The
World
Since Saint’s Landing, demi-humanity has gone to great lengths
to carve out their place in the harsh environs of Ere. Since time
immemorial, wild bursts of magic known as divinity sparks have washed
over the land, instilling phenomenal power in living and non-living
alike with supernatural might and vigor. Most become monsters of
chaos, wreaking havoc across the land and falling upon the communities
of intelligent beings with violence and ferocity.
So has life
ever existed on the world of Ere, where the various races have turned
to every means possible to hold back the threat of those imbued
by divinity sparks; not only so called spirit beasts, but transformed
individuals within their own people, demi-humanity has been forced
to adapt just as quickly. Advances in the sciences, both physical
and metaphysical have given rise to a new renaissance and industrial
and cultural revolutions.
Society has
been shaped by this danger, with every community rushing to find
or develop new and better defenses while still trying to earn a
living on the land. Nature and civilization clash, often bloodily
and the rule above all rules has become ‘evolve or die’.
Battle is a reality for all but the most sheltered and coddled of
beings.
Morality is
relegated to a personal issue, rather than a source of conflict
as survival forges strange alliances and friendships. But even in
a world where virtue is not in the forefront, it is still honored
and valued.
In the rush
to keep up with the constant, natural escalation of the spirit beasts’
power, mighty organizations have stepped to the fore to promote
their own methods and agendas. Conflicts between these colossi are
often just as destructive as the creatures they were founded to
deal with.
In short, life
is dangerous and often harsh on Ere, but demi-humanity still seeks
to not only survive, but to thrive, despite all that stands against
it. In the midst of a new age, opportunity for adventure is infinite;
from leading expeditions into the spirit beast ridden wilds, to
joining archeological expeditions, to partaking in political intrigue.
Important
concepts
When discussing the World of Ere, there are some very important
concepts, unique to the world to keep in mind. These terms and concepts
form the basis of the world and are referred to often in setting
discussions. These core concepts are noted here:
Divinity Sparks
The single greatest contributor to the nature of the world of Ere
is one that could not be seen or detected for the vast majority
of Ere’s history. The one thing that has influenced the culture,
the attitude and indeed the very ecosystem of Ere is no spell, or
being… instead, is it the smallest of all forces – a
spark.
Divinity Sparks
are random, uncontrollable magical events that spontaneously occur
all across the surface of Ere. A single burst of magical energy
that causes a chain reaction within living things that transforms
them into something more than themselves.
Depending on
the timing, and strength of the spark, the results can be minor,
such as the color shifting roses that grow along the Rizeni coast,
or spectacular, like the mighty spirit beasts that walk the land.
In general, the spark awakens mystical power within living things,
granting new abilities or enhancing existing ones.
The fundamental
changes created by a divinity spark is often hereditary, meaning
that parents altered by a divinity spark can pass on the changes
to their children or even generation further on. It is theorized
that it was this property of divinity sparks that made gave rise
to many of the strange and exotic beasts of Ere.
Spirit Beasts
Spirit Beasts were once normal animals, magical beasts, plants,
or elementals that were infected with a divinity spark. Often, they
are merely the inheritors of the trait, but newly infected specimens
are just as common.
Blessed with
human level or better intellect, but often animal impulse, spirit
beasts are deadly adversaries and dire dangers to anyone who crosses
them. Territorial creatures, such as wolves, apes, big cats and
eagles also grow to view larger territory as theirs and seek to
remove any humanoids that might be living there.
Still others
have more than one spark in their bloodline, each one changing and
improving them in mind and body. Known as Greater Beasts, they are
the true lords of their territory and are bereft of their former
animal instincts. Greater Beasts often lead or tend to lesser spirit
creatures of their kind.
Like humanoids,
Greater Beasts are prone to all the foibles of mortalkind in place
of their animal ones. They know hate, pride, lust and greed and
sometimes, they act on it. Those that do call on their natural inborn
powers to takes what they desire and wreak havoc on settlements.
Some even use their lesser spirit kin to do their will.
Inborns
Just as there are long bloodlines of beasts with divinity sparks,
so too are there similar lines of humanoids. Those born with the
spark of divinity manifesting in their blood are called inborns.
Often, this manifestation is purely cosmetic if not an outright
gross deformity (eyes that glow and sparkle, hypertrophied limbs,
multihued skin, etc). But then, there are those who are granted
powers by their heritage.
Depending on
their locations, inborns can be widely accepted as gifted individuals,
or spurned as cursed or dangerous. In these locales, it is not uncommon
for a inborn to pass of their gifts as the results of intense study
or training. What many people think are common wizards or warlocks
are actually people born to those powers rather than people who
have learned or bargained for them.
Occasionally,
a divinity spark manifests within a person in a more malevolent
way. The person’s mind warps and they may become terribly
violent and wreak havoc using the powers bestowed before they can
be put down by the people that were once their friends and neighbors.
Spirits
As Ere does not possess outer planes and as such, the afterlife
is treated very differently. While most souls the cease to inhabit
a living body eventually sink into the inaccessible demi-plane called
the Well of Souls to await resurrection or reincarnation, many persist
in the world in the form of spirits. Spirits on Ere; however do
not all exist simply as undead ghosts.
Many persistent
spirits take the form of fey, elementals and even some types of
aberration, relinquishing all ties to their former lives. These
spirits have deep ties to the Well of Souls and their powers flow
from that place.
The
Campaign
World of Ere is a high powered, high magic campaign setting for
the Dungeons and Dragons ™ role-playing game. In this world,
the traditional moral and ethical themes that are prominent in the
default cosmology are cast aside in favor of themes of survival,
allegiances, and improvement of the self.
Inspired by
comic books and anime, Ere is designed around the idea of larger
than life characters living in a world that is larger than life.
Everything is geared toward being exciting and intriguing while
fitting into an internal logic that is unlike that of our own world.
Ere is a campaign
where all people face some sort of struggle and a special few take
the initiative to change their fortunes. This is what adventurers
in the World of Ere are made of.
A campaign
in the world is best suited toward focusing on conflicts between
factions, the ongoing struggle against spirit beasts, or delving
into the rich history of the world more than cosmic battles between
good and evil. Additionally, games should be fast paced, tense and
unpredictable with myriad twists as loyalties or necessities change.
An important
point that must be made about the setting is that it does not assume
a Eurocentric or even wholly medieval view of the concept of fantasy.
By design, Ere draws inspiration from many different cultures and
fuses them into a whole that is not meant to be historically accurate.
Even the source materials for such inspiration is likely already
romanticized.
As a rule of
thumb, so called ‘movie physics’ are in play on Ere.
Characters can make huge vertical leaps, wield weapons a normal
human couldn’t even hold properly, and generally do the impossible
as long as the over all effect is balanced within the rules and
is, above all, cinematic.
Players are
asked to let their imaginations run wild with their character backgrounds
and descriptions.
DM’s
are asked to forget ‘standard’ or ‘traditional’
fantasy when running Ere campaigns. The setting essentially presents
a sandbox for DMs to stretch their creative muscles and play with
new themes and plots not normally associated with fantasy to provide
a wholly unique gaming experience.
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