A World in Change
Tikor is a world where deities and spirits are as real as the nature that surrounds them. Since the earliest writings of mankind, the gods have been there with them. They are a vital part of the makeup of human societies across the globe. This is in a way to be expected. Humans were in fact, created by the gods. Various great deities created cultures of their design and ethos. As time marched forward, these various cultures and groups co-existed. Sometimes contentiously, sometimes harmoniously, but always striving to co-exist.
History, however, would change over the course of a tragic day and its horrific night. Mime, the Garuda deity of Wisdom, is assassinated at the hands of an alleged Vinyatian assassin. Mortal hands had never slain a deity. As tensions between the rival nations of Garuda and Vinyata soared under a long Tikor night, a bloody battle erupted between the two sides. A truce was called once the truth is revealed, but not before irreversible damage to both sides was done.
Despite the armistice between bitter enemies, the wounds of that day will forever linger. The world heaves as the one constant, the gods themselves, waver and a new struggle begins.
The Year 10 A.R
As the world still recovers ten years after the bloody events that ended the Era its fallout begins to appear. Rumors begin to give rise around the world of the arrival of a new kind of weapon. Instruments capable of killing gods, Grim Arms. Could this be related to the unsolved assassination of Mime?
In Garuda, a power struggle is in full effect as the current ruler of The Divine Order of the Phoenix, Amma Zencora, vies to hold onto his ill-gotten throne. How far will the ruler go to defend the throne he so desperately wants to hold on to?
Vinyata is adjusting to a world with one less of its city. The Eastern Node having been destroyed during the war at End of the Era. An unpleasant surprise emerges as they rebuild, a rash of malevolent spirits now roam the region. The souls of those lost 10 years still attached to the mortal plane.
An Afropunk Sci-Fantasy Setting
Swordsfall isn't just a story, it's a world. It's a dive into pre-colonial Africa for all the rich lore you've never heard of. It's an exploration into a world where the majority of the faces are dark, yet isn't constrained to one corner. It's a world where women hold power equal to men and the merit of ones soul is what propels them through life. It's a world where spirits aren't to be feared, they are to be embraced. In a time where we know that representation matters, this project is an effort to add to that spirit in the way I know best. Narrative fiction in the nerdiest of flavors.
Swordsfall is made up of three key parts; World Anvil, Tabletop RPG and Novels. Each of them telling a different part in the lore that is the world of Tikor. Synergy.
The Three Arms of Swordsfall
Swordsfall: World Anvil - This is the first arm of Swordsfall, the world bible where the world is displayed for all to read. The World Anvil is where we'll explore the world as a whole. Each country, each place, and all the major characters.
Swordsfall: A Tabletop RPG - The only thing better than reading a fun world is playing within it. Luckily with the might of World Anvil, we can play the game straight from the World Anvil! Campaigns can be run from the Swordsfall page and articles selected for your players. This will be a more narrative focused system where social skills are just as important as combat.
The Swordsfall Chronicles - Some stories are too big for World Anvil. Some stories need the detail that only a novel can bring. There are several books planned out for Swordsfall with one already in production. From the true events behind Mime's assassination to failed cults to heroic sieges, the books are where the real detail will happen.