A homebrew middle-fantasy/science fiction d20 roleplaying game system based on Pathfinder
The event called Downfall has changed the political and demographic landscape of Natia Miscere world, many parties involved in the higher echelons of the world tried their best to remedy the situation accordingly. These are the results.
One sentence could describe these outcomes: Everything that could have gone wrong, went wrong.
The druids have accepted their failures, and return to sleep along with their leader, the great Beast.
A violent civil war eventually erupts, quelling most of the executives. Whichever executives survive, go into hiding. Whether it’s due to guilt or sense of accomplishment, is unknown.
The Star looked at the wrong closet, and the Chariot found them.
First disaster upon the world was the Fimbulvinter. Over the course of 3 years, ravaged by crazed Firstborns & Secondborns, and then Moonspawns, much of world’s population was quelled, but humanity stoodfast, resisting in pockets, and trying to survive in the cold harsh environment.
However, the gods were not kind. Another disaster followed by the Four Horsemen, The Trumpets and the fury of Mother Nature followed. Whichever community that were formed over the course of 2 years have been eradicated. At this point, the population of humanity was down to mere 1000s.
As the Fimbulvinter neared it’s absolute end, the Clergy executives fought, destroying whatever was left that could have protected the humanity from freezing doom. By the end of the civil war.
None of the humanity survived.
Or so they thought. As the last heat generators were frozen to absolute zero, last human community awaited their impending doom. Taking final pity, Emily granted a small candle sized fire that would never extinguish despite the absolute zero. The people hurdle around the fire, doing their best to use their bodies to shield at least the children from the freezing end.
What was mere 24 hours felt like 24 years, and then children survived, all adults were dead. Due to the way how Emily described herself and the lingering warmth that saved them from the doom, the children were almost captured by this new deity in the scene.
With the spark of hope, Star has gathered her last remaining strength to breach into the shelter, and evacuated the remaining survivors out of the collapsing city, the former glory, achievement, progress, all lost as it was buried underneath by the raging earth.
The humanity still survived, Wolf released all his newly created races into the world, Sisters that were protected in the growing vats were released even after all those chaos. New society and world order was built on top of the peace forged by destruction.
Devout worshippers of the Sun, this city state built around the volcano worships the tale of Crimson Spark, the spark that saved all humanity. Whether it’s approved by Emily or not, the rituals they perform do grant them solaric powers, which they call Solar Neophytes.
The City of Thousand Suns is a fortress-clergic city, with strict monastery like laws and highly rank oriented life style in place. In this city, your affinity of fire is strength and justification, worshippers of the moon and their spawns are to be exterminated.
Population: 150,000
Having been more influenced by the teachings of Star before she departed again, these people rejected to worship the Sun, before the conflict became violent, they parted ways. Now, the Tribes of Nova (New) dot much of the barren/grassland landscape of Natia.
Having wildly varied society, culture, the Tribes are loosely knitted with the fact that they have common enemy that is the Solariis. However, tribes still quarrel with one another, and some tribes do disappear, and new tribes form.
Population: 500,000
Distressed by the events, she pursues reactivating and restoring the former glory of the world.
With much no avail.
Built a school, owning a small castle up in the Mountains of the Carved West.
She has trained many “heroes” that impacted the new world order history.
Travels without much purpose, they are still in process of seeking it.
They try their best to assimilate to the society they are found in.
They have built a warrior city, where it is feared by almost all races by today. However, they mostly keep to themselves and only demand tributes.
They are in constant war against the Ilaruns.
Population: 25,000
Hatoris and Tartans retreated to the forests, building a set of cities which they mostly mind their own business. They are commonly seen trading with wood affiliated Tribes of Novas.
They are in no conflict with other factions.
Population: 50,000 Total
They hiss their day away in the swamps, they have developed their unique way of Monastic training. They are very popular as merceneries and teachers of the Martial Arts in all communities.
They are neutral in all conflicts.
Population: 30,000
The Kitsunes, being prideful in nature, has built one of the most thriving port cities bustling with trade and slavery. Their notorious acts and disregard for “lower races” have embedded much discontempt from other races.
They are in constant war against the Ilaruns.
Population: 90,000
Being quite bird like in nature, Tengus did not form a settlement, instead, they travel as bards, swords for hire and such among many different communities, they are generally well accepted and relied on like Lizardfolks.
One of the most well known mercenery company is called “Drakes and Wings”, which is completely made up of Lizardfolks and Tengus.
They are neutral in all conflicts. But if money pays..
Population: 30,000
Known for their lust and immorality, the Ilaruns have bred beyond control, now, they form one of the largest Empire in Natia. They are not really liked by many races, and expend many lives in sustaining the cold hearted machine, however, when one dies, two more is born to replace it.
They are at war against Kitsunes (Slavery), Arcadians (General Dislike), Tribes of Nova and Solariis.
Population: 2,000,000
Dotting much of the underground world, they are skilled Spelunkers, Prospectors and Miners which deal with most of the artisan trade of new Natia order. They are sketchy fellows though. One of the few races that are allied with Ilaruns.
They are at war with no one.
Population: 250,000
A mysterious cafe that has hidden entrances dotted throughout the world, Cafe Shiro-Neko is ran by 3 Immortal Maids and a skilled Orca cook. Many heroes and great entities find comfy pleasure in just spending the day without conflict and modern food, forgetting about the conflict ridden world that is new Natia, just like old one.
There is a hideous ritual that involves suicide, but when pacted, it is known that your vengeance would be done upon the target no matter what.
There are little details on how to perform this ritual though.
Underneath the calm, natural surface, lies a giant metropolitan ruins of the Old World. Many Prospectors try their luck in finding artifacts, but many are slain by precarious ruin structures and dangers that lurk within.
From time to time, there is a place, where time no longer makes sense. Take extreme precaution when entering such area, because most who entered was never seen again.
Sleeping place of the Nature’s Heralds (Druids, Wolf), it is agreed on mutally by all Seven races that this is a place that must not be disturbed no matter what. Any human or external race which foolishly dare to venture are killed on sight.
An ancient blade of formidable power lies embedded on a rock. Many attempts were made to pull the blade out of the rock, but to no avail. It is told that whoever withdraws the blade will attain immortality.