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A Crown For Crows — Player's Handbook

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The Shape of the World

Penned by High Archivist Augustus, The Vaults of the First Cloister, Brennfort

Let the histories reflect that the Coalition of the Five Cities survived the Imperium through sheer, unadulterated cowardice. My peers in the archives prefer the term "armed neutrality," but ink on a ledger does not change the rot underneath.

We hold the Sword Strait. Dunstan’s Rock, Osrictown, Carnastone, Maura’s Bay, and my own beloved Brennfort. We squat on the only navigable passage connecting the Middle Sea to the western oceans, forcing the Velathri Emperor to empty his coffers just to move his fleets. My contemporaries flatter themselves by claiming we carry the noble legacy of the Five Heroes who broke the Blight centuries ago.

Look at us now. When Emperor Tiberius’s bastard—the blacksmith's boy, Branorix—took up the sword to actually fight the tyranny strangling Veralden, we shut our gates. We barred the strait. We watched him bleed out in the mud against Imperial siege walls because aiding a rebel king threatened our profit margins.

We traded a savior for a favorable tax rate.


Player's Handbook: Meta Information


THE FACTIONS OF THE KNOWN WORLD

The geopolitical landscape is dominated by a strict web of empires, independent coalitions, and religious authorities.


The Velathri Imperium & the Great Houses

The Velathri Imperium: A sprawling, centralized autocracy operating out of Velcaster (The Black Keep). Structured around highly disciplined military legions, they fly Black and Gold banners and operate under the grim, bastardized pre-Blight motto: "Death before disgrace."

  • House Velathri: The absolute ruling dynasty of the Imperium. As direct descendants of the ancient Vetulonian Elves, they maintain a strict, uncompromising grip on both arcane superiority and military high command.

  • House Vieri: The absolute economic backbone of the realm. A deeply wealthy Imperial human dynasty entirely devoid of magical affinity, stationed in the fertile river basins and interior iron foundries. They fly Red and Black banners under the motto: "The sinew of war." They counterbalance the military and arcane factions through sheer wealth, controlling the grain, lumber, and iron ore while quietly owning the Imperial debt.

  • House Trevayne: An intellectual human imperial dynasty located in the cursed keep of Haldanhall deep within the untamed Veralden woods. They fly White and Black banners under the scholarly motto: "From the dark, the spark." They act as the arcane counterweight to the Velathri by archiving the volatile magic of the first Sorcerer-Kings. They maintain political autonomy because their ancient, chaotic defensive sorcery terrifies the Emperor.


The Free Cities Coalition & Institutions

The Free Cities: An independent coalition of five city-states controlling the highly lucrative Sword Strait tollgate. Founded by the veteran commanders who halted the Third Blight, they maintain absolute economic leverage over the Imperium. The coalition consists of Brennfort, Dunstan's Rock, Carnastone, Osrictown, and Maura's Bay.

  • Avantia Schola, or the Vanguard Schola: An elite, scholarship-only military academy located within the Free City of Dunstan's Rock. It serves as a grueling proving ground where merit and grit completely outweigh royal blood.


The Qartala (Southern Factions)

The Qartala Kingdom: A southern desert territory nominally claimed as a Velathri Imperial province, but defined by fierce resistance and constant insurgencies. Based around Zygara (The Red Port), the local populace violently rejects Imperial assimilation.

  • Followers of the Yasaq: The primary society of the Qartala race. They operate under a rigid, dogmatic, and militaristic code known as the Yasaq (The Way), prioritizing absolute order, structural duty, and collective purpose over individual freedom.

  • The Unbound: Qartala who have abandoned or been exiled from the Yasaq. They operate across the Middle Sea and the Free Cities as highly sought-after sellswords, bodyguards, and enforcers.

  • Qartalish Tribes: Highly mobile, nomadic factions operating deep within the untamed southern deserts. They operate entirely outside the jurisdiction of both the Kingdom and the Imperium, utilizing the harsh environment to their tactical advantage as raiders.


Religion, Law, & Outlaws

  • Church of the Seven: The dominant human religion worshipping The Maker and the Seven Virtues. Their official doctrine dictates that the physical world is flawed, and the divine gift of magic must be revered but strictly regulated until humanity proves worthy.

  • The Inquisition: The militant arm of the Church, operating with Imperial backing. They are strictly tasked with hunting down heretics, blood mages, and unauthorized magic users across the continent.

  • Eastern Pirates: Lawless maritime raiders operating across the eastern waters of the Mycenian Gulf. Unbound by any faction's laws, they prey on Imperial supply lines and Free City merchant vessels.

  • The Commonfolk: The mundane civilian population who lack magical affinity. Serving as the perpetual collateral damage of aristocratic and arcane wars, they prioritize basic survival and view all magic users with intense, justified fear and distrust.


WORLD GEOGRAPHY & KEY LOCATIONS

Geography: The known world is divided by the central Middle Sea. To the north lies the forested continent of Veralden. To the south lies the arid continent of Qartala. The Velathri Imperium sits on a central island dead center in the sea.


The Sword Strait & The Free Cities

The western waters are bottlenecked by the Sword Strait, the only navigable waterway connecting the western oceans to the Middle Sea. Each city features a colossal stone statue dominating its harbor, depicting its respective founder.

Brennfort (The Heart of the Coalition): A vertical sprawl of limestone and iron scaling a massive cliffside, bisected by a merchant-choked river.

  • Lowtown & The Docks: Impoverished lower tiers. Flanked by sprawling Refugee Camps flooded with civilians fleeing the wars in Veralden.

  • Darktown: A subterranean district built into the western cliffside. Once a Dwarven gate, it is now entirely repurposed as a lawless hub for criminals and smugglers.

  • The Temple Ward: The religious sector bridging the gap halfway up the ascent.

  • The Academy: A prestigious hub for independent arcane study high on the western cliffs.

  • Crownsward: The highest, heavily fortified pinnacle of the city, serving as the exclusive home of the ruling merchant princes.

  • The Ironworks: The heavy industrial sector on the eastern banks, characterized by foundries and thick smoke. Reaching it requires crossing fortified river bridges.

  • Sundermount: Imposing, jagged mountain peaks towering behind the city, acting as an impassable geographic wall.

Dunstan's Rock (The Western Gate): A sprawling naval fortress carved into a jagged mountain, guarding overland passes north into Veralden. Home to Vanguard Schola.

Maura's Bay (The Southern Anchor): A heavily walled city shadowed by the Sundermount peaks, guarding overland passes south into Qartala.

Osrictown: A coastal fortress situated at the eastern mouth of the Sword Strait.

Carnastone: A heavily fortified Free City built on an isolated island in the western Middle Sea, projecting naval power outward to deter Imperial fleets.


The Continents & Reaches

The Imperial Center: An island projecting absolute military authority. It houses Velcaster (The Black Keep)—a sprawling metropolis of sharp angles, iron foundries, and rigid military architecture situated on a high plateau—and the Iron Docks of Ostia, the colossal industrial shipyard of the Velathri Navy.

Veralden (The North): A vast landmass characterized by deep forests and harsh winters. The Imperium officially claims it, but only holds paved roads and stone keeps. Deep woods belong to insurgents and wild magic. It contains Haldanhall (surrounded by deadly wild magic static) and Caer-Veral (a ruined hilltop town surrounded by rotting Imperial siege trenches).

Qartala (The South): An arid expanse of deserts and swamps that naturally resists Imperial infrastructure. It contains Zygara (The Red Port), a sun-baked coastal city of constant urban warfare, and the Silt Delta, a massive, swampy river network used as a staging ground by warlords.

The Eastern Reaches: The eastern waters fracture into the Mycenian Gulf (a lawless, shattered archipelago infested with mutated marine wildlife) and the Blighted Sea (a flooded, irradiated dead zone choked by permanent violet storms; ships that enter do not return).


COSMOLOGY, MAGIC, & RELIGION


The Veil & The Tear

The Veil: An invisible metaphysical boundary separating the physical world from the divine plane.

The Maker's Anvil: The depleted physical tether of the Veil, located at the center of the eastern ruins of Vetulonia. Its divine energy was completely drained during an ancient cataclysm.

The Tear: Due to the cataclysm, the Veil is damaged. Its energy split into the holy Seven Virtues and the corrupted Seven Vices. The Vices act as corrupted spillage bleeding through the tear, seeking physical hosts to spawn demons.


Sorcery & The Law

Sorcery: The exceedingly rare act of drawing arcane energy through the torn Veil to alter reality. Because the Veil is damaged, channeling magic is inherently dangerous. Untrained use frequently results in localized arcane anomalies, demonic possession, or death.

Apostates: Any individual discovered utilizing sorcery outside of Imperial or Church sanction is deemed a heretic.

The Rite of Tranquility: A surgical, arcane procedure administered by the Inquisition to captured Apostates. It permanently severs a mage's connection to the Veil, stripping them of all emotions, desires, and arcane ability to reduce them to highly obedient laborers.


The Prophecy of the Gift

Flesh is a flawed vessel. The Maker granted the Gift of Sorcery so that clay might reflect the Divine. The spark was struck first to mend the ruin of the earth, then to bind the blood of the divided, and at last, to exalt the spirit—until the world unbroken mirrors the dawn.

The central Church scripture claims magic was granted so the flawed physical world might one day reflect the Divine. It is interpreted in several ways:

  1. Rebel Doctrine (The Material Promise): A literal, geopolitical interpretation to rebuild a physical utopia by curing famine and uniting elves and humans.

  2. Imperial Doctrine (Cycle of the Vanguard): Describes a grinding cycle where a "Hero of Heroes" repeatedly reincarnates, dying violently to buy humanity temporary survival.


RACES OF THE KNOWN WORLD

  • Humans: The absolute global majority demographic. Possessing standard lifespans (70 to 90 years), they are highly adaptable. Outside the Imperium, they form the primary demographic of standing governments.

  • Velathri Elves: The minority ruling caste of the Imperium. They possess standard human lifespans (70 to 100 years). The biological immortality of their ancestors is permanently lost. They possess fairer skin and pointed ears, but their bloodlines have historically diluted with humans.

  • Qartala: Physically imposing, horned humanoids originating from the southern deserts. They possess darker skin tones and sun-bleached, white, or gray hair. Culturally, they believe they are descendants of dragons (historically unverified).

  • Vetulonian Elves [EXTINCT]: The biologically immortal ancestors of modern elves. Exceptionally tall with distinct purple or violet eyes, they ruled as absolute Sorcerer-Kings until they caused the First Blight.

  • Dwarves [EXTINCT]: The dwarven race was entirely eradicated during the Third Blight. Their subterranean infrastructure and deep-mountain strongholds were overrun by the demonic vanguard. Only ruins remain.


HISTORY & BESTIARY


Historical Eras & Conflicts

  • The First Blight (c. 450 BIC): An ancient cataclysm. The elven Sorcerer-Kings attempted a ritual to pull the Veil into the material plane. The metaphysical weight shattered the Veil and annihilated their Golden City of Vetulonia. The concentrated radiation of the 7 Vices corrupted the elven population, causing the First Demonic Blight. The Church actively erased this truth, falsely teaching the public that Vetulonia was a flawless utopia.

  • The Third Blight & The Founders (Year 152 IC): An extinction-level demonic incursion from the east triggered by corrupted magic. The horde was forced back into the Blighted Sea by five mundane veteran commanders. They sealed the epicenter with raw magic and built the Five Free Cities to maintain economic leverage over the survivors.

  • The Vanguard Rebellion & Battle of Caer-Veral: A recent, failed uprising led by an Imperial deserter named Branorix, who weaponized his royal blood to unite commoners and was viewed as a prophesied messiah. At the decisive Battle of Caer-Veral, Imperial Prince Marculf constructed dual-facing siege fortifications (circumvallation and contravallation) to trap and starve the settlement, resulting in Branorix's unconditional surrender and public execution.


Bestiary

  • Demons: Metaphysical manifestations of the Seven Vices. They lack physical forms in the material plane and strictly require a mortal host or a highly complex summoning ritual to interact with the world.

  • Spirits: Metaphysical manifestations of the Seven Virtues. As uncorrupted fragments of the original Veil, sightings are almost completely undocumented in the modern era.

  • Rot Walkers: Blight-infected undead restricted to the eastern coastlines. Reanimated by demonic corruption rather than standard necromancy. They serve as physical carriers of the Blight's rot.

  • Undead: Reanimated corpses strictly documented deep within the untamed forests of Veralden. They are generated by localized curses, corrupted battlefields, or pockets of wild, uncontrolled sorcery.

  • Dragons: Exceedingly rare mythic beasts entirely distinct from wyverns. Sighting a dragon is widely interpreted as a physical manifestation of a prophecy or a warning of an impending global shift.

  • Wyverns: Uncommon, non-sapient, winged, bipedal reptiles that inhabit high-altitude mountain peaks across the continents.



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