“There
is only one rule: Evolve or die.”
The
World
Since Saint’s Landing, demi-humanity has gone to great
lengths to carve out their place in the harsh environs of
Ere. For thousands of years, divinity sparks; naturally occurring
phenomena consisting of random manifestations of raw arcane
power within an area or a living thing have altered living
beings, instilling in them new abilities and birthing the
manifold monsters of the world. Because of their influence,
the wild places of Ere refuse to be conquered.
Faced
with the ever changing threat posed by these random sparks,
not just in the creatures of the wild – dubbed ‘spirit
beasts’ but 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 realty 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
constant rush to keep up with the constant, natural refinement
of the Spirit Beasts, mighty organizations have stepped to
the fore to promote their own methods and agendas. Conflict
between these colossi are often just as destructive as the
Beasts 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 carve out its place
in the world. In the midst of a new age, opportunity for adventure
is infinite; from leading expeditions into the spirit beast
ridden wilds, to joining archeological expedition, 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 dragons
into the powerful and fearsome creatures they are today. More
practical observers point to the existence of inborns such
as inborn casters for their evidence.
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 of demi-humanity’s
foibles 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,
claws, hypertrophied limbs, multihued skin, etc). But then,
there are those who are granted powers by their heritage.
Inborn
Casters and Shapeshifting Adepts are examples of Inborns nurturing
their gifts in the form of class levels. Other Inborns have
less spectacular abilities in the form of feats, or more powerful
ones in the form of Prestige Classes or Templates.
Depending
on their locations, inborns can be widely accepted as gifted
individuals, or spurned as cursed or dangerous.
Occasionally,
a divinity spark manifests within a person, but not in the
innocuous way it does when it forms in Inborn Casters. 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 after
life is treated very differently. While most souls the cease
to inhabit a living body got to an 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. A fey, elemental
or aberration with spell-like abilities that find themselves
on a plane that is not adjacent to the Well of Souls cannot
use their spell-like abilities.
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 30 foot 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.
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. |