Adventum:

12,000

People

The History of Adventum: so far

The Vitaeans once ruled half the plane of Elysion, a chaotic people who found clarity not through order, but through embracing entropy. They mastered a form of magic that thrived in instability, building shifting cities, reactive artifacts, and fluid philosophies. Their civilization collapsed suddenly—some believe it simply imploded under its own paradox. Their ruins are rare but powerful, and anything unearthed from a Vitaean vault is as dangerous as it is valuable.   The Sidereals, rivals and counterparts to the Vitaeans, built the other half of Elysion with rigid logic and clockwork precision. Their cities were marvels of symmetry and arcane alignment, powered by celestial mathematics and anchored by divine law. Though they disappeared around the same time as their chaotic counterparts, some believe they didn’t fall—but instead withdrew, sealing themselves behind dimensional harmonics. Their ruins are untouched by time, often guarded by mechanisms still running.   The Fae of the Primeval Plane were never conquerors—but they left their fingerprints on everything. Immortal and curious, the Fae delighted in crossing into other planes, creating strange flora, tampering with bloodlines, and pulling pranks that became legends. Though their presence has faded, their ruins can be found scattered across all realms—twisted, beautiful, and often enchanted with unpredictable effects. The Fae may be gone from the Material Plane, but their laughter lingers in the wild places.   The Celestials and the Fallen—angels, demons, devils, and the ancient dragon-flights—once moved freely across planes. They fought wars over mortal souls, bargained for power, and shaped the moral landscape of reality. While many still exist, their empires have long crumbled. What remains are isolated outposts, buried sanctums, and sealed pacts etched into stone or soul. Their relics are sought by scholars, zealots, and fools alike—each hoping to reclaim a piece of that lost divine power.

Current Species & Cultures

Humans are the dominant race of the Material Plane, forming kingdoms and empires across the world. Their short lives drive them to adapt quickly, achieve greatness early, and be remembered for deeds that defy their years.   Elves are near-immortal, their bloodline tied to the ancient Fae, elegant and long-lived. Dwarves hail from the Underdark, stoic and masterful in craft. Orcs, born of the Verdant Wilds, are powerful and spiritual, deeply connected to the natural world. Tieflings carry the infernal blood of devils and demons, often walking the edge of mistrust and ambition. Aasimar are touched by the celestial, seen as divine messengers or omens.   Kitsune, dream-born shapeshifters from the Dreamscape, are rare and mysterious. Gnomes, considered lesser Fae, are clever and chaotic. Catfolk roam the northern hinterlands, agile and curious. Halflings, Half-Orcs, and Half-Elves reflect the mingling of cultures—bridging gaps, surviving in-between, and making homes wherever they are accepted.   Other cultures exist far beyond the central continents—some sealed away by planar forces, others simply forgotten by time.

Needs & Relations

Humans
Humans are the most widespread and adaptable race in the Material Plane. With countless cultures and kingdoms, they’ve built sprawling empires, merchant dynasties, and fractured city-states. Short-lived but ambitious, humans chase legacy with urgency, driven by both fear of time and love of glory. They come in every build and background, shaped more by region than race. They tend to view other races with curiosity or caution—often admiring the ancient or magical, while distrusting the strange. What humans want most is meaning—through conquest, discovery, or legacy.  
Elves
Elves are near-immortal, descended from Fae ancestors, and bound by centuries of tradition. They are elegant, tall, and sharp-featured, often clad in flowing robes or nature-wrought armor. Elves build slowly but beautifully, valuing memory over progress. They see most other races as fleeting—interesting but short-sighted. Elves seek to preserve what is fading and to maintain their influence in a world that moves faster than they do.  
Dwarves
Dwarves originate from the Underdark, where they carved cities from stone and shaped metals with divine precision. Stocky, strong, and heavily bearded regardless of gender, they are disciplined and reverent toward craftsmanship, law, and legacy. Many dwarves have ventured to the surface, bringing with them a cautious but steadfast loyalty. They see others as wasteful or impatient, and want above all to create things that last.  
Orcs
Orcs hail from the Verdant Wilds—jungles, mountains, and forests where they live in close communion with primal spirits. Broad and imposing, often adorned with tattoos or natural ornamentation, orcs are spiritual warriors, herbalists, and mystics. They value strength, but not just physical—resilience, emotional honesty, and spiritual will are sacred. Orcs view other races as too disconnected from the land. They desire balance: within themselves, their tribes, and the world.  
Tieflings
Tieflings are born of infernal legacy—descendants of demons, devils, or cursed pacts. Horns, tails, sharp eyes, and strange skin tones mark them physically, while suspicion often marks them socially. Many grow up on the fringes, learning to survive with wit or force. Tieflings see others as hypocrites—judging their blood while accepting divine blessings without question. What they want is space to define themselves on their own terms.  
Aasimar
Aasimar are the celestial-touched: the result of divine unions or blessings passed through blood. Often glowing-eyed or halo-marked, they seem radiant to most mortals. Revered or resented, Aasimar carry a weight of expectation and prophecy that few ask for. They tend to see others through a lens of responsibility—wanting to guide or protect. Above all, they seek purpose—and freedom from the destiny others place on them.  
Kitsune
Kitsune are fox-spirits given mortal form, born from the Dreamscape and bound by whim, curiosity, and illusion. With shifting features, graceful bodies, and fox tails (often concealed), they are natural tricksters, mystics, and performers. Kitsune rarely stay anywhere long, driven by a desire to taste life. They see others as too rigid, too rooted. What they want is experience, wonder, and stories to steal or share.  
Gnomes
Gnomes are believed to be minor Fae—or at least deeply entwined with Fae magic. Small in stature and eccentric in both dress and behavior, they gravitate toward invention, illusion, and chaos. Their cities are chaotic patchworks of joy and genius. Gnomes view other races as overly serious and tragically uninspired. They want freedom to explore, tinker, and laugh—even when others wish they'd stop.  
Catfolk
Catfolk come from the frozen hinterlands, agile and furred humanoids with feline grace and a deep sense of independence. They form small, close-knit tribes and prize personal freedom, agility, and keen observation. Catfolk often remain quiet around other races, watching before engaging. They view outsiders as unpredictable but occasionally useful. What they want is survival without surrendering their way of life.  
Halflings, Half-Orcs, and Half-Elves
Halflings are small, earthy folk from the Material Plane—resilient, underestimated, and community-focused. Half-Orcs and Half-Elves often find themselves between worlds, accepted by few, shaped by many. All three groups crave belonging and identity. They view other races with pragmatism, judging individuals more than peoples. What they want is space to thrive without being defined by what they are not.   Other cultures exist far beyond the Atrumi Empire—isolated on distant continents, sealed in planar pockets, or hidden behind magical barriers. Their stories, too, are waiting to be told.