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Modern Earth Info
- All pantheons (Egyptian, Greco-Roman, Nahua/Aztec, etc) exist on Earth, having shared in the creation of various supernatual races and human populations. Odin and his elite Asgardian warriors, such as the Warriors Three and the Valkyries, however, are considered the active protectors of the realms, while other deities remain, they are mostly “deus otiosus” -- idle gods that have largely left their creations to their own devices, or even walk amongst them in secret.
- Aesir magic permeates the air on Earth, clustered in certain regions such as New Scarborough, where Nordic/viking settlements once were. Many are long forgotten by Midgardians thanks to the mass-memory-wipe by the Aesir over a thousand years ago. Supernatural beings are inexplicably drawn to these areas.
- Different countries (and even different cities) have their own laws and restrictions in place. However, in all of the western, first-world countries require registration of supernatural entities with the government, and quad-annual check-ins with government-associated physicians to check in on the powers and possible infectiousness of the entities. This was decided upon by the U.N. in 1950 after a zombie outbreak in England. Unregistered supes are considered outlaws and can face fines and imprisonment. Some countries and cities go into more extreme laws, such as requiring bar codes, imprisonment during shifts for therianthropes, quarantine encampments for the undead, and so on. Some locations are considered havens by supes. Mundanes in Nordic lands, for example, revere fae/elven creatures and give them the same rights as mundanes other than their registration and check-ins. They’re treated like royalty, being gifted offerings in exchange for ‘blessings’ of benevolent magic.
- On the super/meta-human registration card that all supes must carry, there are four levels of ‘threat’ perceived by the government. A is an immediate threat to both the government and the populace. These supes are kept in a detention center for their own and the public’s safety. B is an intermediate threat that must make frequent check-ins. C is a low threat and must make only quad-annual check-ins. D is zero threat and needs to make annual check-ins.
- All pantheons (Egyptian, Greco-Roman, Nahua/Aztec, etc) exist on Earth, having shared in the creation of various supernatual races and human populations. Odin and his elite Asgardian warriors, such as the Warriors Three and the Valkyries, however, are considered the active protectors of the realms, while other deities remain, they are mostly “deus otiosus” -- idle gods that have largely left their creations to their own devices, or even walk amongst them in secret.
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Fantasy Faeheimr Info
A fractured world of human and anthren (animal people) mundanes set in a renaissance period - but with strange, hybrid technology, such as steampunk and magitech. Most large cities have indoor plumbing and airships, for example, but no mobile phones. This world appears to have melded with another, from the universe of the Maleficent movies known on Earth.
The below applies to Northern Alfstadr. Southern Alfstadr is a setting within lore, but not playable at this time!
Disparate languages are communicated with via magical spell or special earclip devices called a "yfir-mal" ("across-speech") - also called yfir(s) for short.- The languages most common to the realm are Common/Trade Tongue (English) and Northaen (Old Norse).
- Supernatural creatures are regarded with fear and superstition in most areas, save for the Moors.
- The measurement systems resemble those of modern America, on Earth (feet, miles, pounds, etc.), with some elements of England.
- Full-blooded dragons are considered rare to the point of being mythical.
- Portals to other universes, and convergences of worlds, are uncommon, but not unheard of.
- A land bridge has very recently (as in within the last few years) formed between Northern and Southern Alfstadr, making travel to the north possible. A cloud of elven and fae magic prevents travel to the south.