This document contains everything your character would reasonably know before the campaign begins.
You live in a time of order, not peace.
The Sun and Holy Church stands as the dominant religious and moral authority across much of the known land. Its symbols are everywhere: chapels at crossroads, blessings before meals, prayers at dawn.
Most people live ordinary lives. Crops grow. Roads function. Trade flows.
The Sun is believed to be the source of life, the final judge, and the protector of the realm. The Church teaches that obedience preserves order, faith brings safety, and deviation invites catastrophe.
You do not need to be religious to exist in this world, but you cannot ignore the Church’s presence.
All common fantasy ancestries exist, but the social landscape is shifting:
You may play any ancestry; just understand that how the world reacts to you may change.
Publicly accepted and regulated by the Church. It is expected to align with holy doctrine.
Legal, but watched. Often practiced discreetly and associated with old knowledge.
Note: Magic is functional, not flashy. It solves problems—but often introduces new ones.
When creating your character, consider one of the following foundations:
All official classes are allowed. Here is how they fit the world's current tension:
This campaign does not assume the Church is evil, nor that rebellion is inherently good. You will be asked to: