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Welcome to Etheris

     
  The World is Lost Etharis is a world on the brink of total destruction. The are no more, coldfire threatens to consume the world, the City Below stands poised to flood the world with unearthly dangers... any one of a hundred events could be the spark that sets the world aflame. In such a world, how can heroes exist? What does victory even look like? Players in such a setting should take these factors into consideration when tackling character creation and during gameplay itself. Character backstories in fantasy rarely revolve around happy and mundane events. In dark fantasy, those backstories are generally even more dark and dramatic. What motivates and shapes dark fantasy protagonists? The loss of a loved one. Betrayal by those closest to them. Disastrous events that the character felt powerless to stop. Inscrutable and irrepressible powers reaching out and molding the lives and personalities of the characters with a cold and malevolent disregard.   The world of Etharis is defined by these horrible events, and it stands to reason that the characters within it follow suit. How would these circumstances and events lead to a life as an adventurer, braving the dangers that most flee from in terror? Did your character become bitter and cynical, only looking out for their own interests? Did they rally and push back against despair, resolving to fight for the last glimmers of light that remain? What is your character fighting for? These themes also work their way into the game itself. With the world in ruins, various elements of normal roleplaying get turned on their heads. Safety becomes a relative term, so spells such as alarm or arcane lock might be more useful than in traditional high fantasy settings. The monsters that stalk the wilds have successfully taken down entire civilizations, making it important to carefully pick your battles. Maybe not every battle or encounter is worth the cost of risking the entire war against darkness.   Darkness is a Choice Demons walk the land of Etharis, twisting mortal fates to their whim. Misshapen abominations skulk in the shadows, waiting for their opportunity to strike. Darkness seeps from every corner and every crack in the world’s façade, whispering promises of great power to those willing to answer... and to sacrifice. One enduring truth defines the tenebrous forces at play in Etharis: there is always a price for the aid of dark powers. Part of making a character in Grim Hollow is acknowledging the power of the forces of darkness. This setting offers a number of options for incorporating those powers into your character. Rather than merely picking up a Transformation Boon or the use of sangromancy like you would with an additional skill proficiency, these options work best when tied to specific character events. Perhaps you gladly accept these powers as a means to exact the revenge that your character seeks, or maybe it was an unwilling accident on the night of a full moon. Does your character regret these events or choices? Or do they fully embrace the power they have gained?   Once taken, these abilities are notoriously difficult to handle. When dealing with other humanoids, revealing your true nature can cause serious problems. As your power grows, its nature becomes harder and harder to conceal and control, and therefore harder to avoid the ramifications of your choice. It might be worth investing in disguise kit proficiency or abilities such as disguise self in order to better blend in among normal people. Alas, even that might not be sufficient if circumstances force you to use your powers around others. Be warned. When you become as feared as the dark forces you oppose, natural agencies, like the business end of a farmer’s pitchfork, can be just as dangerous as supernatural ones.
(Resident Evil: Village…. Art Appreciation [Part 6] by phenomenal1500)   The Gods are no more Quite possibly the greatest cataclysm to strike Etharis was the disappearance of the gods. Few people know the truth of their disappearance, are they hiding, captured, dead or never existed, to begin with, but all are aware that praying to the gods brings no aid and no relief. The divine magic that always offered healing and protection to those in need almost completely vanished, and now few remain who can remember that golden age. As a player, the extreme scarcity of divine magic offers certain challenges to those wishing to play a cleric or paladin. Your very existence is a notable event, and you should discuss with your GM how you retain your magic and what effect that is likely to have on the world as a whole. The requirements for multiclassing are even steeper, and should be worked into the story as a major plot point.   The disappearance of the gods has serious consequences, even for those who don’t wish to partake in a divine class. Clerics, paladins, and religious organizations in general are often the main source of healing and curative magic in a roleplaying game, so their absence offers a major challenge. Diseases, curses, and other conditions are far more serious when you can’t just stroll into the nearest temple and donate a hefty gold fee to cure them. Similarly, resurrection is a near impossibility. Players should be aware that lives are all the more precious in Etharis. Even the more mundane services offered by clergy, such as giving blessings and selling holy water, are rare. The helpful items for fighting the legions of darkness are valued greatly, and their value becomes even greater, meaning they should be seen and used sparingly.   Magic is Mistrusted With the disappearance of divine magic, arcane spellcasters on Etharis found themselves the target of hatred and mistrust. A magic inquisition started in the Castinellan Provinces, bureaucracies sprang up to regulate and control mages elsewhere, and mobs hunted down those the common folk blamed for the gods’ absence. Where once they delved into the mysteries of the universe, now wizards and their kin must seek to ensure their very survival. As a player making an arcane spellcaster, whether a wizard, sorcerer, or warlock, you face a superstitious and hostile populace. Many of the regions in Etharis have instituted licensing schemes in order to regulate magic, so a valid license is an important piece of equipment for those seeking to practice magic legitimately. Wizards are the primary licensed spellcasters, while warlocks are almost never part of a magical organization or academy. With their innate abilities, sorcerers fall between the two, with as many fugitives as licensed practitioners. Decide which category your character falls in, and work with your GM to determine any restrictions that may apply to your spellcasting license. Even licensed spellcasters are not wholly exempt from the resentment of the common folk, so brandishing a wand and spell- book in the middle of a crowded tavern may not be the wisest decision.   If you’re not playing a spellcaster, you should consider how you feel about magic as a character. Did you grow up in the Castinellan Provinces, under the stern gaze of the Watchers of the Faithful? Or were you from the Nordenlands, where magic is as much a fabric of everyday life as the forests and rivers? Regardless of how you feel about arcane magic at the start of your adventuring career, you should also consider how that opinion changes over time. Was your mistrust of arcane magic foolish as you now see it wielded by good and noble casters? Or do your personal interactions with arcane casters teach you that the fear of the arcane that you wrote off as superstition was instead a wise and prudent choice?  
  (Burn her by Ailinon)   Travel is Dangerous Adventurers in roleplaying games are travelers. It’s an integral part of the job and of the game as a whole. Normally travel occurs along a well-maintained and patrolled system of roads, with occasional forays into the natural wilderness in search of some vile creature upsetting the normal order of the world. In a dark fantasy setting, messengers and patrols cannot be relied upon, and anyone who goes outside the safety of the town walls takes their life in their hands. Nighttime is especially dangerous, for any light serves as a beacon to the creatures waiting in the inky darkness. Travel in Etharis is not for the faint of heart, and may provide challenges equal to any story’s climax. As a character braving the wilds of Etharis, the first thing to learn is that there is no such thing as a safe campsite. When night falls, everything becomes fair game, so it’s best to be prepared. Setting watches alone may not be sufficient, and you should always have a plan for awakening your allies to deal with the inevitable complications. Spells can aid in this regard, whether it’s alarm, magic mouth, or any of the various sonic spells that can be heard hundreds of feet away. Darkvision can be especially useful for those standing watch, to avoid advertising your presence with a torch or campfire. But even then, darkvision is not perfect, and its limits can give certain threats an upper hand. Warding and protection spells, such as tiny hut or rope trick, are valuable in surviving long treks across dangerous territory.   One additional consequence of the state of social isolation in Etharis: information travels very slowly. With no reliable messengers and limited magic, adventurers are sometimes the main source of communication between settlements. This can lead to problems, but can also work to the characters’ advantage if they don’t want news of their exploits spread.   Humanity is Cruel When faced with difficult circumstances, there are those who rise to the occasion and act out of charitable intentions and seek to help those in need. In a dark fantasy setting, most people fall on the other side of the coin. Etharis is populated mainly by those who look out for themselves, often to the detriment of others. Whether it’s scheming nobles living in the lap of luxury on the hard work of others or superstitious townsfolk doing whatever is necessary to keep from drowning in the terrible ocean of poverty, the people of Etharis are always looking at what they get out of any agreement. In this world, xenophobia, paranoia, and plain cruelty are the order of the day.   Dealing with NPCs is a cornerstone of roleplaying, but the aforementioned conditions make it an especially dicey proposition in Etharis. Help is not something given freely by the strangers you meet in the world. Even an easy smile and a honeyed tongue have their limits, so be prepared to deal with people on less charitable terms. Bribery, intimidation, coercion, and sometimes outright blackmail are more common than appeals for mercy or sympathy. Knowing what the other person wants is a valuable piece of information when trying to come to some sort of arrangement, so wisdom is just as important as charisma. Spells such as charm person may seem like an easy answer, but the fear and hatred of magic in Etharis are amplified when used to usurp a person’s will. And those spells do wear off. This mistrust and paranoia in Etharis make some abilities, afterthoughts in other types of campaigns or settings, extremely valuable. Boons provided by your background abilities, for example, may save your life as much as a quick weapon or a fireball. Being able to rely on friends for a meal and a safe shelter can be some of your most powerful tools when dealing with other people, especially in a low-charisma party. The ability to find at least one friendly face in a new town may be the difference between life and death.  
Legends are Not Born Despite the many abilities, magical items, and other advantages an adventurer has over the common citizen of Etharis, characters still face an uphill battle. The threats arrayed against them are legion, and many are strong enough to rip the very fabric of reality asunder. As a result, characters must be aware that they are not at the top of the food chain. The danger is very real, and death is a constant possibility. Those who rise to great heights do so only after a long and difficult struggle— and the fall from those heights is all the more dangerous.   What this means in game terms is that the player characters are relatively weaker than in traditional fantasy roleplaying campaigns. Progression to higher levels often requires greater effort and greater sacrifice than some players are used to. This is an element of dark fantasy and reflects the theme of constant danger. When building a character, it’s wise not to take progression for granted and focus more on immediate viability. A character that will only come into its own after it gains four levels to pick up that one spell or feat you need is a character that will likely not survive through four levels. Long-term planning is definitely an option, however. Many of the options presented in this book are designed with continual progression in mind. The key is not to rest all your hopes on the assumption of future levels. With danger all around, the future becomes a very uncertain prospect, and it’s often more helpful to focus on surviving the present.   Victories are Earned A knight stands, chest heaving, amid the remains of an undead legion. Around her are bodies not just of the creatures she fought, but also her fallen comrades. She stands perfectly still, though she feels the wound in her side beginning to fester. Behind her the villagers begin to peek out from their hovels to see that disaster has been narrowly averted. These are the types of victories to be found in Etharis. Hard-fought battles, won at a steep price, but worth the cost nonetheless. Success is not guaranteed. Victories have very real costs, and in some cases those costs are the very morals and ideals of the “heroes” who pay them. A dark fantasy setting is one in which good does not always vanquish evil, and the players are not always the heroes. There is no great final battle between the forces of light and darkness, the victories that occur are temporary and fleeting. They are battles rather than wars. But they are still victories.   Being a player in Etharis is to be a character willing to sacrifice for their goals, and who realizes that each victory is still cause for celebration. Deciding your character’s motivations and goals in this world often means narrowing your focus. There is little glory to be found, so personal stakes are more appropriate. Whether it be to heal your sick sibling or to finish the work of your departed mentor, Etharis lends itself to these short- term, attainable goals. The grand adventures against impossible odds to save the world from the evils that surround it... those are stories for a later time. There is Light Within the Darkness Despite the dire circumstances facing the world, hope still remains. It may be scattered, dimmed, assaulted on all sides, but it has not been extinguished. A farmer stands against the oncoming soldiers, giving his friends and family time to flee. A merchant, with a kindly smile, hands a loaf of bread to a poor beggar. A paladin, the last of his order, continues his quest to rid the world of a demon-prince. Across Etharis, small acts of kindness, of bravery, of charity, all stand out amid the dark backdrop. Few and far between, their scarcity only serves to make them more special.   Characters in Grim Hollow should know that these events are not the norm. An act of selflessness should be properly recognized as the unusual event it is. How would your character react to such a display? Those of good heart may be galvanized and reinvigorated to continue doing what is right. A cynical character might view the event with pity or contempt. Regardless, these flickers of hope should not go without comment. Players should also realize that the characters they meet do not expect any sort of charity or kindness by their characters. Such acts are usually met with suspicion, and the players must be prepared to act accordingly. One might challenge the NPCs’ expectations, seeking to sway them to your cause. Alternatively, a player’s character might disguise their charity in order to avoid any conflict that might complicate the matter, such as slipping an extra coin into a delivery so that it seems accidental.
(Victory by karatastamer)   Actions Matter These suggestions are intended to help guide players through the dark fantasy world of Etharis, but they remain merely that: suggestions. Your actions are ultimately yours to decide. As you make these choices and face challenges throughout your journey, know that each path you take will have consequences, for good or ill. How you face the situations presented will define your character and the story surrounding them. People can change based on their experiences, and a player should take into consideration everything their character has done in deciding how they will react to things in the future. Some extreme events may shift alignment, change motivations and goals, or alter a character’s bonds, ideals, and flaws in surprising ways. Accepting the direction your character takes, even if it isn’t one that you had planned on, often results in a more rewarding experience. Your decisions will also shape your version of Etharis. Characters you meet may show up later to influence important moments in the story. Word of your deeds spreads, albeit slowly, between settlements. GMs may set the overarching plot for a campaign, but your actions provide the building blocks they use in the future. In this way, the characters and the world around them reinforce one another to form a complete, cohesive narrative. Etharis is, above all else, a world of difficult choices and serious consequences. Choose wisely.

the Unknown Wild

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3rd Era of Man: the Great era of Man's Unity

0 > 537 GMU

This is the era where the four gods Aurelia, Ulmyr, Maligant and Galt banded together to choose one human to rule them all. The Hearthkeepers of Aurelia fund a divine gifted boy by the name Thancred who was Crown Emperor Indorius, first of his line

  • 345 GMU
    Founding of The OSTOYAN EMPIRE

    Ostoya was founded centuries ago by Bürach secessionists—migrants who fled the fledgling Bürach Empire’s tumultuous early days to find a more peaceful country.

4th Era of Man: God's End

0 > .... G

The story goes After more than five countries of The Bürach Empire being unified under the four gods, Emperor Leopold I of The Bürach Empire exhorted the masses to believe that only one of the four gods should rule supreme. Why should they each follow four, when only one--the greatest, most powerful of all--was deserving of their devotion? Each sect then began to argue that their god should be the One True Deity    The gods warred in the heavens, causing calamities such as storms, flash fires, and earthquakes. Their hostility quickly spread to their worshippers. Within a year, the Bürach Empire had descended into civil war as the four provinces fought among themselves and the Gods sent down some of their Generals and soldiers to aid the battle.    To end the violence, individuals conspired against the emperor. Their assassins swept into the imperial palace and killed Leopold and ended the war. On that night a star flew across the skies illuminating the entire continent. it is said that when the star hit Etheris the God's disappeared   Quite possibly the greatest cataclysm to strike Etharis was the disappearance of the gods. Few people know the truth of their disappearance, are they hiding, captured, dead or never existed, to begin with, but all are aware that praying to the gods brings no aid and no relief. The divine magic that always offered healing and protection to those in need almost completely vanished, and now few remain who can remember that golden age.

  • 0 G - 85 G
    The Wild Magic Surge

    The disappearance of the four Gods sent a shockwave of magic throughout the continent which weakened magic in the world   Arcane Magic became unstable and high magic became near impossible to manifest for 85 years, in that time some people could still use a weaker version of their former magic but most couldn't use any magic. But then one day in the year 85G magic became somewhat stable again   Divine magic disappeared for some time. Divine magic still exists, but is now believed to radiate from the remaining Arch Seraphs and Daemons, not from the gods themselves.   Primal Magic (nature) was only slightly affected

  • 39 G
    The Gnomish Industrial Revolution

    After decades without the guidance of the Gods and with magic highly unstable The different nations were struggling to adapt and they needed something to replace Magic. That thing came when inventors (especially the Gnomish) began focusing on science and began to make major inventions to aid in all aspects of life   The most impactful invention was Muppick Tobkack a Gnomish inventor that made the first modern steam engine in 39 G. Called the “atmospheric steam engine,”. which was used to power mills, ships, factories, breweries and a host of other manufacturing operations   some places like The Castinellan Provinces and The Valikan Clans refused to use these new intentions. Were other places like The Bürach Empire and The Ostoya Empire decided to use them heavily in there sociaty

  • 52 G - 85 G
    The war of Ostoya's independence

    After spending two hundred years taming its borders, the Bürach Empire turned its attention towards expansion. Since the Ostoyans were descended from the Bürach, the Empire deemed them its citizens, ordering them to pay taxes and turn over control of their mines. When the Ostoyans refused, the Bürach attacked.

  • 85 G
    The Darkfall

    Three decades into the Ostoya-Bürach war, a terrible earthquake shook the Soma region. Something sinister underneath the ground was making itself known. The skies darkened permanently over Ostoya as a foul power poured out of cracks in the earth.   Beneath the surface of the land lies a vast sunken metropolis, the City Below, through which untold hordes of undead roam and often reach the surface. This undead plague has created the Crimson Court, the vampire aristocracy that now rules the southern province of Soma

  • 143 G
    The Disappeared of Ulmyr’s Gate

    The Great College quickly became a lodestone for mages of every stripe from across the empire, and for a brief moment there existed a golden age of magic. That dream came crashing down one night when the founding mages of Ulmyr’s Gate attempted a massive conjuration ritual intended to part the veil and create a permanent portal to the Ethereal Plane. It didn’t work. Instead their magic caused a massive rift in the very fabric of reality, and in an instant the entire city tipped into the void between worlds. The entire city was presumed dead

  • 157 G
    Current dag

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