This page is for important game rules and additional information that's too long for the game description on the homepage.


Posted by : on Jan 3, 2020, 9:20am

note: This knowledge about the world is a common view of an educated Human from the more advanced kingdoms in The Great Basin. A simple peasant would not know even this much, while an Orc or an Dark Elf might have a very different view

Creation of Marlen's Tear

Marlen, a daughter of a the supreme god Kalus was looking at he living planets created by her fathers, and while looking at the future world of Marlen's Tear she dropped a tear as she was sad there are no intelligent beings on such a beautiful world. Her tear fell on the continent now known as Tearscape, giving it the present form (with rich plains and lakes in the centre where the teat fell and mounties along the edges) and imbuing the continents with her life-force. From this force four gods arose, who than created the intelligent races.

Geography and races of Tearscape

Tearscape is a continent, usually said to be about 2000 miles wide, so a successful sailors or a merchant might visit all the important places in his lifetime, many of them on several occasions. In the cener of the continent are four great lakes and around them are plains, known as The Great Basin, where advanced Human kingdoms are. Along the edges are mountains, dividing the Basin from the ocean, except in two places, where there are large gaps in the mountains - in the south, around the Crystal Bay and in the west, in Marsendale. In the mountains and on the coast there is a mix of races - Human barbarians, Dwarves, Elves, Orcs, Halflings and Gnomes. Other than Humans, only Elves and Dwarves have advanced states, seven city-states of Elves and 26 city-states of Dwarves. There are said to be other continents, but since they are not touched by Marla's tear, they are considered to be without magic and intelligent creatures, so there is not much exploration, especially as only thin strips of coastline of Tearscape is held by advanced races (Elves can sail and they do, but they don't share information).

History of Tearscape

Races lived apart from each other in the early history, but when they multiplied and came into contact wars soon arose. Orcs and Darks Elves ruled for hundreds of years but slowly Humans gained ascendency and fortified the big cities in The Great Basin. What followed were even-handed wars between dark and light races which, in the end, turned in favour of light races, so the remains of Orcs, Goblins and now rare Dark Elves are living on the edges of the basin, sharing the space and warring with Human barbarians. Still, they are not on the road to extinction, as they learned a lot from their defeats, and their small kingdoms are well ordered. Human kingdoms are lately embroiled in deadly wars of religion, and the world is unstable once again. Reasons for these wars are differently understood depending on the side in the conflict, but generally, it revolves about the supremacy of the cult of Saul, the oldest god of Marla's Tear among the four great gods.

Gods of Marla's Tear

The magic of The Tear gave rise to four gods, which represent different parts of Marla herself. They are Saul (perfection), Wysa (multitude), Ilana (experience) and Arkhon (transcendence). But these concepts are hard to grasp for a great majority of Tearscape inhabitants, as these gods have no forms and are said not to be concerned with the lives of mortals. What people know, fear and worship, are their aspects, gods with form, that represent various sides of each god. So, both the terrible Malani, the goddess of necromancy and the swift messenger god Cerus, who often helps light races, are both aspects of Arkhon. Most people are simply considering there aspects to be gods, while those better informed have various theories how aspects are connected to great gods - can a great god be in the different aspects in the same time, are they independent of their aspects, do great gods have powers of their own, or just through the aspects, etc.