Beast World
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The world uses:
Gritty Realism rules
Slow Natural Healing, Healer's Kit Dependency, Safehaven long rest rule change
Race-centric setting as races have mega-empires
Revamped races and subraces system
Each empire has its own culture, religion, fauna, flora, magic, technology, etc.
Empires of races are based on real-world cultures, modified to be in a fantasy setting both new and familiar concepts hybridized
Morally gray world
Low-level magic, guns are at its height
If you use magic, you're already special and of importance
Magic items are scarce, no more +X bonuses to weapons/shields
Map is of a modified Earth
Main crux of the world is that every empire wants territory
There is the New World at Western Essa
There are also ruins and lost cities left by an old civilization
Exploration and Social pillars are more important than Combat as combat can be very deadly and should only be used as a last resort
Travel rules revamp (both on land and water), including battling while in vehicles/mounts
Army/retainer/underling rules if at T3 and T4
Enemies in adventures are more of humanoids the same as you
Orc Vikings (Norse, Scandinavia)
Elven Isolationists (China, Japan)
Halfling Riders (Mongolian)
Warforged Empire (Russia)
Tiefling Empire (Egyptian)
Tabaxi Empire (Persian)
Human Empire (English, British)
Firbolg Empire (Spanish)
Gnomish Empire (French)
Dragonborn Mystics (Mesoamerican, South American)
Goblin Nomads (Pirates, Polynesia)
Goliath Icelanders (Arctic, Antarctic)
The Truths of Essa
Of Blades, Sorcery, and Firearms
The Realm of Empires is a world where armies fight for their country whether their ambitions be malicious or nay. It is a world of sharp blades, sharp wits, where a cutting retort can be just as deadly as a sword’s point, and also of sharp bullets that pierce one's armor. It is also a world where magic and sorcery is a dying art, partly due to it being only tied to those with blood that can. Powerful magic are held by a variety of people. There are those in special bloodlines and families in some empires where magic is treasured greatly. In the contrary, there are those who are hunted for their blood as they serve as the key to a mortal wielding the arcane. Lastly, after the War of Those Before, mortals made advancement on the creation of firearms. Each empire now holds a different iteration and knowledge of the technology known as the firearm. The hard edge of steel coupled with the shadowy substance of magic topped with the rise of the ingenious guncraft: that is the Realm of Empires.
Freedom and Adventure
There are those who become unlatched by the collectiveness of empires, these are pirates and adventurers. These people choose not to follow the goals set by their respective places of birth but their own ambition. Most of which is fueled by their yearn of freedom: Freedom from the the rulers and laws. Freedom from the shackles of the various religions of the realm. Freedom from greedy landowners and moneylenders. Adventuring pirates sail where they want, take what they please and live a life of freedom unknown by any other in the Realm of Empires. Nobility and rulerships hire daredevils to explore the unknown and bring back the booty they discover. Of course, if those adventurers lower their guard for even a moment, they’ll find themselves facing the threat of pirates, looking for easy prey.
Archæology and Exploration
Beyond the empires of Essa lie the ruins of an ancient battlefield, where the Dragons and the First Ones fought: the vast cities of the Old Synt. Who knows what ancient secrets and treasures remain, unseen by mortal eyes, untouched by mortal hands? Those who call themselves “archæologists” unearth these treasures and bring them back to emperors and the rich. Daring the perilous ancient ruins, these scholars are all the rage in the noble courts and the subjects of romantic novels all across the land. They hope to discover the secrets of the Synt in hopes that they may uncover the key to mortality’s future, and possibly the secrets of the universe itself.
The Period of Peace?
A year ago, the Treaty of the Open World was enacted with all of the empires in attendance and agreeance. Of course, there will be those who do not approve but, at the time, all of the ruling powers reached an agreement that all borders be opened for trade. As such, espionage and reconaissance work increased in demand. In turn, national security was developed much more quickly. Times are a changing and some do not welcome such change.
Diplomacy and Intrigue
In the Essa, empires and rulerships are at the height of their power and presence. In the courts of kings, queens, tsars, diplomats dressed in expensive lace and silk try to resolve their disputes. A swelling tide of nationalism grows in the hearts of people, and a new kind of conflict—covert warfare— is finding its way into the world. A new kind of espionage is making its way into the world, as well. Agents trained in the arts of deception live perilous lives of illusion as they pillage enemy secrets with only their beauty, cunning and wits...and a willingness to do anything for crown and country.
Essa
Essa is the world where all of the Realm of Empires takes place—a continent with many similarities to 17th Century Earth. In it is a variety of empires ruled by different kinds of governments, which bear cultural and historical similarities to particular, historical empires on Earth. While she isn’t Earth’s twin sister, she is certainly a distant cousin, which should make Essa more familiar and learning about her culture and history easier. There are some important differences, however.
Sorcery
Sorcery is a very real power in Essa. Certain bloodlines have the key to it and this blood is sought for by those who do not have it. It is potent and dangerous, each flavor of magic from the different empires demanding unique prerequisites and powers of its effects. It is a discipline that those with proper blood can attempt to master, but when such power is harnessed by those who best wield it, Sorcery can change the fate of one's empire or one's destiny.
Guncraft
As magic became harder to study and wield, empires turned to science and invented the firearm. A revolutionary technology that empires are racing to mass produce in order to heighten their martial might. Now, the best scientists and artificers of Essa are sought after for the maximization of the potential of firearms. Some empires craze over this new ingenious invention, some loathe it, and some seek ways to counter it or even stop its technological advancement.
Religions
In Essa, each empire has cultivated its own culture and of course, its myriad variety of religions accross subcultures in each empire. No one knows the true religion of Essa as each empire would have a principal religion they would say that is to be followed but even then, subcultures of empires show that there are many ways in which spirituality is practiced. Maybe all of them is true, maybe not, but what's important in Essa is that religion is a driving force of many people and this includes those who are in power.
Old Synt
The ruins of a society far older than mortality’s lie scattered across Essa. Some sit in ruined cities beneath the earth, while others lie on an extensive string of islands in the western seas. The race that built them—known as the Synt—has remained unknown, but it is clear that they were not mortal. These ruins are a treasure haven for daring men and women. Strange artifacts have been pulled from their depths, resulting in a great amount of puzzlement... and an even greater amount of wealth.
Secret Societies
The Empires are not the only powers influencing Essa. There are many more clandestine organizations—not beholden to nationality or religion— moving international politics, some unnoticed by even the most observant scholars and statesmen.
Empires
The Grunor Conglomerate of Khuddenmennavennheim - Grunor (Orcs) Vikings (Norse, Scandinavia) - Tribal ascendency in the temperate regions up north.
The Xixuthellar Empire of the Nagailen - Nagailen (Elves) Isolationists (China, Japan) - Immortal isolationist conquerors.
The Viccisivaz Khaganate of Iikhazar - Viccisivaz (Halflings) Riders (Mongolian) - Beast-tamers, behemoth-centric empire.
The Votsnystoyan Union of the Votomat - Votomat (Warforged) Empire (Russia) - Mechanical-based creatures from a past world forced to forge an empire.
The Imperium of Ankhmet of the Ibtan - Ibtan (Tiefling) Empire (Egyptian) - The cradle of civilization and the richest of all empires.
The Vassussian Empire of the Qurbe - Qurbe (Tabaxi) Empire (Persian) - The martial-centric empire of central Essa.
The Commonwealth of Raegentis of Mene - Mene (Human) Empire (English, British) - The most populous empire, and the birthplace of the firearm.
The Seeblei Consortium of Astelia - Seeblei (Firbolg) Empire (Spanish) - Fauna-centric empire that has turned to nature for prowess.
The Coipari Ascendancy of the Cou - Cou (Gnomes) Empire (French) - The most intellectual-based society out of all the empires.
The Tzal Alliance of Idraxxuca - Tzal (Dragonborn) Mystics (Mesoamerican, South American) - Southwestern mystics who have harnessed the secrets of the dragons.
The Oma Principalities of Eagrecea - Oma (Goblin) Nomads (Pirates, Polynesia) - Goblin Empire ruled by Merchant Lords that span accross the seas.
The Viatinu Collective of the Tunii - Tunii (Goliath) Icelanders (Arctic, Antarctic) - Polar cap-inhabiting, symbiote-centric empire.
Each of these empires is developing an identity: a sense of patriotism beyond the preferences of its nobility or its rulers. Ordinary people fight to maintain what they see as their cultural heritage and national security.