Lands of Tyranny
Day 20 of The Black Eye, Year 416
Lore Overview
General Setting
The known world has been conquered by the Annorian Empire who rule with an inflexible and merciless application of their Laws, dictated by their New Gods via the mysterious individual that is their Emperor. Humans are the only recognized citizens of the Empire while other races such as Elves and Dwarves are treated as second class individuals, enjoying only limited rights under the complete domination of Humans. Ogroids, or at least Orcs, are similarly seen as 'second grade, tribal humans', while other races, such as Beastkin, Faefolk, or even the more civilized underworld-dwelling Ilthir, Tlatlacah and Quathili, are either considered beasts, or are simply unknown to most.
Even among the Human cultures some come before others. The few that do not welcome the Empire and the New Gods, must, somehow, find a way to keep living under its rule.
The Free Cities, the city states of the Black Dome Peninsula, were the last of the territories to submit to the unmatched strength of the Empire's Army, only a few years ago.
The game takes place in the immediate surroundings of what once was Meridia, one of the Free Cities that has been leveled by a supernatural cataclysm called upon it by the Emperor- an event that led to the unconditional surrender of all the city states, a refugee crisis, and a regional famine.
Even these disastrous events however, have not stopped the Empire's citizens from moving into the newly conquered lands as part of a program of re-settlement (and obviously cultural cancellation).
Still, many of the new settlers are often trouble makers or those who hope that by moving into the newly conquered lands, they might be keep as far away from the authorities as possible. The locals however, see these strangers indiscriminately as invaders and illegal settlers, and perhaps, are still secretly plotting against them.
While the conquered people struggle to save what remains of their culture, others face different challenges: every day is a struggle against mistreatment and racism, and in some cases, a fight for the very survival of their species.
Races
Humans rule over the entire Continent, and can broadly be divided into the many provinces of the Empire, or locals from the Black Dome peninsula.
The human cultures may be roughly divided into:
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Annorians (Inspired by Imperial Rome)
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Khemani (Inspired by Ancient Egypt, Kush, Carthage)
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Nordlings (Inspired by Norse, Varangians, Saxons)
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Messalyan (Inspired by Numidian, Nabateans)
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Barynians (Inspired by Rapa Nui/Polynesians and Caribbean Privateers)
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Hymani (Inspired by 1400-1500 Ming China and Dai Viet)
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Domites (Inspired by Hellenic societies and Akkad)
Elves and Dwarves
Most Elves and Dwarves lived a life of misery, under the heel of the Humans even before the coming of the Empire. As such, many have broadly given in to the idea of keeping their heads low and to a life of subservience. There are, however, always cases of attempts at isolation or rebellion. The hatred towards Humankind is certainly not lacking.
The Ilthir are very lawful and arguably the most advanced race in existence, and the only one still fully independent from the Humans. This can be attributed to their physical separation from humankind provided by the alien Underworld which they inhabit, and to their xenophobia. Ilthir are invested in advancing every aspect of their society, and are almost obsessed with the concepts of purity (including racial purity), and the ideal of perfection. They mostly manipulate the events on the surface, often by arming or offering support to various rebel groups and individuals that can bring problems to the Empire, engaging it in a sort of proxy war.
Often considered the 'cousins' of the Ilthir, Quathili are another race that inhabit the Underworld, most commonly along its largest bodies of water which are often connected with the open sea. They are similarly xenophobic and racist towards surface races, though have a much less complex society than Ilthir. The Church and religious ideals have a much smaller influence, but everyone is still subject to extremely well locked castes.
The most ancient of the known races, whose lost civilization is now mostly represented by crumbling, slowly fading away ruins, the Tlatlacah struggle for the very survival of their species and have for the most part taken refuge in the Underworld, being the only race to be tolerated by Ilthir and Quathili.
Ogroids tend to form warring tribes that inhabits wild places of the lands, split between the desire to impose their dominion and demonstrate their prowess, and the awareness of the major dangers that are Humans and Ilthir.
Beastkin
Also called Chimerae, are a race of feral, primitive and often violent yet cunning beast-like creatures. They live in small tribes, hunting any kind of prey and they live to worship their odd concept of The Rot, a primordial force of nature and decay. Despite some being semi-nomadic, they are usually very attached to their land and are very territorial, focusing on subduing anyone unlucky enough to be sharing the same, or attacking those inside of specifically determined 'hunting grounds'. Most outside of the Beastkin's borders enjoy some degree of neutrality.
Mostly peaceful creatures who live in isolation in remote areas where civilization has not yet reached. Deceptively friendly, to increase their low numbers they focus on befriending, seducing, or otherwise tricking other races to corrupt and transform them into new Faefolk.
Factions
The Empire's unstoppable war machine with superior training, equipment and organization, it remains the instrument of control over the lands.
Corresponding in large part to the Church of Jhevoss, Judges being his 'priests', they are responsible for the application and enforcement of the Law. In particular via, extremely highly trained Fatebinders, sort of 'field-jugdes', and envoys of Adjudicators. Inquisitors, as specialized Fatebinders, specialize in discovering
and hunting down deviants, heretics, and hideous creatures that infest and parasitise the human race. Executors are often hired or conscripted by each Fatebinder or Inquisitors and work as their strong hands.
An ancient Order of Knights, recognized by the Empire, who vow to protect the weak and defenseless. The Order of the Rose often struggles to find its place in a world dominated by cruel laws, and is frequently troubled by rumors of heresy.
A ruthless and morally dubious mercenary company from the Black Dome Peninsula that was hired by the Empire during the war against their own brothers from the Free Cities, and survived the conflict nearly unscathed.
Kressmor Guard
The elite soldiers of the once independent Free City of Kressmor, who stood proudly despite the overwhelming odds in facing off against the Imperial Army. Defeated, and having Kressmor surrendered, they remain in hiding, unsure about their future, but still with dreams and feelings of rebellion.
Demons, curses, afflictions
Several curses and 'diseases' have plagued humanity and other races for as long as most can remember, among these, notably vampirism and lycanthropy.
At the same time, several kinds of Demons infest the Empire, hiding as normal yet troubled people, while spreading the corruptive influence of the Old Gods to disrupt the very fabrics of society:
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Light Demons, the only demons created by the New Gods. They openly enact their will and Laws, which greatly contributed to the coming of the Empire, while, hiding behind human appearance and mannerisms. Other demons were created in response by the Old Gods, each representing an extremization of some aspects of these gods.
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Blood Demons, driven by a thirst for sexual pleasure and blood.
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Night Demons, compelled by the desire for knowledge and secrets, even those kept by the dead.
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Bog Demons, driven by sloth, laziness, and the urge to have others work for them.
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Fire Demons, beings prone to outbursts and anger, often wanting to prevail over others.
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Discord Demons, restless and affected by a constant urge of change, struggle to find a normal life as they are naturally pushed towards sowing distrust, jealousy, and discord among people.
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Silk Demons, driven by the need to reach perfection in all they do and touch, and to cleanse the world of the chaotic and corruptive influence of all the gods, often living with Ilthir and acting as spies for them.
The Gods
The gods are divided into New Gods, specific to Humans, and Old Gods.
The New Gods
The trinity of Gods worshipped in the Empire:
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Jehvoss: highest god of the Empire, god of judgement, law, and conquest
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Valthos: god of the Empires people, god of duty, of roads, travel, and craftsmen.
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Minerva: Goddess of motherhood, marriage, education, and family duties
The Old Gods
The polytheistic worship that characterized, in different forms or flavors, the vast majority of the non-human worshippers, or also pre-New Gods or at least pre-Empire worship.
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Astaroth: God of knowledge, the unknown, passage to the afterlife, time, the cycle of life.
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Balthazar: God of metallurgy, fire, weapons, honor, and war
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Boggereth: God of marshes, mummification, dreams, travel
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Calipha: Goddess of the deep sea, water and storms, new beginnings, stillness, numbness and of lost things
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Dominium (Ilmarin): God of domination, strength, tyranny, order, determination.
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Festum: God or Goddess of debauchery, carnal pleasures, feasts, abundance, corruption.
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Fortuna: Goddess of fate, luck, misfortune, curses, primordial chaos, entropy, discord
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Lilith: Goddess of motherhood, family bonds & beauty.
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Twyll (Pann): Goddess of harvest, agriculture & natural order.
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Umbra: Goddess of darkness, shadows, loss, oblivion, secrets, silence & solitude.
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Venatus (Khonvoum, Sylvar): God of the hunt, violence, physical prowess, primal nature & change.
Other Gods
While these Gods are technically still part of the Old Gods, they are not commonly worshiped alongside them, and are not usually part of the usual pantheon of the 'Old Gods'.
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The Weaver: Goddess of purity, crystals, absolutes, symmetry, perfection
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Aspidis: God of pride, safety, shelter, the stars and the night sphere, duality
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The Rot: More of a concept than a 'god', it is the force of decay, the natural order, primordial chaos, strength, natural disasters
Magic
Magic is rare and often subtle, gifted only by the Gods.
As result, there are neither 'sorcerers' nor 'wizards', only priests and worshipers of the gods that may receive some of their gifts, if particularly attuned to them, and perform powerful rituals in their name.
The world is then also plagued by other supernatural creatures, such as Demons, 'gifted' with usually subtle and manipulative supernatural powers connected with their deities.