The weeping pox ravages the countryside, and decimates the poor, sick and old indiscriminately. And yet, it is those who use it to profit that the children fear the most.
What about the wars that men rage, from Olstenburg to Morencia? They claim a piece of everyone they touch. Fathers, burying their sons for the power struggles of so called "noble gentlemen".
However, humanity does not act on this. Instead they cling to their false idols with blind faith, like a child clings to their mother. They turn a blind eye to all the horrors and atrocities they commit, telling themselves it's all in the name of survival.
Our gods were supposed to guide us. Our ever-vigilant guardians of justice and righteousness. They too, abandoned us. They left us to fight alone. To die alone.
Only a few warriors remain. Defenders of humanity against the horrors of the dark. Their numbers dwindle with every new moon. You see, this world belongs to the darkness, and darkness will not give it up easily.
Etharis is a world of dark fantasy where monsters, both human and inhuman, prey on the weak. The following information provides a snapshot of the world as a whole:
- The gods are gone. Just over two decades ago, the Four Divines led the Burach nations into a bloody civil war. At the end, the Emperor lay dead, and the gods fell silent. The Godsfall, as it was called, corrupted the lands around the great city of Drakkenheim.
The divine powers of the worshippers of the Four Divines are greatly weakened, and fading further. In the gods absence, the Arch-Seraphs, powerful servants of the Four Divines, have descended to Etharis to protect their new worshippers. The Arch-Daemons also emerged from the shadows to attract mortals to their service.
- Magic is rare, dangerous and distrusted. Most commonfolk have never seen magic first hand, and arcane magic is blamed for many of the world's ills. The Arcanist Inquisition has arisen to stamp out magic and those who practice it.
- Non-humans are uncommon, and often hated. The humans of Etharis have led many bloody wars against the elder races. The elves, dwarves and gnomes were driven close to extinction, both now surviving as vassals of human kingdoms.
- The world is broken. From the sunless lands of Ostoya, to the Coldfire of Grarjord and the unnatural, ever-spreading Pox, the natural order of the world has been shattered.
- Survival is difficult. In the wilds, folk must survive through sheer will alone, as the world itself tries to break them.
Character Creation
The night is darkest before dawn. But fear not, Dawn is coming.
The darkness has taken this world from us. How much more will we let it take before we have nothing left?
We dream at night of a kinder world, only to find it slip from our grasp when we wake, leaving us broken. However, this is not a nightmare we will simply wake up from. Salvation is within all of us. All you have to do is fight. Fight for the ones we love. Fight for who we are. Fight against the darkness that seeks to enslave us all.
For while there is still breath within us, Etharis is not truly lost.
— Hearthkeeper Ivodra of Vernis
Characters in Etharis are defined through the following steps:
This is based on your parentage, or in some rare cases, a past event which has changed your very nature.
Human - Widespread and ubiquitous throughout Etharis
Dwarf - Stout mountain folk surviving in the ruins of their ancient homes.
Elf - The last remnants of an ancient people driven close to extinction by the humans.
Orcblood - Daunting humanoids said to have the blood of monsters.
Half-elf - The offspring of human and elven parentage.
Dragonborn - Scaled humanoids tied intricately with the elements.
Gnome - Mountain-dwelling tinkerers and inventors
Halfling - A peaceful race whose culture was completely subsumed by the humans.
Wechselkind - Living constructs left behind to replace children taken by the Fae.
Laneshi - Aquatic humanoids with a rigid caste system
Ogresh - Large humanoids, often knowledgeable and skilled at social interactions.
The Downcast - The last remnants of the celestial host.
The Disembodied - Humans transformed by a failed magical experiment to touch the planes.
Where or how you were raised, your childhood. A human raised among the elves of Tol Leyemil would have a vastly different life experience to one raised in the icy wastes of Grarjord.
Bürach - A weakened empire struggling to survive through war, plague, and the Great Beast.
Ostoyan - A sunless land ruled by bloodrinking monsters.
Valikan - The northenmost province of pines and tundras is home to hardy folk
Charneault - The lands of enchanted forests and noble knights is also a land of old curses and older grudges
Castinellan - A theocratic nation under the banner of the Archseraphs
Miscellaneous - For those who live outside the relative safety of society
Forestfolk - Those that live in the dark forests learn from a young age how to hide and how to flee.
Mountainfolk - The people who choose to live in the mountains are as resilient as the peaks themselves.
Plainsfolk - The plains, while offering relative peace, offer little in the way or resources
Desertfolk - Dwellers of the Blasted Desert far to the south
Seafolk - Those who survive on the coast of Etharis are dependent on the whims of the sea.
Tundrafolk - The cold air of the north is constantly trying to snuff out the flicker of life
This is your day-to-day life in more recent terms. This provides not only your skills, but also your resources.
Academic
Aristocrat
Clergy
Common Folk
Criminal
Militarist
Outlander
Seafarer
Pauper
Clan Member
This is your calling, defining your primary abilities.
Accursed
Alchemist
Barbarian
Bard
Beastheart
Binder
Cleric
Druid
Gunlslinger
Inventor
Investigator
Magus
Martyr
Monk
Necromancer
Occultist
Paladin
Psion
Puglist
Ranger
Rogue
Runewielder
Savant
Shaman
Sorcerer
Warden
Warlock
Warlord
Warmage
Witch
Wizard
Auxilary Levels
Animal Master
Clandestine Caster
Courier
Cultist
Dragon Acolyte
Expert
Hedge Wizard
Priest
Relic Keeper
Sellsword
Scoundrel
Step 5: Choose a Destiny
Every hero has something that drives them forward, an inner spark or outward goal that compels them to risk everything for a life of adventure.
Chaos
Coming of Age
Devotion
Dominion
Excellence
Knowledge
Metamorphosis
Revenge
Underdog
Wealth
Other