Setting Guide
The three Mortal cultures in the game, the Koth, the Phalreans, and the Tanelim, have their origins in the civilised northlands. Now, in their respective exiles, they inhabit the wilder southern reaches of the known world. The Casket of Nightmares, a prison plane adjacent to the Mortal Realm, houses the Werewolves, the Decaying Ones, and the Ollath, who push against the bars of their cage and long for release, and revenge.
The North
In the north of the known world, the older nations persist. Torna, Lohari, Maevan, and other smaller countries are enjoying peaceful relations with one another, and are engaged in numerous joint civic projects, such as the widespread construction of wide roads, dams, and water wheels. Magic and religion have fallen out of favour, and the memory of the monsters that once plagued them has fallen into myth. So shall it ever remain, provided that the Casket remains intact.
The South
The splinter peoples, nomads and exiles of the Northern countries, dwell in the wild southlands. The Phalreans have, for the most part, settled into small enclaves called Havens, centered around an Academy for study of the Phalre, surrounded by well-structured farmland. The Koth remain largely in the woods, subsisting on what they can hunt and gather, whilst the Tanelim regiments travel in between the two groups, often facilitating trade and the carrying of messages, bringing herds of cattle, goats, and other livestock wherever they go. Magic remains in these places, and weak places between the mortal world and the Casket are increasingly common.
Even in the south, magical resources like Crowngold are exceptionally rare. Most of the time, magic such as the kind used in the distant past is impossible now.
The Casket of Nightmares
When the Phalreans built the Casket, they used earth from the mortal world as a seed for it's development. Superficially, it resembles it somewhat; dry grass grows, stark day and bitter night follow one another, and stringy prey runs at the approach of hunting wolves. But, to the endless frustration of its prisoners, it is bounded. Nobody has counted the leagues from one featureless, grey wall to another, and some claim the distances shift across time, but all within agree- there is not enough room for everyone inside. The different groups compete endlessly for precious leagues of space; scraps of land laughably described as rich hunting or gathering grounds, So shall it ever remain, provided that the Casket remains intact.
Whilst the weak places between the worlds shift in location in the mortal world, in the Casket, they always emerge in the same place; beside a small building, one of few in the Casket, where a strange, solitary barmaid serves drinks and other refreshments to those of the Nightmares ready to bring the fight to the hated Mortals.
Despite not being described as Mortals, Nightmares are born, age, and die in the normal way.
The Forest-Between-Worlds
When the barriers between the mortal world and the Casket are thin, a bridge appears between them. This bridge resembles a forest filled with magical resources. More strangely, a number of glowing humanoids consider this place home, calling themselves Fae. Their motivations remain unclear, for now.
Hell
Nobody quite remembers how the portal to Hell was built by the first Tanelim, but everyone who ever lived and fought in that awful place remembers what it was like. Eternal darkness, whispers in the deep places, nightmares from the moment one's eyes close for sleep, and nothing but disgusting insect and vines on which to subsist. The demonic forces of the Archons were, at least, varied. Many were humanoid, with crimson skin, and unnaturally strong and tough. Rarer varieties were utterly inhuman, appearing as monsters resembling the worst fears of their opponents.
Nobody, as far as anyone knows, has ever seen an Archon in person, except perhaps for the absent Cardinal Leontia.
Souls and the World
Typically, when a mortal dies, their body decays quickly and their mind departs, leaving only their soul behind. A small, glowing remnant of a human life, these fade naturally over a course of hours or perhaps days. Most cultures keep the soul of a loved one somewhere private and respectful, to shine with dignity until vanishing for good.
The Nightmares, for some reason, do not die this way. They leave no souls behind when they fall, forcing them to fight mortals for the souls they need to perform magic. Some say their evil ways have made them soulless, others speculate that some part of the Casket's nature interferes with the souls of those that live there.
Summoners
Rarely, in the Mortal world, individuals known as Summoners are born. They have a rare ability to reach out to the Casket of Nightmares and commune mentally with the monsters there, and occasionally, bring them through to the Mortal Realm for a time. Often, they ask for a payment in souls or other resources for this service, though nobody seems to know what they do with this payment or why they want it. Sometimes, they even pay Nightmares a fee in such resources to perform a service for them in the world. It is rumoured that Summoners have become steadily more common amongst the cultures of the South, and some blame them for the slowly increasing frequency of weak spots between the two worlds.
Nightmare Characters may have encountered Summoners in the past. They will project their images into the Casket and make their deals. They emerge from all three of the Mortal cultures, and may have provided characters with souls in exchange for performing tasks with unclear end goals.
OC Note: Summoners are all NPCs. Players may not choose to play a character that is a Summoner, or who has close background links with Summoners.
The North
In the north of the known world, the older nations persist. Torna, Lohari, Maevan, and other smaller countries are enjoying peaceful relations with one another, and are engaged in numerous joint civic projects, such as the widespread construction of wide roads, dams, and water wheels. Magic and religion have fallen out of favour, and the memory of the monsters that once plagued them has fallen into myth. So shall it ever remain, provided that the Casket remains intact.
The South
The splinter peoples, nomads and exiles of the Northern countries, dwell in the wild southlands. The Phalreans have, for the most part, settled into small enclaves called Havens, centered around an Academy for study of the Phalre, surrounded by well-structured farmland. The Koth remain largely in the woods, subsisting on what they can hunt and gather, whilst the Tanelim regiments travel in between the two groups, often facilitating trade and the carrying of messages, bringing herds of cattle, goats, and other livestock wherever they go. Magic remains in these places, and weak places between the mortal world and the Casket are increasingly common.
Even in the south, magical resources like Crowngold are exceptionally rare. Most of the time, magic such as the kind used in the distant past is impossible now.
The Casket of Nightmares
When the Phalreans built the Casket, they used earth from the mortal world as a seed for it's development. Superficially, it resembles it somewhat; dry grass grows, stark day and bitter night follow one another, and stringy prey runs at the approach of hunting wolves. But, to the endless frustration of its prisoners, it is bounded. Nobody has counted the leagues from one featureless, grey wall to another, and some claim the distances shift across time, but all within agree- there is not enough room for everyone inside. The different groups compete endlessly for precious leagues of space; scraps of land laughably described as rich hunting or gathering grounds, So shall it ever remain, provided that the Casket remains intact.
Whilst the weak places between the worlds shift in location in the mortal world, in the Casket, they always emerge in the same place; beside a small building, one of few in the Casket, where a strange, solitary barmaid serves drinks and other refreshments to those of the Nightmares ready to bring the fight to the hated Mortals.
Despite not being described as Mortals, Nightmares are born, age, and die in the normal way.
The Forest-Between-Worlds
When the barriers between the mortal world and the Casket are thin, a bridge appears between them. This bridge resembles a forest filled with magical resources. More strangely, a number of glowing humanoids consider this place home, calling themselves Fae. Their motivations remain unclear, for now.
Hell
Nobody quite remembers how the portal to Hell was built by the first Tanelim, but everyone who ever lived and fought in that awful place remembers what it was like. Eternal darkness, whispers in the deep places, nightmares from the moment one's eyes close for sleep, and nothing but disgusting insect and vines on which to subsist. The demonic forces of the Archons were, at least, varied. Many were humanoid, with crimson skin, and unnaturally strong and tough. Rarer varieties were utterly inhuman, appearing as monsters resembling the worst fears of their opponents.
Nobody, as far as anyone knows, has ever seen an Archon in person, except perhaps for the absent Cardinal Leontia.
Souls and the World
Typically, when a mortal dies, their body decays quickly and their mind departs, leaving only their soul behind. A small, glowing remnant of a human life, these fade naturally over a course of hours or perhaps days. Most cultures keep the soul of a loved one somewhere private and respectful, to shine with dignity until vanishing for good.
The Nightmares, for some reason, do not die this way. They leave no souls behind when they fall, forcing them to fight mortals for the souls they need to perform magic. Some say their evil ways have made them soulless, others speculate that some part of the Casket's nature interferes with the souls of those that live there.
Summoners
Rarely, in the Mortal world, individuals known as Summoners are born. They have a rare ability to reach out to the Casket of Nightmares and commune mentally with the monsters there, and occasionally, bring them through to the Mortal Realm for a time. Often, they ask for a payment in souls or other resources for this service, though nobody seems to know what they do with this payment or why they want it. Sometimes, they even pay Nightmares a fee in such resources to perform a service for them in the world. It is rumoured that Summoners have become steadily more common amongst the cultures of the South, and some blame them for the slowly increasing frequency of weak spots between the two worlds.
Nightmare Characters may have encountered Summoners in the past. They will project their images into the Casket and make their deals. They emerge from all three of the Mortal cultures, and may have provided characters with souls in exchange for performing tasks with unclear end goals.
OC Note: Summoners are all NPCs. Players may not choose to play a character that is a Summoner, or who has close background links with Summoners.