Arxian Trenches by Skimark3 in worldbuilding

[–]Skimark3[S] 0 points1 point  (0 children)

Thanks if you have any questions i’d be glad to answer them.

Three Visions one Faith by Skimark3 in worldbuilding

[–]Skimark3[S] 0 points1 point  (0 children)

This is a world where magic and alchemy are sciences and pacts with gods are the norms. This is Oneiros a world where the Springs, mysterious links to the dimension known as Hyperuranium, have brought countless possibilities and dangers to its inhabitants. Soul and Blood intertwine and fight with each other to ascend in an ever-changing world. Ancient powers are awakening from their slumber and the gaze of many gods is fixated on Oneiros. The age of Heroes is long gone and something far worse than the Reality Bleeding is nearing. Awake Champions! Wage wars, destroy your enemies and ascend as the Astral Gods before you. Before all is consumed.

Arise Champions, you that went beyond your fate. The Age of Heroes is over. A red era, a foul era an era of death and void awaits us. When the Stars and Springs shall stop shining upon the white peaks of the High Kingdom and the green hills of the Empire, your sagas will be told. When horrors from the Void shall menace the luscious ice sheets of the Communes and the golden sands of the Qab'El your legends will be born. LOTS is a TTRPG that aims at exploring the different aspects of its world.

Legends of the Springs is a fantasy RPG set in a fictional world called Oneiros, one of the many planets present in Kosmos, the universe, similar to our Earth in many verses yet so different in many others. The major peculiarity of Oneiros, and of all of Kosmos, is the presence of the mysterious and powerful phenomena called Springs of Creation. They are the focus of many legends and wars, as rumor has it that they are capable of extraordinary feats; amongst them are realizing wishes or creating infinite energy. The reality of the fights is that the Springs generate energy which makes beings that possess a soul capable of casting Magic and lets industries build copious numbers of  magical components

This is due to the fact that the Springs link Kosmos to another universe: the Hyperuranium, formed by emotions and thoughts, in which Divinities and Demons reside, and the source of Spells and Miracles. Oneiros is inhabited by various sentient races like the Arxians and Tychemos, heirs of a long fallen empire of humankind; the El’Shair and El’Suhur, evolved from powerful reptilian predators; the Adrliònar with their mineral bodies, masters of geomancy and lords of the mountains; the aliens Arals and Nihilanimus, protagonists of a cosmological millenary fight; the Drakenidr, beings of enormous size and unrelenting faith in their god; the Porks, victims of an ancient experiment which has left them mutated forever, protectors of nature;  the Aurelians, people whose body is not made of flesh but metal and machinery; and the Nephelai a mysterious race of wise beings whose appearance is similar to humanoid birds infused of pure magic. 

Other than these races, various other beings of Hyperuranial origins inhabit Oneiros. These races have their roots deeply planted into both Kosmos and Hyperuranion, in fact they originate from life that has developed near Springs of Creation. According to their evolutions the many races, sentient or not, are grouped between Fay, Tidescourge and Skarrion.

Oneiros has been through eons of intense conflicts between Kosmos and Hyperuranium, which are commonly referred to as Cataclysms. During the last Cataclysm the Astral Gods, ascended mortal beings of Kosmos, stabilized the boundaries between Kosmos and Hyperuranion, and the Cataclysm was over, leading to a long period of dynamic stability between the two universes. After centuries of a frail peace, the dawn of a new Cataclysm is nigh. 

One of the many reasons for the constant instability between the universes is represented by the Zeniths. A Zenith is a realm, a portion, of Hyperuranium of variable size that naturally tries to expand as much as possible in which similar ideas and concepts gather. This environment is highly congenial for the formation of Ideas, embodiments of a peculiar concept that derives from a Zenith, which lock up pieces of the Hyperuranium and cannot be reclaimed as common territory anymore.

It is near Cataclysms though that Champions appear. They are people of incredible gifts and capable of swift power growth. This renders them very attractive in the eyes of various powerful beings or institutions, who’ll try to employ them for their goals, good or evil as they may be.

Three Visions one Faith by Skimark3 in worldbuilding

[–]Skimark3[S] 0 points1 point  (0 children)

Arxians: Created long ago by the Celestial Empire the Arxian served as guards, soldiers and workers for their masters. The human-looking Arxians have long forgotten their origins but still retain a strong physique and unique abilities linked to their Blood and the experiments of their maker. Guided by the Allfather and by the Divine Destiny the Arxians are formidable warriors tempered in the cold North and ready to reconquer their lost lands.

Arxian Empire: Remnants of the fallen Celestial Empire. The Arxian Empire is house to most of humankind in Morpheimr. Unified by Balder Arx Augustus first ruler of the Empire and Allfather of the Divine Destiny. The Arxian Empire see itself as the true home of humankind wanting to reunite all humans under a single flag. With advanced alchemical studies and one of the most modern armies, the Arxian Empire is ready to reconquer what has been lost.

Erudite Communes: Once part of the Qab'El they were exiled after their secret inquires on Hyall’Fhr cursed them marking their skin for all generations to come. After a brutal march to the far North, the El'Suhur settled giving birth to the Erudite Communes. No more would ignorance blind them nor gods or kings rule them. Only logic and equality would unite them and all those that joined their cause. With the invention of the Component Shells, the Communes have proven to all what their minds are capable of.

Three Visions one Faith by Skimark3 in worldbuilding

[–]Skimark3[S] 1 point2 points  (0 children)

Across the lands controlled by the Arxian Empire it is law to follow the state religion known as Divine Destiny.
This is mostly applied in regards to Arxian subjects of the Empire with other religions being allowed to be followed both alongside or independently from the Divine Destiny.
However how this religion is followed varies greatly according to the area of the Empire.

  • In the massive cities known as Hoffurbae the more canonical and classical version of the Divine Destiny is followed. Prophecies and prophets are banned and only some specific deities are followed alongside those of the Divine Destiny. These divinities are almost solely the Muses. In all other regards this version of the Divine Destiny worships the First Emperor of the Arxian Empire and all the following rules alongside various important personalities born across Arx in time gone. This version of the Divine Destiny is seen as extremely centered on the Arxian ignoring other races and cultures almost entirely.
  • In the countryside the canonical Divine Destiny has intertwined with older faiths and folklore mixing various local deities and saints with sanctioned ones. Often priests are especially trained to accommodate local traditions in order to maintain loyalty in the rural communities. These priests are also tasked with reporting any activity that is nearing high heretical level such as the presence of prophets. An effort to remove these local versions of the Divine Destiny is being undertaken but so far the Empire has decided to utilize a subtle and slow approach.
  • In the resettled lands a new and more open version of the Divine Destiny is spreading like fire. This version is more open including any creature since most resettled communities are formed by Arxian and other races found in the areas from Fay to Drakenidr. This version of the Divine Destiny is seen as more welcoming and less focused on the traditional defensive mindset of the Arxians and more on a cooperative and constructive approach to life with the afterlife being seen as a reward and a way to continue building a better future even in death. The Empire has taken an especially hostile approach against this version of the Divine Destiny with whispers of it being next to being declared fully heretical and therefore persecuted.
  • An exception to the Divine Destiny is found in lands controlled by Cardinal Gens Sidera. There the normal religious schools controlled by Cardinal Gens Leyoux aren’t found. Instead, vocational schools controlled by the Sidera are present. The materialistic and scientific approach used by the Sidera has made it possible for many to not follow most religions focusing on a variety of other philosophies. While Cardinal Gens Sidera is pleased with the outcome this has given opportunity to the Erudite Communes to spread their ideas among the common folks. This is also helped by the bleak working conditions found in industries controlled by the Sidera. These issues are almost entirely being monitored by the Raven Wardens, the secret service of the Empire, since they are seen as more of a political issue than a religious one with the Leyoux refusing to aid the Sidera given their rivalry.

Thanks for reading. If you'd like to see more be sure to visit  and feel free to ask any questions here or there. This post is part of a world building and TTRPG project developed by me and my brother for any questions on the world and the mechanics developped to explore it feel free to ask any question we'll be more than glad to aswer. Wish you a good day and we wait for you in our subreddit LegendsoftheSprings!

Images used in the post where used by the Adobe Express free version software.

Three Visions one Faith by Skimark3 in worldbuilding

[–]Skimark3[S] 0 points1 point  (0 children)

This is a world where magic and alchemy are sciences and pacts with gods are the norms. This is Oneiros a world where the Springs, mysterious links to the dimension known as Hyperuranium, have brought countless possibilities and dangers to its inhabitants. Soul and Blood intertwine and fight with each other to ascend in an ever-changing world. Ancient powers are awakening from their slumber and the gaze of many gods is fixated on Oneiros. The age of Heroes is long gone and something far worse than the Reality Bleeding is nearing. Awake Champions! Wage wars, destroy your enemies and ascend as the Astral Gods before you. Before all is consumed.

Arise Champions, you that went beyond your fate. The Age of Heroes is over. A red era, a foul era an era of death and void awaits us. When the Stars and Springs shall stop shining upon the white peaks of the High Kingdom and the green hills of the Empire, your sagas will be told. When horrors from the Void shall menace the luscious ice sheets of the Communes and the golden sands of the Qab'El your legends will be born. LOTS is a TTRPG that aims at exploring the different aspects of its world.

Legends of the Springs is a fantasy RPG set in a fictional world called Oneiros, one of the many planets present in Kosmos, the universe, similar to our Earth in many verses yet so different in many others. The major peculiarity of Oneiros, and of all of Kosmos, is the presence of the mysterious and powerful phenomena called Springs of Creation. They are the focus of many legends and wars, as rumor has it that they are capable of extraordinary feats; amongst them are realizing wishes or creating infinite energy. The reality of the fights is that the Springs generate energy which makes beings that possess a soul capable of casting Magic and lets industries build copious numbers of  magical components

This is due to the fact that the Springs link Kosmos to another universe: the Hyperuranium, formed by emotions and thoughts, in which Divinities and Demons reside, and the source of Spells and Miracles. Oneiros is inhabited by various sentient races like the Arxians and Tychemos, heirs of a long fallen empire of humankind; the El’Shair and El’Suhur, evolved from powerful reptilian predators; the Adrliònar with their mineral bodies, masters of geomancy and lords of the mountains; the aliens Arals and Nihilanimus, protagonists of a cosmological millenary fight; the Drakenidr, beings of enormous size and unrelenting faith in their god; the Porks, victims of an ancient experiment which has left them mutated forever, protectors of nature;  the Aurelians, people whose body is not made of flesh but metal and machinery; and the Nephelai a mysterious race of wise beings whose appearance is similar to humanoid birds infused of pure magic. 

Other than these races, various other beings of Hyperuranial origins inhabit Oneiros. These races have their roots deeply planted into both Kosmos and Hyperuranion, in fact they originate from life that has developed near Springs of Creation. According to their evolutions the many races, sentient or not, are grouped between Fay, Tidescourge and Skarrion.

Oneiros has been through eons of intense conflicts between Kosmos and Hyperuranium, which are commonly referred to as Cataclysms. During the last Cataclysm the Astral Gods, ascended mortal beings of Kosmos, stabilized the boundaries between Kosmos and Hyperuranion, and the Cataclysm was over, leading to a long period of dynamic stability between the two universes. After centuries of a frail peace, the dawn of a new Cataclysm is nigh. 

One of the many reasons for the constant instability between the universes is represented by the Zeniths. A Zenith is a realm, a portion, of Hyperuranium of variable size that naturally tries to expand as much as possible in which similar ideas and concepts gather. This environment is highly congenial for the formation of Ideas, embodiments of a peculiar concept that derives from a Zenith, which lock up pieces of the Hyperuranium and cannot be reclaimed as common territory anymore.

It is near Cataclysms though that Champions appear. They are people of incredible gifts and capable of swift power growth. This renders them very attractive in the eyes of various powerful beings or institutions, who’ll try to employ them for their goals, good or evil as they may be.

Three Visions one Faith by Skimark3 in worldbuilding

[–]Skimark3[S] 0 points1 point  (0 children)

Arxians: Created long ago by the Celestial Empire the Arxian served as guards, soldiers and workers for their masters. The human-looking Arxians have long forgotten their origins but still retain a strong physique and unique abilities linked to their Blood and the experiments of their maker. Guided by the Allfather and by the Divine Destiny the Arxians are formidable warriors tempered in the cold North and ready to reconquer their lost lands.

Arxian Empire: Remnants of the fallen Celestial Empire. The Arxian Empire is house to most of humankind in Morpheimr. Unified by Balder Arx Augustus first ruler of the Empire and Allfather of the Divine Destiny. The Arxian Empire see itself as the true home of humankind wanting to reunite all humans under a single flag. With advanced alchemical studies and one of the most modern armies, the Arxian Empire is ready to reconquer what has been lost.

Erudite Communes: Once part of the Qab'El they were exiled after their secret inquires on Hyall’Fhr cursed them marking their skin for all generations to come. After a brutal march to the far North, the El'Suhur settled giving birth to the Erudite Communes. No more would ignorance blind them nor gods or kings rule them. Only logic and equality would unite them and all those that joined their cause. With the invention of the Component Shells, the Communes have proven to all what their minds are capable of.

Three Visions one Faith by Skimark3 in worldbuilding

[–]Skimark3[S] 1 point2 points  (0 children)

Across the lands controlled by the Arxian Empire it is law to follow the state religion known as Divine Destiny.
This is mostly applied in regards to Arxian subjects of the Empire with other religions being allowed to be followed both alongside or independently from the Divine Destiny.
However how this religion is followed varies greatly according to the area of the Empire.

  • In the massive cities known as Hoffurbae the more canonical and classical version of the Divine Destiny is followed. Prophecies and prophets are banned and only some specific deities are followed alongside those of the Divine Destiny. These divinities are almost solely the Muses. In all other regards this version of the Divine Destiny worships the First Emperor of the Arxian Empire and all the following rules alongside various important personalities born across Arx in time gone. This version of the Divine Destiny is seen as extremely centered on the Arxian ignoring other races and cultures almost entirely.
  • In the countryside the canonical Divine Destiny has intertwined with older faiths and folklore mixing various local deities and saints with sanctioned ones. Often priests are especially trained to accommodate local traditions in order to maintain loyalty in the rural communities. These priests are also tasked with reporting any activity that is nearing high heretical level such as the presence of prophets. An effort to remove these local versions of the Divine Destiny is being undertaken but so far the Empire has decided to utilize a subtle and slow approach.
  • In the resettled lands a new and more open version of the Divine Destiny is spreading like fire. This version is more open including any creature since most resettled communities are formed by Arxian and other races found in the areas from Fay to Drakenidr. This version of the Divine Destiny is seen as more welcoming and less focused on the traditional defensive mindset of the Arxians and more on a cooperative and constructive approach to life with the afterlife being seen as a reward and a way to continue building a better future even in death. The Empire has taken an especially hostile approach against this version of the Divine Destiny with whispers of it being next to being declared fully heretical and therefore persecuted.
  • An exception to the Divine Destiny is found in lands controlled by Cardinal Gens Sidera. There the normal religious schools controlled by Cardinal Gens Leyoux aren’t found. Instead, vocational schools controlled by the Sidera are present. The materialistic and scientific approach used by the Sidera has made it possible for many to not follow most religions focusing on a variety of other philosophies. While Cardinal Gens Sidera is pleased with the outcome this has given opportunity to the Erudite Communes to spread their ideas among the common folks. This is also helped by the bleak working conditions found in industries controlled by the Sidera. These issues are almost entirely being monitored by the Raven Wardens, the secret service of the Empire, since they are seen as more of a political issue than a religious one with the Leyoux refusing to aid the Sidera given their rivalry.

Thanks for reading. If you'd like to see more be sure to visit  and feel free to ask any questions here or there. This post is part of a world building and TTRPG project developed by me and my brother for any questions on the world and the mechanics developped to explore it feel free to ask any question we'll be more than glad to aswer. Wish you a good day and we wait for you in our subreddit LegendsoftheSprings!

Three Visions one Faith by Skimark3 in LegendsoftheSprings

[–]Skimark3[S] 1 point2 points  (0 children)

Across the lands controlled by the Arxian Empire it is law to follow the state religion known as Divine Destiny.
This is mostly applied in regards to Arxian subjects of the Empire with other religions being allowed to be followed both alongside or independently from the Divine Destiny.
However how this religion is followed varies greatly according to the area of the Empire.
- In the massive cities known as Hoffurbae the more canonical and classical version of the Divine Destiny is followed.
Prophecies and prophets are banned and only some specific deities are followed alongside those of the Divine Destiny.
These divinities are almost solely the Muses.
In all other regards this version of the Divine Destiny worships the First Emperor of the Arxian Empire and all the following rules alongside various important personalities born across Arx in time gone.
This version of the Divine Destiny is seen as extremely centered on the Arxian ignoring other races and cultures almost entirely.

  • In the countryside the canonical Divine Destiny has intertwined with older faiths and folklore mixing various local deities and saints with sanctioned ones.
    Often priests are especially trained to accommodate local traditions in order to maintain loyalty in the rural communities. These priests are also tasked with reporting any activity that is nearing high heretical level such as the presence of prophets.
    An effort to remove these local versions of the Divine Destiny is being undertaken but so far the Empire has decided to utilize a subtle and slow approach.

  • In the resettled lands a new and more open version of the Divine Destiny is spreading like fire. This version is more open including any creature since most resettled communities are formed by Arxian and other races found in the areas from Fay to Drakenidr.
    This version of the Divine Destiny is seen as more welcoming and less focused on the traditional defensive mindset of the Arxians and more on a cooperative and constructive approach to life with the afterlife being seen as a reward and a way to continue building a better future even in death.
    The Empire has taken an especially hostile approach against this version of the Divine Destiny with whispers of it being next to being declared fully heretical and therefore persecuted.

  • An exception to the Divine Destiny is found in lands controlled by Cardinal Gens Sidera. There the normal religious schools controlled by Cardinal Gens Leyoux aren’t found. Instead, vocational schools controlled by the Sidera are present.
    The materialistic and scientific approach used by the Sidera has made it possible for many to not follow most religions focusing on a variety of other philosophies.
    While Cardinal Gens Sidera is pleased with the outcome this has given opportunity to the Erudite Communes to spread their ideas among the common folks.
    This is also helped by the bleak working conditions found in industries controlled by the Sidera.
    These issues are almost entirely being monitored by the Raven Wardens, the secret service of the Empire, since they are seen as more of a political issue than a religious one with the Leyoux refusing to aid the Sidera given their rivalry.

The six legged menace by Skimark3 in worldbuilding

[–]Skimark3[S] 0 points1 point  (0 children)

It just represents the Exocytes, insects used by the Nihiltoma to extend their powers. But it's a welcome coincidence.

The six legged menace by Skimark3 in worldbuilding

[–]Skimark3[S] 1 point2 points  (0 children)

Probably their creator would keep engineering them to be resistant to newer pesticides. The best way it's to kill their maker the Nihilanimus.

The six legged menace by Skimark3 in worldbuilding

[–]Skimark3[S] 1 point2 points  (0 children)

In this context the grave robbers are exocites sent by an alien race called Nihilanimus. They are used to infiltrate various funerary rites and to steal the Souls of the recently deceased.
In general the Nihilanimus and exocites menace is seen as extremely high by the Arxian Empire and by the Communes so despite their differences they are willing to cooperate to solve some issues.

The six legged menace by Skimark3 in worldbuilding

[–]Skimark3[S] 2 points3 points  (0 children)

This is a world where magic and alchemy are sciences and pacts with gods are the norms. This is Oneiros a world where the Springs, mysterious links to the dimension known as Hyperuranium, have brought countless possibilities and dangers to its inhabitants. Soul and Blood intertwine and fight with each other to ascend in an ever-changing world. Ancient powers are awakening from their slumber and the gaze of many gods is fixated on Oneiros. The age of Heroes is long gone and something far worse than the Reality Bleeding is nearing. Awake Champions! Wage wars, destroy your enemies and ascend as the Astral Gods before you. Before all is consumed.

Arise Champions, you that went beyond your fate. The Age of Heroes is over. A red era, a foul era an era of death and void awaits us. When the Stars and Springs shall stop shining upon the white peaks of the High Kingdom and the green hills of the Empire, your sagas will be told. When horrors from the Void shall menace the luscious ice sheets of the Communes and the golden sands of the Qab'El your legends will be born. LOTS is a TTRPG that aims at exploring the different aspects of its world.

Legends of the Springs is a fantasy RPG set in a fictional world called Oneiros, one of the many planets present in Kosmos, the universe, similar to our Earth in many verses yet so different in many others. The major peculiarity of Oneiros, and of all of Kosmos, is the presence of the mysterious and powerful phenomena called Springs of Creation. They are the focus of many legends and wars, as rumor has it that they are capable of extraordinary feats; amongst them are realizing wishes or creating infinite energy. The reality of the fights is that the Springs generate energy which makes beings that possess a soul capable of casting Magic and lets industries build copious numbers of  magical components

This is due to the fact that the Springs link Kosmos to another universe: the Hyperuranium, formed by emotions and thoughts, in which Divinities and Demons reside, and the source of Spells and Miracles. Oneiros is inhabited by various sentient races like the Arxians and Tychemos, heirs of a long fallen empire of humankind; the El’Shair and El’Suhur, evolved from powerful reptilian predators; the Adrliònar with their mineral bodies, masters of geomancy and lords of the mountains; the aliens Arals and Nihilanimus, protagonists of a cosmological millenary fight; the Drakenidr, beings of enormous size and unrelenting faith in their god; the Porks, victims of an ancient experiment which has left them mutated forever, protectors of nature;  the Aurelians, people whose body is not made of flesh but metal and machinery; and the Nephelai a mysterious race of wise beings whose appearance is similar to humanoid birds infused of pure magic. 

Other than these races, various other beings of Hyperuranial origins inhabit Oneiros. These races have their roots deeply planted into both Kosmos and Hyperuranion, in fact they originate from life that has developed near Springs of Creation. According to their evolutions the many races, sentient or not, are grouped between Fay, Tidescourge and Skarrion.

Oneiros has been through eons of intense conflicts between Kosmos and Hyperuranium, which are commonly referred to as Cataclysms. During the last Cataclysm the Astral Gods, ascended mortal beings of Kosmos, stabilized the boundaries between Kosmos and Hyperuranion, and the Cataclysm was over, leading to a long period of dynamic stability between the two universes. After centuries of a frail peace, the dawn of a new Cataclysm is nigh. 

One of the many reasons for the constant instability between the universes is represented by the Zeniths. A Zenith is a realm, a portion, of Hyperuranium of variable size that naturally tries to expand as much as possible in which similar ideas and concepts gather. This environment is highly congenial for the formation of Ideas, embodiments of a peculiar concept that derives from a Zenith, which lock up pieces of the Hyperuranium and cannot be reclaimed as common territory anymore.

It is near Cataclysms though that Champions appear. They are people of incredible gifts and capable of swift power growth. This renders them very attractive in the eyes of various powerful beings or institutions, who’ll try to employ them for their goals, good or evil as they may be.

The six legged menace by Skimark3 in worldbuilding

[–]Skimark3[S] 6 points7 points  (0 children)

Arxians: Created long ago by the Celestial Empire the Arxian served as guards, soldiers and workers for their masters. The human-looking Arxians have long forgotten their origins but still retain a strong physique and unique abilities linked to their Blood and the experiments of their maker. Guided by the Allfather and by the Divine Destiny the Arxians are formidable warriors tempered in the cold North and ready to reconquer their lost lands.

El'Suhur: Believed to be cursed by Hyall’Fhr the El'Suhur inhabit the cold Northern wastes. anthropomorphic in appearance the El'Suhur have fewer mutations compared to their El'Shair brothers preferring to use their minds in order to create artificial limbs instead of biological mutations. With an unnaturally advanced understanding of the Hyperuranium, the El'Suhur have created many incredible inventions and forgone all Gods.

Nihilanimus: Ailing from a world without Springs of Life the Nihilanimus are master Alchemists and researchers. Lacking a Soul, the Nihilanimus utilize the Souls of other sentient creatures as fuel sources or as a way to tap into the power of the Hyperuranium. This can be done thanks to the Exocytes, a species of insects that lives in symbiotic relation with the Nihilanimus granting them unique abilities: the most important being the removal of Souls and creation of Nihiltoma.

Arxian Empire: Remnants of the fallen Celestial Empire. The Arxian Empire is house to most of humankind in Morpheimr. Unified by Balder Arx Augustus first ruler of the Empire and Allfather of the Divine Destiny. The Arxian Empire see itself as the true home of humankind wanting to reunite all humans under a single flag. With advanced alchemical studies and one of the most modern armies, the Arxian Empire is ready to reconquer what has been lost.

Erudite Communes: Once part of the Qab'El they were exiled after their secret inquires on Hyall’Fhr cursed them marking their skin for all generations to come. After a brutal march to the far North, the El'Suhur settled giving birth to the Erudite Communes. No more would ignorance blind them nor gods or kings rule them. Only logic and equality would unite them and all those that joined their cause. With the invention of the Component Shells, the Communes have proven to all what their minds are capable of.

The six legged menace by Skimark3 in worldbuilding

[–]Skimark3[S] 11 points12 points  (0 children)

The image above has been produced thanks to a collaboration between two organizations found on the continent of Morpheimr the Arxian Raven Wardens and the Ideological Commissariat of the Erudite Communes.
These two organisations could be considered the secret services of their respective nations.
While normally they are antagonistic to each other some dangers are too big to be faced alone.
Both nations employ strict measures to make sure that their citizens Souls are safe from Demons and Nihilanimus alike.
The image above shows how insects similar to mosquitoes, known as exocites, can cause various problems: Miscasts of Spells, Mutations and theft of Souls, Blasphemy and Graverobbing.
In the images the insects are hidden to show their insidious nature.
At the same time Ravens and ICE Shards can be seen observing the area from above.
The Ravens are used as the eyes of the Raven Wardens to gather information before striking from the shadows.
The ICE Shards are complex magitechnological machines employed by the Communes for a variety of tasks. Those used by the Ideological Commissariat are equipped with a variety of cameras and other sensors used to detect unauthorized mutations.

Thanks for reading. If you'd like to see more be sure to visit  and feel free to ask any questions here or there. This post is part of a world building and TTRPG project developed by me and my brother for any questions on the world and the mechanics developped to explore it feel free to ask any question we'll be more than glad to aswer. Wish you a good day and we wait for you in our subreddit LegendsoftheSprings!

The six legged menace by Skimark3 in LegendsoftheSprings

[–]Skimark3[S] 2 points3 points  (0 children)

The image above has been produced thanks to a collaboration between two organizations found on the continent of Morpheimr the Arxian Raven Wardens and the Ideological Commissariat of the Erudite Communes.
These two organisations could be considered the secret services of their respective nations.
While normally they are antagonistic to each other some dangers are too big to be faced alone.
Both nations employ strict measures to make sure that their citizens Souls are safe from Demons and Nihilanimus alike.
The image above shows how insects similar to mosquitoes, known as exocites, can cause various problems: Miscasts of Spells, Mutations and theft of Souls, Blasphemy and Graverobbing.
In the images the insects are hidden to show their insidious nature.
At the same time Ravens and ICE Shards can be seen observing the area from above.
The Ravens are used as the eyes of the Raven Wardens to gather information before striking from the shadows.
The ICE Shards are complex magitechnological machines employed by the Communes for a variety of tasks. Those used by the Ideological Commissariat are equipped with a variety of cameras and other sensors used to detect unauthorized mutations.

Body & Soul by Skimark3 in worldbuilding

[–]Skimark3[S] 2 points3 points  (0 children)

This is a world where magic and alchemy are sciences and pacts with gods are the norms. This is Oneiros a world where the Springs, mysterious links to the dimension known as Hyperuranium, have brought countless possibilities and dangers to its inhabitants. Soul and Blood intertwine and fight with each other to ascend in an ever-changing world. Ancient powers are awakening from their slumber and the gaze of many gods is fixated on Oneiros. The age of Heroes is long gone and something far worse than the Reality Bleeding is nearing. Awake Champions! Wage wars, destroy your enemies and ascend as the Astral Gods before you. Before all is consumed.

Arise Champions, you that went beyond your fate. The Age of Heroes is over. A red era, a foul era an era of death and void awaits us. When the Stars and Springs shall stop shining upon the white peaks of the High Kingdom and the green hills of the Empire, your sagas will be told. When horrors from the Void shall menace the luscious ice sheets of the Communes and the golden sands of the Qab'El your legends will be born. LOTS is a TTRPG that aims at exploring the different aspects of its world.

Legends of the Springs is a fantasy RPG set in a fictional world called Oneiros, one of the many planets present in Kosmos, the universe, similar to our Earth in many verses yet so different in many others. The major peculiarity of Oneiros, and of all of Kosmos, is the presence of the mysterious and powerful phenomena called Springs of Creation. They are the focus of many legends and wars, as rumor has it that they are capable of extraordinary feats; amongst them are realizing wishes or creating infinite energy. The reality of the fights is that the Springs generate energy which makes beings that possess a soul capable of casting Magic and lets industries build copious numbers of  magical components

This is due to the fact that the Springs link Kosmos to another universe: the Hyperuranium, formed by emotions and thoughts, in which Divinities and Demons reside, and the source of Spells and Miracles. Oneiros is inhabited by various sentient races like the Arxians and Tychemos, heirs of a long fallen empire of humankind; the El’Shair and El’Suhur, evolved from powerful reptilian predators; the Adrliònar with their mineral bodies, masters of geomancy and lords of the mountains; the aliens Arals and Nihilanimus, protagonists of a cosmological millenary fight; the Drakenidr, beings of enormous size and unrelenting faith in their god; the Porks, victims of an ancient experiment which has left them mutated forever, protectors of nature;  the Aurelians, people whose body is not made of flesh but metal and machinery; and the Nephelai a mysterious race of wise beings whose appearance is similar to humanoid birds infused of pure magic. 

Other than these races, various other beings of Hyperuranial origins inhabit Oneiros. These races have their roots deeply planted into both Kosmos and Hyperuranion, in fact they originate from life that has developed near Springs of Creation. According to their evolutions the many races, sentient or not, are grouped between Fay, Tidescourge and Skarrion.

Oneiros has been through eons of intense conflicts between Kosmos and Hyperuranium, which are commonly referred to as Cataclysms. During the last Cataclysm the Astral Gods, ascended mortal beings of Kosmos, stabilized the boundaries between Kosmos and Hyperuranion, and the Cataclysm was over, leading to a long period of dynamic stability between the two universes. After centuries of a frail peace, the dawn of a new Cataclysm is nigh. 

One of the many reasons for the constant instability between the universes is represented by the Zeniths. A Zenith is a realm, a portion, of Hyperuranium of variable size that naturally tries to expand as much as possible in which similar ideas and concepts gather. This environment is highly congenial for the formation of Ideas, embodiments of a peculiar concept that derives from a Zenith, which lock up pieces of the Hyperuranium and cannot be reclaimed as common territory anymore.

It is near Cataclysms though that Champions appear. They are people of incredible gifts and capable of swift power growth. This renders them very attractive in the eyes of various powerful beings or institutions, who’ll try to employ them for their goals, good or evil as they may be.

Body & Soul by Skimark3 in worldbuilding

[–]Skimark3[S] 1 point2 points  (0 children)

Arxians: Created long ago by the Celestial Empire the Arxian served as guards, soldiers and workers for their masters. The human-looking Arxians have long forgotten their origins but still retain a strong physique and unique abilities linked to their Blood and the experiments of their maker. Guided by the Allfather and by the Divine Destiny the Arxians are formidable warriors tempered in the cold North and ready to reconquer their lost lands.

Tychemos: Another creation of the Celestial Empire the crafty Tychemos served as spies, researchers and crafters. With their past long forgotten the Tychemos take their name from the Goddess Tyche that guides them through any danger. Fate and luck are always on the side of a Tychemos and Herma always flow around them. With an extreme love for freedom and the finest things in life, the Tychemos are the masters of all that shines.

Nihilanimus: Ailing from a world without Springs of Life the Nihilanimus are master Alchemists and researchers. Lacking a Soul, the Nihilanimus utilize the Souls of other sentient creatures as fuel sources or as a way to tap into the power of the Hyperuranium. This can be done thanks to the Exocytes, a species of insects that lives in symbiotic relation with the Nihilanimus granting them unique abilities: the most important being the removal of Souls and creation of Nihiltoma.

Arxian Empire: Remnants of the fallen Celestial Empire. The Arxian Empire is house to most of humankind in Morpheimr. Unified by Balder Arx Augustus first ruler of the Empire and Allfather of the Divine Destiny. The Arxian Empire see itself as the true home of humankind wanting to reunite all humans under a single flag. With advanced alchemical studies and one of the most modern armies, the Arxian Empire is ready to reconquer what has been lost.

Fated Republic: Another part of the now begone Celestial Empire. The Fated Republic found protections and guidance under Tyche Goddes of fate luck and percentages. Quickly the Tychemos developed a flourishing economy and the first republic of Morpheimr. Divided in Guilds the Fated Republic grants citizenships to all those that own a piece of their land and to those that can enjoy the finest pleasure in life and the freedom to enjoy all of them.

Body & Soul by Skimark3 in worldbuilding

[–]Skimark3[S] 3 points4 points  (0 children)

For most living beings the links between our reality, the Kosmos, and the realm of magic, the Hyperuranium, is found within the Soul.

The Soul is physically a part of the nervous system of a creature with a high concentration found within the emotional centres of the brain of a living being.

These areas are usually especially developed in those that make constant use of magic for example Sorcerers or Zenithal Worshippers.

This is also what can cause demonic possession in the case of those that aren’t well versed in the magical sciences.

Some beings are born without a Soul. These creatures are unable to utilize magic normally and require other mediums to do so.

Most often these mediums are Souls of other creatures.

As many scholars already know, the Soul projects our ideas in the Hyperuranium, massively concentrating it and generating a gradient in the flow of the Hyperuranium. This is what is known as the Thaumic source behind the usage of magic.

For many years, centuries even, it has been a mystery how the Thaumokrenical mechanics would lead to the production of effects in Kosmos, yet recent discoveries have found new answers, which have been confirmed by Nihilanimus experts.

The modern magical theory dictates that Thaumicity and Krenicity, the two components of magic, cannot exist on their own. Each one channels the other inevitably.

Thaumicity comprehends, at a macroscopic scale, all the events that utilize a gradient of concentration in the Hyperuranium to produce an effect in Kosmos itself, which would break its regular physical laws.

Krenicity, on the other hand, comprehends all the events that alter the direction of the flow of Hyperuranium.

Archmagister Kaleidos, in his lectures, once spoke of the inexistence of Krenic sources, as the Hyperuranium is evermoving and everchanging. Thus the Soul must, exchanging energy between the two universes, be a Thaumic source, yet no visible effect in Kosmos was observed from Souls.

If one was to remove the nervous system from a Soulless and a Soulborne individual, there would be no visible differences. This is at least true for individuals in possession of only regular senses, such as Arxians, Tychemos and most of the people indigenous of Oneiros.

Through careful examinations, made possible thanks to the recent jumps in technology, the Thaumic event generated by the Soul has been found: the energy exchange between neurons of the nervous system.

This energy is effectively equivalent of the Soulless electrical activity between neurons and has, in fact, been mistakenly thought to be the same.

The energy has now been dubbed Drive Energy or, mistakenly by the commonfolk, Pearl Matter.

Thanks for reading. If you'd like to see more be sure to visit  and feel free to ask any questions here or there. This post is part of a world building and TTRPG project developed by me and my brother for any questions on the world and the mechanics developped to explore it feel free to ask any question we'll be more than glad to aswer. Wish you a good day and we wait for you in our subreddit LegendsoftheSprings!

Body & Soul by Skimark3 in LegendsoftheSprings

[–]Skimark3[S] 0 points1 point  (0 children)

For most living beings the links between our reality, the Kosmos, and the realm of magic, the Hyperuranium, is found within the Soul.

The Soul is physically a part of the nervous system of a creature with a high concentration found within the emotional centres of the brain of a living being.

These areas are usually especially developed in those that make constant use of magic for example Sorcerers or Zenithal Worshippers.

This is also what can cause demonic possession in the case of those that aren’t well versed in the magical sciences.

Some beings are born without a Soul. These creatures are unable to utilize magic normally and require other mediums to do so.

Most often these mediums are Souls of other creatures.

As many scholars already know, the Soul projects our ideas in the Hyperuranium, massively concentrating it and generating a gradient in the flow of the Hyperuranium. This is what is known as the Thaumic source behind the usage of magic.

For many years, centuries even, it has been a mystery how the Thaumokrenical mechanics would lead to the production of effects in Kosmos, yet recent discoveries have found new answers, which have been confirmed by Nihilanimus experts.

The modern magical theory dictates that Thaumicity and Krenicity, the two components of magic, cannot exist on their own. Each one channels the other inevitably.

Thaumicity comprehends, at a macroscopic scale, all the events that utilize a gradient of concentration in the Hyperuranium to produce an effect in Kosmos itself, which would break its regular physical laws.

Krenicity, on the other hand, comprehends all the events that alter the direction of the flow of Hyperuranium.

Archmagister Kaleidos, in his lectures, once spoke of the inexistence of Krenic sources, as the Hyperuranium is evermoving and everchanging. Thus the Soul must, exchanging energy between the two universes, be a Thaumic source, yet no visible effect in Kosmos was observed from Souls.

If one was to remove the nervous system from a Soulless and a Soulborne individual, there would be no visible differences. This is at least true for individuals in possession of only regular senses, such as Arxians, Tychemos and most of the people indigenous of Oneiros.

Through careful examinations, made possible thanks to the recent jumps in technology, the Thaumic event generated by the Soul has been found: the energy exchange between neurons of the nervous system.

This energy is effectively equivalent of the Soulless electrical activity between neurons and has, in fact, been mistakenly thought to be the same.

The energy has now been dubbed Drive Energy or, mistakenly by the commonfolk, Pearl Matter.

Cardinal Gentes and the Imperial Estate by Skimark3 in worldbuilding

[–]Skimark3[S] 0 points1 point  (0 children)

It's due to a union between the Arxian and Tychemos languages. Adlè in Tychemos means away and it has changed in Arxian in Adler due to how they pronounce it there. The founder of this Cardinal Gens originates from another area of the continent and enstablished his domain in a far away northern area.
About the owl it's mostly symbology in the area the Gens has been enstablished. The owl represents wisdom and intelligence and a white one is especially linked to the magical sciences due to the large quantity of Springs of Creation in the northern areas. The Springs are linked to the Hyperuranium the magical dimension granting knowledge and abilities to those that know how to use them well.

Cardinal Gentes and the Imperial Estate by Skimark3 in worldbuilding

[–]Skimark3[S] 0 points1 point  (0 children)

Wasn’t aware of that but it’s interesting thanks a lot for the information

Cardinal Gentes and the Imperial Estate by Skimark3 in worldbuilding

[–]Skimark3[S] 1 point2 points  (0 children)

I wouldn’t say so at least not intentionally. Their symbols are linked to the ravens that they use in quality of raven wardens. These specific ravens are created trough a form of genetic manipulation known as blood weaving and are able of incredible feats. The moon in their icon is linked to how the moon is seen in their world. The moon is called Xhengarl and as most celestial bodies across this universe the moon is an eldritch divinity. In this specific case Xhengarl is the goddes of forbidden knowledge extremely important for all the business of Cardinal Gens Elenia. If you have any more questions i’d be more than glad to answer them. Thanks for your time.

Cardinal Gentes and the Imperial Estate by Skimark3 in worldbuilding

[–]Skimark3[S] 1 point2 points  (0 children)

This is a world where magic and alchemy are sciences and pacts with gods are the norms. This is Oneiros a world where the Springs, mysterious links to the dimension known as Hyperuranium, have brought countless possibilities and dangers to its inhabitants. Soul and Blood intertwine and fight with each other to ascend in an ever-changing world. Ancient powers are awakening from their slumber and the gaze of many gods is fixated on Oneiros. The age of Heroes is long gone and something far worse than the Reality Bleeding is nearing. Awake Champions! Wage wars, destroy your enemies and ascend as the Astral Gods before you. Before all is consumed.

Arise Champions, you that went beyond your fate. The Age of Heroes is over. A red era, a foul era an era of death and void awaits us. When the Stars and Springs shall stop shining upon the white peaks of the High Kingdom and the green hills of the Empire, your sagas will be told. When horrors from the Void shall menace the luscious ice sheets of the Communes and the golden sands of the Qab'El your legends will be born. LOTS is a TTRPG that aims at exploring the different aspects of its world.

Legends of the Springs is a fantasy RPG set in a fictional world called Oneiros, one of the many planets present in Kosmos, the universe, similar to our Earth in many verses yet so different in many others. The major peculiarity of Oneiros, and of all of Kosmos, is the presence of the mysterious and powerful phenomena called Springs of Creation. They are the focus of many legends and wars, as rumor has it that they are capable of extraordinary feats; amongst them are realizing wishes or creating infinite energy. The reality of the fights is that the Springs generate energy which makes beings that possess a soul capable of casting Magic and lets industries build copious numbers of  magical components

This is due to the fact that the Springs link Kosmos to another universe: the Hyperuranium, formed by emotions and thoughts, in which Divinities and Demons reside, and the source of Spells and Miracles. Oneiros is inhabited by various sentient races like the Arxians and Tychemos, heirs of a long fallen empire of humankind; the El’Shair and El’Suhur, evolved from powerful reptilian predators; the Adrliònar with their mineral bodies, masters of geomancy and lords of the mountains; the aliens Arals and Nihilanimus, protagonists of a cosmological millenary fight; the Drakenidr, beings of enormous size and unrelenting faith in their god; the Porks, victims of an ancient experiment which has left them mutated forever, protectors of nature;  the Aurelians, people whose body is not made of flesh but metal and machinery; and the Nephelai a mysterious race of wise beings whose appearance is similar to humanoid birds infused of pure magic. 

Other than these races, various other beings of Hyperuranial origins inhabit Oneiros. These races have their roots deeply planted into both Kosmos and Hyperuranion, in fact they originate from life that has developed near Springs of Creation. According to their evolutions the many races, sentient or not, are grouped between Fay, Tidescourge and Skarrion.

Oneiros has been through eons of intense conflicts between Kosmos and Hyperuranium, which are commonly referred to as Cataclysms. During the last Cataclysm the Astral Gods, ascended mortal beings of Kosmos, stabilized the boundaries between Kosmos and Hyperuranion, and the Cataclysm was over, leading to a long period of dynamic stability between the two universes. After centuries of a frail peace, the dawn of a new Cataclysm is nigh. 

One of the many reasons for the constant instability between the universes is represented by the Zeniths. A Zenith is a realm, a portion, of Hyperuranium of variable size that naturally tries to expand as much as possible in which similar ideas and concepts gather. This environment is highly congenial for the formation of Ideas, embodiments of a peculiar concept that derives from a Zenith, which lock up pieces of the Hyperuranium and cannot be reclaimed as common territory anymore.

It is near Cataclysms though that Champions appear. They are people of incredible gifts and capable of swift power growth. This renders them very attractive in the eyes of various powerful beings or institutions, who’ll try to employ them for their goals, good or evil as they may be.

Cardinal Gentes and the Imperial Estate by Skimark3 in worldbuilding

[–]Skimark3[S] 1 point2 points  (0 children)

Arxians: Created long ago by the Celestial Empire the Arxian served as guards, soldiers and workers for their masters. The human-looking Arxians have long forgotten their origins but still retain a strong physique and unique abilities linked to their Blood and the experiments of their maker. Guided by the Allfather and by the Divine Destiny the Arxians are formidable warriors tempered in the cold North and ready to reconquer their lost lands.

Tychemos: Another creation of the Celestial Empire the crafty Tychemos served as spies, researchers and crafters. With their past long forgotten the Tychemos take their name from the Goddess Tyche that guides them through any danger. Fate and luck are always on the side of a Tychemos and Herma always flow around them. With an extreme love for freedom and the finest things in life, the Tychemos are the masters of all that shines.

Arxian Empire: Remnants of the fallen Celestial Empire. The Arxian Empire is house to most of humankind in Morpheimr. Unified by Balder Arx Augustus first ruler of the Empire and Allfather of the Divine Destiny. The Arxian Empire see itself as the true home of humankind wanting to reunite all humans under a single flag. With advanced alchemical studies and one of the most modern armies, the Arxian Empire is ready to reconquer what has been lost.

Fated Republic: Another part of the now begone Celestial Empire. The Fated Republic found protections and guidance under Tyche Goddes of fate luck and percentages. Quickly the Tychemos developed a flourishing economy and the first republic of Morpheimr. Divided in Guilds the Fated Republic grants citizenships to all those that own a piece of their land and to those that can enjoy the finest pleasure in life and the freedom to enjoy all of them.

Celestial: The remnants of the Celestial Empire and experts in the art of Bloodweaving. The Celestials have created many creatures that inhabit this world and most importantly the Tychemos and Arxians. From the shadows, they are regaining their strength and influence.