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Alkgnir A place where spirits reign

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Overview

Much like winds, rains, the sun - spirits are natural forces. They do not speak (although it appears they can communicate), they do not appear in any form that is familiar to you or me. Spirits are inherent to the land, lurking in its very foundations, sitting between the rocks and water. They do not think or feel, but they certainly impact.


Spirits & Magic

Spirits manifest in two ways: magic and tribes. Magic is conducted by calling upon any spirit to do your bidding. Much as water can be used to drive machinery or steam to power engines, spirits can be used externally to influence an outcome.


Tribes

The tribes are a more inherent matter. There are currently seven: "anchored" - or major spirits in Alkgnir. They are as follows: Innihan, Valimeana, Fenlina, Rhyliah, Nahmiphant, Ingrithid, and Heskddithgr. These contribute to the 7 current tribes, all possessing their own abilities: the ihan ae, valia, ry, nhamy, pirig, and heskyn. There is also the vula, a tribe that used to be influenced by the Vulaeun spirit. However, in an event called the Day of Fires, Vulaeun lost its anchor point and now sits solely in its endlings.
Despite how dramatically the spirits can alter biology of the people it's under, your tribe is not a matter of legacy but rather location. The moment a child is born under one spirit its physiology is altered as such to fit the spirit's design: regardless of its genetics of before.


Storms

Anchored spirits are not an assured matter, however. Much like fungi will compete for space - so do the spirts. And this isn't exclusive to the anchored ones, either. There are countless spirits lurking in the land - and there are countless ways these spirits can rub up against each other. The contests for space are called storms: and they can be as simple as an area with static to countries engulfed in flames.
"We should remind ourselvs to be humble. We are nought but flesh, all of us, whether we were a crown or remain a pauper. If Alkgnir is the court: the spirits are king. I cannot contest." - King Svetlana Jovica in her first address as queen

YOU WILL BE HURT

The "Help, I forgot!" Cheat codes

Spirits

A few establishing notes: spirits are not exactly sentient, nor are they simply geological forces. There is a degree of competetiveness between spirits over territory - but they are not doing this with conscious moves for wealth or power. This is the closest thing to a biological drive a metaphysical force can have.   Nearest analogy would be fungi mycanael networks. While many of these networks can span miles, you'll only ever see them in fruiting bodies above the surface. Swap out the network with the spirit and the mushroom with something like storms - and you have an overview.

Your Role

I will later update this with functionally - your group card.   You have been employed by Matija Saša Lučić, a man of multiple disciplins within Cathquoile University. He has requested to meet you all in a city named Relka. Some of you have been given missives, some of you missions, some of you have followed curioisty and some of you have followed fate. It has lead to you to Matija's door.   Or at least, the door of a rather large building he has rented.   You all have differing information of what is at hand. You may not know it - but:

Welcome to your new career as a monster hunter.

Campaigns

Heart of Branches

City of Mist

The search is on: an artefact needs to be found in a lost corner of Yulca's grandest city

Monsters of Alkgnir

City of Mist

There are monsters afoot, and someone has to stop them!

Characters