• This game is under the Fantasy & Comedy genres.
  • The game system is Numenera.
  • This game contains mature content.
Ezrican: To Tread the Jeweled Thrones of the Earth
The world has swallowed countless ages before this one, and the empires of today will sink into the earth as assuredly as a stone cast into the waves will be the sand beneath the sandals of future warriors. Among the debris of fallen empires nest the doomed clutches of men, building the new towers and palaces which will be haunted by wolves and rats after the proud architects are humbled by the uncaring hands of time.
    Three continents are known, and many are speculated to exist, but most explorers who set off in search of glory are never heard from again. The largest is Libiz, location of the great city of Ezrican. Across the seas to the northwest is Inodbisol, the Gate of Peace, the archipelagic homeland of the dwarves. East of that archipelago is a larger island, Akhrabel, home of the eladrin. Scholars from Akhrabel claim that it once stretched all the way from its current location to the dwarven archipelago, and that a sunken continent is responsible for the nigh-impassable rocks surrounding their land. The third continent, Mu, is east of Libiz and populated by the same blend of peoples as Libiz, and is known largely from the exaggerated stories from traders who sail the Black Ocean.
    The arrogant sprawl of Ezrican stifles a larger patch of the continent than any other city. Its influence is felt among every village, fiefdom, and hovel for a great distance; it is the beating heart of the savage civilization that howls at the void in defiance of its eventual death. Here, life is at its most vibrant, and the machinations of humanoid races make possible whole new categories of chaos, strife, and suffering just as they birth new forms of order and joy.
    Through the heart of the city runs the River Tabbir, which flows from the snow-capped peaks of the Nevsher mountains to the east. The river flows west, eventually bending to the south and travelling hundreds of kilometers to the sea. Traders come by land to ship their goods along the river, and caravans are never in short supply, though they thin out during Brentane raids and during the winters. Enormous stone edifices are plentiful, erected in centuries past with rock quarried in the mountains.

The Gods -
    Eth, The Void of the Beginning, The Netherlord, the King of Dust - The eternal sentient nihility within which creation rests, an urge to unmake which preceded all things. Eth craved death, and struggled for aeons beyond time to destroy itself, that that there would truly be nothing, not even the steward of nothingness. In an act of impossibility, Eth struck a mortal blow against itself, and the blood of the Netherlord spilled into the endless void. As the King of Dust lay dying, his will against being draining from him as his life ebbed, he watched his being shape itself into the universe as it is now known. Enraged that his triumphant suicide accomplished a complete inversion of his desire, Eth wept himself blind. Though Eth is dead, his furious tears continue his original ambition to unravel all that exists. The end of days comes when the Tears of Eth annihilate the final motes of creation, and Eth will be reborn anew when his Tears rip each other asunder in their frenzy to unmake the last things.
    Urbanus, the Voice of the City - The new god born of the spread of man and his cities. Gods have been born and have died in the past, and Urbanus is too young to know that he will be swallowed by the entropic forces he still thinks himself mighty enough to quell. As the god of cities and bazaars, he is the favored deity of men; his priests are men of passion and fire, and his temples are hotbeds of commerce and promise.
    Xalos, the Feasting Shadow - A name invoked by mothers to scare their children to sleep, and praised by madmen whose crave death. Xalos has no church, and only pestilent cults of insane murderers in fetid pockets and forgotten nooks of the city. None believe that any two worshipers of Xalos work toward the same goal, and that is perhaps what makes Xalos so terrible.
    Cha’al, the Eternal Fire - A rage and a hunger beyond morality, beyond reason. Cha’al is older than gods, a burning force more primitive and unrefined. Cha’al is the fire that consumes and wipes clean the world that it may be born anew and ultimately consumed again in Cha’al’s unrelenting flames. Cha’al is not worshipped, and Cha’al’s name is invoked only as an oath, but all know and acknowledge Cha’al’s role and Cha’al’s necessity.
    Ghen, the Arboreal Liege - The lord of leaves, dead every winter and reborn every spring, praises the strong and feeds upon the weak. Each mighty oak is one of his bones, each raven a taste bud. As the seasons pass and the spread of forests and grass wax and wane, Ghen believes that he will always have his domain, and pays no attention to the boundaries of nature, for he has been reborn in a new form since creation’s day.
    Praga, Steward of the Dead - Commonly depicted as a female basilisk, Praga is the slothful and capricious deity of death. In most stories, Praga is a terrifying creature that nests in the night sky, guarding the souls of the dead like a clutch of eggs, protecting them from disturbance and interruption. Cultural depictions of Praga vary depending on whether they emphasize Praga’s protective aspects or the more wrathful, jealous side from stories where Praga punishes those with the audacity to steal her treasured dead by turning them to stone, condemning them to a life eternal outside of Praga’s protective nest.
    Eris, the Discordian - Deity of love, hope, deceit, suffering, and chance. Eris once had a lover, whose name was never known even to Eris, who left with a promise to return when their love would be greatest, and Eris would learn the precious name. Eris still waits, wracked with doubt and fear, periodically bolstered by love and hope, and altogether unstable. Eris is often credited for chaos in the world, either as an unintended consequence of her agony or as deliberate mischief to alleviate the tedium of waiting for the return of the unnamed lover. Eris is equally credited for misfortune and good luck.

Races -
    Humans - Humans are everywhere, and like all races, cannot be encompassed easily. The Brentanes are nomadic, tribal people renowned for their skill as horsemen, and for their expert use of longbows and scimitars. The city has persons of most every descent (swarthy Nemedians, rowdy Kells, oily Vencians) though the cheerful bronze Ezrican people who give the city its name are the most common.
    Dwarves - Dwarves are not native to the continent, and travel across the plains in ox-drawn caravans until they find a location they believe to be suitable for a settlement. Most caravans depart from the seaside fortress of Silverhold (Ralgeshud), where dwarven ships from their homeland of Durguzun come bringing new immigrants seeking fame, fortune, or respite in this strange new land. Dwarven religion is largely mythologized ancestor worship, though prominent figures such as Olan Ironblood and Morul the Clever are present in every clan’s stories. They are not highly regarded as fighters, though this reputation stems mostly from their peaceful demeanor and preference for commerce over combat than from martial shortcomings.
    Elves - Elves are a hardy, wiry people who live in small barbaric tribes in the mountains. Their agility and keen senses make them clever hunters and trappers in the harsh peaks. Rumors that they capture and eat lost human travelers are largely unsubstantiated. Their religion is heavily animistic, and culturally they tend toward asceticism. While they generally remain in their own tribes in the mountains, curiosity, banishment, or tragedy sometimes lead them to live among other races for a time. They favor skirmisher tactics to confuse their enemies and pick at weaknesses. A famous benefit of these tactics and their natural alacrity is that elves are legendary dancers.
    Dragonborn - Kosere knows dragons only as creatures of myth and legend, and stories of them were probably inspired by the scaly humanoids known in the common speech as dragonborn. Humans outbred the dragonborn, nearly driving the people to extinction before deciding that the powerful creatures made excellent slaves once their throats were cut open to sever their inborn firebreathing organs. Free dragonborn are often assumed to have killed their masters, though it is not unheard of for one to buy his freedom or win it. Many free dragonborn won their liberty in gladiatorial combat, though they are shunned as kinslayers by their enslaved brethren.
    Orcs / half-orcs - A wager at the dawn of civilization would have had good odds that the orcs would be the dominant race of Kosere. They are strong, fast, and hardy, willing to eat anything, and bear family ties stronger than even that of the dwarves. What held them back was a combination of tribal warfare between clans and an unexpected plague that struck down dozens of tribes in concert with the arrival of dwarven ships from across the sea. Bands of orcs still live around the continent, but most orcs are born into slavery and remain there. Half-orcs are rare, and are generally the result of the union of an orc with an unwilling human woman.
    Eladrin - While sharing some physical attributes with the barbaric elven peoples of the mountain wilderness, the eladrin are more frail and more inclined toward intellectual pursuits. While they claim descent from mystical forbears, there is little to substantiate their claim. They first came to this land from a distant continent named Akhrabel, though virtually none have ever returned, for the voyage there is tumultuous and has claimed entire armadas of ships.
    Changelings - Folk stories call them face dancers and skin stealers, and claim that they are the result of spirits stealing the souls of unborn children. They are born to people of all races, very rarely, without apparent pattern or causation. Most mothers drown the infants upon birth, the pale white eyes and featureless grey skin too horrid to suckle at their breast. Those who avoid this fate often hide their nature, playing at being one or several people to escape suspicion. In the rare places of the world where there are enough of them to form a community, they tend to meet in small cabals and revel in one of the few times when they can abandon all pretense.
    Tieflings - There is no race of half-demons in Hyboria. A tiefling is a person who has been burned by Cha’al, which happens either as the result of a mystic ceremony gone awry, or to those who dwell too long in the world’s forgotten places, in areas where capricious magics flow like vents of volcanic gas. In the latter case, it spreads through the body like an addictive disease; healthy bodies become emaciated and frail, and people become loath to leave the eddies of Cha’al’s infernal influence. Cha’al is largely unconscious of these beings and grants them nothing directly, but those who pass long years in areas of Cha’al’s influence develop an eery, supernatural connection to Cha’al’s flames.
    Deva - Myth speaks of the Children of Praga, the elite selected few of the Basilisk Queen to be her agents in the living world. These precious souls are those who ingratiated themselves to Praga and proved themselves worthy to hunt down those who would defy the god of death. They are granted the right to return to life in a chosen form to hunt down those who desecrate the dead, whether they be grave robbers, necromancers, or worse. In cultures that believe these stories, these chosen souls are called ‘deva,’ from an old Libizi phrase, ‘deva khal Praga’, literally ‘reborn armies of Praga.’