Races & Cultures
The Holy Kingdom of Liones
Inhabitants: Primarily humans, with scattered goddess descendants living in secret among them.
Territory: Fertile plains and river valleys; the capital, Lyonesse, rises from the heart of the Great Plain of Dawn.
Relations:
Suspicious but tolerant of fairies and giants, who are seen as living relics.
Openly hostile to demons, still considered a threat to divine order.
An uneasy alliance with Istal (the Sky Kingdom) due to shared worship of light magic.
Political Tensions & Adventure Hooks:
The Schism of Faith: The Church of Light has split — one faction serves the angels, another follows mortal reformers who claim the gods abandoned the world.
The Knight’s Rebellion: Younger knights, frustrated with corruption in the Holy Orders, have begun secret training in forbidden demonic arts.
Opportunity: Players might uncover conspiracies within the Church, hunt heretics, or protect relics from both divine and demonic thieves.
Edinburgh — The Crimson Wastes
Inhabitants: Demons, half-demons, and cursed humans known as the Blightborn.
Territory: Scorched valleys, ash plains, and molten rifts where the old demon capital once stood.
Relations:
Despised by Liones, yet secretly trade cursed relics with its nobles.
Distrusted by Istal, who still see them as unredeemable.
Neutral with fairies, who sometimes send emissaries to negotiate safe passage through cursed lands.
Political Tensions & Adventure Hooks:
The Blight Rebellion: Half-demons seek equality within demon society, tired of being treated as lesser.
The Riftfire Accords: Rumors say Liones plans to destroy Edinburgh’s core to “purify” the land.
Opportunity: Players could act as diplomats, spies, or mercenaries in a potential holy war—or uncover the truth about a new demonic artifact that could reshape the balance of magic.
🌿 The Fairy Realms of Belavane
Inhabitants: Fairies, nature spirits, and rare elemental beasts.
Territory: The Emerald Wilds, an ever-changing forest whose geography morphs with the seasons and emotions of its queen.
Relations:
Wary neutrality with humans and demons alike.
Allied with the giants of the north through ancient oaths.
Tense relations with Istal, whose divine radiance disrupts the forest’s balance.
Political Tensions & Adventure Hooks:
The Withering: Parts of the forest are dying from a spreading curse believed to have roots in demon magic.
The Lost Monarch: The Fairy King has vanished, and rival houses vie for control of the Canopy.
Opportunity: Quests could involve restoring nature’s balance, tracking the lost king, or navigating fairy politics to prevent a civil war.
🪶 The Sky Sanctum of Istal
Inhabitants: Goddess descendants, celestial beings, and winged scholars.
Territory: Floating citadels of light magic drifting above the mortal clouds, rarely reachable by ordinary means.
Relations:
Cautious alliance with Liones, though many angels view humans as corrupt.
Hostile toward demons and Blightborn.
Dismissive of fairies and giants, seeing them as “children of the old world.”
Political Tensions & Adventure Hooks:
The Fractured Halo: A civil conflict between angels who want to guide mortals and zealots who wish to cleanse them.
The Radiant Prophecy: Ancient runes foretell that the next “Sin” will be born among the angels themselves.
Opportunity: Intrigue, infiltration, and divine espionage — players could ascend to Istal to stop a celestial coup or steal sacred knowledge for mortal kingdoms.
⛰️ The Giant’s Reach
Inhabitants: Giants, stonekin, and small enclaves of human miners who live under giant protection.
Territory: Towering mountains and valleys carved by elemental magic, stretching from the frozen north to the World’s Spine.
Relations:
Allied with the fairies through ancient pacts.
Respected by humans but considered dangerous by Istal.
Trade with demon blacksmiths for rare metals, though both sides deny it.
Political Tensions & Adventure Hooks:
The Sleeping Mountain: An ancient titan stirs beneath the earth, threatening to awaken and reshape the world.
The Broken Pact: A faction of young giants wants to break old oaths and wage war against Liones for past betrayals.
Opportunity: Players might mediate between giants and mortals, explore ancient ruins, or awaken (or stop) the sleeping titan.
🌊 The Sea of Purgatory
Inhabitants: Spirits of the dead, sailors of the lost, and beastfolk tribes who dwell on its shifting islands.
Territory: A dark, magical ocean that bridges life and death, dotted with ruins that appear and vanish with the tides.
Relations:
Feared by all nations — crossing it is taboo.
Watched by both Istal and Edinburgh for signs of rifts to the underworld.
Sought after by treasure hunters and cursed immortals seeking redemption.
Political Tensions & Adventure Hooks:
The Tide of Souls: Ghost ships have begun washing ashore near Liones, carrying messages from the dead.
The Leviathan’s Return: A colossal sea beast has awakened, disrupting magic across all realms.
Opportunity: High-seas exploration, curse-breaking, and uncovering the lost remnants of the Sins themselves.
Magic & Religion
The Nature of Magic
Magic in Britannia Reborn is not merely energy — it is emotion made manifest. Every living being carries within them a fragment of Anima, the world’s soul, and this essence reacts to will, desire, and sin.
When emotions reach their peak — love, wrath, greed, or sorrow — that energy can shape the world itself. This is known as the Law of Resonance, and it binds all races, creatures, and even the land.
Key Principles of Magic:
Emotion fuels power: The stronger the emotion, the more potent the magic — but also the greater the risk of corruption.
Resonance defines type: Fire magic often draws from wrath, healing from compassion, illusion from envy, etc.
Magic is alive: Every spell or enchantment leaves a trace of the caster’s essence — overuse can erode one’s soul, binding it to the Sin that fuels them most.
Sin as Source: Each of the Seven Deadly Sins still echoes through the world as primal forces; many mages unknowingly channel these ancient powers.
🔮 Forms of Magic
Type Description Typical Users
Elemental Magic Control of fire, water, wind, and earth through raw Anima. Humans, fairies, and giants.
Divine Magic Power drawn from celestial or goddess energy, focused on healing, purification, and smiting evil. Priests, angels, and Istalian scholars.
Demonic Magic Fueled by rage, pain, or despair; manipulates shadow, curses, and infernal flames. Demons, half-demons, cursed knights.
Nature Magic Harmonizes Anima with the environment; heals or manipulates life itself. Fairies, druids, beastfolk.
Runic Magic Ancient symbols carved into stone or metal to channel stable power. Giants, dwarves, and human artificers.
Sin Resonance A forbidden art that channels one of the Seven Sins’ essences to amplify emotion into raw magic. Rare mortals or “Sin-Touched” beings.
🧙 Who Can Use Magic
Magic is universal but uneven — anyone can touch the Anima, but few can command it safely.
By Race:
Humans: The most versatile but least stable users — they rely on training, relics, or contracts with divine or demonic patrons.
Demons: Born from corrupted Anima; their bodies are conduits of raw magic. Their strength grows with emotion, but excess can consume them.
Fairies: Naturally attuned to life-force; their magic heals and manipulates nature effortlessly, but they struggle with destructive spells.
Giants: Their runes channel elemental magic through strength and ritual — slow but devastating.
Angels/Goddess Descendants: Magic flows through them as divine law — structured, precise, and often overwhelming for mortals.
Beastfolk: Use instinctive, spiritual magic tied to survival and transformation.
Learning Magic:
Natural Affinity: Some are born with innate resonance (e.g., a fairy child whose laughter makes flowers bloom).
Arcane Study: Human mages and scholars study spells, runes, and incantations through institutions or secret orders.
Pacts: Mortals may form contracts with divine beings, demons, or spirits, trading years of life or fragments of their soul.
Relic Binding: Ancient weapons and artifacts can store and amplify a wielder’s power, often with a will of their own.
🌌 The Deities and Cosmic Order
Though the gods no longer walk among mortals, their influence remains in the hearts of believers and the flow of Anima.
The Known Divine Powers:
Deity/Force Domain Influence on the World
The Supreme Deity Light, Order, Judgment Worshiped by Istal and Liones. Her silence since the last Holy War causes doubt and heretics to rise.
The Demon King Darkness, Power, Desire Believed destroyed, yet his essence lingers beneath Edinburgh, whispering to those who crave strength.
The World Spirit (Anima Mater) Balance, Nature, Rebirth The primal soul of the world — neither good nor evil. The fairies, giants, and druids worship it as the mother of all magic.
The Fallen One Chaos, Freedom, Sin A heretical figure worshiped by rebels, scholars, and wanderers. Said to embody the first mortal who defied both gods — the spark that gave rise to human will.
🔔 The Divine Silence
After the ancient wars between Heaven and the Demon Realm, the gods withdrew, leaving the mortal world to govern itself. Yet remnants of their influence still shape destiny.
Signs of Their Lingering Power:
Miracles & Curses: Sudden bursts of divine or infernal power still occur where belief is strong.
Relic Awakening: Sacred artifacts from the Holy War era periodically reawaken, choosing new wielders.
Celestial Echoes: The stars themselves pulse in rhythm with Anima, hinting that the heavens still watch.
💀 Current Threats and Mystical Phenomena
Sin Resonance Storms: Massive magical surges tied to emotional cataclysms — entire cities can fall under the influence of a single Sin’s energy.
Fading Leylines: Magic-rich veins of Anima that once powered the world are drying up, creating desperation among kingdoms.
Forbidden Concords: Secret societies attempt to merge divine and demonic magic, defying cosmic law — risking the return of both gods and monsters.
The Eclipsed Star: Prophecies speak of a celestial convergence where light and dark will merge — possibly heralding the rebirth of a new god… or a new Sin.
🕯️ Adventure Hooks & Magic-Driven Stories
A cursed relic awakens in the tavern, choosing a new bearer destined to reshape fate.
A scholar claims to have found proof the Supreme Deity was once mortal — and assassinated.
The players must stop a Sin Resonance from consuming a kingdom before wrath turns to apocalypse.
A dying angel descends to the Boar Hat, seeking a mortal strong enough to wield divine light against encroaching darkness.
Historical Ages
The Major Eras of Britannia Reborn
Centuries of conflict, magic, and divine intervention have shaped the world into what it is today. Though time has softened the truth, each era left behind scars — both wondrous and terrible — that continue to influence the people and powers of the present.
🕊️ The Primordial Age — “When Gods Dreamed”
Timeframe: Before recorded history
Dominant Powers: The Supreme Deity, The Demon King, and the World Spirit (Anima Mater)
Overview:
Before mortals walked the land, Britannia was a blank canvas shaped by divine will. The Supreme Deity brought forth light and law; the Demon King forged darkness and desire; and the World Spirit gave life form and balance. Their creations — angels, demons, fairies, and giants — filled the world, each reflecting a fragment of divine intent.
Legacy & Ruins:
The Pillars of Creation: Massive crystalline spires that pierce the sky, still humming with the song of the gods.
The Veil of Light and Shadow: A magical barrier separating realms, now cracked and leaking celestial and infernal energy.
Relics of the Dawn: Weapons forged from pure Anima, rumored to still slumber beneath the world’s oldest mountains.
Adventure Hooks:
Explorers claim a new Pillar has “awakened,” altering local time and reality.
A cult seeks to resurrect the Demon King by gathering shards of divine crystal.
⚔️ The Era of the First War — “The Age of Wrath”
Timeframe: 5,000–3,000 years before present
Dominant Powers: Goddess Clan, Demon Clan, and the nascent mortal kingdoms
Overview:
The first Holy War erupted when light and dark clashed for dominion over creation. The Demon Clan sought to claim Anima as their birthright, while the Goddesses aimed to preserve their order. Fairies and giants were drawn into the struggle unwillingly, and humans — newly born — became pawns, slaves, and soldiers.
This war ended when both divine powers sealed each other away, shattering the Veil between worlds and scattering fragments of their essence across the lands.
Legacy & Ruins:
The Battlefield of Eternal Ash: The scar where the final battle burned the land black; storms still rage there with both holy and demonic lightning.
The Chains of Binding: Massive rune-carved stones once used to imprison fallen gods — now broken, their wards fading.
The Demon Tombs of Edinburgh: Beneath the Crimson Wastes lie entire cities encased in obsidian, untouched since the war’s end.
Adventure Hooks:
A forgotten Goddess relic stirs, attracting both angels and demons.
Demonic tombs begin opening on their own — not from within, but from something calling them outward.
🏰 The Age of Kings and Heroes — “The Rise of Mortals”
Timeframe: 3,000–700 years before present
Dominant Powers: Human Kingdoms of Liones, Danafor, and Edinburgh (pre-ruin); the Fairy and Giant alliances
Overview:
With gods in retreat, humanity rose. The kingdoms of Liones and Danafor were forged by brave knights who wielded remnants of divine and demonic magic. The Seven Deadly Sins — legendary heroes and sinners alike — emerged as protectors and destroyers during this age, leaving behind myths that still shape the world’s morals and fears.
Magic flourished, but corruption followed. Great empires fell to their own pride, greed, and wrath — repeating the cycle of divine folly in mortal form.
Legacy & Ruins:
The Ruins of Danafor: A once-glorious kingdom annihilated in a single explosion of magic — its crater now a sealed forbidden zone.
The Vaults of the Sins: Hidden chambers built by the original Seven Sins to contain artifacts of immense power and temptation.
The Eternal Library: A lost fairy archive said to hold every spell and prophecy from the mortal age.
Adventure Hooks:
The Boar Hat’s latest stop uncovers an entrance to a Sin Vault — and something is already inside.
A survivor claiming descent from Danafor’s royal line seeks protection, pursued by both angels and demons.
⚖️ The Age of Silence — “After the Gods Departed”
Timeframe: 700–50 years before present
Dominant Powers: Mortal kingdoms and secret magical societies
Overview:
After centuries of divine absence, faith waned and knowledge fractured. The world entered an uneasy peace — yet magic began to fade. Kingdoms turned to alchemy, runes, and relic-hunting to replace the lost flow of Anima.
The Order of the Veil arose, dedicated to preventing contact between worlds, while the Cult of the Fallen One sought to merge them again — believing that only chaos could bring true freedom.
Legacy & Ruins:
The Sealed Cities: Entire towns vanished into mist when leyline collapses occurred — their ghostly remains appear on certain nights.
The Order’s Sanctum: A floating fortress built to monitor divine relics; now abandoned, drifting between clouds.
The Shattered Mirrors: Ancient portals to other realms, cracked but still flickering with forbidden light.
Adventure Hooks:
One of the Sealed Cities reappears — and its citizens claim no time has passed.
A relic hunter offers to sell a Shattered Mirror fragment that “reflects the future.”
🐗 The Age of Resonance — “The Current Era”
Timeframe: Present day
Dominant Powers: Liones, Edinburgh, Istal, Belavane, The Boar Hat Reborn
Overview:
The world is on the brink of a new upheaval. The balance between divine and demonic energies is faltering as Sin Resonance phenomena appear — emotional surges that awaken old magic, relics, and spirits of the past.
The Boar Hat Reborn, a living tavern that moves between realms, has become the crossroads for fate itself. Heroes, sinners, and wanderers gather there, drawn by omens of a coming storm.
Legacies Still Felt Today:
Echoes of the Sins: Artifacts and bloodlines tied to the original Seven are awakening across the world.
The Fading Gods: Celestial and demonic powers struggle for influence through mortal vessels.
Anima’s Cry: The world’s soul grows unstable, and every act of great emotion ripples across reality.
Adventure Hooks:
The players discover that the Boar Hat itself was built from fragments of a fallen god’s body.
Sin Resonance storms begin connecting realms again — and something ancient is trying to cross through.
Each kingdom’s fate depends on who controls the newly awakened relics of the First War.
Economy & Trade
Currencies of the Known Realms
Though gold still holds universal value, the fall and rebirth of kingdoms have created regional currencies tied to culture, faith, and magic. Most coins bear runes that identify their origin, purity, and enchantment resistance — counterfeiters beware, as many currencies are literally cursed to expose fraud.
Kingdom / Realm Currency Name Material / Symbolism Exchange Value (approx. to 1 Gold Liones Crown) Notes
Liones Crown / Crest Gold and silver stamped with the royal insignia 1:1 base standard Official currency for human trade; stable and respected.
Edinburgh Obsidian Mark Forged from volcanic glass laced with demon runes 1 Mark ≈ 2 Crowns Dangerous to handle in bulk — absorbs heat and minor magic.
Belavane (Fairy Realms) Leafstone Jade-green crystal infused with Anima 5 Leafstones ≈ 1 Crown Grows dull when held by the corrupt or wrathful; fairies trade in emotion as much as value.
Istal (Sky Sanctum) Solar Disc Thin platinum coins etched with angelic script 1 Disc ≈ 3 Crowns Accepted mainly by nobles and scholars; carries faint holy energy.
Giant’s Reach Runestone Hand-carved stones inscribed with trade marks 1 Runestone ≈ 0.5 Crowns Difficult to transport, but indestructible — often used for large trades.
Sea of Purgatory (Beastfolk & Pirates) Soul Coin Iron tokens infused with faint spiritual energy Unstable — fluctuates wildly Rumored to be forged from the souls of the drowned; rare but potent in black markets.
⚖️ Economic Systems by Kingdom
⚜️ Liones – Feudal and Mercantile
System: Feudal monarchy supported by guild-based trade and agriculture.
Key Exports: Steel weapons, fine cloth, sacred relics, and trained knights-for-hire.
Imports: Magical reagents, obsidian glass, enchanted timber, and celestial artifacts.
Guilds: The Golden Quill Consortium controls major trade routes and currency minting.
Challenges & Hooks:
Counterfeit “Crown” coins made with demon-forged metal are destabilizing the market.
A trade embargo with Edinburgh is causing black-market arms dealing along the borders.
🔥 Edinburgh – Caste and Contract Economy
System: Hierarchical trade regulated by demonic houses; lower castes barter for survival.
Key Exports: Obsidian ore, soulstones, cursed weapons, and dark enchantments.
Imports: Food, textiles, and blessed metals from Liones.
Currency Control: Each noble house mints unique “Marks,” though the Infernal Treasury standardizes their weight and potency.
Challenges & Hooks:
House rivalry causes trade wars and assassinations over mining rights.
A mortal merchant guild has begun using holy seals to “purify” Obsidian Marks for circulation — a heretical act punishable by death.
🌿 Belavane – Gift and Emotion-Based Economy
System: The fairies and nature spirits trade through emotional resonance and material exchange rather than strict currency.
Key Exports: Healing herbs, Anima crystals, enchanted wood, and illusion crafts.
Imports: Metal, gemstones, and crafted goods.
Unique Trade Law: A trade must be “balanced in spirit” — deceit in deals curses the liar with withering or silence.
Challenges & Hooks:
Foreign traders vanish in the forest after trying to cheat fairy merchants.
Black-market smugglers are bottling “Fairy Tears” — liquid Anima worth a fortune, but highly unstable.
🪶 Istal – Divine Meritocracy
System: Trade is heavily regulated by the Council of Light, where wealth equals faith and merit.
Key Exports: Blessed relics, celestial alloys, and divine texts.
Imports: Mortal luxuries and art, which are forbidden but secretly desired.
Unique System: Wealth can be “converted” into divine favor, influencing social rank and magical blessings.
Challenges & Hooks:
A growing black market of mortal artifacts among Istal’s angelic scholars.
Factions bribing priests with mortal currency for divine miracles — risking excommunication.
⛰️ The Giant’s Reach – Barter and Craft Economy
System: Honor-based trade; goods valued by craftsmanship, not coin.
Key Exports: Stonework, rune-carved weapons, and massive ore shipments.
Imports: Food, alcohol, textiles, and scrolls.
Trade Law: Breaking a contract binds your family to repay the debt in labor for generations.
Challenges & Hooks:
A human mining company has defaulted on a rune contract, and the giants are preparing for war.
Legendary “Rune Bonds” — stones recording ancient debts — are resurfacing, forcing mortals to atone for their ancestors’ bargains.
🌊 The Sea of Purgatory – Black Market and Pirate Trade
System: Chaotic and decentralized — barter, plunder, and soul coin exchange.
Key Exports: Salvaged relics, smuggled goods, and cursed treasures.
Imports: Anything of value — food, rum, magic, and information.
Centers of Trade: Floating towns like Graveport and The Hollow Wharf, neutral grounds for all races.
Challenges & Hooks:
A pirate fleet discovered a cache of divine artifacts, sparking a shadow war among collectors.
A secret route across the Sea connects the mortal realm to the demon ruins — whoever controls it controls the relic trade.
🧭 Trade Routes of Britannia Reborn
1. The King’s Vein:
The main trade road running from Liones to Giant’s Reach, through merchant towns and knightly outposts. Safe, well-patrolled, but taxed heavily by guilds.
2. The Obsidian Trail:
Crosses the volcanic borderlands between Liones and Edinburgh. Risky but lucrative; demonic and human traders secretly exchange forbidden goods.
3. The Emerald Route:
A winding forest path through Belavane, accessible only by invitation or magic. Travelers risk illusion traps and “living tolls” — nature spirits demanding tribute.
4. The Skyflow Passage:
Airships and winged beasts connect Istal to the surface world, dropping goods via glowing runic anchors. Expensive and dangerous — many skyships vanish in radiant storms.
5. The Purgatory Current:
A mysterious ocean route used by pirates and smugglers that drifts between the mortal world and the afterlife. Navigation requires enchanted compasses and courage bordering on madness.
🏦 Institutions & Economic Powers
The Golden Quill Consortium: The most powerful merchant guild in Britannia, controlling banking, minting, and long-distance trade.
The Vault of Echoes: A secretive bank run jointly by demons and mortals, rumored to store more relics than coin.
The Fairy Exchange: A living market that moves between forest clearings, appearing only to those deemed “worthy of fair trade.”
The Boar Hat Reborn: A mobile neutral zone — patrons barter rare items, stories, or services rather than money. It’s a hub for adventurers seeking odd jobs and risky deals.
⚔️ Economic Conflicts & Adventure Hooks
A magical famine drives up the price of Anima crystals, sparking a continent-wide trade war.
Smugglers use the Boar Hat as a middle ground to move cursed relics between realms.
Liones mints a new “Blessed Crown” coin that repels demonic magic — but corrupts mortals who hoard it.
A trade guild has discovered a leyline beneath their caravan route — and plans to harness it as an infinite energy source, no matter the consequences.