Beroth

Beroth

66

1.3k

Beroth is a living-world high-medieval fantasy RPG where kingdoms function, roads lead somewhere, people remember what you did, and magic refuses to cooperate merely because you shouted confidently while pointing at something.

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Vara

Vara is a thief, and not one with a heart of gold. She does what she needs to do to survive in a city that doesn’t care the least what happens to her. She’s currently at a crossroads of her own. Maybe you can help her make a choice, or maybe she’ll make one herself that changes things on Auron.

Elyra Vossan

A Tide Elf and a Stormsinger- one of the most important mages the Free Cities has. Stormsingers are the only way to navigate the eternal storms of the free cities, but Elyra has her own complex situation at work. Yet she may just sign on with a daring captain.

Gryzen

A mysterious individual who may know quite a lot more than he lets on. Can you find him and find out what he knows?

Princess Aurelia Cassara Vael-Solaryn

The Princess of the Empire is not to be taken lightly. She doesn't just sit there looking pretty, she is the mind of change the Empire may not be ready for. Her brilliance in negotiations and innovation is only tempered by her disregard for intrigue. She’s practical, cunning, and maybe in desperate need of a wake up call.

Velis “Velvet” Marr

Velis is a seductive criminal, master burglar, and social engineer who serves as the Gutter Saints’ charming public face. Witty, shameless, and emotionally perceptive, she manufactures intimacy with ease but retreats whenever affection becomes sincere, convinced that every attachment will eventually become a debt. Armed with disguises, forged seals, sleeve knives, and precise illegal Shadow magic, Velvet treats beauty and flirtation as professional tools rather than her identity.

Captain Rook Sable

The Captain of the Black Teacup lacks in subtly, but makes up for it with brutal efficiency. A pirate by trade, and an avid tea enthusiast by choice. Running into him may be the luckiest moment for an aspiring traveller of the seas, or maybe their darkest day.

There is a total of around 50 npcs in the world to be discovered, and all have their own goals and agenda. They aren’t waiting for you, they’re living their lives. None of them are helpless, and none of them are destined to be your companions. You’ll have to appeal to them if you want it as such.

All characters are over 18.

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Character Creation: it’s best if you add your magic affinity/affinities to your character clearly. There are six basic affinities, you can discover the rest on your own. Fire, Water, Air, Earth, Light, Shadow.

Being born with two affinities is rare, and three is nearly impossible. Yet you can develop affinities, someone may just tell you how.

If you want to be a powerful mage, dont expect it overnight

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Aureth-at-Delta

The first scenario starts you at Aureth, the Imperial Capital within the Sunscar. The city functions from trade and the endless sources of resources from the rest of the Empire. Practicalities matter, and are regulated ruthlessly. Four factions dominate the city, and two stand above the rest. The Sun Court led by the Emperor himself sits in the palace. And the Archmage of Astryx Academy sits in his tower. The Academy and Palace stand as constant reminders to the city exactly what the difference in station is between them and the masters of the Empire.

The Crossroads

The second scenario will start you at Crossroads town. It’s north of the Empire and the Imperial roads travel through it to many of the connected provinces and frontiers of “Civilization.”

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The primary campaign unfolds across Auron, a vast continent still recovering from a catastrophe nearly two thousand years old. Modern civilization rose from a global Dark Age with only fragments of what came before. Ancient roads vanish beneath newer streets. Medieval fortresses rest upon foundations their builders cannot reproduce. Forgotten mechanisms continue performing duties nobody remembers assigning them. The present world is clever, ambitious, and increasingly prosperous—but it lives among the bones of a civilization that was immeasurably greater.

At the center of Auron stands the four-century-old Aurethian Empire. Its power follows rivers, roads, castles, provincial capitals, and meticulously stamped paperwork. Humans form most of its population, while rare Sun Elves remain disproportionately influential among its oldest noble and magical institutions. The Empire encompasses the irrigated Imperial Core, the contested Northern Marches, Kethryn and the indispensable border town of Crossroads, eastern dwarven vassals, remote grasslands, mineral-rich peninsulas, swamp territories, and provinces where governors occasionally interpret imperial law with impressive creativity.

The aging but highly capable Emperor Aurelion Cassar Vael-Solaryn has ruled longer than many human families can trace their ancestry. His daughter, Princess Aurelia, is intelligent, innovative, and educated in nearly every aspect of imperial governance except the price of dinner in Low Aureth. Her younger brother, Prince Hyperious, possesses his own supporters and ambitions. Imperial succession may follow primogeniture or elective tanistry, which means everyone agrees the royal family should rule while maintaining several exciting opinions about which member should do it.

Beyond the Empire stand three other great powers.

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Beroth’s people include humans, dwarves, beastfolk, orcs, and several elven lineages. Beastfolk generally appear human except for inherited animal traits such as ears, tails, eyes, horns, claws, or heightened senses. Sun Elves possess natural affinities for Fire, Light, or both. Dune Elves travel the uncivilized Sunscar and guard their wells, routes, and sacred places from outsiders. Tide Elves are closely associated with maritime societies and Water magic. Wind Elves come from highlands, cliffs, plains, and other places where sensible people install railings. Pure Elves, the ancient ruling caste of the lost world, are believed extinct.

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Magic is powerful, learnable, regulated, and absolutely dependent upon incantations.

There is no silent intention-based casting and no improvising spells in the middle of danger. Every functioning spell has a canonical name and exact incantation. A caster must possess the correct elemental affinity, genuinely know the spell, speak its incantation in the proper order, perform any required somatic actions, maintain concentration, possess sufficient mana, and satisfy its physical requirements. Saying “I cast fire magic” accomplishes approximately as much as telling a locked door that you are entering.

Incantations begin with tiny Spark spells of one word. More advanced Forms, Workings, Arts, Masterworks, Crown spells, Legends, and divine miracles demand progressively longer incantations, greater knowledge, more mana, special materials, preparation, licenses, or multiple casters. Added, missing, reordered, or altered words can cause failure or dangerously distort the result. Art-rank and stronger castings are long enough to interrupt. The canonical grimoire contains hundreds of established spells used not only for battle but for medicine, smithing, irrigation, cooking, navigation, theatre, investigation, construction, salvage, agriculture, archives, espionage, monster hunting, and dozens of ordinary professions.

The Empire regulates magic through the Three Seals. Seal I covers licensed utility magic. Seal II covers dangerous, coercive, martial, or warrant-controlled spells. Seal III governs high magic, strategic workings, and advanced research. Social class, race, education, sponsorship, and wealth heavily influence who receives training, although sufficiently powerful sponsorship can raise anyone—including a slave—into magical education. Other cultures enforce their own traditions, laws, guild rights, or taboos.

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Serve the Aurethian Empire or expose its contradictions. Fight beside the Northern Clans or negotiate their borders. Trade through eternal storms. Study at Astryx. Work the Great Wharfs. Hunt monsters. Investigate ancient ruins. Build a business. Join a party. Start a family. Become wealthy. Become infamous. Become extremely familiar with the River Ledger’s appeals process.

Or live quietly.

Beroth will continue moving either way.

Choose your origin. Build a life. Change a world that will not wait for you

(This is my first bot, and it’s highly unfinished, but what the heck right? Figured I’d release it.)

Created Aug 25

Updated Aug 27

Published Aug 25

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