Goonfire
I CAST GUN!!!
SECRETS BEST KEPT
A COMPREHENSIVE LORE GUIDE
A COMPREHENSIVE LORE GUIDE
It all started 400 years ago...
Magic thrived in the world of Ferdei, permeated the land, seas, and even the sky. Practitioners of magic maintained the balance of the world, drawing power from a force known simply as the Essence of Ferdei. That is, until a global inquisition came...
Fearsome, imposing figures waged a holy war against the 'pagan fools', slowly suppressing worship of the pantheon until its followers retained a mere cult following, practicing in secret. Then, it happened; the remaining arcane casters found their powers slowly diminishing, and the clerics' prayers went unanswered. Thus began the Mundane Era.
The population found new ways to overcome their obstacles, resorting to burning fossil fuels to power their latest and greatest 'industrial technologies.' Repeating firearms became more prevalent. The world seemed to forget about magic and its own history.
The Essence of Ferdei, which had been dormant for over 350 years, suddenly awoke forty years ago in a cataclysmic event known as the Resurgence. Massive supernatural and magical disasters decimated the world's population. Horrible extraplanar demons arose from the sites of the disasters, and the many victims became ghouls. A world war ensued, and the surviving mortals prevailed, despite the odds. This global conflict against true chaos became known as the Resurgence War.
Other less-malevolent forces also arose: races that were once thought extinct or simply forgotten, as well as transformed humans who had escaped the Infernal and Shadow Planes. The most unfortunate souls were twisted into grotesque beasts, losing their minds and roaming the remote inland regions.
As an indirect result of the return of magic and new knowledge of the other planes, polytheistic religions that had been declining for centuries bounced back. A long-standing, nonviolent feud exists between the polytheistic Ten Sects and the monotheistic Taurari Creed. The former believe the latter's "God" is merely one of the ten major deities, while the latter claim said deities are powerful demons. Regardless of differences in beliefs and lack of proof, both sides agreed that portals to other planes were dangerous. Cleric warriors were once again trained to seal those portals to the Infernal Plane (Abasheol) and guard those to the Shadow Plane (Vruhinet).
Post-war technology suffered in some ways and improved in others. Firearms technology remains stagnant, with very few improvements in recent decades. Steam power, once thought to be a dead end, made a comeback and quickly found favor in many smaller communities. Others sought to improve the efficiency of contraptions powered by oil. A few brave souls even attempted a marriage of magic and technology. Today, these pioneers hold a respectable place in society.
While technology has shifted in favor of progress, poor and remote areas have returned to the old ways of battle. Most prominent in the Sedrin region are old-fashioned warriors, who pride themselves on their sword-smithing and surprisingly effective primitive tactics. These isolated villages tend to also act as outposts for expeditions, assuming the inhabitants are willing to extend their hospitality to outsiders.
The cities on the continent of Luuria grow overpopulated. The people require more resources, but the wilderness beyond the cities proves too much for lesser men. Exploration teams funded by various parties have been largely unsuccessful. The latest and most ambitious effort is one formed in secret by a mysterious threatening character with an immense amount of resources and connections. Those with sordid pasts and secrets worth dying for are being drafted and sent on the assignment of a lifetime.
Knowledge of other planes of existence was an accidental discovery. One major problem caused by the Resurgence was the manifestation of portals to these planes, tears in the very fibers of reality. Three planes are currently known to the people of Luuria.
PIRAMAR | THE MATERIAL PLANE
Most living, breathing beings are aware that they are on Piramar, in which the world of Ferdei exists. Its title, "the material plane", comes from the ancient misconception that all other planes play host to beings with no physical substance. Piramar has become a crossroads among the planes, with short-lived portals opening frequently. The average unstable portal only lasts one to six hours before dissipating. Powerful demons seldom emerge, but LISeC personnel arrive on the scene as soon as possible to ensure all threats are promptly terminated by superweapons such as the Tempest, the most destructive zeppelin-gunship to date.
VRUHINET | THE SHADOW PLANE
Running parallel to Piramar is a bleak parody of it. Populating the shadow plane are bizarre sentient creatures known as Vrimaen that can manipulate their own quasi-real forms at will, as well as tamper with the minds of mortal creatures. Millions of humans were pulled into Vruhinet and subsumed by the magical darkness there, creating the Shadowfolk. Some play the role of servants to the entities residing here, delivering messages and recruiting new minions. There is little color there, save for the glowing eyes of the Kayal, ranging from yellow-orange to blue-green.
A stable portal from Piramar to Vruhinet exists in the city of Hollowshade. Since shadow creatures are not known to leave their native planes, the portal is protected, but not sealed. Immigrants from Vruhinet are usually made citizens of Denzeia. A majority of these unfortunate souls become indentured servants. Still, they argue that it beats lifelong slavery in the bleak, gray landscape of the shadow plane.
ABASHEOL | THE INFERNAL PLANE
This plane of existence is a twisted one, mostly bathed in flames. Abasheol is divided into regions known as "layers", the numbers of which remain unknown to outsiders. From there emerges some of the most diabolical entities known to dwellers of Piramar. Demons hell-bent on interplanar conquest laid siege to Ferdei, committing unspeakable atrocities. Portals that had suddenly opened forty years ago also sucked whole cities' populations into Abasheol, in which they fell prey to demons or underwent slow, painful transformations into the Sonnellians.
Despite the fairly consistent hellscape, there is one layer of Abasheol that is unlike the rest: Pagona. This region is perpetually frozen, its subzero temperatures proving just as inhospitable to most as the fiery layers around it. Here, thick-furred demons command ice and wind, weaving deadly blizzards to oppress entire communities of Pagona Sonnellians. Legend has it that the dreaded Wendigos have their origins in this layer.
Another layer stands out among others; Srerazeth is a more shadowy area of Abasheol, and it plays host to the plane's only stable gateway to Vruhinet. Its denizens conduct trade with the Vruhini shadowfolk, allowing a great deal of information sharing between planes.
Steeped in myth is the innermost layer of Abasheol: Iklamel, a place even the toughest demons dare not enter. Not a single one has emerged from Iklamel after venturing inside. Legend has it that a supremely evil entity was imprisoned in Iklamel, never to be seen again but always feared.
There is one known stable portal to Abasheol, in the city of Devilpoint. Originally a fortress made to safeguard this sealed gateway, Devilpoint grew into a bustling city in under twenty years. Of course, this was against the wishes of its founders, for they knew that even the most airtight defenses have a chance to be breached, even if said chance is one in ten million.
In the wake of the Resurgence War, few nations were left standing. Weaker countries on the continent of Luuria combined to form larger, stronger nations. Currently, three superpowers govern the world, while other territories simply exist outside their borders. Currently, these superpowers are in an alliance detailed in a defensive pact with a lengthy list of terms and conditions.
The Luuria United Nations Governance (LUNG) oversees meetings amongst nations' leaders, holding quarterly summits to settle disputes and make international legal provisions.
VEZONA
This nation, to the northwest, is known for its militaristic government. Its infantry units are usually backed up by zeppelin-gunships, which lay waste to most threats. A military committee oversees most of Vezona’s foreign and domestic affairs. Due to the high military budget, less money goes into other prospects, such as welfare benefits. Many citizens see military service at some point in their lives, even if said service is behind-the-lines. Vezona is unique for its "fortress cities", featuring buildings with integrated, government-owned artillery pieces, anti-aircraft guns, armories, guard towers, and military telegraph offices. Building owners who integrate these features into their property are granted tax deductions for their commitment to the safety of the nation. Despite being on the defensive for the moment, the government of Vezona has been drawing up plans to colonize new lands and Sedrine city-states.
Towards the northern coast is a stretch of tundra, in which the dreaded city of Yanborough lies. Vampires roam here, away from the prying eyes of the various national and international security councils. However, their countess Villetta Bellini holds a spot on the Luuria International Security Council (LISeC) after she helped foil a terrorist plot.
LENSEKI
Lenseki is a nation founded on philosophy and commerce. Most members of its ruling body are magic users, both divine and arcane. Here, emphasis is placed upon the economy and education, with schools, colleges, laboratories, and financial institutions eating up most of the nation's budget. However, Lenseki is an extremely clean place with well-maintained aqueducts, sewers, seaports, and shopping districts. Philosophers flock to this mainland nation for large-scale forums on the nature of the current state of the world, as well as the condition of the various races' minds. Some people secretly question the integrity of the ruling party, and their motives for such extensive research. Terrifying rumors began spreading within the past decade, that the Lenseki "rehabilitative justice" system was merely a cover for sinister magical and alchemical experiments to create "the perfect citizens". Terrorists occasionally attack the colleges here, in defiance of the philosopher-governors.
Geographically, Lenseki is divided into two regions. The north is more of a temperate forest region. The south, however, is mostly rocky plains with little fertile soil. Only the most rugged crops grow in the latter area.
DENZIA
Here is the site of one of the many supernatural disasters at the time of the Resurgence. A large gate sealing a portal to Abasheol stands at the center of its fortress-city, Devilpoint. The walls surrounding Devilpoint are said to be even more formidable than those of Imperium, Vezona. A monarch rules Denzia; he is seldom seen, with rumors circulating about a supposed illness he has. Several eccentric building projects have caused dramatic raises in taxes, crippling the common man. Some were even forced into indentured servitude and sharecropping to pay their bills. This has led to Denzia becoming the weakest link of the mainland superpowers in terms of social progress.
Denzia is plagued by heavy rainfall, especially in its northern reaches. To the east, along the Carving River, lies the Southern Divided Marshlands.
USTRANA
Once a thriving, advanced nation, Ustrana saw much decline since the Inquisition and the beginning of the Dormant Era. Ancient steam-powered gear lies buried around certain sites in this archipelago. Magic was also a focus in ancient Ustrana, so the Resurgence has breathed new life into it today. With the foundation of new colleges of magic, Ustran mages became pioneers who tend to be in hot competition with Lenseki wizards.
SOSCOS
Soscos had its start as a prison colony. Limited land resources have forced the Soscosians to seek alternatives to land-based farming. Here, the fishing industry is key to the people's survival. The two tiny islands each house one of the famous "twin cities", neither of which has been declared the true capital. Each city has a political building, to which delegates from the other city come periodically. Soscosian parliament alternates between the two meeting sites monthly. The military is a small self-defense force, consisting of no more than five hundred people, most of whom are trained in naval warfare.
SEDRINE TERRITORIES
The lands not occupied by the three mainland powers are known collectively as the "Sedrine territories". Many settlements in this area are tech-level 1 or 2, and are often thought to be barbaric due to the frequency of bandit attacks in the region. However, merchants often come from these city-states, carrying exotic items that can't be found elsewhere. Trade within Sedrin is seldom conducted with coins, as the villages tend to be extremely poor; instead, a lot of bartering occurs between neighboring villages.
Unsurprisingly, ghoul attacks in Sedrin are common. The lower tech and smaller, less unified populations make the people here easier prey than city dwellers.
ULFER
Many civilized people dare not set foot in the "savage frozen land" known to its fur-clad inhabitants as "Ulfer". Occasionally, brusque and rugged travelers appear on the mainland seeking a home away from the land they call "inhospitable" and "desolate".
Immediately after the Resurgence War, the founding fathers of the three new mainland nations- Vezona, Lenseki, and Denzia- met for the first session of the Luuria United Nations Governance, later abbreviated "LUNG". This committee resolves issues of international concern, including disagreements that could escalate to the point of war. None of the ruling parties deny that quarterly LUNG summits have been essential to peace among its members.
In more recent years, two island nations were accepted as LUNG members: Soscos and Ustrana. Despite their small size, both brought new assets to the table, such as ideas, information, technology, and magic.
A subcommittee of LUNG exists, known as LISeC - the Luuria International Security Commission. This panel of military officials devises security standards for government buildings, data protection and disposal, and escorts for diplomats. At the head is General Artemisia Acciai of Lenseki. Her appointment as chief of LISeC twenty years ago was the subject of fierce debate and was widely criticized by Vezan military officials.
HUMAN
The humans seen today have not changed in any way since their mysterious introduction to this world one thousand years ago. At one point, they were the dominant race through a blend of military conquest and often-questionable political practices. Their dominance has weakened, allowing other dying or otherwise marginalized races that had lived in the shadows to make a comeback. Humans still set the standard for height and age, typically measuring between 4’10 and 6’4 and living sixty to eighty years. Many current races are offshoots of humans in some way and thus share most characteristics with them.
DHAMPIR
Although they are nothing new, half-vampire people have come to light again in the past forty years. They are stuck in an uncanny limbo between life and undeath. Dhampir traits include pale skin, fangs, and light sensitivity. Because of this, a lot of their fashion revolves around their wide-brimmed hats and especially conservative daywear. Unlike their pureblood cousins, however, they do not rapidly weaken and die from exposure to sunlight. Most Dhampir restrict themselves to the outskirts of the tundra in northern Vezona, in the ancient city of Staebehr. The dhampir tend to live almost double the human lifespan, between 100 and 150 years.
SONNELLIAN
Sometimes feared or ridiculed for their devilish features, sonnellians are humans who returned from Abasheol. They have skin of varying shades of red or blue, as well as horns and tails. A variant known as the Pagona Sonnellians exist; unlike the fiery home of the first sonnellians who returned to Piramar, Pagona is an icy cradle of life that bred excellent tundra survivors with dense adipose tissue and thicker hair.
SHADOWFOLK
These subsumed humans emerged from Vruhinet after their homes had phased out of Piramar. They now possess gray skin and glowing eyes ranging from yellow to purple, and often dye their achromatic hair. A few Shadowfolk are even shrouded in supernatural darkness that obscures their features. In Vruhinet, some are servants to dark creatures called Vrimaen, while others live in isolated communities to avoid bowing to such entities.
NIXAEN
Also known as Demi-Fey, many similar labels have become umbrella terms covering variants of fairy-like people. Truth be told, the true Nixaen are thought to be extinct, their mixed-race descendants taking up their mantle. For millennia, they have lived in remote villages in the mountains. Rumor has it that their native forests house gateways to a fourth plane populated by true fey-folk. Their skin is often some variant of blue-green. Their hair is usually within the spectrum of human hair colors, but it turns a deep blue or green at the ends when cut.
KITSUNE
Fox people who have been known to grow up to nine tails. Large numbers of tails (exceeding two or three) are rare, but most Kitsune have a degree of natural dexterity, allowing them to pull off more precise maneuvers and some acrobatics. Some will attempt to hide their ears and tails, but the more difficult feature to hide is their slit-pupil eyes. Their origins are one of history's great mysteries, as most records around the time of their arrival on Luuria have been lost. Many live among tribes in the Sedrin wilderness, preferring to be free spirits. Their average lifespan is approximately 120 years.
“Magic (n.) - a type of energy resulting from high concentrations of Essence that, when manipulated, allows one to manifest intentions and alter the natural outcomes of physical phenomena.”—Craynore Dictionary, 1st Edition
At this moment, Magic is categorized by four “elements”, though only three are well-researched. There are a few lesser-known non-elemental magic types, the most notable being the healing arts. Spellcasters often carry wands or rods resembling walking sticks set with specific stones. These items’ purposes are twofold: first, they are a symbol of mastery and power, and second, the stones can amplify and focus attack spells.
FIRE
One of the malleable magic types, fire is considered one of the earliest forms of magic, having sustained desert-faring civilizations in ages past. Theologians speculate it is a more primitive offshoot of divine light magic, though the claim has little substance currently. It allows the user to generate heat and flames, making it essential for survival and desirable for its destructive properties. Popular stones for fire catalysts include sunstone, sardonyx, and garnet.
AIR
Air is theorized to have been a younger branch of elemental magic, despite being one of the easiest to start learning. The user can manipulate air currents with varying intensity or even create electrical currents to power machinery. In recent years, air spells have become popular among machine gun crews, as they make the barrels cool faster. Air catalysts are usually set with sphene, blue calcite, and amethyst.
WATER
Supposedly originating from ancient Nixaen living near the rivers, water magic has a long history. True to its element, it can sustain or destroy life. At least one person in an exploration party or military unit typically has a basic grasp of this for survival purposes. Stronger spells can also generate concentrated projectiles and torrents or even solid ice, ideal for fighting. Water casters favor blue aventurine, moonstones, and pearls for their catalysts. Perhaps unsurprisingly, pearls double as a symbol of wealth, making water spells a favorite of rich mages.
HEALING
Developed by monastic researchers in the Divided Marshlands, the healing arts were meant to combat plagues. The original healing spells detoxified the body, but later ones even mended bodily tissue. Teachings have been leaked to the outside world, allowing others to contribute independently of any religious organization. Amulets and talismans with quartz, selenite, or celestite are common healing catalysts.
The authorities have divided technology into four "Tech Levels" (abbreviated TL, followed by a number) for ease of identification.
TECH LEVEL 1
Items that apply the basest of principles, known and loved since ancient times, are placed in TL1. Things from the Stone and Bronze ages might be crude, but still effective and relevant, like the spear, the sickle, and the wheel.
TECH LEVEL 2
Here are products of the Iron Age. Steel alloys are common, and extremely basic machinery is introduced, such as the pulley. More refined swords such as the rapier and crossbow are also TL2, as well as chain and plate armor. These items remain highly relevant throughout Sedrin, as they have a more primitive culture.
TECH LEVEL 3
Innovations from the Mundane Era and beyond. These include industrial tools and firearms. Armor has become more rudimentary, mainly due to the fact most newer weapons can penetrate old-fashioned protection. Most of the gear seen in TL3 is modern plate armor, consisting of thicker steel backed with cloth padding to absorb more force from bullets. Most steam-, electric-, or oil-powered devices fit into this category as well, making TL3 the most diverse class of technology.
TECH LEVEL 4
TL4 encompasses the cutting-edge "magitech" devices, unique machinery that couldn't run without the use of magic. The user (usually a spellcaster) channels their power into the device, activating it. This is a very new category, thus it is ripe for exploration. Weapons that can be enchanted do not fit into TL4, though; only weapons that are fueled solely by magic are considered TL4.
EXTRAPLANAR ALLOYS
Those demons who were vanquished in the Resurgence War had their weapons confiscated immediately afterwards. Most humans found no real use for them. Some were brought to facilities in the mainland nations for thorough research, while others were kept as trophies. Researchers found that they were, indeed, more than mere wall hangings; the alloy Kroanor can be infused with magic. It takes rare Kroanor tools to repair and forge these demonic weapons.
The shadowfolk in Vruhinet who lived independently from the Vrimaen discovered Vasnian and Shentine, unusual materials that are difficult for even the Vrimaen to explain. Both of these metals have different levels of quasi-reality; Shentine is able to be forged with ordinary tools, but its malleability makes it difficult to maintain a sharp edge in battle. It is for this reason that Shentine tools are used almost exclusively to fashion items from Vasnian, which cannot be worked by any other known means. Weapons with Vasnian heads and blades, in the words of Vizan military leaders, "have an exquisite, clean slice that should be considered more merciful than that of steel blades." Such weapons are known to cleave through most mundane armors with ease and never dull.
- Currently, worship is divided somewhat evenly between the monotheistic Taurari Creed and the polytheistic Ten Sects. There is no proof either religion’s texts hold truth. Each faith also has warriors that are not what they used to be, for worse or for better. Guns and spells have rendered old styles of armor obsolete, resulting in the development of new tactics; the paladins of yore evolved into swift, opportunistic agents over the years.
TAURARI CREED
One thousand years ago, the Taurari Creed was founded by worshippers of the stars, guided by what they now believe was the avatar of an all-powerful god of the universe. Their tenets focus on purity and piety, their clergymen holding themselves to stringent standards that bar them from learning elemental magic. The Creed is responsible for the Inquisition 400 years ago and are blamed for the ensuing Mundane Era.
Paladins of the Taurari Creed are compared to one-man armies. Beneath their blue and white vestments are sawed-off shotguns, compact handguns, short swords, and grenades. Heavier units wear more modern steel armor and carry hybrids of rifles and polearms.
TEN SECTS
The older of the two primary religions, this alliance of ten deities’ churches has a history stretching back to ancient times. The deities were never assigned names, as their power was thought to be too much for a name to encompass. Instead, the seven well-received gods were given these titles:
- The Lady of Roses - patron of love and beauty
- The Lucent Father - god of light
- The Absolute Law - god of justice
- The Mighty Bastion - god of protection and vigilance
- The Judge of Death - lord of psychopomps
- The Complete Mind - keeper of all knowledge
- The Divine Spear - god of valor
- The Chained Lord - god of vices and consequence
- The Queen of Lies - goddess of secrets and seduction
- The Great Woe - god of agony and terror
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