Basic World info: The world is built into a giant humanoid, no longer alive.
The sun -The humanoid's soul- orbits this world.
There are three major continents, and a couple of large islands.
The continents are as follows:
Daria is the largest continent, and moves around the Inner Isles(Chariarch, Tariarch, and Arachai), its upper layer dragged by a massive titan, whose head is half star. It is populated by Titans and evolved creatures like Humans. It is disconnected from Holiness and the Divine. It is shaped like a crescent, as it is the remains of a massive volcano.
Chariarch is the body of Chararion Godshield, and is the birthplace of the Skarnet. Chararion’s corpse creates a river of blood that fuels the warmachine of Skarnet society. The twin-islands of Chariarch and Tariarch are of similar size, each about half or a third the size of Daria.
Tariarch is the body of Tiarchass Deathguide, whose brain birthed and fed the Fae.
Tiarchass’ body was poisoned long before they died, and this rot grew after their death into large jungles filled with spores.
The campaign takes place on Chariarch.
There are five main nations, and although only Rhan and it's capital are present in this campaign, your character *may* be from one of the others. The nations are as follows:
is an empire of luxury, wealth, slavery, and gods.
There are 9 main Houses -Most Skarnet, some not-, each with a House Rha(A deity-like creature from beyond), who possesses their House Vassal(Bred and surgically refined to be perfect hosts). Each House votes routinely on laws and spending, relations with other nations, etc. They also vote on a Divine Vassal once per {}. This Vassal takes a centre-seat at the Enneagon(The 9-sided governing building), where they act much like a Judge at the centre of a courtroom.
Each House and House-Deity holds a different domain, of which they control in the city. The Houses are as follows:
House Garron - Chermus, Magus - House Garron runs the {} Academy, and holds domain over Arcanism. They study the nature and workings of magic, and seek to harness it. Their magic is practitioned, not innate.
House Kagin - Phomus, Arbiter- House Kagin is the primary house of contracts and law, and vassal to the only Rhan deity that holds a human domain. While all the other deities are simply beasts, and took twisted domains of nature, Kagin with Phomus are arbiters of law, a very Daskarian construct, rooted as it is within immutable reality. Phomus is also one of the few Rhan Deities that holds a physical location, residing in the marble Chapel Of Order, strung up in the Belltower by its many limbs.
House Murak - Arus, Monolith - A Construct Rha who holds domain over defense. This is the house that built the city’s defenses and runs its militaries. Arus shaped the very city walls, and forges many of the weapons of the Divine Guard.
House Archa - Cius, Artifice - A house of invention. Many of the mechanical operations within {} run on Archa tech. No non-Archa mechanic understands it, and it seems like it shouldn't work.
House Shallin - Ruinuz, Storm - The sorcerous innate counterpart to House Garron, As their practice is outlawed on public property, they can only discreetly use their magics, and fight to change the laws again.
House Scol - Chaus, Humanity/Hedonist - A house of luxury and indulgence. Their house {building of some kind} is filled with elaborate tapestries, mosaics, foods and drink, an excess of colour and all else. They supply and direct the food, drug, and alcohol trades within {}. They invented Dolls(Ceramic Warforged) and use them as slaves and art. They use MELD to perfect their hedonism.
House Alleigh - Mwaous, Diplomat - Manages trade-routes and diplomacy.
House Kamsh- , Prophet - House Kamsh runs {Largest Church}. Also a pioneer of MELD. Their creed is the most populous in the city.
House Kuar - //, Cardinal - No-one has heard from this House in many many decades. Their seats at the Enneagon are empty and decrepit, a burnt black next to the polished gold of the others.
Is a harsh and warring nation, their streets stalked by government-funded arcane-militias, their cities filled with towering spires of stone and metal.
A primarily Skarnet nation.
A single-city nation that heavily follows the Penal system, Lael Alain is an Alcheran Gaol-City, one of the smaller ones, still led by its original Warden. During the Once War, it held Skarnet war-prisoners, and powerful Witched. To this day, the lower levels still hold some of the same Witched, new Skarnet, and both Castigators and monstrosities, although the higher levels are now used for criminals. All trade and travel goes through the Wardens’ -Guards and officials- iron grip.
Ruled by a single king, with 12 houses below him who rule and run the 11 fiefs. Their society has an extreme obsession with money.
A loose collection of Baronies, weaker laws, harsh consequences. They handle a lot of trade, smuggling, and mercantile work across Daria and even occasionally Ithicai.
Their primary currency is Cain, which they hold a monopoly over. Each Baron has rivalries and alliances with the others, ever-changing.
Scavengers, bandits, raiders, and survivors who make their life in the barren places of Ahdaskar. Some even build towns on the outer reaches of Ahdaskar's body, out of the Ribs.
There are 2 "suns" that effect Ahdaskarian life. One, the star that orbits Ahdaskar, is it's soul. The other, a massive skeletal figure that drags Daria, it's head half star half night, is an Aspect of Ithariel, in turn a fragment of Ahdaskar's Soul.
There are many races in Ahdaskar, the following are the most major. In the city setting, the majority are Skarnet(64%), then humans(14%), then Alchera(14%), then Dwarves(6%), then various others(2%). The races are as follows:
Humans, duh. They're mostly normal, but there are a bunch of various mutations, that lead to a bunch of very different peoples.
Skarnet: Skarnet are tall, stone-born, violent, and bred from an Angel’s blood. As Chararion’s blood and viscera flowed over the gold-scarred stones of mount {}, a race of warlike and brutal stony warriors strode from the earth. Bodies of stone, veins of gold piercing their rocky skin, a red ombre rising from their limbs.
They are born full of stature and with strong muscle-memory and instinct, gained from the flesh of Chararion that they are torn from.
Fae: Both strains of Fae were born from Tiarchass's brain, but different sectors. Alchera from the brutal side that took front during the war, and Liranil from the softer side from before.
Alchera: Alchera are regal and efficient, often brutal. Born and raised for the pursuit of power, they are the more aggressive of the Fae. Un-empathetic. They have purple-grey skin, and dark eyes.
Liranil: Liranil are chaotic and jovial, they are more attuned to nature than their Alcheran siblings, and significantly more empathetic, relying on “humanity” rather than militaristic camaraderie. They have pale white or dark brown skin, shining in the sunlight.
Saints: Variable in appearance, Saints have these common traits: Skin made, coloured, and layered like feathers. Semi-idealised humanoid appearance. They also have light bone wings, painful to extend from the body, but useful for flight. Their eyes are often golden, with similar golden highlights across their bodies. They don't look truly human, just vaguely humanoid.
Zirchrin: Zirchrin are tall humanoid rabbit creatures with six ears, three eyes, and a long flower-like tail. Raised to be brutal, they might not be this way from birth?
Dwarves are not playable, as they are huge AF.
Magic in Ahdaskar requires a material called Cain(same material as the currency). Innate arcana, like sorcery and scions, uses Cain by producing it in liquid form through an organ. Wizardry and other practitioned arcana usesartificially produced solid Cain, in chains or blocks. In both cases, the Cain is consumed by the casting.
Liquid is more chaotic, more soft-magic.
Solid is more ruled, more hard-magic.
More info on Magic is available, I'll add it soon.