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Faltharion
A world of deep history and fresh wounds, Faltharion stretches from the monuments of extinct empires to the battle-scarred fields of recent war, drawing all who seek wealth, knowledge, or power into her perilous heart.
History
Main article: History of Faltharion*
Much of Faltharion's history is lost to time though it's stories still echo throughout the world thanks to ruins left by the ancient Bridge Builders and Delvers. To most, both peoples are nothing more than extinct relics or fables.
Now well into in its Third Age, the peoples of Faltharion are beginning to recover from the devastation of the Boneburn Crusade. For more than sixty years the land was consumed by bloodshed, until at last the tide turned and peace returned to the wounded world. Two decades have passed since the final battles, and though the scars remain, the realms of Faltharion are continuing the slow work of rebuilding.
This is not only an age of reclamation, but of discovery and adventure. In every corner of Faltharion, factions of adventurers, treasure-seekers, and would-be heroes pour into the countless Delver ruins that scar the wilderness. Most do not return. The frenzy began when a single man staggered back from the depths, bearing riches beyond imagination, clues about who the mysterious predecessors were, and, most shocking of all, a true enchanted relic.
Calendar
Main article: Calendar of Faltharion
A year in Faltharion lasts 364 days over the course of it's four seasons, Bloomrise, Goldsun, Harvestdeep, and Frostmourn. Each day is 24 hours in length and the 7 days of the week are named Faeldra, Caldra, Brassdra, Coldra, Truend, Forgend, and Dreamend.
Magic
Magic in Faltharion is a widespread but poorly understood force that can be accessed through several distinct methods. While its exact origin remains unconfirmed, most prevailing theories link it to the influence of Shoji Trees and, on a larger scale, the Kokuyoji.
Methods of Casting
Magic can be used in the following ways:
- Innate Ability: Some individuals are born with a natural capacity for magic, often attributed to prolonged exposure to Shoji Trees. This typically allows for minor, instinctive spellcasting.
- Learned Practice: Magic can be studied and performed through structured techniques, often compared to a form of “physical mathematics.” Practitioners manipulate fundamental aspects of the natural world to produce specific outcomes.
- Bestowed Power: Certain magical creatures, such as dragons, unicorns, djinn, and demons, can grant individuals access to magic. This power is usually conditional and may come with obligations or risks.
- Divine Conduit: Some individuals act as vessels for divine power, channeling magic granted by a god or higher entity.
Prevalence and Regulation
Low-level magic is relatively common throughout Faltharion. Minor spells, such as cleaning or simple utility effects, are widely used in daily life and are difficult to regulate or restrict.
More advanced magic is extremely rare. Abilities equivalent to even low-tier formal spellcasting are uncommon and often draw attention.
Most nations enforce strict laws against the use of magic deemed harmful or disruptive. This includes destructive spells, illusion-based deception, and forms of mental manipulation. Enforcement varies by region, with some governments citing public safety and others using restrictions to maintain control. Specific regulations differ significantly between cities and cultures.
Enchantment
The creation of permanent magical items is currently impossible by known means. All existing enchanted artifacts originate from Delver ruins and are considered relics of a lost technique.
Temporary enchantment is possible, but limited. Common applications include short-lived message storage or simple “charged” items, such as toys or tools powered by a finite magical reserve. These are typically expensive and unreliable.
Attempts at enchantment can result in unstable or volatile reactions. During the Boneburn Crusade, the Concord of Aion weaponized this instability, using controlled magical failures as a form of siege and anti-engine warfare.
Geogrpahic Characteristics
Continents
Sirentia
Sirentia is a northern continent which includes Concord of Aion, the elven island realm of Kuyoji, the marbled cliffs of Nythea, and the ash-choked marshes of Ur'Kadesh. The central region is dominated by the dwarven homeland, Min al Hajar.
Oceans
- Veridian Deep: A marvelous blue-green ocean that is as dangerous as it is beautiful to the west ofKuyoji.
- The Reclamant Sea: A vast ocean to the east of Sirentia
Among coastal settlements, stories are told of cultures under the sea though these tales are seen as nothing more than myth.
The Black Turn
The Black Turn is a span of magically corrupted and vile land slowly overtaking Dustmarch. The Turnforged, sworn defenders who keep the Turn's evils at bay, warn travelers who brave the region of sinkholes and crevasses that seemingly descend into endlessness and dismay.
Seasons
Faltharion experiences seasons and divides it's years into each of the four. Each season is exactly 91 days long, except for within The Wreathed Seasonlands where each of the four regions is locked in a perpetual, single season.
Satellites
Faltharion has two moons named Vel and Phira. The twin moons each orbit each other as well as the planet. They are the main focus of gnomish worship, venerated as one entity named Velphira. Both moons are similar in appearance to Earth's moon, though they appear slightly smaller in the sky.
It is not uncommon for one of the two moons to eclipse the other as they dance around each other above the people of Faltharion. On extremely rare occasions, *both* moons align perfectly to eclipse Faltharion's sun. These Velphiran Eclipses are almost impossible to predict with any certainty and are seen by all as an ill omen.
Vel
Vel possesses a brilliant silver-blue coloration. It has a 30 day cycle and represents clarity, memory, reflection, and the wisdom of the past.
Phira
Phira, the chromatic moon, shifts in vibrant, unpredictable hues, representing inspiration, chaos, dreams, and boundless possibility. It's cycle lasts 45 days, though it's constantly changing colors seem to hold no pattern anyone can predict.
Sun, Stars, & Constellations
Faltharion obits a star at the proper distance to allow life on the planet's surface. The halflings of Cuztal believe it is the nest of a powerful and nurturing eagle named Chichiltitototl that watches over the world and her many children.
The night sky holds numerous visible stars that are much more distant. There are many that form constellations with associated stores in different cultures of the world. Each constellation is headed by an Axiom Star: a slightly brighter point of light believed by some to be entire other worlds far beyond the reach of men or gods.
Languages
Many languages are spoken across Faltharion. Common is the most widely spoken among humanoids, though each race has their own language.
Campaigns
There are currently two campaigns being run in the world of Faltharion.
- Nythean Campaign: Follows Midira, Ophiyra, Sylkoris, and Zephriel as they uncover strange plots and events around the port-town of Brightcliff
- Southreach Campaign: Follows Astraea, Kohaku, Koshik, and Rhagu and their adventures with the adventuring guild, The Grim Barony