Overview Edit

DMFB's main fantasy setting. Sirran's formative years consisted of High fantasy in a mostly medieval setting, then moved into an age of arcane steampunk. What comes after, only DMFB knows.

Geography Edit

The largest landmass on Sirran is Reanneth, which dominates around 40% of the world's surface. Most civilization found its roots on Reanneth, and the largest, most powerful countries in the world are located there.

Following Reanneth is the mostly unconquered island of Tel'Daer, a wilderness that has no want of civilization. Those who live there do so by survival instinct and a healthy amount of strength and cunning. The kingdom of Rhainor has built weak roots in the northern tip of the island.

The twin islands of Tel'Sirran and Tel'Sirrel collectively make up the largest amount of land in the eastern hemisphere of Sirran. They are much tamer lands than Tel'Daer, though not as populous or advanced as Reanneth.

Pantheon Edit

The Lords Edit

The gods worshipped by Sirran's inhabitants are known as the Nine Lords, or simply the Lords. Each fills a slot on the alignment table, with no deviations towards light or dark as per the alignment cube.

  • Assein (Ah-sigh-en) God of Light: Good
  • Sirrel (Sir-el) Goddess of Nature: Chaotic Good
  • Draea (Dray-ah) Goddess of Life: Lawful Good
  • Labiir (Lah-bier) Goddess of Magic: Neutral
  • Kae (Kay) God of Thieves and Mischief: Chaotic Neutral
  • Sirran (Sir-on) God of Earth: Lawful Neutral
  • Sek’Buval (Sek-boo-val) Goddess of Darkness: Evil
  • Sek’Torven (Sek-tore-ven) God of Blight and Corruption: Chaotic Evil
  • Sek’Malvent (Sek-mall-vent) God of Death: Lawful Evil

Magic Edit

Magic in the world of Sirran, while not uncommon, is difficult to harness or control. This means in game terms that spellcasting works mostly by the book, although with no need for material components for most spells, notable exceptions being resurrection spells and custom spells made by players.

Spellcasters in Sirran are less pulling magic from the world around them than they are tapping into the power of their souls for the ability to work divine miracles. This does not mean that divine and arcane spellcasters are the same however, as divine casters are given the powers their gods choose to give them, while arcane casters are creating their own power by force of mind alone, without the help of a deity. For more details on this, see Divinity (Sirran).

Due to this form of casting, when any form of magic is used a piece of the caster's soul takes on a visible form, seen by most as a flicker of light or flame both around the caster and potentially in smaller bursts or flashes further from their body, at distances and frequencies based on both the strength of the caster and on the spell cast. The color of this visible aura is a shade of one of the nine colors of magic, corresponding to the nine basic alignments.