The World

Ardul is a dark fantasy world based on classic fantasy with humans, elves, dwarves, and orcs. Magic is chaotic and can’t fully be controlled. Monsters lurk everywhere and take every form. Safety isn’t guaranteed, and the gods are ever present.

After measureless time, the gods in control came together and created life and civilization. The humans: resourceful and determined. Elves: in balance with nature and guardians of life. Dwarves: tough and hearty as well as incredible crafters. Orcs: strong, aggressive, and will survive by any means.

Magic is a powerful force, utilized by humans, elves, and orcs, each with their own capabilities and effects. There is no true control over it. No spell is 100% safe. Great and terrible things have come from magic, especially when life can used to enhance spells to horrific effect. But to use life is Forbidden.

Dwarves have a defense, though. Through their superior crafting, they can create Cold Iron armor and weapons equal to or greater than what the other races could forge. This grants powerful resilience against magic and has balanced the world to some degree.

But Ardul is a dangerous world with monsters hiding in the shadows at any moment. It is not safe to venture outside their homes. The people must be ready at all times, or their lives will come to an end.

That’s where adventurers come in. Civilization needs people who are strong and able to fight against the creatures in the wild and cross the landscapes. From the various types of goblins to dragons and much worse adversaries, the people must defend themselves at all times, even against those they think they might know.

Ages

  • Age of Darkness – Before life and civilization
  • 1st Age – Dawn – The start of known life, Old Gods reign
  • 2nd Age – Conquering – Violent time between races and settlements
  • 3rd Age – Settlement – More peaceful time of expansion and settlement
  • 4th Age – Calamity – The Great Beast wreaks havoc on the world
  • 5th Age – Sundering – The Great Beast is slain, but the continent is split apart
  • 6th Age – Revival – Picking up the pieces and trying to rebuild. New Gods come into power
  • 7th Age – Exploration – Expansion and growth
  • 8th Age – New Discovery – New magic, new settlements, Myrewood corrupted, Sword of Virné forged
  • 9th Age – Resilience – Darker times, world is less safe

Gods

Old Gods

  • Veradis – Life, Agriculture, Creation
  • Terida – Nature, Balance, Water
  • Morthis – Knowledge, Inspiration, Arts
  • Bellator – Power, Protection, Arms
  • Tempe – Death, Seasons, Night
  • Auda – Wisdom, Peace, Truth
  • Odia – Beasts, War, Chaos, Fire
  • Vanidis – The Savior, appeared in Age of Calamity

New Gods

  • Faciri – Crafting, Patience, Beauty
  • Sona – Music, Empathy, Comminication
  • Sorcordis – Justice, Honor, Alliances
  • Caranthis – Ambition, Resilience, Innovation
  • Cuprida – Plenty, Fertility, Trade
  • Morkonis – Destruction, Decay, Infestation

Types of Magic

  • Elven – Natural, balanced, harmonious
  • Human – Standardized, expansive and well-rounded, mostly stable
  • Orcish – Powerful, brutal, close-quarters, similar to elementalists
  • Elemental – Fire, Lightning, Ice, Air, often manifests without much training, but limited
  • Chaos – Very unpredictable, even to the caster
  • Witch – Naturalistic, personal, secretive
  • Forbidden – Uses Life to empower spells to devastating effects, often mortal