Introduction

Ilm is a high fantasy world inhabited by a variety of non-human species, eldritch beings and divinities the play with the strings of fate.

Once highly advanced, a cataclysm orchestrated by the gods in centuries past has left Ilm full of beastly monstrosities and arcane wilds; a hostile, strange and unstable world. Outside of a few safe civilizations one can find the ruins of vast abandoned cities long since overtaken by sprawling nature, boiling seas filled with fiery serpents and mountains that hum with magic. The sheer volume of magic that permeates the world has given rise to instabilities in its fabric and it is not a rarity for a wandering world-hopper to come across a stray rift leading into Ilm...

Such raw and untamed power left over from the God's activities has given rise to a variety of corrupted beings and those that dabble with Ilm's magic should be careful not to lose themselves also. Magical beasts, born either directly from the lingering magic or creatures who have fallen prey to its influence, haunt the landscape and can be a death-sentence for the unwise. Despite the danger they pose, there are those that make it their livelihood to hunt down the beasts that threaten their lives and towns while exploiting the rich arcane resources a beast can supply.

The World

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Khem-Se


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If Havia is the physical powerhouse of Ilm then Khem-Se is the the academic side of the coin. To the west of the continent lies the dense, verdant Neca’li Jungle and to the east the sun-scorched desert. Of the two surprisingly the desert is the less hostile half and very few have ever dared to enter the dark, shrieking rainforest. Life in the desert centres around oases with the largest of these home to the renowned Academia. It is here scholars both of magic and written knowledge flock for the chance of enlightenment and hopes of improving life in Ilm, but, only those at the top of the hierarchy are privy to the forbidden workings of ancient technology and darker research that focuses on corrupted beasts and the live-experimentation of their magic.

Ahimori Archipelago


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Of the 100s of islands comprising the Ahimori Archipelago no two are the same. Some are rocky and volcanic, some sandy and lying mere metres above the sea, others dominated by lush rainforest. Culture varies highly too though most peoples are dependent on the sea and skilled seafarers. While many of the larger settlements are welcoming to outsiders there are other islands that live in a more tribalistic way and view outsiders with caution. The Archipelago lacks a centralised governing body and to some extent it can be a lawless place with every few years bitter power struggles erupting between islands. Another key feature that defines this area apart from the rest of Ilm is the presence of creatures referred to as God’s Children or Demi-Gods. As the name suggests they are believed to be either literally the half-mortal offspring of the Gods or physical manifestations of their power. Some islands have adopted individual Demi-Gods as their patrons and as such they are worshipped in hopes of offering their protection and driving off monsters. Other Islands meanwhile are off-limits due to being the home of particularly wrathful individuals who would happily devour any trespassers.

Isloway


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Isloway has neither the might of Havia and Khem-se nor the protection of higher beings like the Ahimori and Summer Archipelagos. Despite this there are still those who choose to live here - some inhabitants say it is easier to deal with monsters than the strife created by your own kind. The young are taught from birth how to fight and defend themselves which has given rise to many fine warriors and the rich ores mined from the mountain caverns are the perfect resource for talented weaponsmiths to work their craft. The region is often continually bathed in low cloud making the mountain paths treacherous to any newcomers, perhaps another key factor in why it has resisted against attacks by foreign nations. Isloway remains relatively neutral in the world politics of Ilm though has stronger ties to Havia simply as it’s closest neighbour.

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The Summer Isles are full of desolate, sea-swept beauty. The journey this far out is hard and many find no reason to travel hundreds of miles to a small, barren archipelago where even trees don’t survive. The native race of Kervith are viewed as primitive and savage to the rest of Ilm and their isolated culture hasn’t changed in centuries, possibly even before the advent of the Cull. Rumour says the natives were not punished as harshly by the Gods and as such still retain some natural magical abilities and even the gift of flight. They are highly ritualistic and in tune with the natural world, living by way of hunter-gathering.

The Eternal Mist


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The deep ocean which Ilm lies within is treacherous and full of unseen terrors. Those that do make it beyond a few miles out in any direction find a strange fog soon sets in and orientating a ship becomes difficult. Many who seek to deliberately explore the lands out beyond the fog never return but, the few that do, report glimpses of a paradise-esque land where the sea falls into the sky. While there is a belief that the fog itself is responsible for these visions others state that this is the realm of the gods and those that disappear have entered this realm to become deities themselves.

Quick Overview

Kervith: The Kervith are a race of humanoids with a variety of animalistic features and the main intelligent race found widely across Ilm. Once in possession of power capable of rivalling their gods they have now been stripped of their magic and forced back into a few safe havens. Despite having lost so much the descendants of those who survived the cataclysmic 'cull' are determined to survive, learning to wield magic from the arcane fallout. The survival of the fittest is a concept which weighs heavily upon the Kervith however and their society is a cutthroat one full of corruption and conflict.


Corruptions / beasts: Corruptions are those creatures born of the magical fallout from the Cull, roaming the Badlands between the Kervith’s safe havens and preying upon anyone who is ill-prepared - travelling often requires an escort of armed soldiers or mercenaries as a result. Most of the beastly creatures are born directly from magic but beings that either spend too much time in close proximity to dense areas of magic or use too much can find themselves slowly becoming one. One of the duties of the Kervith Peacefarer’s is to hunt down these beasts for the magical resources they provide.


Hinterlanders: The sheer volume of magic permeating Ilm has caused an instability in the fabric of the world itself and as a result a stray world-hopper may come across an opening into this unfamiliar place. 'Hinterlanders' as they are referred to are fairly uncommon in Ilm but the residents know of their existence. Some treat them with fear and superstition while others prey upon those foreign to the world for nefarious purpoes. Ilm is not the safest place for an outsider but still some may decide to settle. Most outsiders take a human form upon entry to Ilm but if they possess a feral form may retain some of their feral attributes, such as a pair of horns, however are much more 'human' than the Kervith.


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