Fabia 2
Fabia 2
Fabia 2
Humanoids refer to all the races in Fabia, like Ursprung or the races in the Racial
Divide.
Domare, According to Mörker beliefs, marks the eventual return of Soliar to Fabia.
On this day, it is prophesied that the Sun God will judge every soul, weighing
their deeds and determining their destiny, if you recieve renening then you are
gifted a change to go to Ljusriket or if you don't stay. Those already in rening
will also await the same fate of Ljusriket.
Ødebevissthet is the feeling that occurs when you are Åndvreden, in a state of
nothingness and unawareness but also a state of Knowing your Surrondings due to
your Instinct.
The Racial Divide. A division of the Ursprung into Humans, Caipora, Yolna, Nogger,
Krekit, Brenners and Moxraks, caused by Jötunn presence.
Shattering. An event that tidally locked the planet causing one to "eternality"
bathed in darkness.
Lost Marking. Stone Monoliths that contain Information about the Lost Era.
Solar Convergence. A rare event, similar to the Shattering, were the diffused and
dim light of the other side reaches the dark side and causes light to go around.
Artifacts. Any equipment that has engravements of Rune Glyph magic on it with Rohic
Keystone that allows for a set input value for Trolleri. When activated a magic
effect is produced.
Torri. An organ thats near the lungs which absorbs Trolleri from the Aveoli.
Trein. Similar to veins which carry trolleri from the Body towards the Torri.
Trameri. Similar to Arteries which carry trolleri from the Torri towards the Body.
Trollotraverse System. The system in Weavers that contain Trameri, Terin and the
Torri.
Dantian. A developed Organ by the Starved using Trolleri similar to the Torri.
Gifts. Certain powers given to a gifted over than the divine sigil.
Magic:
Trolleri. The Energy which powers Magic Mediums to cause a spell, this is in the
atmosphere and is enterred by a Conjuror by either the Torri of Weavers, careful
concentrations of Spell-Skinneds or Divine Sigil of Gifteds.
Magic Mediums. Magic Mediums are Condutates that are used to transform Trolleri
into a Spell. Magic Mediums include
Glyphs:
Glyphs serve as a versatile medium for harnessing magical forces in your world.
These intricate symbols are the conduits through which wielders channel arcane
energies. Divided into two primary categories, Rune and Matrix glyphs, they each
offer distinct advantages and applications.
Rune Glyphs. Rune glyphs are tangible, physical symbols etched onto surfaces,
objects, or even living beings. Crafted with precision and often carrying
historical significance, Rune glyphs become an integral part of the enchanted item.
When activated, these glyphs can imbue objects with magical properties or unleash
spells tied to their specific inscriptions but they cannot be altered once drawn
meaning they are less dynamic and have to be redrawn to alter the affect by any
amount.
Matrix Glyphs.In contrast, the lost art of Matrix glyphs are ephemeral formations
of "Tolleri" that manifest in the air or designated space. Responsive to the
caster's will, Matrix glyphs offer dynamic and adaptable magical glyphs. However
they must be weaved in space everytime or be held which takes alot of
concentration, however they can be altered before or even while the spell is being
casted.
Divine Sigils: Divine Sigils are given by gods for many reasons, the users of these
Divine Sigils called "Gifteds" to use magic which is the same Magic Type
Accosicated with the God. The Gifted also gets a unique ability depending on their
god.
Magic Types:
Gods:
Gods are formed with belief when "Trolleri" is given to the concept of a god by
Sentient Species. These gods must worshipped by believers or else the Trolleri that
forms them dissipates. When gods are powerful enough they can bestow "Gifts" to
their followers or in desperation of being dissipated they can give these "Gifts"
to people to spread the word of themselves. Gods in Fabia are unable to interact
with the world and are not all powerful or all knowing.
Daemi-Gods are when Gods take a form on Fabia, this reduces their power but allows
them to interact with the world, some Daemi-Gods don't need to be worshipped.
Soliar (Mörker):
Tomrum (Mörker):
Role: God of Death and Void
Believers: The followers of Mörker, known as Mörkare, consider Tomrum as their
Secondary deity aside from Merchants and Graveyard Diggers.
Attributes: Tomrum is associated with death and emptiness, embodying the inevitable
end and the void that follows. The god plays a role in guiding Vetr to their post-
mortem fate and overseeing the process of Vedergällning and passing the Vetr to
Soliar. Merchants often pray to him after a trade, do to the similiarity of him
giving the Vetr to Soliar.
Kuna (Järnklippan):
Role: Kuna is revered as the Moon Goddess within the Järnklippan religion. She is
considered the sister of Soliar by Järnberget while Mörkare refuse this.
Believers: Järnberget
Attributes: Kuna is closely tied to the moon's gentle illumination, symbolizing
enlightenment, knowledge, and the softer aspects of the night. She represents the
guiding light in the darkness.
Oversett (Veri):
Role: God associated with blood and Sacrifice in the Veri religion.
Believers: The followers of Veri, known as Vermi, worship Oversett as the god of
life and sacrifice. They engage in rituals involving blood offerings as a means of
benevolent devotion.
Attributes: Oversett is represented as a deity adorned with blood-stained
vestments, symbolizing the sacred nature of sacrifice. The god is often depicted
with a ceremonial obsidion dagger, emphasizing the connection between blood and
divine benevolence.
Religions:
Mörker. Mörker is a dualism religion that prays to the Sun Goddess, Soliar and the
God of Void and Death, Tomrum which is the major religion on the Dark Side of
Fabia, it is mainly in both Kylmä and Pölyinen.
Races:
Ursprung. An old humanoid race that thrived before the shattering but then split
into the other races.
Humans. Humans are like your humans on earth that used their survival strategies to
survive, due to this they are considered the most adaptive and smartest of all
humanoids. Unlike humans of earth, humans of fabia in the Era of Shroud and after
have better dark vision allowing humans of fabia to see in dim light as if it were
bright light but not in dark light.
Caipora. Caipora are humans that range from 5'6" to 5'10" in height and have long
and pointy ears, are fairly slender and are dexterous. There are 4 types of Caipora
which are a reflection on the 4 seasons, Spring, Autumn, Winter and Summer these
variants of Caipora effects their looks and give them a different innate magic
type, Spring have Light Green-Orange gradient skin, Autumn having a Pinkish-Red
Gradient Skin, Winter having Pale to Frost Blue Gradient Skin and Summer having
orange gradient skin. Unlike most Species, Caipora have a glyph form out of their
vein which allows them to use magic, during high moments of magic usage the vein
can be seen on their skin in different locations unique to the individual.
Depending on their type they get a different type of Glyph, Spring gets a glyph
that gives them Blood Magic, Which is formally called Sangromancy by the Old and
Future Magus of Fabia, Autumn gets a glyph that gives them Death Magic, Which is
formally called Necromancy by the Old and Future Magus, Winter gets a glyph that
gives them Hydromancy and Summer gets a glyph that gives them Pyromancy.
Yolna. Yolna are short staggered humanoids that are around 3' to 4' tall with keen
hearing and impressive hiding abilities, this allows them to be stealthy or they
are very adverse to poison, this allows them use their stealth ambush creatures
then use poison on them and maybe eat these poison creatures. These humanoids live
in Ruoho.
Noggers. Noggers are 8' to 10' tall giant humanoids with grey blue skin, they live
in a mountain range called "Gloomy Range", This region has weird gravity which is
0.5* the gravity of fabia, this makes them grow tall.
Krekit. Krekit are 6' to 7' tall and have green to grey skin depending on age
humanoids that have great physiques which they use to fight animals,Förlåt. and
Åndvreden alike, due to this they are barbaric compared to the other races.
Brenners. Brenners are Short humanoids like Yolna but have Rock like skin,
Vestigial eyes and have a form of tremorsense. They also gained the ability to use
a form of Teramancy, Earth Magic, called "Mould Stone". They mostly live inside of
the Great Spine.
Moxrak. Moxraks are 4' to 5' tall green skin humanoids which have high willpower to
survive at any Cost. They are split into 2 groups, The Warring group and Enslaved
Group. The Warring group is a group of moxrak that spend their time pilliging the
Brenners inside of the Great Spine.
Locations:
The Great Spine. A large mountain range that trisects the continent in the middle
and latitudal seperating kylmä from the rest of the continent, separating different
regions. It serves as a significant geographical landmark.
Kylmä. Kylmä is northernmost from the Great Spine were it is isolated by it similar
to the Quiet Quog. It's characterized by icy landscapes and harsh conditions.
Metsä. Metsä is a forest located westernmost from the Great Spine and Ruoho. It was
once a great forest with large trees but since the shattering it has died.
Ruoho. Ruoho is a grassland is a forest located inbetween the Great Spine and
Metsä. These regions are home to believers in Astomalia, the Star gods.
The Great Fallen. A significant landmark in the Astomalia village, acting as a town
square on the edge of Rouho. The Great Fallen is a tree stump with cultural and
communal significance.
Quiet Quog, an isolated marsh easternmost from the Great Spine, can be reached only
by sea or mountain pass. In its murky depths, a secretive tribe conducts ancient
rituals, surrounded by an ethereal atmosphere and mysterious lights, adding an
enigmatic touch to the secluded swamp.
Okänd:
Förlåt. Förlåt, shadowy entities crafted from Dark Unknown Energy, are insidious
beings appeared after the shattering, possessing an otherworldly presence and
instigating a sense of dread among those who encounter them which can slowly give
you Åndvreden Affliction depending on exposure.
Åndvreden. Åndvreden are creatures born from the Åndvreden Affliction, featuring
pale skin to black skin with black veins and slender but long limbs and a gradual
loss of sanity among afflicted individuals.
Åndvreden Affliction/Affliction:
Åndvreden Affliction:
Prevention Measures:
Herbs:
Lunar Ferns: A rare type of fern that grows in areas exposed to moonlight.
Consuming an infusion made from Lunar Ferns slows down the progression of the
Åndvreden Affliction. It is most effective when harvested under a full moon.
Voidroot: Found in shadowy and corrupted regions caused by Förlåt, Voidroot has
unique properties that can temporarily halt the advancement of the Åndvreden
Affliction by 2d10 + Con days. However, its scarcity makes it a valuable and
sought-after resource.
Solar Blossom: A flower that blooms during the Solar Convergence, the Solar
Blossom's petals can be extracted into a blue ink like liquid that reverses the
affliction by one stage. Harvesting this flower requires venturing into dangerous
territories the rare celestial event.
Stones:
Moonlight Stones: Crystals that absorb and radiate moonlight. Wearing or carrying
Moonlight Stones can slow down the Åndvreden Affliction when in direct contact with
the skin. These stones need to be periodically recharged by exposing them to
moonlight.
Eclipse Stones: Moonlight Stones that have been under the effects of the Solar
Convergence during a full moon. These charged stones, when crushed into a fine
powder, have the power to fully reverse the Åndvreden Affliction. However, the
process of creating Eclipse Stones is complex and can only be done during specific
celestial alignments.
Stellar Shards: Rare fragments of celestial bodies that occasionally fall during
the Solar Convergence. These shards can be embedded in Moonlight Stones to enhance
their effects, providing even greater protection against the Åndvreden Affliction.
Classes:
First thing i've done is cap the level at 10 instead of going to 20 as past level
12 or higher it becomes boring so I decided to pack the main flavour of a class in
10 levels.
Skin Walker. Humanoids that have betrayed their forms to turn into creatures of the
Eternal Night.
Starved. Humanoids that have create a Dantian out of Trolleri itself, However
unlike Weavers they use their ogran to enhance their body and use Chakra Point to
unlock the full ability of their body. Like their name suggests they are reversed
to eating, instead they live of off trolleri itself. Due to this their Digestive
and sometimes Cardiovasular System become smaller and vestigual.
Chanter. They master of the ancient art of vocal prowess, using the power of song
to influence the world without relying on Magic or their Brawns. With each resonant
note and haunting melody, Chanters command attention, inspiring allies with courage
or creating dissonant tunes to unsettle their adversaries. Chanters achieve
extraordinary feats through the sheer force of their voice, making them formidable
figures on the battlefield and mesmerizing performers in any setting.
Sneaker. Sneakers, masters of subtlety and shadows, navigate the world unseen,
employing stealth, cunning, and precision to outmaneuver adversaries and execute
swift, silent strikes.
Rager. Ragers channel their inner rage into raw power, becoming formidable warriors
on the battlefield, fueled by a relentless and primal ferocity.
Weavers. Conjurors that have an Innate ability to use magic. They have Torri which
filter trolleri from the lungs into it which can be used in their Trein in the
Trollotraverse System.