Umbranest: The Isle of Anarchy
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Elevator Pitch:
Umbranest is an unforgiving, grim-dark, high fantasy setting perfect for roleplaying the anti-hero. Choose your origin, a faction, or go it alone. Unravel the dark mysteries of the island and traverse the deadly swamplands, but choose your friends and foes carefully. Trusted allies may betray you, and making powerful enemies brings a quick death. Broaden your ambitions and all will be possible in the Isle of Anarchy.
Setting Overview:
On the small island there are 3 distinct societies: those that live in the city of Umbranest, the Karakhan who live in villages, and the Elder Folk who live in isolated swamps. The Karakhan and the Elder Folk named the island Kakarinac, while city dwellers and outlanders simply refer to the island as 'Umbranest', after its only major city.
Locations
- Umbranest: A grand and gothic city built on the ruins of Vekron. Ruled by the Basileia, a mysterious being capable of powerful magic.
Across the turbulent sea, through spine-chilling fog and rain, you'll find a curious island like no-other. Standing at its southernmost tip is the city of Umbranest. It serves as a major trading hub for illicit goods and innovative magical technology. Due to the lack of regulation, many shady individuals seek the city to acquire black market goods or perform illegal experiments for research that they otherwise couldn't.
- Vekron: An ancient metropolis that served as the Karakhan's sacred land, ruled by King Ingellus Helian.
- The Aberrant Lands: A vast and dangerous swampland, and the territory of the Elder Folk.
- The Villages: The main settlements of the Karakhan. They live mainly in the meadows and forests of the island.
Villages:
- Nothos: The largest Karakhan settlement. Due to their proximity to the city, they often trade goods with merchants of Umbranest and are more open minded in their views towards the city.
- Griseus: Located deep in the western forest, Griseus focuses on its spiritual connection to nature. While they still consider Moiante to be their primary god, they accept and practice the worship of many minor gods.
- Cerida: Many relics of Vekron and the Old Ways are kept in the archives of Cerida. All Karakhan shamans find themselves visiting the village at some point. They pride themselves on the preservation and maintenance of Karakhan culture.
- Belem: While the majority of their settlement is built in the valley, the residents of Belem have used the mountains to establish religious sanctuaries. Divination magic, a blessing from Moiante, is particularly strong in Belem. Their sanctuaries are extensive and wondrous; caverns filled with prophetic art, statues, and tablets.
- Albiden: Despite the disapproval of more traditional Karakhan, they use special techniques that combine Karakhan alchemy with elemental magic in a way that any budding Castor – from the villages, Umbranest, or beyond – should want to visit and study their unique techniques. To the Albiden villagers, travelers are seen as refreshing entertainment.
- Igrum: A quaint village, somewhat disconnected from reality. The meadows there are beautiful, where rare flowers bloom every spring. Living so close to the dangerous Aberrant Lands, and their taciturn neighbors in Zygos, they tend not to go adventuring farther than the borders of their own pastures. They are wary of strangers, believing them to be ill omens.
- Zygos: A small settlement with well-guarded secrets. The village is nestled in the dense north western forest of the island. Few are willing to make the journey, even fewer are welcomed there.
History
Kakarinac, The Elder Folk, and the Karakhan
Long before the names of Umbranest or Vekron ever crossed a living being's lips, the people of Kakarinac – the Karakhan – lived in tribes and completely devoted themselves to the god Moiante (Mo-ahn-tey). They lived according to the Old Ways, which demanded blood and sacrifice; to give one's mind, body, and soul to Moiante. It was a hard life, and as centuries passed, most of the Karakhan tribes abandoned those ancient practices and turned to agriculture to settle in villages across the island. The few remaining traditional tribes banded together, receding farther and farther into the deepest, most solitary recesses of the island's bogs, where they could avoid the corrupting influence of the villages, until their very existence became folklore; a bedtime story to scare children into obedience.
To the settled Karakhan the traditional tribes are known as the Elder Folk; the living embodiment of their ancestors. They are seen as dangerous religious extremists, but respected all the same. And to the denizens of Umbranest, they are a myth; Wilders that haunt the Aberrant Lands. The Elder Folk, too, have names for the other people on the island. Makhan – lost people – for the villagers, and Podaks – soulless monsters who live in refuse – for those that reside in the city. Generally reclusive and misanthropic, the Elder Folk prefer to anathematize the world outside their territory and rarely venture out of it. While they vehemently believe that their reclusiveness is key to living as Moiante intended, there are some, albeit very few, who would forgo their traditions and voluntary isolation if only to bring destruction to Umbranest...
Vekron's Fall, and the Rise of Umbranest
Humble in its origin, Vekron was once a prosperous Karakhan fishing village. Over the centuries it grew into an enormous city, and became the religious and economic center of the island. The tribal days of governance had evolved into a hereditary monarchy. The Helian royal family imposed their judgment from Castle Umbranest, the crown jewel of the kingdom built atop Vekron's highest cliff. The monarch held immense cultural influence, and Vekron's final king, Ingellus, declared the king's station second only to their god, Moiante. Karakhan shamans had to be anointed by the king through a secret ritual that took place in the grand temple of Moiante, which granted them legitimacy and status. Pilgrimages to the temple were common, and a rite of passage for the young before they chose their vocation. However, once Vekron fell, pilgrimages were discouraged due to the danger of the journey, and so the temple fell into disrepair.
When the ancient city of Vekron fell, the crown and his heirs slain, some thought that the king had committed an unforgivable blasphemy, to have brought Moiante's wrath upon them. For all his power and respect, how else could he have been disposed of in a single night by a lone usurper? The usurper had conjured power never before seen; it brought cowardice to the brave and mortality to the mighty. When the smoke and ashes settled, the usurper declared that Vekron was no more, and herself Basileia of Umbranest. She proclaimed what is believed to be the founding words and only law of Umbranest:
"In this place there shall be no order. Freedom uninhibited through strength, through power, through chaos".
No living soul present that night knew what the Basileia had intended, for she withdrew to the castle. For many years, none saw her emerge from that dark ruin, and none dared challenge her.
Without a sovereign or god to guide them, the people turned against one another to survive. Crudely formed gangs vied to fill the power vacuum, but most dispersed into the dust from which they crawled out. One in particular, however, managed to cement itself as a source of reliable trade and labor. The Drosera, as they were known, were an intimidating and brutish faction set on bending the people to their will. They had built an elite company of enforcers called "Howlers", known for their cruel and vicious methods of obtaining compliance. Demon worship stained their halls and corrupted their minds. Only for so long could the people tolerate their tyranny. Slave trading was the final depravity that sparked the catalyst for the Drosera's destruction. In a turn of unprecedented bravery, a small troupe of friends approached the gates of Castle Umbranest to seek an audience with the Basileia. They struck a deal with the mysterious queen by contending that the Drosera's actions were the antithesis to her declaration as ruler of Umbranest. These brave and somewhat foolish souls were lauded as heroes. Not long after their return to town, justice was swiftly dealt; the Drosera's leaders, along with their Howlers, were eliminated by the Basileia in the small hours of the night. By the morning the law had been made clear: To each their born will, of no other's shall they own.
The Major Factions of Umbranest
Brief Overview:
- Apollyons: an expanded labor union where their leader delineates power through guild representatives.
- Araena: an elite hierarchical order focused on researching scientific magics.
- Kubari: a community of Karakhan who were either born into the faction or moved from their home village.
- Amonis: those that worship the god Amon, or are members of the Amontic Church.
The Apollyons
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Description: The Apollyons are the working class faction of Umbranest, consisting mainly of laborers, and craft/tradespeople. Recently, the faction has come under the religious fervor of the Amonis, creating an unlikely but strong alliance. The Apollyons value practicality, but also enjoy displays of physical strength and combat prowess. Depictions of horns are often used to symbolize the faction. Magic is seen as an extension of spirituality, and therefore they despise the Aranae’s profane attempts at twisting and manufacturing magical essence.
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Origin: In the aftermath of the Drosera dissolution, the dockworkers were the first to stabilize themselves and form a labor union. They were met with a surge of support, and quickly expanded to incorporate trade guilds and laborers. At first they had no singular leader, and simply had a council of representatives. However, after a bloody internal conflict, later found to be instigated by the Araena, many of the faction representatives died. They needed to fill the positions quickly or risk losing the entire organization, so they decided to merge the responsibilities into one position, indirectly making a de facto leader of the Apollyons.
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Faction Leader: Decimus Merula (see Major Characters section for more details)
The Araena
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Description: The Aranae are an elite faction of intellectuals and merchants. Politics and wealth are the predominant drivers of status in this faction, but it is one’s innovation and ability in higher-level magics and alchemy which grants true respect in the Aranae. Elegant and opulent, the Aranae pride themselves on creating a complex culture of etiquette and propriety. The Aranae are the faction which is most at odds with the Basileia, for their love of hierarchy and order contradicts the anarchy of Umbranest.
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Origin: Since the height of the Drosera's influence, Umbranest's reputation has grown in infamy to the outside world. Tales of a lawless land attracted many morally ambiguous characters, who believed in their own exceptionality to keep them living amidst the mayhem. The science of magic, specifically, is a heavily-regulated field in most other parts of the world. Deemed forbidden or heretical, few societies are willing to accept an overly ambitious mage, and so they flock to the Isle of Anarchy. The Araena faction initially formed as a congregation of mages and scholars to share their research, but quickly found themselves as the central distributer of magical, scientific, and alchemical innovations. The faction remained small in number but acquired monumental wealth.
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Faction Leader: Thaliya Valen (see Major Characters section for more details)
The Kubari
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Description: Bonded by a shared sense of culture and beliefs, the Kubari found some success in organizing, however it remains the weakest of the three factions. Their district lies just outside the city walls, spanning into the muddy marshes between the city and the eastern coast. They specialize in alchemy, medicine, and shaman magic. The Kubari favor animalistic symbolism, especially that of winged creatures.
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Origin: After the Apollyons and the Araena had established a modicum of stability to Umbranest, many Karakhan began migrating to the city. Bonded by a shared sense of culture, the Kubari faction was formed to provide a community for the Karakhan residing in Umbranest. Although since its conception, many of their traditional practices have been diluted into a lifestyle more congruous with the dangerous realities of Umbranest, causing the Karakhan that do join the Kubari to face condemnation and possibly even exile from their home village.
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Faction Leader: Ixoto Kaoti (see Major Characters section for more details)
The Amonis
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Description: The Amonis are those that worship the god Amon. The Amontic Church, or Church of Amon, started as a spontaneous ember with a pitiful following, and yet spread like wildfire. The church became a powerful organization, erecting beautiful cathedrals to be houses of worship, and converting older religious buildings to suit their needs. Officials within the church hold immense wealth and influence compared to their followers (see Religion section under Notable Aspects of the World for details about Amon).
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Member Hierarchy: While anyone can join the church, only a select few are awarded the opportunity of an official title and position within the organization. It is generally assumed that the highest-ranking members make up a collective which determines the direction of the church, and the appointment of offices. However, the exact process and criteria by which the church decides its clergy is unknown. Nonetheless, the elevation of one's station is a celebrated event.
Major Characters
Decimus Merula, Faction Leader of the Apollyons
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Age: 36 (He/Him)
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Physical Description: Large muscular physique. Wears a black steel helmet with long protruding horns to symbolize his rank. His armor is dark blue like the night sky with spikes along its edges made of teeth and talons from creatures unknown.
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Backstory: Decimus was born into the Apollyon faction. His family worked in the quarries, as did he as soon as he was old enough. After many years of hard work, the union representative for stoneworking was impressed by Decimus and gave him a job in recruiting for their guild. He was amiable, outspoken, and strong, all of which earned the respect of his peers. When the representative passed away suddenly, the job fell into his hands. Many years later the Apollyons were facing a crisis as an internal conflict eliminated many of their guild representatives. The responsibilities were merged and Decimus was chosen, though he played a large part in the persuasion of it, to take on the duties of the fallen representatives. After gaining the necessary political backing, he used his power to redefine his position, and became the head of the Apollyons. Meanwhile, the Amonis used the upheaval as an opportunity to convert the Apollyons. It is rumored that the church helped Decimus become the leader in exchange for religious endorsement and an egregious amount of resources, enough to build something monumental... yet no one has seen such a project.
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Motivation: Security was the original goal of Decimus. He saw the dangers of Umbranest and thought that the Apollyons were the answer. He wanted to bring people into their circle of protection, where they made space for honest living. He feared that the other factions, and the Basileia, would destroy what the Apollyons had built to satisfy their own ambitions. This fear drove him to Amon, the god of enlightenment and unity. Decimus believed that the Amonis could guide the Apollyons, keep them unified against the pulling forces of rival factions. He encouraged the influence of Amon among their ranks, and so the Apollyons became the body of the church, and Decimus their hand.
Thaliya Valen, Faction Leader of the Araena
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Age: 43 (She/Her)
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Physical Description: Her face is covered by a gold mask of intricate metal designs. She wears a white silk headdress which blends seamlessly into her lavish gown. Thin chains adorn her shoulders and fall delicately from her arms to her fingertips, and end in claws of ruby and gold.
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Backstory: In a kingdom far away, Thaliya had been involved in a coup to overthrow the monarchy. She had used her position as a Castor of the Royal Court to feed information to the rebels. The coup was successful; the rebels had assassinated the king. Too late did Thaliya realize that the secretive rebel leader was in fact, the king's guard captain, who simply wanted to take the throne for himself. After seizing power with the royal military, the captain and his loyal rebels used Thaliya as a scapegoat, the mastermind behind the murder of the king, to absolve himself of any suspicion. She was hunted down for high treason, but with the help of an old mentor she escaped to Umbranest. There, she met her mentor's contact in the Araena and joined the faction. Betrayed and discarded by her trusted companions, she made a promise that never again would she blindly follow the will of another. The only person worth trusting was herself. She played the political games of the Araena and rose through the ranks. Her magical prowess dominated her rivals, and her clever schemes landed her in the prime position to take control of the Araena. All according to her plan, she was crowned their leader.
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Motivation: She believes that power cannot be trusted to anyone but her, and that she will use her power for good, as long as others do as they're told. She favors order, structure, and reason. She has a vision for the faction, and the future for the entirety of Umbranest. Her ultimate goal is to create a government in Umbranest with the Araena faction serving as its officials. The only thing standing in her way, in her mind, is the Basileia.
Ixoto Kaoti, Faction Leader of the Kubari
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Age: 84 (He/Him)
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Physical Description: A short thin elderly man with long gray hair and a sagging face. Wears a half-mask in the shape of a raven's bill, made of polished and dyed white wood. Attached to the mask is a thick colorful cord of braided purple and black. Numerous engraved wooden bracelets are stacked upon his arms and ankles. He is wrapped in layers of what was once fine and colorful fabrics, but have since dulled in age.
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Backstory: Ixoto is the descendent of an ancient family of Vekron. Originally a noble house, they were forced to flee to the countryside when the city fell to the Basileia. The family was scattered and they had lost their wealth. They claimed that they were close to the royal family, so the Karakhan gave them a place of status and privilege, as they believed the Kaotis would help to keep some of the Vekron traditions intact. The family passed down the story of their lineage to each generation; their glorious accomplishments grew in number with each retelling. More Karakhan were moving to the city as the years progressed, and they were shunned by their home villages. When Ixoto was a young man he decided that he would move to Umbranest and take a large party of his supporters with him. He started the Kubari faction as a way for Karakhan to live in or visit the city without stigma. However, as he grew older, Umbranest changed him and therein the faction. Ixoto became convinced that he was entitled to be the ruler of Umbranest. In his old age he became greedy, and accepted the decline of Karakhan culture in the Kubari as a compromise to keep himself in power.
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Motivation: Ixoto believes that he is the rightful ruler of Umbranest because his ancestors were nobility before Vekron fell. He seeks to pull the city completely under the domain of the Karakhan, and bring back the age of Vekron under his banner. However, the Karakhan's position and influence in the city is weak, and the threat of the Basileia looms over all.
The Basileia, The Undying Queen of Umbranest
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Age: ??? (She/They)
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Physical Description: Shrouded in flowing black robes with a black veil hiding her face and a crown of thorns atop her head. Her arms and hands, the only visible limbs of her body, are skeletal. She hovers above the ground as she moves, her clothing trailing off in wisps of shadow behind her.
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Backstory: Very little is known about the Basileia. For every theory on where they came from or what they are, there's a folktale. Human? Creature? God? Maybe a demon. One story in particular is the favorite of bards all across the isle. During the month preceding the Basileia's arrival, the celebration of a seasonal festival occupied the thoughts of all. The eldest daughter of the Helian royal family was expected to make a journey to the western mountain range, to present a ritualistic offering to Moiante at the peak of the highest mountain. She traveled there with companions: a monk, a knight, and a shaman. Some storytellers claim that the monk became possessed by a vengeful spirit and interfered with the ritual, causing both himself and the princess to be sacrificed. Others say that the princess displeased Moiante with her offering, who sent the Basileia to Vekron as a punishment for insolence. All that is known is that the daughter and her companions never returned home from their journey. They held a funeral for the lost souls and concluded the festival. Shortly after, the Basileia arrived and changed the course of history. The people of Vekron blamed the royal family. Whether their favorite culprit was the princess or the king, the situation stayed the same. They believed that Moiante had abandoned them to the whim of the Basileia.
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Motivation: One could only guess at the Basileia's true aim. She demands that Umbranest be kept without a government, yet allows powerful factions to control large swaths of the city. Her founding words are burned into the mind of anyone who enters Umbranest, like a whisper of cold fire. In the rare and reckless event that one challenges her, or even devises a plan to, they are promptly put down, as though the very walls and roads of the city were built with her eyes and ears.
Minor Characters
Harper "Graytail"
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Age: 38 (She/Her)
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Physical Description: Weathered face with a tall stature, muscular with many scars traveling up her arms. She has gray sunken eyes and short gray hair pulled back into a low ponytail. Her mouth seems to be stuck in a perpetual grimace, and her eyes often dart from side to side with paranoia.
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Backstory: Harper was born and raised in Umbranest. She was abandoned by her family as a teen, whether this was intentional or not remains a mystery to her. She survived by working in small-time gangs. By the time she was a young adult, a new and extremely popular drug had entered the market called myrtle (see Unique Drug section under Notable Aspects of the World). Like many others she fell prey to the cycle of addiction. One night, bleeding out on a cobblestone backstreet, she was facing the starry sky as if it were her last. She had barely escaped a rival attack on her gang's hideout. But luck, or whatever strange force enabled her unlikely survival, was not done with her. She was discovered by a merchant of the Araena faction. He struck a deal with her: he would save her life, and supply her with a safe stream of myrtle. In return she would work for him and his business. Working for an Araena she wore many faces: a courier, a spy, a bodyguard... in time she became his favorite underling. She learned the trade and managed parts of the business. For a time she was grateful, but as she outgrew her naivety, she realized that she was stuck. The drug was as essential as water to her body, and without the Araena she would probably end up dead in a week. This didn't stop her from dreaming though, and as the years went by, her ambition grew...
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Motivation: She wants to find a way to end her reliance on myrtle so that she doesn't have to work for the Araena. Now that she has trade experience, she wants to start her own business. She wants to be respected as a successful merchant, not just be the "muscle".
Rylan Heartfull
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Age: 24 (They/them)
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Physical Description: Short with a youthful round face. Walks with a light spring in their step; a severe contrast to the other denizens of Umbranest. Wears practical clothing, with many belts to holster medical, magical, and alchemical supplies.
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Backstory: Rylan was born in a land overseas, and only came to Umbranest to escape prosecution for their use of "heretical" magic. Rylan is a Castor who dedicates their life to healing others. They pioneered using magic to perform surgery or regrow limbs, which sometimes resulted in gorey scenes of terrifying body horror. Despite this, Rylan continued their research with cheer and positivity, that is, until they were exiled. They heard about a land where mages could live, uninterrupted by the drudgery of silly things like "rules" and "laws". Upon arriving in Umbranest, Rylan established a clinic where they continue to serve everyone and anyone in need, regardless of money or affiliation. The city proved a challenge for Rylan though, and they often have to choose between doing the right thing or surviving. Rylan's morals are constantly questioned as they navigate the dangerous nature of Umbranest.
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Motivation: Rylan is an extremely empathetic individual, and feels called into action the moment that they find another being in pain. They believe evil is often generated from the desperation to survive, and the fear of death . They seek to heal people and in the process, teach them how to find joy and kindness in life. Rylan hopes that through their actions, Umbranest will become a safer place, no matter how inconsequential the difference.
Kezia of Cerida
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Age: 20 (She/Her)
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Physical Description: Wears robes meant for an official shaman, which are just a little bit too big for her. She wields a spiral staff made of blended wood with moss and ivy wrapping around it. In the center of the staff's spiral is a perfect metal triangle with the shape of an eye inside it, which symbolizes Moiante's proclivity towards divination.
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Backstory: From the Karakhan village Cerida, Kezia studied her whole life to become a shaman. She was born with magical abilities and her talent proved prolific. She journeyed to all of the Karakhan villages to apprentice with their shamans and learn their culture and history. She discovered that in the days of Vekron, there was a sacred ritual that every shaman underwent in the temple of Moiante. She decided that she would travel to Umbranest, discover the means to do the ritual and perform it on herself, in order to strengthen the Karakhan's connection to Moiante.
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Motivation: Kezia is a traditionalist in terms of Karakhan culture. Her entire life she has been showered in praise and support, and so she sees herself as the chosen one who will restore the Vekron age traditions of the Karakhan. She seeks the glory of becoming a powerful shaman, and believes that the Vekron ritual will bring her closer to this goal.
Jago of Cerida
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Age: 17 (He/Him)
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Physical Description: A scrawny but loud young man. Takes great pride in his appearance, and tailors his own clothing to look above his station. However, he prefers to go barefoot as much as is feasible, resulting in a strange contrast of embellished garb and muddy feet.
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Backstory: As the son of a shaper in the Karakhan village of Cerida, Jago was expected to work in wood and clay. However, he wasn't interested in it, nor was he good at it. He wanted to change his path in life, and believed that the only way to achieve that was to embark on a pilgrimage to the temple of Moiante. However, few are willing or able to make the pilgrimage. To risk one's life for the sake of traveling to a dilapidated temple is seen as foolish, no matter how significant its history. But if he could complete the pilgrimage and return safely, he would have to be respected and granted the privilege to choose his own apprenticeship. The only problem was that Jago couldn't properly defend himself from all the dark evils that lurk in the city. When he heard that a shaman apprentice from Cerida, by the name of Kezia, was planning to travel to Umbranest, he begged her to take him along. She denied his pleas at first, but relented once she realized it would benefit her to have a witness for when she undergoes the sacred ritual in the temple. The two of them, an odd pair, set off for Umbranest to complete the arduous pilgrimage.
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Motivation: He desperately wants to increase his station to prevent being stuck working as a shaper for the rest of his life. He is in the process of discovering who he is and what he wants to do, but he knows that he wants to learn to read and write, like the scribes of the village do. His concerns lie mostly with himself, instead of his village or family.
Ahliko (Zaki)
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Age: 32 (She/Her)
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Physical Description: Wears a long makeshift cloak which wraps around her shoulders and covers her entire torso. Concealed beneath are many tattoos which travel up her arms and spread across her chest and back; harsh geometric shapes intertwined with beautiful, and sometimes terrifying, depictions of nature.
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Backstory: As the leader of a division of hunters within the Elder Folk, Ahliko is used to making difficult decisions. She became a social pariah of the Elder Folk when she tried to convince her tribe that they shouldn't stand by as Umbranest expands and pollutes Kakarinac's land and water. She put forward the plan to infiltrate the city, expose its weaknesses, and tear it down from the inside. It was abruptly rejected as it meant the dereliction of the tribe's duties to Moitante, which required constant diligence. She was determined, and quite stubborn, to see her plan through. She left the Aberrant Lands to travel to Umbranest, where she integrated herself into the Kubari. Her new identity is that of Zaki from Zygos, the most isolated and mysterious of Karakhan villages. There in Umbranest she gathers information, sending it back to her contact, a loyal friend in the tribe who might make use of it one day.
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Motivation: Ahliko believes that the past should be the Karakhan's eternal future, and if Umbranest is gone, then they will return to the Old Ways. This is why she found the courage to abandon her home to live among strangers she has been taught to hate. Her devotion to Moiante exists as a fact inside her, yet her love is for her friends and family. Despite how cold and callous her disposition may appear, she is not an unfeeling person and unintentionally made a few friends in the city, causing her to question her conviction in her plan.
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Notable Aspects of the World
Magic System
There are two types of magic: that of Manifestation, and that granted by a divine being. All magic that is not divine is considered scientific.
Those born with magical abilities are known as Castors (they can be referred to by many different names like mage or sorcerer) and can tap into magical energy "wells", manifesting their will into reality. However, the magic that they produce is limited by the source that they use. Sources can be found naturally in the world, or they can be special objects enchanted with the ability to collect energy. Sources that have been depleted of magical energy take time to recover, and if one were to pull energy from a drained source, the source will "snap" and be permanently unable to recover its energy. Doing this grants a short burst of power to the user, but is seen as bad practice by Castors and is forbidden in many institutions. Every individual is born with a well of magical energy, which acts as an imprint of a person's essence after they die. To drain another person's well of energy, at any stage of life or death, requires special and very forbidden knowledge. To tap into one's own well is incredibly dangerous and looked down upon, but not necessarily prohibited. Once a person's well has "snapped" they do not take any physical damage, but they lose their "essence" and will be unrevivable if killed, and if they were a Castor they will be unable to Manifest.
Divine beings innately have deep wells of magical energy; they are "infinite" sources. They have the ability to draw energy from any source, including themselves. They can also imbue others with a portion of their energy, even non-Castors. Divine magic is often revered because when it is witnessed, it is the result of a blessing or a curse from a god. However, sometimes divine magic can be interpreted as demonic, but this is relative to the religious beliefs of the society that claims it.
Religion
The two major gods worshiped in Umbranest are:
Moiante, God of Chaos, Rituals, Divination, and Individualism
Moiante's influence permeates the entirety of the island and its history. She is closely associated with the Karakhan, Elder Folk, and the Kubari.Amon, God of the All Worlds, Bringer of Enlightenment and Unity
A relatively new god to the residents of Umbranest. Those that worship him call themselves Amonis. Amon is seen by his followers as the 'God of All Gods', so while they do not deny the existence of other gods, they find their influence to be trivial compared to Amon's.There are also several minor gods that have small followings:
- Onx: God of Strength, Power, and War
- Feuga: God of Art, Music, Dance, Passion, Beauty
- Angorab: God of Nature, Growth, Disease, Decay, and Rebirth
- Lthig: God of Fear, Death, the Unknown, Exploration and Curiosity
- Itifi: God of Blood, Family, Lineage, Loyalty
- Xetoph: God of the Skies, Weather, the Elements, Luck
Current Level of Technology
While there is no electricity, no steam-powered inventions, there is coal and lumber and of course, magic. There are a few specialized factories in the city run by magical means, however almost everything is made by hand by skilled craftspeople. Some have rudimentary indoor plumbing while others employ the use of outhouses and water wells. The villages live in more medieval terms, while the Elder Folk live completely outdoors or use temporary shelters such as caves or large tree hollows.
Monetary Currency in Umbranest
Umbranest had been exclusively operating on a bartering system until the Apollyons established a form of currency known as "Bone Tokens" which have official guild or faction seals burned into them. Despite the factions' rivalries with each other, most of their merchants accept any official seal on a bone token. Bone tokens are often referred to as "chalk", or simply just coins.
Unique Monster
Deep in the Aberrant Lands live the Vikakarin, or "Vika", terrifying reptilian beasts whose speed and stealth match that of a mountain lion. They are few in number and extremely territorial. However, the Elder Folk have an understanding with the creatures. The Vika are known as Bog Watchers, and guard the land of the Elder Folk. They stalk their prey by exuding an aura of fear and causing the temperature to drop sharply. This disorients the prey making it more vulnerable to the Vika's attack. The creature's insides are fiery hot and can release steam to obscure an area. The creature will pounce upon its prey, and use its long tail to constrict its target. Its narrow, predatorial skull looks as if a sheet of skin was stretched over it. Without lips, its long sharp fangs protrude menacingly, while acidic poison drips down them. As an alchemical ingredient, its liver has potent healing properties, known to cure any ailment or stave off death for a time.
Unique Drug
In the marshes of the island grows a rare plant with bulbous blue leaves and a thick verdant green stem. It stinks of rot, and if eaten raw, it causes horrible hallucinations and sometimes fatal illness. This plant is known as Myrtilia, and can be refined into a potent hallucinogenic drug called myrtle. When brewed by a skilled alchemist, the leaves can be cooked into a digestible wax which blocks pain in the user and causes hallucinations controllable by the user as though they were in a lucid dream. There are no known major health effects from taking it long term, other than dependence on it due to its high addictivity. If one were to take the drug long enough for their body to acclimatize to it, the withdrawal symptoms cause excruciating pain that can make the user go insane.
Fantasy Races in Umbranest
The island is natively human (Karakhan/Elder Folk/majority of Umbranest), and there is a moderate presence of elves in the Araena faction. However, all kinds of people from lands overseas visit and live in Umbranest. Any fantasy race can be played in this world according to the desires of the player.
Possible Plot Lines - What can YOU do in Umbranest?
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Choose your origin: are you from the city? The Karakhan or Elder Folk? Maybe you're an outlander who's come to the city in search of a new life.
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Join a faction! Use faction resources to hone your skills and rise through the ranks. Discover rival faction plots and advance your own faction's schemes.
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Join a cult! Start a cult! Destroy a cult! All manner of divine beings, gods and demons alike, are worshiped in Umbranest. Succumb to the fervor, or use it to your advantage.
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Start or join a gang! Challenge the reigning factions, fight for your place in Umbranest.
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Delve into the science of magic! Research and create your own spells, grow your power to accomplish the impossible.
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Discover hidden libraries of forbidden knowledge, use the power or destroy it forever.
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Become a master of alchemy! Explore every inch of the island in search of dangerous beasts and rare ingredients.
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Be a mercenary, a merchant, a minstrel! Make a name for yourself as a legendary professional for hire, or join an established guild!
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Live in the world of subterfuge and sabotage. Be a double agent for rival factions. Where do your loyalties truly lie?
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Become an infamous thief! Master the art of stealth, pull off a legendary heist.
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Explore the depths of Umbranest, what remains of Vekron, and learn the truth about the Basileia and her origins.
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Travel to the Karakhan villages. Uncover the secrets of Zygos. Study the magic of Albiden. Discover ancient prophecies in the caverns of Belem. Embrace your connection to nature in Griseus. Earn the trust of Igrum and witness the beauty of the blooming fields.
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Restore the Old Ways, help the Elder Folk tear down Umbranest. Or work with the Kubari to bring back the age of Vekron.
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Traverse the bogs, the mountains, the forests. Encounter terrifying creatures, isolated hermits, and ancient ruins.
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Become an unstoppable force of power in Umbranest. Will you challenge the factions? Will you challenge... the Basileia?