The story is set in Ivernia, a land as wild and diverse as the people and creatures that inhabit it.
The modern world of Ivernia began after the Great Cataclysm, when the New gods, fighting on behalf of humanity, overthrew their parents and took control of the pantheon. This celestial war, waged both in the heavens and the land, took its toll on both the gods and mortals alike, and once it was finished, an age of (needed) peace was ushered in.
It was during this era that the great cities of the world were born, and humanity flourished.
Where the story begins:
The drums of war have begun to beat. In the heart of the Onyx Mountains, the kingdom of Tana’kus turns its eyes westward, as their aging king plans to expand his empire. He has partnered with the vicious Tenarians, creating a seemingly unstoppable force that threatens all of Ivernia.
You find yourself in the bustling metropolis of Bellefort. Far from Western capital of Argentia (the only kingdom powerful enough to stand against Tana’kus), your city is the first likely target on the mad king’s march.
Do you stand with the free kingdoms, or will you ally yourself with the dark army that sweeps across Ivernia?
Races of Ivernia
-Humans: The dominant species, making up the biggest of the population in each city
-Dwarf/Haflings: Can be found in most major cities
-Barbarians: A race of incredibly large humans who live a nomadic lifestyle in the Northern Plains where their tribed constantly war against the vile Tenarians. Their skin is thicker than normal humans, providing a natural resistance to the elements. They
-Fae: A race created by the old gods, the immortal fae are almost never seen in modern times. Every fae is aligned to one of the natural elements (Earth/Air/Fire/Water/Sun/Moon), each gifted with unique magics related to their element. Rumour has it that the Court of the Unseen lays somewhere in the Great Forest in the West of the continent. The Fae do not worship any of the new gods, as they were created by the first pantheon and hold no allegiance to the new gods
-Tenarians: Large, muscular and having 4 arms, the Tenarians are an aggressive race. Not accepted in most cities, they tend to be found in the plains north of the Onyx Mountains
Pantheon of Ivernia
-Argentese: Patron god of Argentia, he hold dominion over justice, protection and light. He often appears as a handsome man, strong of build, with shimmering silver wings and a flaming sword.
-Onaxese: Patron god of Tana’kus, he commands war, strength, battle. His symbol is the axe and appears as a large man with long jet-black hair, a matching beard and eyes that burn like hot embers
-Hekacia: Only remaining god of the Old Pantheon, Hekacia, the Lady of Twilight, is goddess of magic. Her symbol is the Amethyst eye and she appears as a woman of various ages, with a bandage that covers her eyes.
-Septin-Hut: The snake god who rules over thievery, poison, and the desert. Temples to Septin-Hut are few and far between, but his main followers are found in the Southern capital of Calandria, where the thieves guild is largest.
-Stagran: God of the forest and beasts, his followers are usually the druids and rangers of the world. It’s prohibited to build temples to Stagran, as worship to this deity is done outdoors.
Geography and places of interest
-Bellefort, The City of 4 Roads: A grand city sitting at the convergence of the 4 great roads: North to the Plains, East to Tana’kus, South to Calandria, and West to Argentia. Bellefort is a free city, run by an elected mayor, and the hub of commerce in Ivernia
-Argentia, The Silver City: A shining beacon of democracy and justice throughout the realm, Argentia is one of the major metropolises of Ivernia. Ruled by an elected council, Argentia is the home of the Silver Knights, a brotherhood sworn to stand up to evil in all it’s form, a code that stretches far beyond just the walls of their home city.
-Tana’kus, Located in the heart of the Onyx mountain range, Tana’kus is a bustling, self-sustaining kingdom. Ruled by King Titanese. Borders are strictly controlled by the ever watchful eye of the royal guard.
-The Great Forest: The Great forest spans the majority of the western side of the continent. Largely untouched, it’s said that the Court of the Unseen lies somewhere within.
-The Northern Plains: An expansive tundra that dominates the North, the plains are home to the nomadic barbarians (who are mostly found in the North West) and the Tenarian tribes found predominantly to the North East.
-The Amethyst Tower: Located in the mountain range south of Argentia (though impossible to find if you’re an unwanted guest), the Amethyst Tower is the beacon of true magic in Ivernia. While priests of Hekacia have set up churches in other major cities, only those truly blessed with real magical talent are admitted to study here. The few that are ever admitted gain the rank of sorcerer/sorceress and wield power far beyond that of normal mages. The Tower is controlled by the Sorcerer Kind or Queen (who is appointed by their predecessor)
-The Court of the Unseen: The Fae kingdom located deep in the Great Forest, is surrounded by glamours and charms, making it impossible for mortals to find. It’s here that the few remaining fae reside, under the rule of the ruling speakers (one for each element).
-Mistmoore Isles: A dark island off the South Western tip of the continent, few ever venture here. A small fishing village is the only true settlement here, and the townsfolk often speak of the dark horrors that reside in the forest that dominates most of the island.
-Leviathan’s Deep: The uncharted ocean off the North Western edge of the continent. No one knows how far it spreads, and tales tell of monstrous sea creatures that dwell in its depths.
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License: Community License