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Dunacht

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“From the moment the Universe was born, Humanity began to die. It was Inevitable” Artificer Reiner, The First Blade   Long ago, the Realm of Amorstone was once a lavish and flourishing landscape, aglow with life, and civilization. Kingdoms rose and fell as wars were fought with steel and wit. There was conflict, but also peace. Resources were plentiful, and humanity thrived. The Rapture, an event of immense power, and also the birth of Magic as we know it, brought miracles to the world at a dreadful price. The Realm was exposed to the Weave, an arcane force that allowed brilliant minds and fated ones to twist and draw from it, granting access to things never before conceived. However, with it, terrible beings tore from the Weave into the world, shredding apart the very fabric of civilization. Pushed to the brink of extinction, humanity retreated within few remaining cities, each kept behind towering walls, known as the Crystal Palisades, man-made from the same energy that nearly wiped them from existence. The terrible beings, the Primevals, drove out humanity, leaving the land and its wildlife Lost to those trapped behind the Palisade. As the Lost Lands became more and more distant and mysterious, humanity bolstered itself within its own cage of safety, striving for a way to fight back against the Eval. Amorstone was no more, yet this great loss gave way to a new revolution. From the twin sides of Magic, the Illustrious Faede from stars above, and Savage Fel from earth below, allowed humanity to better understand and perceive the mysteries of the Weave. Behind the walls of the last remaining capital, Caer Spero, the Orders of the Acht were born, pledged to use the Primeval’s power against them. This alliance brought forth 8 Guilds, all with their own innovations to protect and save humanity:

Guilds of Dunacht
  • The hunters of the occult and political acrobats within the Association,
  • The defenders and architects of contracts, and Arms, within the Aegis,
  • The messengers and keepers of secrets within the Cipher,
  • The faithful and judicial ritualists within the Embrace,
  • The cunning artisans and performers within the Jackal,
  • The miners and forgers of powerful eridium within the Latch,
  • The geneticists and surgeons of the diseased within the Shroud, and
  • The scientists and archivists of the Faede within the Spire.
These Guilds worked together to craft powerful tools to stave off the Primevals, a temporary solution. Mysterious and powerful Arms and Trick Weapons, as the ultimate tools of the trade, still not enough to venture far past the walls and safely return. An uneasy peace fell across the land, as Caer Spero rose to be the central pillar of humanity, branching out along Lightning Rails to seek and contact nearby surviving civilizations. With 7 other civilizations brought together, the new unified Realm of Dunacht was solidified, and over time these civilizations assimilated into districts of a singular metropolis. At the heart was Caer Spero, surrounding it were the other strongholds of Dunacht, their bordering territories long Lost. There were:

Districts of Dunacht
  • The valiant and strong-willed knights of Aurigan and the Fang Fortress,
  • The stricken yet resilient vagabonds of Basatan and the Beggar’s Refuge,
  • The star-seeking intellectuals of Fioren and the Starspire,
  • The hardy and determined miners of Helmden and the Mines of Eschel,
  • The mischievous gamblers of Nystalus and the Iron City,
  • The righteous inquisitors of Tannigur and the Altar of Flame, and
  • The solemn outlanders of Vestria and the Jade Forest.
  While the Association remained centered in Caer Spero, the other guilds emigrated to the other districts as their power and influence grew. As the Guilds seek more radical ideas, tensions between the districts have grown, and delicate relations are at stake.   “The power to stand alone requires the power to make a stand” Primeweaver Hyperia

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Campaigns

The Association

Dungeons & Dragons 5e