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Yenth: A Dark Fantasy Setting Guide

The document provides background information on the fictional world of Yenth for a roleplaying game character. Yenth was once ruled by a magical council known as The Crescent, but faced a rebellion from commoners called The Kiln. A brutal civil war ensued between supporters of The Crescent and The Kiln, during which cruel magic turned the battlefields into cursed lands inhabited by magical monsters. The Kiln emerged victorious, outlawing magic. The character lives in the town of Ashdown, which struggles since the nearby woods became overrun by magical beasts. They have latent magical abilities and aspire to help their struggling family and town.

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0% found this document useful (0 votes)
2 views3 pages

Yenth: A Dark Fantasy Setting Guide

The document provides background information on the fictional world of Yenth for a roleplaying game character. Yenth was once ruled by a magical council known as The Crescent, but faced a rebellion from commoners called The Kiln. A brutal civil war ensued between supporters of The Crescent and The Kiln, during which cruel magic turned the battlefields into cursed lands inhabited by magical monsters. The Kiln emerged victorious, outlawing magic. The character lives in the town of Ashdown, which struggles since the nearby woods became overrun by magical beasts. They have latent magical abilities and aspire to help their struggling family and town.

Uploaded by

sploose
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd

Hey Emmy, here is a bit of world info and some questions for your character.

The World:

The country of Yenth used to be ruled over by a magocracy known as The Crescent. This
was a magic council that ruled over all the cities of the country. The common folk of Yenth
often felt that The Crescent only looked after themselves and did not care for commoners
problems. Those without magic resented the political power of the council. A movement
known as The Callus began to gain momentum but were imprisoned by The Crescent. A
noble daughter of the Paylor family, wealthy workers from Shaleston mining city, was a
prominent member of the Callus. The family demanded their daughters release but The
Crescent refused. This set the wheels of war in motion and after the assassination of a
Crescent Councillor, Alira Sereth, War was declared on the anti-magic 'terrorists' now
united under the Paylor family symbol of the kiln.

Each family chose a side in the war, those families that sympathised with the workers
struggles allied with the Kiln army. Whereas those who supported the way of magic and
order fought for The Crescent. Some of the smaller towns and cities tried to stay neutral
and not get involved in the war.

Magic was used cruelly and huge numbers of soldiers were killed in battle. When the
followers of the Crescent saw how tyrannical their Magic rulers were, many turned sides
and joined The Kiln. Thousands more were killed, the lands of Yenth were stained with the
blood of both The Crescent and The Kiln's warriors. The cruel use of magic poisoned the
lands. Sites of battle became magic anomaly sites and the soil turned black with magic
resonance. The magic infected the wildlife that lived their, mutating it into horrific beasts. Magic seeped into
the corpses of battle and the dead rose up in twisted shapes to wander the wilds. The
Crescent lost all but their most loyal of support. They were betrayed by some of their
closest allies and all but one of the Crescent's council were captured by the Torrun family
using The Crescent's magic items against them. The Torrun's handed the Councillors over
to the Mage Hunters for a public execution. Councillor Wrendo Malos has still not been
found, although the Mage Hunters claim they have located him in the Black Fens to the
West.

Since the War, cities and towns have had to fortify against the magic horrors that roam the
wilds. Trade between cities is imperative and trade routes are used with heavily armoured
caravans travelling between cities and towns, ready to defend against the monsters. A new
democracy has been set up with elected families meeting once each season to discuss the
future of Yenth. This is known as the Quorum. Magic is completely outlawed and any
person found using magic will be sentenced to death. Some Mage Hunters also hunt the
Remnants (A name given to the magical monsters that now inhabit the wilds).

Each Family of any repute has a 'Reeve'. This is the name given to a chosen knight who
will fight for their family in any trade, honour or political disputes. There can be no wars in
Yenth now as armies would be destroyed by the Remnants before battle even began so
Reeves are used to settle family feuds instead.

Your character:

You live in the Ashdown Wards and are a child of the Ashwood family who rule over
Ashdown Wards.
Ashdown started as a small settlement of charcoal burners but grew when refugees from
the Crescent War found the town as a neutral safe haven far enough away from the
conflict and helped it to become more prosperous. Recently Ashdown is facing difficult
times. Remnanats have taken over the woods nearby so it is no longer safe to chop down
the trees for burning. This means they are behind on their trade agreement deliveries. On
top of all this, your Father, Elger Ashwood, passed away a year ago and your Mother has
struggled under the pressure of this loss and of the failing charcoal trade. She also knows
you are 'tainted' with magic. It's too much for her. Unrest is quickly growing in the
settlement.

Answer these questions in character - feel free to make things up (add family
members, events, places, etc) and we can tweak if needed.

Who in your family do you aspire to be like?

What was your favourite children's story?

When did you realise you had magical abilities?

Who have you hurt with your magic?

What recurring ailment effects you?

What is the view from your chamber's main window?

What is on your families banner? How do you feel about it?

What happened in the nightmare you had 2 nights ago?

What sentimental item do you always carry with you?

Is there anyone you dislike in your family? If so, explain why.

What traumatic event has left its mark on you? Physically or mentally.

What special skill did you learn from your older cousin?

What else would you like to learn?

Have you ever been outside the city walls? How does/did that make you feel?

Who are you closest to in your family?

Describe a significant moment from your life so far.

How old are you?

What is your name?

Anything else you'd like to add?


Out of character questions for you the player:

This is a dark campaign, there will be some true to life issues faced as well as some
medieval mindsets. Are there any issues you are uncomfortable with that you would rather
not come across in this game?

Who is/are your favourite character/s from other stories, book, films, etc? Why?

What is the best moment from a RPG game you have played before? Why?

Anything else you'd like to add?

Hoorah!
Thanks for filling this out! I can't wait to get this game started and explore this world.
Woohoo!

Common questions

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Following the Crescent War, Yenth underwent significant political restructuring from a magocracy to a new democracy characterized by the Quorum, where elected families convene seasonally to make decisions about the country's future. Magic was completely outlawed as a reaction to its destructive role during the war, and using magic became a capital offense. Social order shifted from being heavily magic-dependent to regulated by Reeves, knights who resolve disputes in place of armies, which could not handle the magic-afflicted wilds. This new structure aimed to stabilize society by fortifying cities against magical threats while managing trade and avoiding large-scale conflicts .

In Yenth's post-war society, the Reeve became essential following the ban on magic and the collapse of conventional warfare. As chosen knights, Reeves were responsible for representing their families in disputes over trade, honor, or political matters, replacing armies that could not operate due to the presence of Remnants. This role reflected a significant societal adaptation where individual combat and honor-based resolutions supplanted large-scale conflict, marked by personal valor and skill instead of magical prowess or abuse. The emergence of Reeves illustrated a shift to localized conflict management, safeguarding social order without risking exposure to external magic threats .

Family alignments during the conflict were deeply influenced by ideological stances towards magic, with families either siding with The Crescent or aligning with The Kiln based on their support for magic or the commoners' struggles, respectively. This ideological divide not only split the country but also had profound impacts on family dynamics, as choosing sides could alienate them from other family branches or ingrained interests. Loyalty to the Kiln became associated with workers' struggles, while aligning with The Crescent indicated a commitment to maintaining magical order. Families that chose neutrality would further complicate intra-family relationships, affecting allegiance and long-standing family legacies .

The use of magic during the Crescent War had devastating environmental consequences on Yenth. Magic was employed cruelly, resulting in numerous casualties and leaving the battle sites as magic anomaly sites with soil tainted by magical resonance. This war use of magic also mutated wildlife into horrific beasts and caused the dead to rise in twisted forms, further destabilizing the ecosystem. Post-war, this led to the creation of areas with dangerous magic anomalies, making the land hazardous and leading cities and towns to fortify against these magic horrors. The widespread environmental degradation highlighted the tyranny of the magical rulers and contributed to their loss of support as the non-magical populace saw the severe impact of magic on their world .

Following the Crescent War, fortified city-states became the nexus of political and community life in Yenth. The fortifications were a direct response to the threat posed by Remnants and magical anomalies, emphasizing the need for secure living environments. Politically, these city-states fostered a sense of autonomy and localized governance as they adapted to new security realities. Communities within these cities organized around shared defense and resource management strategies, with political discourse often focusing on immediate local concerns rather than broader magical issues. This shift to fortified urban living highlighted a move towards decentralization of power, reinforcing the importance of community cohesion in post-war recovery .

The sociopolitical dynamics in Yenth involved tension between the magical elite, The Crescent, and the non-magical common folk. The Crescent was a magocracy that ruled the country and was perceived to prioritize its interests over those of the common people, leading to resentment. This discontent fostered a movement called The Callus, opposing The Crescent's rule. The Callus was suppressed and its members, including a noble daughter of the Paylor family, were imprisoned. The refusal to release her by The Crescent catalyzed further dissent, eventually leading to the assassination of a Crescent councillor and the declaration of war. The Paylor family became central to the opposition, symbolizing the struggle against magical oppression, while the war divided families and communities based on their allegiance to magic or anti-magic ideals .

The establishment of the Quorum marked a significant shift from the magical elitism of The Crescent to democratic governance in Yenth. Previously ruled by magic-users, the end of the war and the outlawing of magic paved the way for a new political system where elected family representatives convened seasonally to decide on public matters. This change represented a move towards inclusivity and shared leadership, reducing the concentration of power and addressing former grievances about lack of commoner representation. The Quorum's formation indicated a broader acceptance of egalitarian principles as the foundation for the new social order .

Remnants, the magical creatures created from the trauma of the war, profoundly shaped post-war security and societal structures in Yenth. These creatures, resulting from corrupted magic sites, posed significant threats to human settlements, which led to the establishment of fortified cities and heavily armed trade caravans. Societal adjustments included the reliance on Reeves to resolve disputes, avoiding gatherings that could attract Remnants and emphasizing protection over large-scale warfare. The presence of Remnants necessitated adaptations that focused on defensive strategies, impacting trade, political relationships, and self-sufficiency within Yenth communities .

In the hostile, post-war environment of Yenth, cities and towns maintained trade and communication through heavily fortified caravan routes. These routes were essential, as they facilitated the exchange of goods and ensured survival amidst the chaos of remnant-inhabited wilds. The caravans were equipped to defend against magic-anomalies and beasts created by the war, reflecting the necessity for robust security measures in enabling trade. This approach highlighted the critical importance of trade routes as lifelines for communities isolated by dangers in the wildlands, underscoring the shift from reliance on magic to more pragmatic solutions for survival and connectivity .

The Paylor family played a pivotal role in the resistance against The Crescent, symbolizing the struggle for non-magical individuals' rights. When their daughter, a prominent member of the Callus movement, was arrested by The Crescent, the family's demand for her release and the subsequent refusal by The Crescent escalated tensions, acting as a catalyst for the war. Their leadership and symbol of the kiln unified various anti-magic factions, driving the narrative of rebellion against magical tyranny. This cohesion among oppressed groups contributed significantly to The Crescent's eventual defeat, highlighting the Paylor family's strategic and ideological influence in shifting the war's outcome .

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