World Primer

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Cosmology


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Planets & The Universe

Iolcus is but one of several worlds within the Anatolean System, the solar system orbiting the radiant star Anatolé. For most of its inhabitants, the heavens begin and end with the familiar glow of the dual moons, Estella the Greater and Mateo the Lesser. Yet for scholars—both arcane and academic—the stars have long been a source of wonder and inquiry, their secrets studied through lens and spell alike. For a more in-depth article on the solar system and a listing of all planets, see the link in the title of this subsection.

Planes & The Multiverse

Extraplanar space, as understood by mortal scholars, adheres to what is known as the Riverbound Cosmology—a theoretical, metaphysical framework in which all planes of existence are woven together by a vast network of extraplanar rivers known as Evergates. Rather than existing as distant, isolated realms, afterlives, mortal worlds, and divine domains all lie along this eternal current, which guides the flow of souls and time itself. For the most part, the average citizen is aware that other planes exist, but is really only familiar with their own upon which Iolcus resides: Materia, or the Material Plane. For a more in-depth article on planar cosmology and a listing of all existing planes, see the link in the title of this subsection.

Magic Systems


Magic is the ability possessed by some individuals to manipulate the ambient energies of the world to produce desired results. In addition to granting spellcasting abilities, magic is an influential force in the world, serving as a source of energy for enchanted items, allowing individuals to travel across Iolcus and through the extraplanar cosmology, and even shapes the physical landscape of the planet. To grasp the basics of how magic functions in this world, one must first develop a foundational understanding of its different types and schools, which are outlined below.

Traditions

Mastery of magic is not as simple as conjuring something from nothing. Just as matter in the real world requires a source or input, so too does magic. In this world, magic is divided into four distinct traditions or types, each generally associated with specific spellcasting classes. While these forms of magic may function similarly in practice, the source from which a spellcaster draws their power fundamentally differs. These sources deviate from the traditional systems found in Pathfinder, meaning familiar expectations from that setting may not apply. As a player—especially one controlling a spellcaster—it is recommended to gain at least a basic understanding of these magical distinctions.

  • Arcane
    Arcane magic originates from astrology—the study of celestial bodies, stars, constellations, and their impact on mortals. Each arcane spell is linked to a specific constellation, with its effects determined by the stars that compose it and their unique arcane properties. Spellcasters who harness arcane magic—such as arcanists, sorcerers, summoners, witches, and wizards—must study astrology to varying degrees in order to wield this power effectively. For a more in-depth article on arcane magic, see the link in the title of this subsection.

  • Divine
    Though any mortal may be granted a fleeting glimpse of divine grace, those who wield a god’s power in earnest are almost always bound to their patron through a sacred rite of anointment. To channel divine magic, one must be anointed and bestowed with a divine symbol—a badge of authority and a vessel through which their god’s essence flows. This essence, drawn through the vast, interconnected rivers of the Multiverse, empowers the faithful to perform miracles in their deity’s name. Such spellcasters—clerics, paladins, priests—generally tread a more structured path than their arcane counterparts, their practices shaped entirely by the edicts and expectations of their chosen god. For a more in-depth article on divine magic, see the link in the title of this subsection.

  • Occult
    Magic does not flow only from external forces—it also springs from within. The planes, in their vast mystery, have left open a door for mortals to shape reality, often without even meaning to. Many spellcasters tap into what is known as occult magic: power drawn from the collective conscious of all thinking beings. Every belief, dream, fear, and fleeting thought drifts into transitive planes known as the Ripples. From there, occultists—bards, psychics, and the like—pull inspiration and energy, shaping the world with little more than will and intent. If they believe a song can send an enemy flying or a thought can fracture a mind, the collective conscious answers, and it becomes real. For a more in-depth article on occult magic, see the link in the title of this subsection.

  • Primal
    For those who draw their magic from the natural world, primal magic is their craft. Across most planes, conduits known as Leylines flow, carrying the very essence of life itself. Spellcasters who wield primal magic—such as druids, kineticists, rangers, and even some sorcerers—can tap into these Leylines, using their energy to shape and control nature according to their will. For a more in-depth article on primal magic, see the link in the title of this subsection.

Schools

Regardless of the source from which magic is drawn, every spell can generally be classified into one of eight established schools of magic for the purpose of study and categorization. These schools remain the same here as in traditional systems: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.

Inhabitants


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Playable Ancestries & Races

TEXT. For more in-depth articles on all the playable mortal race options, see the link in the title of this subsection.

Non-Playable Ancestries & Races

TEXT. For more in-depth articles on all the non-playable races, see the link in the title of this subsection.

Deities


TEXT. For more in-depth articles on all the patron options, see the link in the title of this subsection.

Societal Expectations


The following societal benchmarks have been outlined to clarify expectations within this world across a range of topics.

Aesthetics

The visual aesthetic of this world, encompassing aspects such as architecture and fashion, largely mirrors that of the medieval era. While some "modern" influences exist—primarily in the realm of technology—the overall tone remains firmly rooted in the traditions of Tolkien-esque and high-magic fantasy. Modern attire, including but not limited to hoodies, sneakers, collared shirts, t-shirts, lab coats, and jeans, does not exist here, as its presence would likely undermine the world’s established atmosphere. For personal fashion, draw inspiration from historical attire and modern fantasy animation, incorporating garments such as tunics, robes, leatherwork, and armor.

Technological Advancement

The level of technological advancement on Iolcus blends elements of medieval, enlightenment-era, and early steam-powered developments, with medieval technology being the most prevalent. The majority of the population experiences a medieval standard of living, with access to more advanced technology increasing in urban centers. In the world's largest and most developed cities, one may encounter technology reminiscent of the enlightenment era—ocean-faring ships enable long-distance trade, and inventions like the printing press exist, though they remain rare and accessible only to the wealthy. However, nearly all advanced technology relies heavily on magic, incorporating enchanted crystals, spells, or other arcane mechanisms. Devices that appear to function on electricity, for example, might instead be powered by the core of a lightning elemental. Steam technology and "steampunk" aesthetics are minimal, largely limited to magically powered constructs, or clockworks. Innovations such as steam-driven trains or airships remain a distant possibility.

Firearms

In this setting, firearms exist, but not as the familiar flintlocks and muskets of fantasy tradition. Their origin lies with devils, who forged them as instruments of conquest and as tempting commodities to trade upon the planar market—always at a personal cost. Over the ages, these weapons, known as devil triggers, have trickled into the Material Plane through bargains, pacts, or otherwise, though they remain far rarer and more expensive than the firearms of a typical Pathfinder setting. Because it is common knowledge that devil triggers are infernal in origin, their wielders are met with suspicion, if not outright hostility. To many, carrying a gun is no different than being a devil worshiper: some view gun-users as cultists in miniature, while others see them as reckless fools meddling with forces they cannot comprehend. Only devils know the true secrets of firearm manufacture as every devil trigger carries an infernal failsafe that thwarts mortal attempts at replication and punishes those who pry too deeply. Mortals can tinker with their weapons—making crude adjustments or minor upgrades—but never unlock the full design. Lacking this understanding, they risk misfires, backfires, and worse, though long familiarity with a single devil trigger can blunt some of these dangers. Characters who choose to wield devil triggers must recognize the stigma these weapons carry, along with the personal costs that often accompany them. Since many gun-focused classes begin play with a firearm, it is important to decide how the character came to possess such a rare and mistrusted weapon—whether through a pact with a devil, an illicit purchase on the black market, scavenging one from a fallen foe, or another story that ties the devil trigger to their background.

Divine Involvement

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Magical Influence

Magic is a distant and elusive force in this world, rarely touching the lives of the average person. Peasants in the countryside may live and die without ever witnessing true magic, their closest encounters limited to alchemical remedies, encounters with unusual flora and fauna, or the simplest divine blessings from their local clergy. Practitioners of magic are scarce, though knowledge of its existence is widespread. Reactions to magic vary—some regard it with awe, others with fear or skepticism—but most view it as something beyond their reach and prefer to keep their distance, wary of the trouble it might bring. While magic is acknowledged as real, its presence is largely absent from everyday life. Much like technology, exposure to magic increases near urban centers, where one might find basic enchantment shops offering costly yet practical magical goods, streets illuminated by self-activating magical lamps, or even catch a glimpse of a rare mage. These spellcasters make up less than five percent of the world’s population, making them highly sought after by those in power. Still, for those determined to pursue magic, opportunities exist. Institutions and organizations train aspiring mages, clerics, and scholars, and those willing to seek out the right knowledge can uncover the means to begin their magical journey.

The Anatolean Calendar

The vast majority of civilized nations in Iolcus have standardized the use of the Anatolean Calendar. TEXT - years. There are fourteen months in an Anatolean year, each represented by one of the Anatolean Zodiacs—Finnea, Rionné, Grimas, Dhal'marin, Morel, Ryker, Zavros, Hyzanthe, Krohl, Azharya, Seraph, Velarion, Thalas, and Elaruun. Finally, six days form a week: Aelisen, Talysen, Verdansen, Jorisen, Ravinsen, and Acksen.

Seasons

Iolcus follows a seasonal cycle akin to Autumn, Winter, Spring, and Summer, but under different names. Coined by the elves, who hold a deep affinity for the turning of the seasons, they are known as Foliavarium (commonly Folia) for Autumn, Aurafrigus (Frigus) for Winter, Calordura (Calor) for Spring, and Pluviaflos (Pluvia) for Summer.

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