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Fantasy DUNGEON DELVER: Secrets of Caedia [Lore]

Elenion Aura

Two Thousand Club
DUNGEON DELVER
Secrets of Caedia
A Voice in the Dark
"My Chosen... Seeks knowledge...

Arm yourself. Descend... Descend..."
  • 「 LORE 」
    THE LIBRARY
    Expect to use this page as a quick reference for any important terms and tidbits of information. Check back periodically, as more sections will get added as they arise.


「 LORE 」
OST 1 — MAIN THEME
 
Dungeon Delver's Almanac, Chapter 1: Strange & Stranger...
Chapter 1.1: The Calling
It begins with a beginning. It begins with a beach. Washed ashore, from lands far flung and hitherto forgotten... You awake in this strange new country, with no memory of that place from whence you came. Only the song, ringing in your ear. Whistling upon the wind. You remember hearing it, sung in the softest of whispers. The beckoning of another fate. It was yours alone to choose.

And choose you have.

All memory of your old life, who you were before you accepted the Call, quickly fades, swept out to sea by the soft lapping of foamy waves...

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The phenomenon known simply as 'The Calling' has been well accepted for some thousands of years. Across the written histories, have fresh souls been Called from realms unknown to the land of Enigma, washing up on Closter's shores. The Called count among them the most prolific figures in history, not least of which was the Aersyr, the first Dungeon Delver and the founder of Closter.

While theories abound among academic circles, little is truly known about the mechanisms or in fact the true purpose of the Callings. Anyone can be Called. The Called do not remember their land of origin, or many details about their old lives.

While the Called quickly lose all memory of their past lives upon arrival in Closter, they seem to retain certain key facts about themselves, as well as certain skills and instincts that would go on to serve them well in the dungeons of Caedia.

All Called individuals on record have washed ashore and awakened on a particular stretch of white sand beach near Closter's southern shore. Unsurprisingly, this beach has become a sacred place, carefully watched at all hours by acolytes of the Tervetula—The Welcomers; those who guide the Called from the shore to the city itself.

Somewhat mercifully, the transition of those Called is, by-and-large, marked by a sense of peace and acceptance. They readily shed the bonds of memory, and are possessed of an inner calm, and many a newfound clarity of purpose—to enter Caedia.

The Called are hence integrated into the land and society of Closter. They are supplied with ample support from the city's institutions and guilds, ensuring that those who were Called quickly become productive members of society. Their descendants are natural-born citizens, who often see their connection to the Calling as a point of pride and identity for the families of those who were Called. Families often pass down stories of their ancestors' Callings, and some even keep relics or heirlooms owned by the Called family member, particularly those who went on to become Delvers of great renown.

The Calling is celebrated and respected in Closter. Festivals and rituals often include tributes to the mysterious force that draws brave souls to the city, and the beach where the Called awaken is a site of pilgrimage.

The Calling has brought to Closter's shores individuals whose like, if not Called, would likely never bless the face of Enigma. In and around Closter, strange and unique communities of Called and their descendants have emerged over the course of history, as the Calling has populated Enigma's shores with wholly new phenotypes of humanoid.

Until Our Next Meeting...
 
Dungeon Delver's Almanac, Chapter 1: Strange & Stranger...
Chapter 1.2: The Lands of Enigma
The land spreads out its arms to welcome you, Traveler.

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The land of Enigma stretches far beyond the borders of Closter, which itself is nestled in the far southeastern reaches of the Kingdom of Vere.

Ancestral home of man, Vere extends along the southeastern coast of Enigma, reaching toward the heartland, where Lyonesse, capital city and home to the royal lineage of Vere, lies. A land of rolling hills, vast grasslands, rivers, and small forests, Vere is dotted by various settlements interspersed between and around its grander cities including both Lyonesse and Closter itself.

To the north lies the Braelan Forest, and beyond, the Elven realm of Aeloria. Ancient, enchanted forests, magical glades, and crystalline rivers weave together in a harmonious tapestry unfurling from the roots of Eldertree, blossoming over the shining, spired city of Talis Aren, the heart of Elvendom in Enigma.

Westward, beyond the verge of trees and springtime, looms the Bitterbite Mountain range. And within, the Dwarven homeland of Durundal. The fire of forges lights the gloom of those cavernous halls, and none burn brighter than those of the fortress citadel of Ironhold and its sister city Stonehaven.

The mountains protect the southlands from the worst of the frigid northern winds. Nestled in their shadow lies Greenholm, a land of temperate climate, fertile valleys, and gentle hills. This land is home to the Halflings, an unassuming and quaint people, mostly content to work the land and live simple lives, from Hearthshire to Meadowbrook, beside the babbling Tullywick River.

Until Our Next Meeting...
 
Dungeon Delver's Almanac, Chapter 1: Strange & Stranger...
Chapter 1.3: The People of Enigma
The lands of Enigma are populated by numerous peoples, both great and small, meek and mighty.

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Humans are a relatively short-lived race in the world of Enigma, with a span of about eighty years. They are the most populous and widespread race on Enigma. As a people, they maintain a certain degree of pride in their status as the land on which Caedia rests. It is a privilege and a burden. They are the most well-rounded of races.

Elves are the most long-lived of the mortal races, living upwards of seven hundred and fifty years in rare cases. Due to their long lives and their natural attunement to the magic of the world, elves are preternaturally gifted wizards and scholars of ancient lore. They are the most graceful of races.

Dwarves are the second most long-lived of the mortal races, with greybeards capable of living about three hundred and fifty years. Ingenious crafters and forgemasters, dwarves have been known to produce the greatest works of metal-, gem-, and stonecraft in all of Enigma. They are the most hardy of races.

Halflings are a humble people, mostly content to live out their some one hundred and fifty year lives in relative peace and quiet. Though, they are resourceful creatures, quick with a lockpick and light on their feet. They are, in many ways, the subtlest of races.

While the men of the west, sometimes referred to as freemen, are all but identical to their more easterly kin, their history often sets them apart in the eyes of the other races of Enigma. According to lore, in the days before modern counting, the freemen allied themselves with the Demon King in his plot to overthrow the very gods themselves... Or so the legend goes. And though millennia have passed, the stigma remains.

Though humans, elves, dwarves and halflings are the only humanoid species endemic to the land of Enigma, the city of Closter itself is even so teeming with all manner of peculiar and otherworldly beings, Called over the years to the Beach. Though these communities are undoubtedly less numerous than those of humans, elves, dwarves, and halflings, and are very rarely found far beyond Closter's domain.

Some of those races are listed below:

Creator: BriiAngelic BriiAngelic
The Nephilim—theorized to originate from the mingling of celestial and fiendish bloodlines—are a rarity in the world of Enigma, having only begun appearing in the last four centuries. They number less than five hundred all told, and can be found scattered across various regions in Veren Kingdom, such as Sunfall, Falver, Charcil, and Vere itself. Some may live for upwards of two hundred years. Nephilim blood is strong, and tends to dominate in unions.

Creator: Roda the Red Roda the Red
New-Age Oni (usually just refered to as Oni) are a very long-lived mortal race, rivaling that of elves at around seven hundred years. They're notorious for their physical strength, relatively large fangs and brightly-colored horns (red, blue and gold varieties), they're naturally very stubborn and prideful, but peaceful towards other races due to the strict teachings of their ancestors. Given they were already a notoriously remote and secluded race in their homeworld, as well as a particularly low fertility level, their presence in Enigma is even rarer, with usually only a few dozens spread between a small colony in Aschia and another in Rookhaven.

Bonus: Primordial Oni are a nigh-extinct race from which the current day Oni originate. They're larger and stronger, and possessing a massively long lifespan of around one thousand and two hundred years, with skin colors coming in the red/blue/golden variety. However, not only are they extremely war-like in nature, but also have a knack for eating humans (or other intelligent species for that matter), for that reason, nearly every recorded case of a Called Primordial Oni concluded in the need to exterminate them, it is unknown whether or not there are currently any living specimens in Enigma.

Creator: gxxberkit gxxberkit
The Aasimar in Enigma are hard to categorize from their sparse population and how varied one Aasimar may be from another. There are just about twenty living aasimar in the entire land of Enigma, each one completely different from another personality-wise due to their heritage. Though, regardless of their ancestry, they all seem to live about one-hundred-and-sixty to two hundred years.

The first of the Aasimar showed up about five hundred years ago. However, due to how few Aasimar there are to Call, and fewer so that should answer it, not many have shown up in that time, and none have been born. While they do tend to stick around Vere, the retired few turn to the nation that most closely resembles their ancestry. Half-elf Aasimar turn to Aeloria, half-dwarf Aasimar gravitate towards the twin kingdoms, and half-halfling Aasimar find themselves in Greenholm. It's hard to say if this is truly a pattern or not from the rather small sample size, but it seems to be. Vere, home of Caedia, currently holds the greatest number of Aasimar at fourteen, the majority of them half-human. Some retired or dead Aasimar have had children and grandchildren (and great grandchildren), but none of their descendants have been Aasimar.

While there are many different kinds of Aasimar, the only physical difference between them due to their ancestry is size; the rest is majorly the small bits of their heritage and morals that stuck with them through the Call. Aasimar as a whole can be easily recognized by their radiant aura, light-colored hair, subtly metallic features (differing depending on the Aasimar; typically the eyes, hair, or skin) and an affinity for divine magic.


Until Our Next Meeting...
 
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Dungeon Delver's Almanac, Chapter 1: Strange & Stranger...
Chapter 1.4: Who Are You?
There are as many ways to live as there are to die. There number is as blades of grass in a field. As drops of water in the sea.

Then... Tell me, Chosen. Who are you?

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Characters will embody one class. The one that most approximates their fighting style. The ways they prefer to dispatch their enemies inform the choice, here. A brief description of the available classes are written below. At this moment, dual classing or multi classing is not permissible, though, mostly primary classes are intended to give readers a quick impression of generally what a Delver does, and what role they are expected to fill in a party composition. There is room for variations on the theme, certainly, and the lines between classes need not always be perfectly cut-and-dry.

A Fighter is a master of martial combat. Well trained, well armed, and well armored, Fighters are comfortable in the thick of the fray. Soldiers, duelists, wardens. Battlefield commanders. Whether by sword and shield or bow and arrow, whether through Finesse or Strength, a Fighter is a peerless dealer of death by steel.

The Rogue is at home in the dark of a night alley. The Assassin knows well that a well placed dagger, slipped between the ribs, is just as good as any spell. The Thief can think up countless ways to cut a purse, or slice a throat. Soft and quick as shadows, the Rogue strikes fast, strikes hard, and disappears.

With an uncanny ability to track prey, lay traps, and strike effectively from up close or at a distance, the Ranger is both a master of the untamed wilds and a deft hunter. Rangers employ a mix of keen senses and martial prowess (and the occasional animal companion) to safeguard patrol borders or find victory on daring expeditions.

Some say the gods do not deign to interfere in the affairs of mortals. Some have never met a Cleric. Divine spellcasters who channel the power of patron deities to heal and protect... And dole out holy retribution upon the wicked. Armed with blessed weapons and fortified by faith, Clerics are fierce opponents of the dark forces of the Deep World.

Perhaps better suited to entertaining tavern drunkards than delving dungeons, the Bard is a magical performer, weaving spells through sonnet and song, inspiring allies, demoralizing foes, and casting spells that can enchant, heal, or deceive. And when verse fails, a well placed hand crossbow bolt will usually do the trick.

If the Cleric is the shield of the faith, the Paladin is the sword. Holy warriors bound by sacred oaths to uphold justice and righteousness, Paladins combine martial skill with divine magic to smite foes and bless allies. Paragons of virtue, champions of faith, protectors of the innocent... And smiters of evil.

Wielding powerful nature magic and possessing the ability to shapeshift into various creatures of the wood, Druids are the mystical guardians of nature, charged with maintaining the delicate balance between civilization and the untamed natural world.

A Wizard is a scholarly spellcaster who, through years of rigorous study and practice, calls forth the might of the arcane to cast a wide array of spells. Extensive knowledge of magical lore makes the Wizard both versatile and powerful.

While the Wizard must spend countless years in dedicated study to master the arcane arts, the Sorcerer was born to it, wielding magic that comes from within. The Sorcerer's magic is raw and potent. In some cases, for certain Sorcerers, it's even been known to backfire...

Primal rage and raw physical power serve the Barbarian as well as any spell or steel. An unmatched warrior, the Barbarian wades relentlessly into the pitch of combat, thriving in the heat of battle, where their battle vigor may yet finally be sated

The Monk is a master of the martial arts, wielding simple weapons (or bare knuckles) as effectively as any sword or spear. The Monk channels their inner life force, Ki, to perform extraordinary feats. Disciplined fighteres who use their very bodies as weapons, Monks deliver precise strikes and evade blows with ease.

Masters of invention, Artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. The magic of Artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an Artificer.

Mistrusted and reviled by many, they walk a path that few dare to tread, for their power does not come from the careful study of tomes or the disciplined practice of the arcane. Instead, a Warlock's strength lies in a pact forged with a being of immense power—an entity that bestows upon them dark and potent magic in exchange for service, loyalty, and perhaps a piece of their very soul.

Until Our Next Meeting...
 
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Dungeon Delver's Almanac, Chapter 2: As Above, So Below...
Chapter 2.1: Meditations on the Divine
Beyond the pale curtain. Across a sea of stars. Far away.

Dispassionate. Disillusioned. Deserted.

Tell me, Chosen... What makes a god a god?

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The world of Enigma is a world of gods, both named and nameless. Their worship can be found in every corner of the continent. The Enigmatic Pantheon is vast, though the chief deities most often receive the greatest reverance, with temples erected in their names and followers ever holding praise in their hearts for them.

Many major gods command a domain, or several, over which they may profess to exercise absolute authority. The sun. The moon. The sea. The earth. Plant and animal life. The patron deities for these and myriad other forces of reality are often considered to work in concert with one another, and may indeed be found worshipped together in massive temples hosting many godly effigies. Gods, like mortals, come in many different shapes and sizes. Some are benevolent. Others, less so.

Rarely do gods interfere directly with the affairs of mortals. Most frequently interceding through the work of their divine agents—Clerics and Paladins.

While their differences are as numerous as the gods themselves, there is one that is worth expounding upon here.

He is said to be the one who created Caedia, and in so doing locked all evil under the earth, sparing the surface its toil... For the most part. He is also said to be traversing down the levels of the Dungeons beneath Caedia—has been on this Divine Pilgrimage for untold millennia—to do battle with the avatar of all evil, who dwells at the very depths of the Dungeon's heart. His followers are often referred to as The Faithful. They reject the other gods in favor of Him, who alone saved the world... Or so The Faithful say. Ever are they seeking to follow in His footsteps.

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Named Deities:

Primordial gods, Overgods:

Durge
Alignment: True Neutral
Domain/s: Death, Stillness, Cold
Holy Symbol: N/A

The personification of death.

Eldora
Alignment: True Neutral
Domain/s: Earth, Land
Holy Symbol: N/A

The personification of the land.

Ifri
Alignment: True Neutral
Domain/s: Fire, Heat
Holy Symbol: N/A

The personification of flame.

Mistral
Alignment: True Neutral
Domain/s: Sky, Firmament
Holy Symbol: N/A

The personification of the sky.

Nyralonde
Alignment: True Neutral
Domain/s: Sea, Ocean
Holy Symbol: N/A

The personification of the sea.

Gods regularly worshipped in the lands of Enigma:

Alaric
Alignment: Lawful Good
Domain/s: Mankind
Holy Symbol: A flaming torch.

The patron deity of mankind, guiding force of the race of man, and chief deity of the land of Enigma.

Lavella
Alignment: Neutral Good
Domain/s: Elfkind
Holy Symbol: A silver tree, representing the Eldertree that grows ever at the heart of Aeloria's capital of Talis Aren.

Patron deity of the fairfolk. Wisdom, magic, and the natural world. Venerated for connection to nature and the arcane, often depicted as a serene figure who guids elves in their pursuit of knowledge and harmony.

Mahal
Alignment: Lawful Neutral
Domain/s: Dwarfkind
Holy Symbol: A forge hammer.

Patron deity of all mountainfolk. Craftsmanship, strength, hardiness. Master of the forge and defender of the citadels below the earth. Mahal's influence is felt in the creation of masterful arms and armor, as well as the steadfastness of the dwarven spirit.

Varden
Alignment: True Neutral
Domain/s: Forests
Holy Symbol: An oak leaf.

God of forests and trees. Guardian of nature.

Durandor
Alignment: Neutral Good
Domain/s: The Forge
Holy Symbol: A flaming anvil.

God of the forge. Divine blacksmith, patron of artisans and creators of metalwork.

Aric
Alignment: Chaotic Neutral
Domain/s: War
Holy Symbol: Swords crossed before a flaming torch.

An aspect of the god of war, born during the strife between the gods and the demon king.

Benratha
Alignment: Lawful Neutral
Domain/s: War
Holy Symbol: A flaming shield.

An aspect of the god of war, born during the strife between the gods and the demon king.

Feynri
Alignment: Chaotic Good
Domain/s: The Hunt
Holy Symbol: A bow and arrow.

God of the hunt, revered by hunters and those who dwell in the wild.

Hespera
Alignment: True Neutral
Domain/s: The Changing of the Seasons
Holy Symbol: A wheel, sometimes depicting the seasons between its four spokes.

Goddess of the seasons who oversees transitions and changes throughout the year.

Ithran
Alignment: True Neutral
Domain/s: Knowledge
Holy Symbol: An open book.

God of knowledge, guiding scholars and truthseekers.

Zathry
Alignment: True Neutral
Domain/s: Magic, Wizards
Holy Symbol: A five-pointed star inscribed within a circle.

God of magic.

Fhiron
Alignment: Chaotic Good
Domain/s: Sailors, Sea Travel
Holy Symbol: A ship's wheel.

God of sailing and mariners.

Ystrelle
Alignment: Neutral Good
Domain/s: Peace, Harmony
Holy Symbol: A dove in flight.

The god of peace, invoked during times of conflict and strife.


Until Our Next Meeting...
 
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Dungeon Delver's Almanac, Chapter 3: Familar & Further...
Chapter 3.1: With Friends like These
It is dangerous to walk the paths alone.

Together, you fall. Together, you rise.

Make your choice wisely, Chosen...

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Guilds in the world of Dungeon Delver are organizations where members can take on job requests, train, develop their skills and/or ply their craft. Guilds come in different types and serve various purposes. All guilds provide a source of income for members and create a basic economic system in the surrounding areas. Guild members often hold a strong sense of pride and loyalty to their guilds.

Dungeon Delving Guilds are comprised of professional Delvers and often compete amongst each other for riches and renown.

Caedia's depths are rich with resources—precious gems, rare metals, alchemical ingredients, and mystical relics—that fuel the city’s prosperity. The most successful guilds are highly respected, and the most skilled Delvers become legendary figures within Closter.

Guilds, by-and-large, operate within a hierarchical system.

Each guild is led by a Guild Master, usually the most seasoned and respected Delver, with final authority over all guild operations.

High-Ranking Delvers, veterans of the dungeon, known for their mastery in combat, exploration, and survival, may be hand-selected by their Guild Masters to serve in pseudo-leadership roles.

Delvers are standard members who regularly undertake missions to explore Caedia, gather resources, and fight monsters.

The newest members of guilds, Initiates, are usually tasked with simpler jobs until they prove their worth and gain experience.

Teams within guilds are often formed for specific expeditions, with each member often chosen for their unique skills to aid in the mission's success.

Guilds are headquartered in Guild Halls, large compounds that serve as centers for operation, training, and socializing. Each guild hall is distinct, reflecting the unique style, purpose, and prestige of its guild.

The first Delving Guilds were formed soon after Closter was founded by the legendary first Dungeon Delver. The need to band together for survival in the dangerous labyrinth of Caedia gave rise to organized groups of adventurers, pooling resources and knowledge.

Over time, as Closter grew and more guilds were formed, competition over the lucrative resources of Caedia led to conflict. This culminated in the Guild Wars, a series of civil conflicts where rival Delving Guilds fought for dominance. The last guild war ended with the establishment of the Delvers Association, a governing body that regulates guild activities, prevents conflict, and mediates disputes. To this day, the Delvers Association remains one of the most influential institutions in Closter. All Delving Guilds and their members must register with the Delvers Association.

There are many active guilds operating in Closter. They range from massive, multi-tiered organizations with hundreds of members to small, tightly-knit specialist guilds that cater to niche trades and pursuits.

The four largest Delving Guilds in Closter, often referred to as the Four Pillars, command significant influence and often compete directly against one another.

Until Our Next Meeting...
 

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