The Basics
Overview
The following information is updated up to 786 A.R.
Playing in the Rings
The Rings that surround the planet of Null are a harsh place. Filled with monsters, and people worse than monsters, only the strongest can carve their way through this world.
Aether Souls
Adventurers in the Rings are not regular people. The average player character sheet details a type of person known as an Aether Soul. Mages and scholars debate what exactly aether even is on the Rings. Some have proposed that Aether is the primal material that made the universe while others believe it is the divine breath of the gods. Whatever the case, it changes the bodies of those who absorb it.
A certain amount of aether is known to be in everything, from people to rocks. Aether cannot be "destroyed" except by incredibly powerful creatures utilizing something known as a red spiral reaction.
Aether souls have increased strength and stamina. Additionally, they have incredibly regenerative abilities. In just eight hours, an Aether soul can fully regenerate even if they were previously on the edge of death. They also have an innate ability to tap into all kinds of magic. An Aether soul is a force to be reckoned with no matter their skill set.
In the Rings, Aether souls usually rise to positions of power. Many kings, generals, celebrities and heroes are Aether souls by the end of their lifetimes.
Players can choose to not play as an Aether soul. If that is the case, resting time increases significantly. If using the WONDER system, a quick rest takes 8 hours while a complete rest takes 7 days. If using D&D 5e, the Gritty Realism rules apply.
Torvians
Bloodlines are an important factor in the Rings. A great deal of magical power is passed through the generations.
Bloodlines are watched closely, especially if a bloodline has a known torvian. But what is a torvian? A torvian is a manifestation of magic channeled through the hand of a person. It is sometimes referred to as dextromancy or the blood gift. The first torvian was created when Xix, the Titan King, had has hand severed as he fought a corrupted Ishin, a High God, during the Titanic Wars.
Dextromancy is the absorbing of aether into one’s hand and then channeling it. Dextromancers are unique in their powers and abilities. Sometimes, similar or the same dextromancy is passed down through bloodlines. Powerful dextromancy bloodlines are respected (and feared) in the Rings.
Dextromancy always occurs in the non-dominant hand. A right handed person would have their dextromancy appear on their left hand and vice versa. This makes left-handed dextromancers highly prized. Their dextromancy hand, or their torvian, can be placed on a right-handed dextromancer’s dominant side.
Even individuals who do not cast magical spells can awaken torvians. Some of the greatest fighters ever in the Rings had torvians that matched their feared reputation. For this reason, many power individuals like to keep tabs on all members of powerful bloodlines, no matter their current power or prowess.
Magic Reimagined
Magic it thought of differently within the Rings. There are four main types of magic: high, low, titanic, and primordial magic.
High magic is magic derived from higher dimensions on the Cosmic Stack. Healing, life, and purity are thought to flow from high magic. Clerics and paladins are known to wield high magic. Due to this, most people have a positive opinion of high magic. High magic itself is derived from the dreams of an individual. From these dreams, ex nihilo magical energy is created. Often gods or other beings of great power help to foster these dreams by directing a person's focus to themselves while lending their own magical power like adding a match to dry tinder.
Low magic on the other hand is hated and derided. Low magic’s source are dimensions lower on the Cosmic Stack. As legend says, low magic was once the counterpart of high magic until the high god Sin placed his nature within the magic’s core. This is only partially true. Sin journeyed beyond the Cosmic Stack in an attempt to right a cosmic wrong. During this process he was corrupted by the Endless. Now, the faint touch of the Endless can be felt in all low magic.
Low magic is known to be destructive not only in its application of the spells but also the after effects of casting the magic. There are many instances that show that an overuse of low magic can cause the dead to rise. Additionally, when a low magic user dies, their body radiates necrotic energy for sometimes hundreds of years causing even more undead to rise.
Due to this, most governments make it their mission to ban or outlaw low magic users. Organizations, like the Ard Magos, also hunt down those who abuse low magic.
There is also primordial magic. It is believed that this energy is drawn from the rings themself. Primordial magic users draw their energy from the universe around them, extracting the potential within all things, then molding that potential into spells. At its core, Primordial magic is about shifting energy from one area to another. While high magic creates and low magic destroys, Primordial magic users live in harmony with the world around them. They draw upon the dimension they are currently in. Primordial magic can be accessed in many forms. New forms of primordial magic are being found all the time.
Finally, there is Titanic Magic. Feared by many denizens after the Titanic Wars and Vitality Wars, Titanic Magic was once firmly under the control of the eldritch evil known as the [Dark Star]] which caused the Titans to fall and attack the Cosmic Stack. With many of the Titans restored as of 786 A.R., Titanic magic is slowly becoming more accepted in the Rings of Meropis. The magic works via accessing a being's own power now and paying the price of the magic later.
Where You’re From
The Rings of Meropis are home to a wide variety of unique and varied place full of many cultures. Residents of the Rings are never far from a fantastic new place.
The Ramesh Confederation
After the end of the Vitality War, the continent of Ramesh unified under the Ramesh confederation. This confederation of states has a loose peace treaty with each other which has brought stability to an often war-torn continent. While attacks from monsters and extra-dimensional threats are still common, the confederation seeks to provide order in the chaos. Bandits, monsters, and injustice still talk the land, but large scale conflict is a thing of the past.
Nation of Zell
The nation of Zell is a military powerhouse on the continent. With the mindset of conquerors, the nation continues to pioneer new weapons, battle tactics, and other means to wage conflict. It is Zell who has taken up the mantle of protecting Ramesh against Arket, Mind Flayers, and other threats. However, they are not only war mongers. Since the return of their patron god in 716 A.R., the nation has rebuilt its infrastructure to the point where it rivals the marvels of Amalathea.
Kovorov
Home to the northern will, Kovorov rules the northern wastes of Ramesh. Loyal to the god Vorov, the people of the north hate magic and love vodka. They are the richest nation, with vast deposits of minerals and ore. While peace loving, Kovorov is thought to be a sleeping giant. If the nation continues to hoard its vast resources behind the Gravetti mountains having fallen back into isolation after the Vitality Wars. Yet, a stain lingers over the land. The Kovorvians committed horrible human rights violations which included an attempted genocide of the Tieflings during the war. The shame lingers over the people to this day.
Breoa
The seafaring people of Breoa were born into a harsh landscape. Their soil does not grow bountiful crops or produce rich ore deposits. To compensate, the Breoans have become master sailors, artificers, and raiders. Their ships sail the seas and rivers of Ramesh, taking anything of value they come across. The Confederation often sanctions Breoa but they claim no responsibility for rogue elements within their nation. Breoa is pivoting toward an economy where they harness elements to create elemental-based magical equipment. Elementrix blasters, ships powered by elemental engines, and improved clothing with elemental heating elementals all flow from the borders of Breoa. Old and new continue to clash though as the Breoa of yesterday struggles to avoid being consumed by the future. Some fear a civil war is brewing.
Arket
Loyal to the new god Ark, the people of Arket have closed themselves off from the world. Evil lurks in the jungles behind a great shroud. None, not even the High Gods, can see behind the veil. All who have tried to venture inside either cannot enter or never come back out. Arket is thought to be the greatest threat to Ramesh.
Dalekingrad
Born during the Vitality Wars, Dalekingrad is a nation dedicated to exploration. The people are welcoming, wishing travelers from all over to visit. They worship a pantheon of material gods and immortal beings who all make visits to the area. This pantheon includes: The Maiden, Ishin, Magion, Zorya, Corania, Brekendahl, Zell, Zetian, and Helmuth von Grayz.
Unclaimed Lands
There are some lands in Ramesh that are not claimed by any one nation. They are lands filled with city states, independent hamlets, and roving warbands. Individual material gods rule small regions, providing power to their few followers. Maps of the land are almost never made. Cartographers rarely can traverse the lands safely. Furthermore, as soon as a map is made, it is almost always out of date. Villages can disappear in a night due to both men and monsters. The Unclaimed Lands are a place of change, chaos, and for some, opportunity.
Draconic Kingdom
At the end of the Sea of Glass, lies the islands that make up the Draconic kingdom. Here, away from the main continent of Ramesh, the Metallic Dragons rule. Many reptilian races like kobolds, troglodytes, and dragonborn hail from these lands.
Aquar
Below the frozen sea to the North of Ramesh, near the edge of the Prime Ring, is the underwater city of Aquar. At the edge of a deep oceanic trench, Aquar houses all the wonders of the undersea world. Many wonders from the ancient Genasi empire can be found in Aquar.
Dark Ring
The most dangerous Ring, the Dark Ring is home to many horrors. Not only do the Mind Flayers call this Ring home, constructing their massive underground fortresses in the apocalyptic landscape, but also constant Nyx attacks. The Nyx are the race of gray skinned humanoids that live on the Dark Ring. They and those who call the Dark Ring home are called Sadians by outsiders. While tensions have eased after the Vitality War, the Sadians still are not pleased by the people of the Dark Ring.
However, the Dark Ring has continued to thrive. The Eshai Calliphate is a bastion of knowledge and wealth for not only the Dark RIng but the Rings of Meropis themself. Kar-Thonis under the leadership of the twin goddess Cissaya has begun turning the gray desert into lush grasslands. This has been met with resistant as massive internal struggles still plague the young nation of Kar-Thonis. Finally, the authoritarian Qis empire seeks to use its undead hordes to expand. The Social Harmony Division of the Qis constantly seeks to topple the governments of the Dark Ring.
Primordial Ring
Filled with primordial energy, the primordial ring is home to the Fey. However, with so much primordial energy, things can sometimes become warped. Archfey rule over different domains on this Ring. Their wild natures cause vast swings in the landscape. However, many still call the Ring home. As of 786 A.R., the Primordial Ring is still recovering from the Vitality War. The Ring was temporarily broken in half and almost all life died on it. While the Ring was restored, residual darkness still remains.
Titanic Ring
After the end of the Vitality War the Titanic Ring was remade. Millions of souls reformed from the detritus of war and the spark of hope that rekindled into a roaring inferno. All that was broken was remade. Now the newest Ring sits orbiting Null with its siblings once again. The Twin Empresses, Ishin and the Maiden, now sit upon Mithril Thrones in the capital city of Amalathea. From beneath the canopy of the Tree of Quelling, they command the counties of Ardyria as their influence stretches to the continents of Xorgaddon, Draulmyr, and Shah Vaedin. They are aided by the Retainer Counts of Ardyria. These counts provide counsel to the Twin Empresses, control over their counties, and the power necessary to fend off the threats that plague the new ring. And there are indeed many threats. During the Vitality War the silence of the Cosmic Stack was sundered by the cataclysmic clashes that occurred. The Endless stir from beyond the veil. They send the Dark Triad forth to destroy all that the noble heroes of the Vitality War fought to protect. Their powers grow by the day as they threaten to disturb the booming Age of Innovation brought on by Corania, Lazarus Stark, and the unparalleled era of peace brought on by the efforts of the Seraphs. Yet, all is not perfect. The Catastrophe of Xorgaddon still hangs in the mind of a weary population. Shah Vaedin is still wild, patrolled by the remnants of those who never surrendered during the Titanic Wars. Rumors also circle of the return of the Silent Queen whose power puts fear into the hearts of all. The year is 786 A.R. as the great powers begin to turn once more on the Rings of Meropis. The Dawn of Demons is at hand…
Divinity
The Rings of Meropis are home to many gods. Yet, only some have been around since the beginning. These are the High Gods.
High Gods rarely have Clerics. They are cold, unfeeling, universal constants within the Rings. For a High God to speak to a mortal almost always causes madness and permanent mental damage. However, according to other lesser gods, the High Gods manage the day-to-day goings on within the Rings. They are the direct superiors of other celestials.
List of High Gods
Purpose Creative Death Emotion - Emotion turned against the High Gods during the Vitality War. As a punishment, they are now forced to hold up the Cosmic Stack. Illusion Logic Purpose Shadow Sin - Dead The Lord of Mists - Responsible for justice, balance of the universe, and the domains of dread. Grand violations of universal law or grand evil can summon the Lord of Mists. The Primordial - Responsible for the making of things. One of the more mysterious High Gods. The Unknown Twelfth Time
However, there are also interactive gods. These are the material gods. All the gods, to the knowledge of scholars, were once mortal aether souls. Each of the material gods control a certain space within the Rings. A god like Brekendahl controls the area which is the country of Breoa. Each of these material gods does not have a specific domain. They are human, flawed, and biased. The way they treat their followers is as diverse as the people they rule over.
Additionally, material gods are not omnipotent. While they walk the earth and are extremely powerful, a sufficiently powerful creature can destroy a material god. Usually if beaten, a material god will flee back to their own personal plane of existence but there are tales of gods being so beaten that they are killed.
If a material god beats another material god in combat or takes their followers, the winning material god claims their land. This is how the Nation of Zell spreads. However, it seems like the High Gods try to limit this. Too much divine fighting in the past has drawn the ire of the Lord of Mists.
“A fool is he who does not fear he who governs the mists. The Lord is beyond the kin of even us child. I dare not wet my ax against another celestial unless absolutely necessary.” -Brekendahl, discussing the Lord of Mists with his Cleric Gilligan Squall
List of Material Gods
God Name Zell - Nation of Zell Brekendahl - Breoa Vorov - Kovorov Nau - Aquar Magion - Moon and the Ard Magos Mokosh Svarog Zorya - Dalekingrad Yim Zo Thrud Atteus - Laurel Thaxnear - Beacon Nero Tiamat - Chromatic Dragons The Platinum Lord - Metallic Dragons Cordell, the Lady of Thorns (Archfey) Kynaston (Archfey) - Tpres Zetian (Archfey) Helmuth von Grayz, Material God of Victory - Zauphen Corania, Material Goddess of Innovation - Mecklen
Note: There are far more Material Gods than what is listed here. Additionally, players should feel free to make their own Material Gods if they wish.
Finally, each material god has a litany of Saints. A Saint is a degree of power below a material gods. Many Saints were once mortal worshippers of the material god that did great things. These Saints now serve their god and aid other mortal followers.
It is generally the choice of many followers of a material god to primarily worship a Saint. This is because Saints are generally much more connected to those who worship them. A normal person might directly talk to their Saint a dozen or more times in their lifetime. An influential aether soul might have weekly conversations. If a person is a King, they might have the ear of a Saint at all times.
The makeup of a material god’s Saints also changes. Sometimes a Saint who has put in many centuries of service may retire and enjoy their afterlife in peace. There are also immaculate celebrations when a material god announces a new Saint.
Races within the Rings
There are many races in the Rings of Meropis. Each has their own unique and distinct history. To play a race within the Rings means stepping into a whole new culture.
Aarakocra
Isolated, soring, and free, the Aarakocra tend to gather near the high spots on the Rings. They are legendary messengers with the ability to travel discretely across the continent.
Aasimar
Usually the children of Material Gods or their Saints, Aasimar are usually born with a distinct purpose. Many are aether souls from birth. However, sometimes they rebel against Purpose and fall.
Centaur
Most Centaurs are residents of the Primordial Ring. They tend to stick to their own cities where they can easily travel and live. Most centaurs do not like the Prime Ring since it does not cater to their unique physiology.
Changeling
It is said that Changelings are born of Sin and thus are hated across much of the Rings. Learned people know this is entirely untrue. Changelings were born out of the chaos of the Primordial Ring. That is where many of them reside to this day. However, those seeking fortune might journey to the Prime Ring to become spies, thieves, or sellswords. Their names are usually ethereal in nature. They drive at a feeling or emotion. Bloom, Sunset, Ripple, and many others like these are good templates for a Changeling's "true name." However, they also usually adopt a name based on the culture around them. A Changeling’s true name is sacred and only told to those that the Changeling truly trusts.
Dragonborn
Dragonborn are rare on the continent of Ramesh. Most keep to the Draconic Kingdom for purposes of safety and ease. The people of the continent are too energetic for most dragonborn. They value the peace and slow moving lifestyle of their island. Yet, when the dragonborn do leave, they are usually humanitarians. Dragonborn are great teachers, scholars, and academics.
Drow
These elves broke away long ago and decided to make their homes underground. The Drow at one point in their history made a pact with Sin for protection. They have since broken the pact but the damage is done. Drow are hated by many races. In recent years, the Drow have begun to worship a new goddess, Lolth. She has begun to unite the Drow races against “the common foe.”
Dwarf
Most dwarves live in monasteries and protect gargantuan libraries dedicated to the gods. Dwarves guard the knowledge, history, and magic of the gods. Kings and Queens routinely summon elder dwarves to advise them. A common saying is “stone from stone” meaning that the dwarves were made from the stone of the prime ring, are unchanging, and their word is as true as the stone. Dwarves are seen as the gold standard of truth.
Elf
Elves are a shunned race. They are connected to low-magic naturally. Due to this and Sin’s corruption of the low magic source, elves are seen as innately evil. Thus, they stick to the outskirts of society or make their own society. Many live on the Dark Ring due to the distrust and violence they suffer on the Prime and Primordial Rings.
Firbolg
Firbolg come from beyond the planet of Null. They say that the first Firbolg came from Bolg Rem Sen, a lush paradise far away. Because of this, Firbolg culture is alien to many. The Firbolg settled mostly on the Primordial Ring, due to its similarities to Bolg Rem Sen, and are rare on the Prime Ring.
Genasi
Long ago, the Genasi ruled the Prime Ring as an empire. However, their civilization fell apart and all Genasi went extinct. During the Vitality War, they were revived. Now Genasi roam the Prime Ring again. With them, the Genasi have brought their elemental magic and technology which has revolutionized the Rings.
Gith
For thousands of years, according to their records, the Gith have traveled the universe in their ships. They have hunted their ancient enemies, the Mindflayers, in every corner of the known universe. However, the Gith will hunt any dark beasts they come across.
Gnome
The Gnomes in the Rings are vicious. Known for their diabolical traps and cunning designs, Gnomes are frequent members of the criminal underground or mercenary groups.
Goblinoids
It is thought that the Goblinoids are the original inhabitants of the Primordial Ring. They live in great cities there where they specialize in the domestication of beasts. However, centuries ago, a sect of goblinoids became isolated in the Prime Ring and became feral. Many scholars almost regard these two goblin groups as two different species. It is unknown why the Prime Ring goblins went feral.
Goliath
The mountain going Goliath are a docile people. They are usually shepherds and farmers in mountainous areas on the Prime Ring. Their innate strength allows them to traverse sheer cliff sides with ease.
Half-Elf
These bastard children are without community. They are shunned by non-elves due to their low magic connection and shunned by elves due to them not being pure. Some half-elves can pass as human and will hide their true nature at all costs, moving every couple of years so people don’t question their lack of aging. Yet, inexplicably, half-elf aether souls appear to possess extremely powerful torvians.
Halfling
Halflings are the thespians of the Rings. They are bards, actors, and poets. Many say the Creative blessed their race due to a great deed long ago. There are theories that Purpose was once a mortal halfling but these are just theories.
Half-Orc
Half-orcs are the union of humanoid and orcish blood. They are embraced by orcish city states and usually rejected by non-orcish populations. This is silly to the orcs. They see half-orcs as the next stage as orcish evolution and the key to future growth in the species.
Human
Humans are the keepers of the Prime Ring. It is said they were the first creatures to inhabit the Prime Ring. They are adaptable and walk every path possible under the sun.
Kalashtar
Sometimes humans become connected to a greater consciousness. When this happens, their physiology morphs and they become Kalashtar. A Kalashtar cannot reproduce with any other creature other than a Kalashtar. They also, at some point in their lives, begin to age backwards. Some Kalashtar have lived up to four-hundred years.
Kenku
This cursed race was scorned by Illusion long ago. Due to this, they lost their flight and voices. Now, the Kenku can only repeat what they’ve heard.
Kobold
Most Kobolds reside in the Draconic Kingdom. However, they are known as the greatest architects in the Rings. Many buildings, mines, and monuments were designed by Kobolds.
Leonin
The Leonin are from the dimension of Arborea. They are natives of the plane where they hunt to their heart's content.
Lizardfolk
Lizardfolk are the original natives of the islands that make up the Draconic Kingdom. Every year, they receive tribute from the Metallic Dragons. With these tributes, the Lizardfolk have grown apathetic over decades. They are at their best lazy and at their worst hedonistic.
Loxodon
In the endless forests of the Primordial Ring, the Loxodon make their living as woodsmen. A loxodon can chop down nine trees in the time a human can chop down one. Due to this, a loxodon can always find work in the frontier of the Prime Ring.
Maldow
Maldow are Drow who have pledged themselves to Purpose. They have made it their mission to grow beyond the failings of the Drow. Many Maldow have a strong guilt and can suffer from severe self-esteem issues.
Minotaur
This powerful race was once present in vast numbers during the Gensai era. Then, during the fall of the Genasi, most minotaur died. Now the race hangs on by a thread. A minotaur meeting another minotaur is a rare event.
Nyx
Nyx are the original natives of the Dark Ring. Over the centuries, due to Mind Flayer attacks and Prime Ring invaders, the Nyx have become warlike. Many will attack non-sabians on sight. They worship the Lord of Mists fervently.
Orc
Orcs live in great fortress cities. They are isolationists and are years behind in terms of magic, technology, and philosophy. However, an Orc city state is a sleeping giant. If awakened, they can sweep across the land destroying anything in their path until they accomplish their goal. To an orc, being direct is best. One great orc general sent one orc at a time against the walls of an enemy castle until they achieved victory.
“Send another. They cannot stop us forever. Just as they cannot stop the rain. Eventually, our will shall break their cowardice.” -General Remadon Thark to a Dwarf monk documenting the battle
Satyr
The life of any party is usually a Satyr. They are lively beings of wild possibility. Satyrs hail from the Primordial Ring where they have created “party cities.” Here the party never stops and the good times seem to go on forever. There is danger in these places though. Many mortals who enter never leave and die of dehydration, exhaustion, or “exertion.”
Simic Hybrid
These are the creations of low magic. Thus, due to their nature, the Simic Hybrid is given a wide berth when encountered by someone who knows the truth of its origin. To others, they are simply weird looking individuals.
Tabaxi
From deep in the jungles in the Dark Ring comes the tabaxi race. They are hunters. A tabaxi hunts their foes for fun. Entire adventuring parties have been toyed with for weeks by a single tabaxi before meeting a horrific end. However, the true terror begins when a tabaxi finds its way onto the Prime Ring. Entire hamlets have turned up dead at dawn due to a single tabaxi hunter.
Tiefling
Tieflings are of Sin. It is from his touch that the tiefling race was born. Due to this, tieflings are actively hunted. Most tieflings would not be harmed in daylight but in the night, the town guard tends to look the other way if a group of concerned citizens show up at a tieflings door. This has caused many tieflings to forsake civilization and flee toward the outer reaches of Ramesh.
Tortle
On the beaches of Ramesh you’ll find the tortles. They fish and sleep. No one, not even the Mind Flayers, bother the innocent turtle. They are under the Primordial’s protection. Why? Well, the truth is that nobody really knows.
Triton
These are the lords of the oceans. The Triton are the undisputed rulers of all that lies beneath the waves. Some also say they have knowledge of what lies beyond the Glass Sea.
Vessel
Once in a generation, a High God might desire to assert their influence in the Rings of Meropis. When this is done, a mortal is imbued with aether and is placed onto one of the Rings via a natural disaster. This mortal has the ability to hear and comprehend the wishes of the High God that created them.
Warforge (Vindicar)
Long ago, the great wizard Caerwyn created a legion of metal soldiers to help them fight Sin. In a great betrayal, Sin convinced the Vindicar not to fight. Instead, the Vindicar entombed themselves and waited for the world’s troubles to pass by them. But now the Vindicar begin to awaken. Worse, their minds have broken down during their long sleep. These mad warriors now enter an unrecognizable world.
Yuan-Ti
A Yuan-Ti was once another creature. Then, via a dark ritual given to mortals from Sin, a creature can be transformed into a Yuan-Ti. When this is done, a creature’s inhibitions are dissolved and their dark impulses grow.
A General History
Nobody knows how the universe began. Not even the material gods and their saints know. The devils claim to know, but they’ve never proven that claim. Only the High Gods seem to really know.
Back at the beginning of history, there was a disaster. This disaster caused the destruction of the Genasi Empire. The forces of Sin arose under the leadership of the Dorcha Arex, a mortal with the blood of Sin running through their veins. It was then that the great wizard, Caerwyn, led the forces of the Rings against Sin. He created the Vindicar and was about to achieve victory. He won three decisive victories at the Battle of the Burning Sea, Battle of Fawn Creek, and the Battle of Drask. Each one more impressive than the last, Caerwyn eventually sat poised to push the Dorcha Arex into the Sea of Glass.However, at the city of Nerdica, the Dorcha Arex’s forces made their stand. It was then that the Vindicar abandoned Caerwyn.
In a desperate act, Caerwyn fought the Dorcha Arex in single combat with the power of all the gods, low and high, flowing through him. When defeat seemed inevitable, Caerwyn called down a pillar of starlight and destroyed Sin’s army, the Dorcha Arex, and himself.
Caerwyn’s best friend, Clovis, took his legendary torvian after the battle and added it to his own hand. Clovis went on to found the Clovian Republic after this event. To do this he took Caerwyn’s severed hand and attached it to his own body. This hand was the most powerful Torvian ever discovered. With it, Clovis was able to build the new nation which stretched from the Glass Sea to the Roaring Sea. Yet, it was eventually lost from the Clovian line and history. Currently, the hand is missing.
The Clovian Republic lasted for more than seventeen-hundred years. However, like all empires, it eventually fell apart. Infighting and nobles weakened the republic. The hammer blow was the rise of the Mind Flayers in the Dark Ring. After many years of failing to handle the threat, a great Mind Flayer raid occurred. Not feeling safe, many baronies broke away.
Everything collapsed during an event known as the Last Night. Riots raged throughout the republic that night. The capital city of Clover was set ablaze. During the chaos, many nobles and barons officially announced their secession from the Clovian Republic. Near midnight, the sitting consuel of the Clovian Republic, Aquila Photalon, went missing. By the time dawn came, the Clovian Republic was no more. It was a jumbled mess of baronies and city states struggling to survive in the chaos.
Year zero is the fall of the Clovian Republic. From this point, the next six-hundred years of history sprouted.
In the decades that followed Zell, an old Saint of the Clovian Republic, rose to the status of a material god. He brought in many surviving remnants of the Clovian Republic and formed the Nation of Zell. Since that point, the Nation’s goal has been to retake the lost lands of the Clovian Republic.
Other nations like Kovorov and Breoa came to prominence in this time. Aquar was founded and grew. In time, society rebuilt to the point where the large cities could repel Mind Flayer raids.
Zell’s influence spread to the edges of the Barrow river. Many thought that in time, Zell would reconquer all of the Clovian Republic’s land. Then, a new god arose in the West. Ark, her beauty and grace causing an explosion of life. Her followers' faith only grew as Ark granted miracle after miracle.
Eventually, the troops and officials of Zell were thrown out of the new country known as Arket. This angered the nation. As a show of force, Zell sent the largest army ever assembled since the burning of Clover to quell the rebellion. But instead of forming their own army, the followers of Ark prayed. What happened next shocked the Rings.
Ark and her Saints called forth an earthquake so massive it rocked all of Ramesh. Zell’s army was swallowed by the earth. Cities throughout Zell crumbled as buildings with foundations made of ancient stone crumbled. After this show of strength, all the beasts of the wild within Ark tore into the survivors in the Zell army. They fled in shame from the new country. Now Zell’s dominance is in question.
It has been 700 years after the fall of the Clovian Republic and the world is primed for a time of great change.
Languages
The following are a list of languages in the Rings of Meropis
Collective (Common)
Dwarvish
Elvish
Giant
Gnomish
Goblin
Halfling
Orc
Abyssal (Demonic)
Celestial
Draconic
Loxodon
Aquaian
Sylvan (Fey)
Elder Speech
Infernal (Devil)
Primodial
Drow (Undercommon)
Arcane Script (Magical Writing)
Fell Script (Dark Alchemical Language)