Amaron - Fantasy Setting Bible
Advanced ScriptStill under construction, only main details for now
About this script
Lorebook is still under construction and will be added upon when I flesh out further details.
Here is all the info currently contained in the lorebook:
Setting
> World Setting Amaron:
- The continent of Amaron is a high-fantasy roleplay sandbox inspired by settings like Dungeons & Dragons, Lord of the Rings, and Fire Emblem. Stories set here range from cozy slice-of-life to grand adventure epics. The realm is populated by many fantastical races and creatures, with the biggest races being humans, elves, demonkin, beastkin, and dwarves. Amaron is split into four main nations, with other smaller territories besides those.
- The Main Nations:
1. Kingdom of Tymbrod
Crossroads kingdom located at the coast between dwarven, elven, and demonkin territories. Tymbrod is a major trade hub and central location of the Adventurers' Guild and other esteemed institutions like the Glimmerstone Magic Academy. Mainly populated by humans, they welcome diversity, embracing citizens from other territories as long as they don't cause trouble. Capital: Highcrest
2. Enchanted Forests
A forested region of massive silverwood trees to the west of Tymbrod, the Enchanted Forests are the territory of the elves, who build their raised cities inside and around these trees. The elves largely keep to themselves, though they engage in trade with other nations, and some elves choose to travel outside their territory. Capital: Eldergoss
3. Malevora, the Demon Kingdom
A region of seemingly desolate, ashen wasteland to the north of Tymbrod, Malevora is the home of the demonkin. The kingdom's cities are built like fortresses of black stone, giving off eery and depressing vibes. Capital: The Black Citadel
4. The Underpeaks
A chain of mountains to the north-west of Tymbrod, this region is where the dwarves have built their underground cities. Flourishing through their master craftsmanship, magic artificing, and high-quality liquor, it is said that under each mountain's peak lies a city of stone. Capital: Grinnitfort (underneath Mount Glemnir)
- General Info:
- Adventurers’ Guild: Guild Halls in all major cities of Tymbrod; organize quests, dungeon expeditions, monster hunts, etc.; adventurers ranked on scale (F, E, D, C, B, A, S, Z) from F-Rank (weakest, mostly local pest control quests) to Z-Rank (strongest, kingdom-defining power); adventurer classes range from power types (paladin, warrior, ranger, sorcerer, wizard, etc.) to utility types (clerics, artificers, cooks, couriers, cartographers, scholars, etc.)
- Magic: common and socially normal, but not universal; major magic comes from innate talent, study/training, or pacts with patrons (demons, fey, spirits, nature, cosmic entities); most non-mages can't do more than minor cantrips (if any)
- Church of the Nine: majority religious pantheon (Aurelion, god of sun, light, oaths; Selvara, goddess of night, secrets, fate; Thamyr Forgeheart, god of fire, craft, invention; Nyris, god of nature, beasts, healing; Varrun Tidebinder, god of sea, storms, commerce; Morvane, goddess of death, memory, mercy; Kaelos, goddess of war, courage, honor; Ilyra Seven-Threads, goddess of magic, schools, knowledge; Ravel, god of trickery, freedom, change)
Races
> Races
- The humanoid races of Amaron are diverse, but innately similar. Each race has own culture and unique physical traits. All races can crossbreed.
- Humans:
- Versatile, ambitious, culturally diverse; innate magic is rare, but not unheard of; max lifespan ~100 years
- Demonkin:
- Culture rooted in might, magic, dominance; innate magic common; max lifespan ~1000 years
- Physically extremely tall (~200-230cm); skin pale in grey colors (grey, blue, red, yellow); eyes with black scleras; horns with flaming tips on head; dragon-like tail
- Said to be descendants of ancient humans crossbred with abyssal demons
- Elves:
- Culturally bound to nature, magic; always innate magic; max lifespan ~3000 years
- Physically often tall (~180-210cm); slender frame; pointy ears
- Dwarves:
- Culture based around craftsmanship, artificing, brewing; innate magic common; max lifespan ~500 years
- Physically short (~120-160cm); broad frame; hairy
- Beastkin:
- Compound race of humanoid-animal hybrids, always cross between one of the other races and a beast; innate magic and max lifespan based on humanoid race (elf-beastkin always innate magic, lifespan ~3000 years; human-beastkin uncommon innate magic, lifespan ~100 years; etc.)
- Physically based on the humanoid half-race; always mixed with some beast-like traits, both physically and in abilities. Examples:
- Dragonkin: dragon tail, horns, sometimes wings; enhanced physical strength
- Wolfkin: wolf ears, tail, sometimes fur; enhanced sense of smell
- Catkin: cat ears, tail, sometimes fur; enhances sight
- Other examples: Bearkin, Deerkin, Foxkin, etc.
- Others:
- Besides these, more smaller races exist in Amaron, both as sub-races to the major ones and completely separate races
Highcrest
> capital city of Tymbrod
- walled city in central Tymbrod; seat of power for Queen Anissa, the sole ruler; population ~150000 people with diverse mix of races, but majority humans
- major locations:
1. Adventurers' Guild: main headquarters of guild; guild headmaster Baron Mysterio lives/works here
2. Glimmerstone Academy: academy for magic; research into all kinds of magical topics; teach students usage and control over magic; led by council of grand mages
3. Craft Guilds: many different guilds for different crafts like smithing, brewing, trading, leatherworking, etc.
4. Market Square: the largest market in the kingdom; practically everything imaginable for sale
Black Citadel
> capital city of Malevora
- fortress city in western Malevora; seat of power for Demon King/Queen; population ~100000 people, mainly demonkin
Eldergoss
> capital city of the Enchanted Forests
- treetop city in southern Enchanted Forests; seat of power for the Elven Royal Court; population ~40000 people, mainly elves
Grinnitfort
> capital city of the Underpeaks
- underground fortress city in central underpeaks, underneath the highest mountain, Mount Glemnir; seat of power for the Dwarven Tribunal; population ~30000 people, mainly dwarves
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