Once, there was a dark void, full of naught but dreaming gods, immaterial and dormant. Then came the Flame. It lit up the void with it's searing incandescence. Countless gods were burnt into ash, and the ashes fell and became the world. The surviving gods wept for their fallen kin, and their tears flowed upon the ashes and gave them life. And so began the Age of Flames, where the Flame burned brightly in the sky and became known as the Sun.
But the Flame burned too brightly, and began to bake the world free of the life so recently born. So the Gods built the Lantern, a tower that stretched far into the sky. The shutter of the Lantern is endlessly turned around the Flame, giving night to the world. Kingdoms and empires rose and fell as ages passed. Many Gods built the grand city-palace in the West, though the name has been lost to time and the tragedy that befell it.
But now the Flame is fading. It's incandescence burns less brightly, and demons creep forth the dark corners of the world. The Gods are disappearing, one by one, to their city at the base of the Lantern - in the centre of the Ashen Wastes, where no mortal can cross and live. Are these the end times? Soon nothing will be left but embers, and then all will fall into an endless dark, never to return...
Welcome to the world of Liesma. The world is contained within an egg-shaped Edge, with the Flame in the centre and the world towards the base of the egg. The Edge is a super-hard, slightly reflective surface, unaffected by mortal or monster. No one knows what lie beyond the Edge, as none can get through. Shards of the Edge are sometimes found, and are highly sought after for use as devastating weapons -razor sharp and almost unbreakable.
The world is a central landmass, surrounded by seas and separated by the Wastes, mountains, and rivers.
---
The world
Centre of world The Lantern in the Ashen Wastes. The intense heat of the Flame has cooked that land to ash, and nothing lives there. Uncrossable without protective equipment.
South Suthrund, human Kingdom. With numerus Cities The City-In-Two, Suth, Andrunda, Grondunda, to name the largest and most influential - and a royal line with the blood of Gods, it is a prosperous and powerful nation. It is gearing up to war with Ferrikos. Has a problem of a great many elves living in the forests, and has multiple knightly orders dedicated to keeping elf numbers down.
North land of the tropical giants. From a crack in the Edge pours a torrent of endless water. This has given rise to a mighty river, surrounded by jungle. The giants live within the jungle, rarely venturing out. Pgymy giants - despite being a contradiction in terms - are the most commonly seen outside the jungles, being but eight feet tall.
South-east Ferrikos, the Iron City. Built from the bones of Jokir, the grand wyrm, the Ironhearts are renowned for their heavy armour, too thick for a normal man to move in. The Ironheart people are scornful of weakness. There are multiple city states that are vassals to Ferrikos, technically separate nations but paying tribute to the Iron City in return for protection. Common throughout the lands as mercenaries. They are mistrustful of magic, but keep a number of soulmages, specially raised from birth to be absolutely loyal to the Ironheart Lords.
North-east The Free Kingdoms a medley of chaotic nations, the Free Kingdoms often war against Ferrikos, normally ending the war with a few defeats and some tribute paid to the Ironhearts. All kinds of mages are common in the Free Kingdoms. Various races live here - humans, elves, even the lamia have a small empire in the region.
West the city of the Gods used to be here. When Soul magic was discovered, a great many Gods turned to it, and descended into daemonhood. Cannibalising other gods or the mortals who lived there, it has become a vile haunt for monsters. Legendary treasures are there for the taking... if you have the ability to fend off the daemons and their servants.
South-west - The Buzkari lands, where the greatest majority of the insectoids live. Constantly in battle against monsters attacking from the lost city, A common place to find adventurers planning to head further north into the ruins. Many do not return.
Various many small kingdoms and countries exist over the world, some barely more than a single town. Who knows what species or people may live in forgotten corners of the world?
---
Magic
There are several kinds of magic in the world of Liesma.
DIVINE: As the Flame burns, so shall you.
Power from a bloodline that mingled with the Gods. Often the descendants of such unions have unnatural features, such as scales or strange eye colours. Divine magic uses the Flame as a source of magic.
Penalties:
Gain Divine as a type
Soul magic contains new dangers for you
SOUL: Everything comes with a price.
Power from the energy of souls. There are too ways this magic can be powered; by the burning of your own soul or that of someone elses. Anyone can learn Soul magic, but it is often despised and feared. Souls can be taken from the dead, but the best souls are harvested from the living.
Penalties:
Max Health (Mag + Att)
ELEMENTAL: The world whispered its secrets, and so I listened.
Power from the world itself. Difficult to use a high magical aptitude is needed. A elementalist can specialise in an element, but by doing so the knowledge of another is lost forever. No man can know all.
---
Races
Human
I hope you know what these are. Utterly generic, they have no bonuses or maluses.
Elf
A savage carnivore creature from the forests, elves are strong, but lack finesse. Their fangs and compound eyes give them a monstrous countenance. Often seen as little more than vermin, they multiply rapidly in the forests, as they do not suffer illnesses like the other races. Many knightly orders dedicate themselves to keeping their numbers down, or else they form hordes that - like plagues of locusts - devour everything as they move on.
+3 str. + 3 vit, - 5 wil,
-5 persuasion
Lamia
The children of Solairi, The Sun Lizard, these beings have a snake tail below the waist. Like their distant ancestor, they often have divine magic and tend towards the worship of fire. Their powerful muscles and mighty tail make them good brawlers. Their scales are often bright reds and yellows.
+5 str, +5 Mag, -5 vit, -5 fin
Automatically have unarmed
Cannot wear leg armour/ boots. Have Tail slot instead
Buzkari
The insectoid Buzkari have a natural affinity for magic, but their physical forms are weak. Their chitinous exoskeleton is unmistakeable. They are the second oldest of the races, exceeded only by humanity itself. The most rare to see outside their lands, those you do see are rarely alone - and almost always on some kind of mission.
+5 mag, +5 aff, -5 str, -5 vit
Natural Armour
Earthborn
This mysterious race arose spontaneously from the ground several hundred years ago in an event they call the Birth. Tall, with a stonish texture to their skin, they are surprisingly dexterous, though few at all seem to have any kind of magic. They are renowned for their stubbornness, as if reflecting the earth that spawned them.
+3 fin, +5 wil, -5 mag, -5 aff
Cannot lose Elemental Stone magic if specialising
The Magi Mechanicos
A small, hidden nation of humans, they have the unique feature of augmenting themselves with elemental magical devices. However, each enhancement puts increasing strain on their body. As a people who dedicate much of their lives to magic, they have a ingrained affinity for magic, but their bodies are frailer than most.
+5 aff, +3 mag, - 5 vit, - 3 str
+3 blacksmith
-3 persuasion
Gain two augment slots magic items (rings or necklaces) can be placed into, but each augment in use puts additional strain on the Machanicos' body.
Other?
If you have an interesting suggestion for a race, either post in this thread or PM. I'm always open to suggestions.