EDEN Undone

Das Ende Aller Dinge

People

The History of EDEN Undone so far

All current cultures agree that the world they inhabit was preceded by at least one other cycle, maybe more, with civilizations and cultures now extinct and undone, but their history, mysticism and soul are still lingering, surfacing in eruptions of supernatural cataclysms; phenomena.   Hunting and exploring these phenomena; timed events of harrowing impact, is one of the major things to do for adventurers. These phenomena can manifest as many things, the sudden appearance of a primordial forest with lush and deadly vegetation and filled with strange beasts, a necropolis of molten steel and concrete, caught in an eternal state of war, or a lake of tears, salt water so deadly it threatens to kill the whole ecosystem - but bearing irresistible & alluring secrets at the bottom of its depths.

Current Species & Cultures

There are no sentient species in the world, but humans. There are all kinds of ghosts, ghouls, beasts and strange apparitions, though. They do not form cultures or tribes of their own, they just happen to be synanthrope with human society.   1 out of 100 is not a normal human being, but a thing called a 'Sinner' or 'Marked One', a being that's born human, but whose soul is bound to a supernatural entity, a Daimon that enables that person to bend Aether to their will and change reality for a price.   As Sinners aren't that rare and possess supernatural powers, factions in EDEN are of course influenced by these beings and their agenda. There are seven types of Sinners who aren't 'species' as the 'sin' isn't inhereted or transferred via bloodlines or genetics. They are called 'Carnals' and are defined by the type of cardinal sin this person is challenged with through the attachment to their Daimon.   People of the same Carnal do stick together in some situations to form factions and influence the societies they build and/or profit from.

Needs & Relations

Demons | Pride
Demons are beings or pride and prejudice, vain and narcissistic, but also driven and full of energy. They like to change things and drive this change, rule and conquer in everything they do. They are predominantly present in the south where the Crimson Empire is expanding its grasp around the world with militaristic force and driven by a religious understanding of individuality and personal power.  
Nephilim | Envy
Nephilim are beings of envy and jealousy, driven by dogmatic rules each individual needs to fulfill. Their Daimon is giving them a unique view of the world, enthralled with secrets, always on the lookout to unravel the threats of fate. Their hype fixations on certain aspects of reality can make it difficult to communicate with them, but they are rarely openly hostile. Nephilim are rare in central Europe and largely misunderstood. Some North African tribes seem to have affiliations and spiritual believes based on Nephilims' mysticism.  
Golems | Sloth
Golems have a proverbial phlegm that can make them come across as stoic and even obedient, but they only follow a worthy cause or master. Golems need a reason to act, that doesn't mean they are slow or don't have their own agenda. Their apathy is deceiving, they simply think twice to whom they pledge loyalty to. Golems are common in structured factions, like The free City State of Praha or the Allied Territories.  
Witches | Greed
Witches and Warlocks are beings of want and need and material values, but that doesn't mean they are without emotional attachment. But it is true that you need to think twice before you make a deal with a witch. They are good in building societies and covens, and the predominant force behind the Free City State of Praha and the Alliance. But they also make great treasure hunters, motivated by their Greed, they are willing to take great risks for a potential haul of valuables.  
Fae | Gluttony
Fae are notorious for their indulgence and splendor, their sheer need and passion for excess. They are also beings of intense curiosity and mischief, which means most other Carnals don't trust them. But they are also charming and charismatic, so it takes a lot to be cross with them for long. They make for great adventurers but also alchemists and healers. A larger enclave of fae is living in The Wyld, a primordial forest lying south-west of the Narbenland, in a tribal culture, but many fae have no association to them, but exist as opportunistic freeloaders alongside other factions.  
Undead | Lust
The Undead are far from being mindless, animated corpses, they are tragic beings who died and were reanimated with an insatiable lust for life - but largely unable to participate in what it means to be alive. Undead are not well met in most factions, as there are many rumors on how they have to feed on the living in one way or another to be able to animate their bodies. But facts are largely unknown as the Undead aren't exactly chatterboxes when it comes to their vital flaws. Undead tend to try and stay under the radar, they have ways to blend in, maybe better than any other Carnal. So expect for the hills of Siebenbürgen, where some Strigoi Lords have in fact established something like an Undead foothold over land, Undead tend to largely go unseen.  
Isegrim | Wrath
Isegrim are beings of wrath and vendetta, always raging, passionately, sometimes even lovingly tearing themselves and others apart over something. They seem addicted to conflict, but not unable to compromise. Isegrim tend to be born to resist and battle, they make great rebels, soldiers, warriors, poets, even. But everything is done with force and a lot of drive, often also violence. But more often than not, they suffer from their own temper, and their anarchistic nature can be their own emotional demise. Isegrim tend to forge warbands and packs or go on their way in solitude but they are generally speaking much better in tearing things down than build something up.