed these trapped souls are then sent to one of the many lands in the Shadowfell.  

Dreamlands of Asyur

Every world with life that sleeps has its own personalized Dreamland. Usually, though not always, reflecting the waking world geographically in some way, the lands of dream are where the truly gifted and creative go but once, or maybe twice if lucky. However, dreaming is not the only way to enter these strange and fantastical lands of childlike whimsey  

Using the World Anvil Books

On the homepage, one can find a variety of books that can be a maze of information, and this section here is designed to help players navigate the possible confusing maze of links.

This Book and its subsequent minor books are the direct causes of civilization. This is anything from technologies of the world, including items and raw materials, to the currencies used by different civilizations.
Great Wonders
This includes both ancient and modern wonders of the world, that were built by the hands of the various races that inhabit the world.
Technologies
This book has everything a man may need to build his house, to anything that man can use to slay the orc trying to take his newly built house.
The Written World
This book goes over not just all languages that have existed, but also any books, journals, plays, or songs written in those languages.

Investigator's Handbook

This book contains locations and ideas and creatures used frequently by the mythos and the dreamlands.

This book holds the information that is used to build the world. From the plants and animals that inhabit, to the diseases and poisons that plague it.
Alchemy and Herbalism
This section contains information on plants and potions and the processes of turning plants into useable potions or poisons.
Bestiary
This collection contains a series of different books going over nearly every creature, sentient or not. Within this collection of books are many other books, all of which contain some information on the subject creature. If you are looking for Mythos creatures or entities, look in the Mythos book!
Diseases and Poisons
This book goes over possible afflictions one may come across while living and adventuring in the world.
Manual of the Planes
A comprehensive look into the planes and what binds them.
Magic of the Realms
A collection of tomes on every subject of magic from illusion to conjuration, from necromancy to evocation, and everything in-between. Psionics can be found under Transhumanism, as it is not magic, but a science.

Religions

These collections of books go over their respective religion/pantheon/cult and includes spots for miscellaneous deities at the end for those harder to classify beings of power.

Session reports are made within the week between games and act as recaps and handy tools for players if a game was missed or information forgot.

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