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S tat e o f

Perdition
»Hell is merely the continuation of politics by other means.«
Setting
»To War! The Dragon wills it!«, the warlord shouts from his throne,
condemning ten thousands souls to be butchered on the altar of
her bloodstained god. The commoners, rotting in their own bodies
and forsaken by both their secular lords and the dragon, turn to
those who promise salvation in this world and damnation in the
next. Grain-laden ships sink to their wet graves, when merchants
plot the next starvation to fill their coffers with hunger’s gold. In
the centre of town another heretic is burning, his pyre fuelled by
the books that promote reason over blind obedience. In the east
an ancient empire wakens from its slumber, gathering its legions
and envoys, and is looking west to the meek kingdoms of men,
ready to be slaughtered like cattle. And beyond the veil, an ancient
concord is already collapsing...

»State of Perdition« is fantasy setting closely modelled to 16th


century Europe, North Africa and the Middle East. Ravaged by
internal power struggles and war, the world has succumbed into a
spiral of decay, death, and desperation. Plagues frequently sweep
over the countries, famine holds many territories in its choke, and
trade wars claim as many lives as a full-scale battle. Although the
facade of civilization is still intact in many, others have openly
reverted to barbarism.

The question of what defines humanity (or sentient life in Themes


general) is a recurring theme in the setting. Characters often due
nasty things in order to survive and sometimes even nastier to
accumulate money or influence. To redeem a person, society, or
even humankind in general, there have to be sacrifices. To coop
with these sacrifices is a vital part of the setting: How far can
you go to save yourself or those they claim to love? What can a
character do to redeem herself from the things she has done in
order to survive?

Furthermore the chain of action, reaction, and consequences will


play a vital role in the setting. Granted the warlords, clergymen,
and other pillars of society are directly responsible for many
atrocities, but the alleged good guys are no saints either. They also
have the blood of innocents on their hands. They will also betray,
cheat, lie, and sacrifice anyone to further their goals.

The underlying conflict of »civilization«, »barbarinism«, and


»untamed nature« has also a major impact on the setting, albeit
more in the setting’s undertones. It will often take a backseat in
scenarios and adventures, probing the question of what makes
something civilized, and what the difference between civilized and
uncivilized really is: Actions, intentions, or simply paved roads?
Even though the war plays a vital role in the setting, it is a mere set.
»State of Perdition« is not about heroic deeds on the battlefield
nor about the romanticized notions of a soldier’s everyday life and
most certainly it is not a war game. Like its earthly counterpart war
is dirty and miserable business that changes everybody involved
(and more often than not for the worse).

Characters Characters can (and should) come from all walks of life but most
of them share some similarities: They have either a background or
a motivation that enables them to push further than those around
them, conquering the odds and turning the tables as they go.
Races & Racisms
Once upon a time there was a dragon who thought himself to be
a god. And like every god he had favourite pets. His pets were
numerous but scattered across the whole world. Some fled before
nature’s wrath, aimlessly wandering the world, others hid like prey
in forests and some were put in cages by those who wore the skin
of a snake.

Some say he had a claw in the events that let to the snake’s
downfall, others claim the dragon never would work this way.
Whatever it may be, his children were free and every night, he
came to them and told them of his dreams. Dreams, filled of glory
and conquest, the dream of united humankind under his banner.
And like the good pets they were, they went forth to built this
divine empire.

They came across other people, some small and sturdy, others
lanky, some had green skin, and others wore the skin of animals.
And so the humans asked their patron, what place these people
have in his divine scheme, but the dragon only shook his head
and sorrowfully answered, that they would never belong to his
dream and that they would have to perish from this world. And so
the humans sharpened their spears and made new holes in bellies
of the sturdy, the lanky, the greenskinned, and those who wore
animals’ skin.

Especially the sturdy and lanky were not happy about their new
bellybuttons and they had masters of their own. And so they went
to the island of glittering stone where their lords had made their
palace. The lords listened to the cries and pleas of their subjects
and because they are as pious as their human counterparts,
communed with their gods. Their gods, made from the breeze,
the waves, the hearthfire, the soil, moon, the sun and the grove,
were not happy with the dragon and decided that he had to die.
The lords, cruel and cunning, were content. Without the dragon,
the humans would become headless and the whole world would
belong to the lords of the glittering stone.

The dragon died a silent death, his death throes unheard by his
children. But his last breath shattered his empire, when visions of
his demise reached his pets. Although they did loose hope, they
did not loose their head when legions marched east to eradicate
the murderers of their beloved god. They had sharpened their
spears once again and were eager to make new belly holes.

And the lords of the glittering stone were distraught, who would
thought that the humans were such nasty pets? And so they
sharpened their swords and rode out to do what even the death of
a god could accomplish: to make humankind a head shorter. The
humans and the lords of the sturdy and lanky met on a lush green
plain. The plain turned to glass when humans lost their heads and
the lords could claim new bellybuttons. Realizing that neither side
could win, the lords and humans set down and divided the world.
The lands of the rising sun would belong to the humans to seek
their destiny while the rest would become the domain of the lords
of the lanky and sturdy. And thus Demiourgía and Zhong-Dao was
born...

Humans Surprisingly bland in their diversity the humans consider themselves


the pinnacle of creation and the masters of Demiourgía (their side
of the world). Although the Orichalcum Dragon still is venerated
by most humans, some cultures and states have decided to stray
from his shining path, leading to more excuses for bloodshed and
conquest.

Elves The lords of the island of glittering stone and rulers over the
eastern half of the world, are closely tied to their version of the
elements (fire, water, metal, air, wood, moon and sun).

Dwarves Trapped in a rigid caste-system and with customs that dictate


almost every aspect of life, the dwarves serve as the empire’s
artisans, artificers, and architects. Their gods are thousands

Halflings Every empire needs those who tilt the soil, work the mines and
produce goods and materials. Apart from the multitude of human
slaves, this lot has fallen to the halflings and the only thing that
sets them apart from the humans, is the simple fact that they
cannot be bought or sold and they often wield the whip that bites
the human back.

Orcs Empires have enemies and although the humans tried very hard
to become the arch-enemy of Zhong-Dao, the orcs, uncontested
rulers over the steppes that form the border between Demiourgía
and Zhong-Dao, have won this honour by constant raids, the
destruction of various border settlements and the liberation of
legions of slaves. Since centuries open warfare between the empire
and the Thousand Tribes – a name which isn’t even a exaggeration
– dominates the western frontier.

Hobgoblins Forming the elite of the Thousand Tribes Confederacy and


considered more cunning and less brutal than their orcish brethren,
the hobgoblins appear to be content with their place as generals
and advisors. Some say they are the true rulers of the Confederacy
and use the orcs as mere puppets.
With caravans that reach even some of the human countries with Goblins
lax laws concerning non-humans, the goblins are the traders,
smugglers, and envoys of the Thousand Tribes and considered
little brothers by both the orcs and hobgoblins.

Despised and hunted by both the human states and Zhong-Dao, Beastkin
the beastkin in their many forms, hide in the dark corners of the
world, awaiting the coming of her, who will united the warring
tribes. Their many forms and appearances have led to very varying
cultures, the most infamous are the Sarathi, the former lords of an
empire and slave-masters of Hadaq.

The Tarridh may appear human at first glance, but their special Tarridh
connection with spirits have drove them away from humanity’s
beacon. Barbaric and slaves to their fickle spirit mentors, they raid,
pillage, plunder and burn their neighbours of the northwestern
part of Merdianus. Many Crusades were called to eradicate the
Scourge but all have failed.
Religion & Realms
Aithír Kathartírio

Elysion

Demiourgía

Polonoí

Kólasi Isorropía

The Wheel of the Realms


A heretical view of the world and the realms beyond which is used by Thavmatourgói to
calculate summoning rites.

Gods and Realms First of all: There are no gods, only very powerful – but not
omnipotent – spirits that have tricked their followers into believing
that they are gods indeed. With some effort, they can be banished,
and even killed and so it may be understandable why they to avoid
making public appearances. Although almost everybode loves to
be adored, this self-claimed gods aren’t in for the kicks of being
idolised, they have business interests. Although they feed on the
veneration of their disciples, they also hope to claim their souls in
the end. Every living and sentient being carries a spark (the soul
in many religions) in itself and many theories and legends revolve
around that spark. They serve the spirits as coin and material to
build and create. Some say these are the shards of the gods that
created the universe, while others claim that these sparks define
the material world. The realms beyond and their denizens are
completely bound and aligned to one single rune.
So one of the most defining aspects of »State of Perdition« is Religion in a Nutshell
religion; it has built and toppled empires, let to countless wars and
(de)satbilized whole countries. Religion is not simply a matter of
belief but a complex system of interaction with the realms and its
denizens. Priests often did not serve only guardians, missionaries,
and pillars of their community, but also as middlemen between
their flock and their god(s). Choosing a religion is also a pact:
by binding herself to a certain cult, a persons aligns herself to a
rune and confides her soul to a realm after death. Although this
alignment is very important, it is not the sole factor for the decision
of who will get the soul after death; actions, circumstances of
death and even loopholes in the compact can change the outcome
drastically.

The following cults represent the most influential religions and Major Cults
believe systems of Demiourgía but far from complete.

The Byrinthian Statecult is a strange religion, even by the standards Byrinthian Statecult
of SoP, and the proof that humanity can exert a certain amount
of control over the realms. It appears to be a modernized form of
Mother Earth cult that worships the land itself as a stern but caring
mother figure who defends the byrinthian people against enemies
from both within and outside. Monotheistic to its very core the
cult neither has the typical demigods nor saints that can be found
in other religions. Byrinthia promotes obedience, national unity
(and purity), self-sacrifice and asceticism.

The Cult of the Orichalcum Dragon can be viewed as counterpart Cult of the Orichalcum Dragon
to the Byrinthian Statecult; although the Orichalcum Dragon
himself is the main deity, it acknowledges a variety of other
gods as aspects of the Dragon, whereas the Statecult promotes
asceticism and unindulgency, the orichalcum strictures claim
that humans are prone to sin but offer them a way out. But the
Dragon’s forgiveness knows (many) bounds as anyone who has
publicly spoken out against the cult could testify if she would live.
Holy war, intrigues and brutal oppression are the bedfellows of
the cult that has grown into the most dominant religion in whole
Demiourgía.

Mu’Taiqa or the way of the right hand can mostly be found in Mu’Taiqa
Hadaq and is a religion that is mostly based on fate and the role
of an individual in the tapestry of destiny. It has a set of very strict
commandments that dictate almost any aspect of life but their
interpretation and enforcement vary from region to region. The
question if these commandments are actual divine law or mere
guidance are also the subject of many theological arguments.
Lacking the centralized power structure of the majority of other
religions, Mu’Taiqa can either be the most oppressing or liberal
religion in all of Demiourgía.

Temple of Moíra The Temple of Moìra is generally confined to the city-state of


Kaleathenicca and is like its southern brethren the Mu’Taiqa a
religion that concerns itself with destiny. Unlike the latter it has
a) very few strictures and b) committed to the idea that destiny
can be changed if the gods want to. More an organized system
of divine bribery than an actual religion, the priests of Moìra are
businessmen first and shepherds of their flock comes second, if at
all. This has led to an image of rogues rather than priests but as
long as the population is content, nothing else really matters.

Casa di Crespuscolo Although the majority of the former empire of Decus (now the
Decusian League) are pious Dragon Cultists, a notable part still
clings to the old faith, the Casa di Crepuscolo which venerates
the ancestors. Complex rites, magnificent sacrifices and a certain
image of secrecy surround the cult, having transformed it from a
mass religion to a more exclusive (and elitist) cult that promotes
the old virtues of the empire.
Arcane Arts
Although magic does exist in Demiourgía, it is the subject of
fear, superstition, and even outright hate. Many states regulate
not only the use of the arcane arts but also the life of those able
to wield them. A common practice is the visible marking like a
tattoo, or branding, or some other means of easy identification.
Hiding the mark or keeping the arcane gift a secret has often very
fatal consequences. In the empire of Byrinthia all arcane gifted
are given a simple choice: either join the military or your blood
will be used for the harvest or fertility rites. Those with the gift
unlucky enough to be born in Dordogne, are either driven to the
dark corners of the kingdom, or find a fiery end on the pyres.
Some are able to hide in plain sight and join orders and disguise
their gift as miracles.

One of the three defining factors of Thavmatourgía is the Disciplines


Peitharchía, the arcane art itself. Although magic is very
individualised – due to the absolute absence of greater magical
orders – it can be categorized in some way:

The least of all disciplines is often called »Folk Magic« and Mageía laïkía
employed by witches, hedge mages, and wise women. These are
simple spells and cantrips that offer limited magic effects. Although
many arcanists remain on this stage, almost any Thavmatourgói
worth his salt, knows at least a handful of cantrips.

This higher form of Thavmatourgía is closely associated with Animismó


spirits. It is the practice of dealing with the spirit world and spirits
that are bound to the material world in some form. Animistés
often specialize in one or two different kinds of spirits and draw
their powers to work their magical effects.

The human body and its relation with the runes is the subject of Alchimeía
Alchimeía. Believing that various substances are closely tied to
certain runes, the Alchimistís uses this ingredients to temporally
transform her body in something that defies the bounds of her
humanity.

This discipline is the manipulation of the runes through formulae Mageía


that directly intersect with the very fabric of creation: These
formulae are complex equations: a mixture of mathematical,
psychological, linguistic, existential, and supernatural principals
that allow the Mágos to grasp a portion of reality and bend it
to its will. Their manipulation of these metaphysical equations
makes Mageía very powerful and very flexible. Mágoi often
align themselves to a very specialized Scholeío like Iskiomancy,
Necromancy, or Elementalism.
Theïsmós Almost exclusively employed by priests or warlocks, Theïsmós
draws its power from powerful spirits. As these spirits are
manifestations of the runes they are able to work powers based
on those runes that form part of their make-up: Theïstés, through
worship and devotion, channel these runic powers in the form of
miracles and thus gain the ability to work similar powers in the
mundane world – albeit in a much diluted form.

Roúno Skálisma Roúno Skálisma is effectively the skill of invoking the power of the
Runes by engraving or marking their physical shapes into objects,
rather than using formulae or invoking their names.

Manteía Almost exclusively employed by the magocracy of Kaleathenicca,


Manteía is the art of divining and manipulating fate itself.

Source Almost as important as the Discipline (which defines what kind of


arcane arts somebody can employ) is the source of the magic, the
technique of how a spellwielder is able to employ her magic and
how she (re)generates her magic points. SoP uses a tier-based
system to reflect the various sources of magic.

Fylaktó On the bottom of the foodchain are those who rely on physical
objects to work their magic. Fetters, fetishes, and the fabled staffs
of many mages fall into this category. A phylacterist mage must
be in contact with her object or will be unable to cast any magic.
Phylacterys are specifically designed for their purpose and unique.
Loosing a Phylactery is bad news for the mage, for a part of her
soul is transferred to the fetter. A special kind of phylacterist mages
are technítes, mages who store spells in objects for later casting.

Symvólaio Although those mages who made a pact with daemons (a term
that gathers all spirits, not just the evil ones) do not need to be near
their phylacteries, they are still very limited in their power. Despite
their ability to research and learn any spell in their Discipline, they
can only cast those spells, their spiritual guardian has access to.

Ádyto Locally bound, these thavmatourgoi can only regenerate their


power points at a specific location, their ádyto (or sanctum)
which they must attune themselves to. Some ádyto-bound mages
are able to harvest raw aithír from their ádyto from which they
can regenerate magical energy. Ádyto are often associated with
one or two runes which amplify the power of spells that share a
connection with the rune.

Thysía The blood of every living being can be shed to produce magical
energy, even that of the mage herself. There are several methods
for sacrificial magic:
Scarification: The most potent form of sacrificial magic – apart
from actual human offerings – comes from self-sacrifice.

Mutilation: The act of inflicting injuries upon a sentient creature.


Although death is often a by-product of such offerings, it is the
mutilation which generates the flow of energy.

Exsanguination: A more dramatic alternative to modest


bloodletting, exsanguination usually involves the extraction of
copious quantities of blood from a sacrificial victim rather than the
caster herself.

Cruciation: Unless the caster is masochistic, willing to perform


extreme self-flagellation and the like, most ritualised torture is
performed on others. Magical energy is gathered from the painful
suffering of a sapient victim; the more extreme the pain inflicted,
the greater the amount of power generated.

Avulsion: The caster reaps the life-force of creatures by ripping


free the soul and either tearing it apart or offering it for its magical
energy. Spirits too can be consumed in this way, provided they are
under the control of the magician.

Decrepitation: One source of Life-Energy which can potentially


be harvested is that of youth. Magic generated via aging can be
a serious disadvantage for sorcerers in situations where they must
power spells themselves.

Cannibalism: Perhaps one of the most revolting methods of


absorbing power, cannibalism requires the eating of a victim’s
body, or at least the most potent of his vital organs depending on
the beliefs of the culture.

Characters who orchestrate the ceremonial worship of Sevasmós


supernatural beings are able to tap into magical energy produced
by the worshippers. Others, who attain the status of heroes and
demigods, may even use the veneration of themselves as a source
of Magic Points. The amount of Magical Strength provided by
each ritualised ceremony is dependent on the number of people
who offer veneration.

The consumption of special substances can hold real power, and Systatiká
many Thavmatourgói are avid users of psychoactive substances
that they can use to generate (and regenerate) magical power.

Although very rare some Thavmatourgói are able to store and Egó
regenerate magical energy in their own body.

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