The Father’s Realm: An Alternate High Fantasy Setting
“Nevermore will the Father wait for His Children,
For He grows weary of waiting on his throne misery and blood.
So He shall take up His stave of bone,
And smite down all those who stand in His way.
The Children of the Mother shall thrash in agony before Him,
They shall pray for His mercy,
And He shall judge each one in turn.
From the North, a Child of the Father will rise,
This, and only this Child, shall see the world to be burned and reborn.”
~ Kav, the Fourth Oracle of Stone
Introduction:
During my sophomore year of high school I had an idea for a novel. It all started with these nine lines of poetry that are written above, and it hasn’t really ended since then. I’ve had several other high fantasy settings come across my mind, and this idea has gone through many iterations and phases and transitions and transformations as I combined and mixed and discarded other ideas. The opening scene started with a red cloaked man, a bladed helmet obscuring his face, and a six-foot-long, two-foot-wide sword balanced carelessly over his right shoulder, as he rode on top of an ogre’s right shoulder, who trundled forward to the stone parapets of a castle. The ogre and the man were brothers, Children of the Father, sent to free their outcast brother, locked within the belly of the castle depths for over three hundred years. The brother they were sent to free had an iron mask bolted to his face, a mark of shame given by their mutual Father, and the castle and its guards were thrown into disarray as the ogre crashed through the walls, and the Great Blade jumped down to the courtyard below, cutting the castle guards down while leaping and lunging into the depths of the dungeons below. This would lead the Pariah, the iron-masked brother, to kill both the Great Blade and the Brother, and then set him on a journey to gather other Children of the Father, to kill the Father before He came down from His throne of fire and flame.
All of this came from a time when my high school friends and I were obsessed with playing pen and paper RPG’s like d20 Star Wars, DnD, Exalted, Mobile Suit Gundam, and Vampire: The Masquerade, but as time passed I noticed a trend in most fantasy settings: humans as essential characters. Think about it, how many stories, novels, and games have you played that featured humans as being the heroes? To be sure, there are a few storylines that don’t feature humans, or have entirely nonhuman universes, but the overwhelming majority has humans as central figures. I think that there are some practical reasons why humans are central characters in most fantasy/sci-fi stories; partly because we experience life in human terms, and our baseline for reality comes from our human perspective; and partly because you don’t need as much sci-fi make-up if the majority of your extras are all humans. This is part of the reason why I have completely excluded humans in this game setting. Humans belong on earth, and if you’re not playing a game based on earth, then why have humans at all?
I’m making this campaign setting because I like pen and paper RPG’s, I like fantasy settings and I like the idea of an Lovecraftian mythos of dark gods rising to consume and destroy the world. The following is a playground I’ve been exploring and developing for the past several years.
I hope you like it.
The Tone of The Father’s Realm
The world is a dark and threatening place. Dark prophecies and rumors of civil war abound as desperate priests and druids try to maintain order. In this world, the struggle between good and evil isn’t as important as the struggle between law and chaos, and oftentimes champions of good must ally themselves with the darkest villains, knowing full well that they are pawns of a greater scheme, and having no choice of their allies if they are to save the people from themselves. This is a realm of political intrigue, fanatical zealots, saints and saviors turned villainous by their corruption, greed, or extremism.
Amidst all this hopelessness and despair, the very earth Herself rises to restore order and serenity, while giving permission for death and destruction to cull the weak to glean champions for the people. The citizens are the very expression of Nature, and their trials and struggles pantomime the greater struggle between the forces of the universe as law, chaos, good, and evil fight an eternal battle for supremacy, for one army to win over another isn’t just a political victory, but a divine permission to rule. More often than not, success isn’t reflected by a divine entity’s choice, but by a greater natural order that bends and shifts, making the individual an agent of its implacable will, or sometimes becomes a servant to those who can interpret the signs.
The people try to find a middle ground to commune with each other, but no common place exists. Each person is a unique individual, born with advantages and disadvantages, trying to find their place in society but always finding themselves to be a mismatched puzzle piece wherever they go. Displacement, anonymity, and alienation are common for the denizens of the Father’s Realm.
The world of Toth is in need of heroes to restore order and to eliminate the corruption, greed, and madness that has gone out of control. Will you take up the call, knowing that the world is destined for destruction, or will you close your eyes and give in to the doom that consumes the people?
The World
Thirteen centuries ago, a great war occurred to expel the Oracle of Stone from the world of Toth, the battleground taking place on the continent of Prosus, bringing together the many races and creatures around the world to unite and destroy the corrupted Oracle of Stone. Creatures from the across the seas came to participate in the war, though scholars of the war say that the war was actually one long, protracted battle. Demons, devils, fiends, and the undead allied themselves with Kav, while the Oracle of Air brought the celestial hosts to fight Kav directly, and elves, halflings, gnomes, dwarves, goblins, trolls, ogres, and orcs engaged the Oracle of Stone’s legions. Due to the powerful magics of the elves, and with the help of the Oracle of Air, Kav was banished from the world of Toth, and the lower beings began the laborious effort to force the fiends and the undead from the continent of Prosus. Goblins, trolls, ogres, and orcs still live on the continent to this day, much to the chagrin of the natives of Prosus, and pockets of fiends and the undead still exist on Prosus, but the other non-natives of this continent have lived for so long on Prosus that they have been able to establish entire societies and cultures, and are just as native to Prosus as any other halfling, dwarf, gnome, or elf.
Three centuries after Kav’s banishment, the continent of Prosus was still reeling from the War of the Oracles, though the vast majority of fiends and undead were either slain or had left Prosus for different lands. It was Ethan the Great, the first emperor who campaigned to unite Prosus under one banner, and established the Empire. Today, the Empire is trying to maintain order within its borders, and its citizens are bucking underneath its control. Citizens are evading their requisite civil service years and are refusing to pay their taxes, forcing the Empire to send out troops to gather taxes and jail citizens for avoiding the civil service. Rumors say that the Disciples of the Oracle of Stone are kidnapping people, claiming the return of their corrupted Oracle, Kav, The Great One-Eyed Dragon, banished thousands of years ago, while Emperor Elijah IV, the fourth troll emperor, tries to appease the elven emissaries of the Sun King. Dark elves, elves who have forsaken Purity and embraced Corruption, work as agents of the Sun King, to infiltrate, assassinate, sabotage, and negotiate for greater control and power over the people. Ogres, trolls, goblins, and orcs work alongside dwarves, halflings, and gnomes, each seeking to make a living and avoid the conflict that is on the horizon.
The landscape is dotted by the occasional ruined city or castle, while sprawling villages and farmsteads are nestled beneath them. At the convergence of the Serpent, Gray, and Pine rivers, lies the sprawling white walls of the Imperial Capital. The settlements nearest the Imperial Capital experience higher rates of literacy, wealth, and patriotism, while those living at the fringes of the Empire experience poverty and discontent as Imperial soldiers take citizens for conscription and extort taxes from bandit-robbed villages.
The Realm of the Father has a long dedicated history, with secrets so ancient and hidden that only the greatest adherents of a religious or political faction may know them, and then slowly driven mad by the knowledge. Family blood feuds are often set aside for racial, political, or religious tensions, and the people have all but forgotten the unrivaled patriotism and unity experienced over a thousand years ago. The world of Toth is a dangerous place, fraught with political activists and religious zealots all claiming separate paths to peace and prosperity. The common citizen mostly ignores the portents of doom, and treats political rhetoric with an indifference that has been brewing for almost a thousand years.
Paladins crusade in the name of Purity, while priests come in every shade and color, some taking alms on the sides of muddy roads, others committing unspeakable rituals and sacrifices deep in the bowels of Toth. Monks guard the sacred texts found within many temples and shrines. Adventurers are just as likely to be hired as mercenary protectors or unscrupulous robbers and bandits. Wizards are trained at the Capital’s Academy of Magic, sorcerers practice wild magic in the untamed Gray Marshes to the north, and druids seek to emulate the elves in developing closed enclaves far from the Empire’s grasp.
Continents in the Father’s Realm are treated as different dimensions, as each continent obeys a different set of rules. The continent of Prosus is home to the Empire and its citizens, and represents the Material Plane. To the northwest of Prosus is The Veil, a small continent teeming with the undead and suffused with the Taint, the physical manifestation of the Earth-Mother’s curse, and represents The Land of the Dead. To the southeast is the continent of Aos’Teg, a land fraught with powerful creatures, chaos, and war, and the original home of goblins, orcs, ogres, and trolls. There have been tales from sailors around the continent of Prosus that other continents exists, places where elemental creatures fight a never-ending battle for supremacy, lands of cruel fiends and devils plotting and waging wars and torturing hapless captives, and lands of sprawling with ivory towers and creatures of unbearable light and good standing guard against the demons who sometimes cross the ocean to wreak havoc in their lands.
10 Things You Need to Know About the Father’s Realm:
Purity: Purity is about humility, charity, benevolence, forgiveness, patience, and kindness. It is marked by a firm resolve to defend the weak, to respect authority, and arbitrate for peace. Purity is the expression of the Earth-Mother that is focused on serving others and revering all life, and is often the primary factor that maintains stable societies.
Corruption: Corruption is selfish, greedy, cruel, ruthless, intolerant, and wicked. It is the very expression of all harm and destruction, and is incredibly self-serving and capricious, seeking only self-preservation, violence, and power. Where Purity builds Corruption destroys, gnawing at the decaying foundations of all that is just and good.
The Taint: Those who violate precepts of nature or delve into hidden secrets become Tainted, the physical manifestation of the Earth-Mother's curse. The Taint creates terrible transformations in the living and is the power by which the undead are animated. The elves of the House of Drow are creatures who have mastered the Taint, though other creatures have not fared as well under nature’s curse.
The Empire: The current Emperor is the great grandson of Ethan the Great, a troll who united the continent of Prosus three hundred years after the War of the Oracles. The Empire has ruled the continent of Prosus for almost a thousand years, however civil and religious unrest has forced Emperor Eli to take more drastic measures to maintain order and stability.
The Oracle of Stone: Dragons are normally immortal, unless they become the Oracle of Stone, inheriting all the secrets and knowledge of the world of Toth, and thus inheriting all the Taint. Oracle Vul threatened to destroy the continent of Aos’Teg, but was stopped by Kav who heroically sacrificed himself to save Aos’Teg, only to perpetuate the War of the Oracles a century later. Kav was banished from Toth, but his followers still exist in the world.
The Father: Out of all the gods, the Father is the strongest and most fearsome. Legends say that the Father created the Mother and all of their Children out of loneliness and despair, but the Mother rejected the Father and his corrupted children and created the lesser beings of Toth to counteract his evil. The Prophecy of Kav says that one day the Father will return to destroy the world.
Continents: Different continents are actually different planes of existence. Wish to visit the celestial realms? Charter a sturdy boat and fearless crew to venture across the seas. Need to banish a demon? Cast a banishment spell and send him back to his home continent, thousands of miles away.
Prophecies and Politics: Religion and politics take an important role in The Father’s Realm. While opportunities abound for swash-buckling adventure, intrigue, horror, and the struggle for morality are truly where this game shines. Track down cultists, and put down political activists, or summon fiends and incite rebellion; the choice is yours.
Children of the Father: Legends say that the Father created hundreds of different Children, all of the demigods of great power. Because The Father’s Realm has no human presence and is meant to explore the aberrant, unusual, and odd, and is an exploration of the imagination, dark, twisted, and yearning to thrive and do good.
Not-Quite-Humans: Playing in The Father’s realm is a bit different than your typical fantasy setting. Creatures don’t attack on sight (typically). Killing intelligent creatures without just cause is murder, and has political ramifications towards your actions. Remember, the answer to trying to resolve a conflict isn’t always found in your sword belt, but just as equally be found in your social and interactive skills.