A Pentra Setting · Ancient Fantasy

Sentius

Where old gods still listen.

The World

Sentius is a world of many cultures and ancient discoveries, where the remnants of old civilizations shape the present and the influence of forgotten gods lingers in the shadows.

There are seven active kingdoms and one fallen kingdom; while all ancestries can be found in each kingdom, certain regions are strongly associated with specific lineages and traditions.

The fallen kingdom, once home to the Satyrs and now overrun by demons, has been reduced to folklore, for the Satyrs fled the land centuries ago. No one ventures there willingly, and the few who do never return to tell the tale, but it does contain a portal to its capital city.

Portals

Six portals exist around the world; great cities have been built around them to facilitate travel and minor trade, as only people wearing certain rune stones can pass through the portals, which activate like clockwork at noon each day in their given time zone. Wagons full of goods do not pass through the portal, so trade is still the old-fashioned way of ships, but people carrying messages can pass quickly through the portals.

Of the cities with portals, only the Eltari Kingdom and Conzun Territories do not possess one within their borders, which suits the isolationist Eltari just fine, and the Conzun have adapted to life aboard ships from travel and trade.

Ancestries

A hundred years ago, there were only seven ancestries; then, through a magical spell of Eltari construction that backfired, two new ancestries joined the world. These were the Eltari, who changed into a different ancestry, the Caldien, and their half-breed offspring, the Calari.

The nine ancestries are:

  • Calari (Half-Elves)
  • Caldien (Humans)
  • Conzun (Halflings)
  • Eltari (Elves)
  • Maupin (Tiger-folk)
  • Palynid (Gnomes)
  • Satyrs (Satyrs)
  • Talmac (Dwarves)
  • Tarnik (Orcs)

Deities

There is a shared pantheon of deities that the people worship; they are seen as a family of parents and many children. Their power influences all aspects of life, from the growth of crops to the outcomes of battles, and their favor is sought through rituals, offerings, and prayers.

The Pantheon:

  • Balcu, The Master of the Dead, The Lawbringer, and The Keeper of Knowledge.
  • Bregaid, The Master of Craft, The Arts, and Of Commerce.
  • Dithne, The Master of the Dark, Of Cold, and Of Unlife.
  • Fioleen, Mistress of the Arcane, Of Destruction and The Void.
  • Fodar, The Master of Oceans, Of Storms, and of Rage.
  • Gaveen, Mistress of Light, Of Fire, and Of Life.
  • Guangal, The Master of War, The Hunter, and The Judge.
  • Niagit, Of the Fauna, Of the Flora, and Of the Earth.
  • Teva, Mistress of Healing, The Provider, and The Mistress of Beauty.

The Heroes

The player characters are heroes destined to shape the fate of Sentius, confronting ancient evils, uncovering lost knowledge, and forging alliances across the world's diverse kingdoms and ancestries. Their actions will determine the balance of power among the deities, the kingdoms, and the hidden forces that linger in the shadows.

Technology and Powers

The heroes will perform their deeds with steel and power. Powers are categorized into two parts: Of Deity and Of Arcane. The two categories share a third, Of Combined, which both can access, though each adds its own narrative twist to how the spell is cast and where its energy comes from.

Of Deity

Powers of Deity draw their strength from the favor and will of the gods. These abilities often manifest as divine miracles, blessings, or curses, reflecting the nature and domain of the deity invoked. Typically, easier to learn as long as the primary deity you worship favors you and grants their guidance.

Of Arcane

Powers of Arcane stem from the manipulation of magical energies inherent in the world. These abilities include spellcasting, enchantments, and other mystical phenomena that are independent of divine influence. Typically learned through studious study and practice, they require dedication and a deep understanding of magical theory.

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