Ennen, for those of you that have remained unaware, is my slightly anachronistic everything-but-the-kitchen-sink setting. Inspired mostly by the cavalierly modern view Discworld takes of fantasy, Ennen incorporates sci-fi, steampunk, and, yes, fantasy. (I think that sentence had a ‘fantasy to other words’ ratio that was too high.)
To put it bluntly, I'd like to set an RP there. The general idea would be that a villain is embarking on a quest to kill the most powerful mages in the world, and it's up to a group of characters to figure out their plan and put a stop to the magicide.
So, that said, you probably need a primer on Ennen! First, the world itself:
Check out the map here
Lovingly reproduced above in only the most default of RPG Maker tilesets is the world of Ennen. What are labeled are the largest human settlements - as I’ll get into later, Ennen has a huge nonhuman sentient population, but winners, history books, maps, etc. They tend not to meddle in the affairs of humans, which means that they're probably not going to be very good as PCs for this RP.
From the top-left:
If you want details on specific towns after you've picked a country, let me know.
As far as who your character is and what they do, there aren't many restrictions! I will say this, though:
1. Your characters should probably be somewhere near Thornton in Eldarin to start off, otherwise they won't have much to do for a while.
2. Your character can use magic if you want, but be warned that magic is the sort of thing that takes intensive training. Most people need to train in magic for years and years before getting any good at it - late teens is usually when people get enough control over their magic to use it reliably, since it requires a lot of focus and willpower to cast spells successfully. Casting spells can also be tiring if used too freely. As a result, if your character is a mage, they probably don't have many other specialties. Most people also specialize in one type of magic - earth magic, fire magic, sound magic - and as they get more experienced, they can specialize further - time magic, transformation magic, emotion magic, for example.
3. In terms of livelihoods, if it's a job that makes sense in Discworld or LOTR, it probably exists in this setting.
4. As I said before, the various nonhuman sentient species won't have a large role here. However, in certain rare cases, there are halfbreeds - someone whose parents are a human and another sentient creature (usually dryads, hissguises, and sirens/sentinels). If you play a halfbreed, know that they face huge amounts of discrimination from humanity at large and tend to be shunned. More details on those creatures can be found on my Tumblr.
My Ennen tag on Tumblr: Go here for more details!
Locations in Ennen
Ennen fauna
Elements in Ennen
The Ennen pantheon
Finally, my two characters:
-Name: de Soren
-Gender: male
-Birthplace: Thornton, Erdric
-Age: 26
-Height: 5'7"
-Weight: 150 lbs
-Hair: blonde, wavy, well-groomed
-Eyes: Bright blue
-Clothing: Tends to wear a dark blue suit, especially when performing. He also keeps a staff with him - one made of oak, topped with a ruby sphere.
-Musculature: Average
-Reference: Here
-Personality: Chipper and upbeat, de Soren always has a smile on his face. It's hard to shake him and even harder to get him angry; he just lets most things go. This can be deceptive, though, as even when de Soren is angry or upset, he won't show it; instead, he'll just be smiling. Despite his friendly nature, however, de Soren doesn't make really good friends easily - most people would say that he seems very guarded, as if he's hiding something. In truth, though, de Soren just normally keeps his guard up instinctively, due to the heavy stream of criticism he's received over the years.
-Skills: He's a mage, skilled in the art of performance magic - spells designed to be as showy and flashy as possible. Next to no practical applications for the most part, but they're a big hit at his nightly shows at the Magicians' Guild in Thornton.
-Past: de Soren was the Master of the local Magic Guild. He inherited this title after his father, the elder de Soren and the previous Master, chose him as his successor. His position was a matter of much contention at the Guild; while most of the members themselves like de Soren due to his affable personality, many said that he lacked the experience or the drive necessary to keep control.
Members of the Magic Guild can be hired out for entertainment or for protection: de Soren has more experience in the former than the latter. As such, his spells are mostly centured around being showy. However, his brief stint as a body guard allowed him to refine some of his spells for combat purposes.
As said, de Soren once worked a job as a bodyguard. Although he succeeded in protecting his charge, he very nearly didn't, and his client almost died in an assassination attempt. This incident drives a lot of de Soren's desire to improve his magical abilities, but it also got used as ammo from other members of the Guild that he doesn't deserve the title of Master.
After two years of serving as the Master, de Soren got fed up with the constant attacks on his ability by the Guild members. As a result, de Soren relinquished the title back to his father. He now spends his time in training.
-Family: His only living family is his father, de Soren Sr., who is the current Master of the Magician's Guild.
-Love Relationships?: Nobody knows if he has his eye on anyone.
---
-Name: Sienna Travler
-Gender: Female
-Birthplace: Vezretti, Vandrio
-Age: ??
-Height: 5'11"
-Weight: 160 lbs
-Hair: Red, shoulder-length, curls if she doesn't straighten it
-Eyes: Red
-Clothing: Usually wears a light grey suit
-Musculature: Lanky
-Reference: Here
-Personality: Sarcastic and sardonic. She thinks very highly of herself and very lowly of most other people. She breaks into laughter at the drop of a hat, usually at inappropriate moments. She takes a lot of pride in showing off, and gets irritated when she's ignored. When she's challenged, it becomes a point of pride for her to rise above it.
-Skills: Sienna is an especially rare type of mage called a mnemomancer - to date, only a few of these mages have been verified in Ennen. Instead of learning spells, mnemomancers can mimic spells that they see someone else perform. Nobody knows quite how, but Sienna also has the ability to memorize mimicked spells, which is undocumented in other mnemomancers. She uses her spells to perform at the Magicians' Guild, like de Soren.
-Past: Sienna is pretty hush-hush about her past. None of her acquaintences know much, but they've pieced together that she is from Vezretti, had a lot of training in magic growing up, and got accepted into the guild at a relatively young age after an incident in which she managed to magically kill a slime that was loose in her neighborhood.
-Family: Her mother, Fawn Travler, is an architect in Vezretti. Her ancestors further back pop up occasionally in books on magic and history, but if asked, Sienna never acknowledges them.
-Love Relationships?: None
To put it bluntly, I'd like to set an RP there. The general idea would be that a villain is embarking on a quest to kill the most powerful mages in the world, and it's up to a group of characters to figure out their plan and put a stop to the magicide.
So, that said, you probably need a primer on Ennen! First, the world itself:
Check out the map here
Lovingly reproduced above in only the most default of RPG Maker tilesets is the world of Ennen. What are labeled are the largest human settlements - as I’ll get into later, Ennen has a huge nonhuman sentient population, but winners, history books, maps, etc. They tend not to meddle in the affairs of humans, which means that they're probably not going to be very good as PCs for this RP.
From the top-left:
Erdric: Unintentionally named after a Dragon Warrior character whose name got stuck in my head. Erdric has ‘the hero’s home village/starting place in an RPG’ written all over it. There’s not much of a centralized government; Erdric is mostly just a series of self-governing cities. Not much about them stands out on the world stage; when it comes to wars, everyone tends to leave Erdric alone. Their claims to fame are a magic guild in the town of Thornton, a decent school of magic in the remote, mountainous town of Eldarin, a warriors' guild in the farming town of Sybyll, and Port Yarcia, which is pretty much the only place non-Erdricites would be able to point to on a map of Erdric (and it also has a good Merchants' Guild).
Vianu: A frozen, craggy, uninhabited wasteland. Whatever creatures live here are content to keep to themselves. A large expanse of ruins near the water’s edge tell a story of some people living there at some point in the past, but they obviously gave up. However, in the caverns underneath Vianu, a solitary mage keeps a huge archive and watches over the Crystal, source of all magic in Ennen.
Mersat: The continent of Mersat is the most densely populated area in Ennen. The countries in Mersat used to constantly be at war with each other, until someone had the bright idea to put up a huge wall dividing them all off from one another. The damage had been done, though; Kenba consolidated itself as a massive sprawling juggernaut and one of the most dangerous countries on the world stage, Alzabata never recovered from the blight that underwent their land and lakes, and Momotto became even more isolationist and refused to let anyone in or out. Alzabata has a thriving tourism industry, in that people pay large sums of money to get away from there. Momotto is the most technologically advanced country in the world thanks to a combination of raw materials, a really devoted king, and buy-in from the citizens. Khetaqa is abandoned, ever since a demon laid waste to the country long ago. Qassan is a vassal state of Kenba and is ruled mostly by Empress Kaja III, who gets the final say in what goes on in Qassan so long as they keep up trade with Kenba.
Ginde: A country that’s mostly desert, so long as you ignore the dense rainforest to the south - and most people do ignore it, since most people who enter it die. Even though Ginde doesn’t have much in the way of natural resources, they do have most of the plants used in Ennen for dye - and so Ginde is the fashion capitol of the world. Especially rich Gindens tend to wear shades of vibrant purple - the only color dye that can absolutely not be found anywhere else. The Rasaka Desert, in the middle of the continent, is brutal and full of deadly creatures - that, combined with the rainforest, gives Ginde the highest number of things that can kill you per square foot anywhere in Ennen. It’s said that there are mysterious pyramids somewhere in the desert, but nobody has been able to get legitimate evidence.
Ferride: More properly, Lord Ferride Island. This island, which has absolutely no redeeming qualities, was purchased by one Lord Ferride back some time ago as a display of how much money he had. He made his homestead there, but when his family realized that absolutely no subsistence could be made there, they departed, leaving him there to die, old and alone. In modern Ennen, Lord Ferride’s name has entered the vernacular as slang for someone who is extremely rich or makes extremely poor decisions (often both) - as in “That guy’s getting all Ferride up in here” or “She just Ferride’d all her gold away trying to find the lost mermaid city.”
Dola Islands: The most popular place in Ennen for destination vacations. It’s perpetually sunny and temparate, with some of the most shining seas visible anywhere. How much the local mage population had to do with this is unknown. The northern island has rocky cliffs that are absolutely bursting with valuable gems, which up until recently were a well-kept secret. A business on the south island has figured out the secret to electricity and is trying to pull Ennen into a new age. The fact that the company is run by a vampire is completely irrelevant. The Dola Islands are possibly the only place in Ennen where humans are a minority - nonhuman species make up the majority of the native population.
Lycus: Very much like Vianu in terms of climate and layout, but people actually decided to settle Lycus instead of just leaving it for warmer climes. The biggest magical academy in the world is here, as is the biggest magical library. They trade in furs, mostly, but they also have a surprisingly substantial tourism industry - the magical fallout site to the south is a popular destination.
Alverdi: The continent Alverdi is home to three countries. Vandrio, to the west, revolves almost entirely around the Church of Ennen, which is based there, but also depends on its trade in agriculture, particularly flora. Remina, to the east, is a well-oiled military state that starts training children at a very young age, moving them from fort to fort throughout the country to get skilled soldiers. Nobody in Remina is not involved in the military, and the military’s general is essentially the leader of the country as a whole. Remina is very aggressive - most conflicts in Ennen’s history can be traced to either Remina or Kenba - and it has aggrieved Vandrio more than once. Becdeni, in the center, is a strictly neutral state, taking no part in any conflicts on the world stage and acting as a mediator in any disputes. Becdeni also has a strong military force that helps keep Remina on their side of the mountain range.
U Hao: A country that was never really settled like the rest of Ennen. It has little strategic value and sits next to an active volcano, which means that it tends to fly under the radar on several countries’ lists of places to take over. The few colonialists who did visit ended up integrating into native culture.
Emek Archipelago: There is nothing on Emek. Any buildings you see on Emek are a figment of your imagination, and should by no means be investigated. If you do investigate these wholly fictional buildings, anything that happens to you is your own fault.
Vianu: A frozen, craggy, uninhabited wasteland. Whatever creatures live here are content to keep to themselves. A large expanse of ruins near the water’s edge tell a story of some people living there at some point in the past, but they obviously gave up. However, in the caverns underneath Vianu, a solitary mage keeps a huge archive and watches over the Crystal, source of all magic in Ennen.
Mersat: The continent of Mersat is the most densely populated area in Ennen. The countries in Mersat used to constantly be at war with each other, until someone had the bright idea to put up a huge wall dividing them all off from one another. The damage had been done, though; Kenba consolidated itself as a massive sprawling juggernaut and one of the most dangerous countries on the world stage, Alzabata never recovered from the blight that underwent their land and lakes, and Momotto became even more isolationist and refused to let anyone in or out. Alzabata has a thriving tourism industry, in that people pay large sums of money to get away from there. Momotto is the most technologically advanced country in the world thanks to a combination of raw materials, a really devoted king, and buy-in from the citizens. Khetaqa is abandoned, ever since a demon laid waste to the country long ago. Qassan is a vassal state of Kenba and is ruled mostly by Empress Kaja III, who gets the final say in what goes on in Qassan so long as they keep up trade with Kenba.
Ginde: A country that’s mostly desert, so long as you ignore the dense rainforest to the south - and most people do ignore it, since most people who enter it die. Even though Ginde doesn’t have much in the way of natural resources, they do have most of the plants used in Ennen for dye - and so Ginde is the fashion capitol of the world. Especially rich Gindens tend to wear shades of vibrant purple - the only color dye that can absolutely not be found anywhere else. The Rasaka Desert, in the middle of the continent, is brutal and full of deadly creatures - that, combined with the rainforest, gives Ginde the highest number of things that can kill you per square foot anywhere in Ennen. It’s said that there are mysterious pyramids somewhere in the desert, but nobody has been able to get legitimate evidence.
Ferride: More properly, Lord Ferride Island. This island, which has absolutely no redeeming qualities, was purchased by one Lord Ferride back some time ago as a display of how much money he had. He made his homestead there, but when his family realized that absolutely no subsistence could be made there, they departed, leaving him there to die, old and alone. In modern Ennen, Lord Ferride’s name has entered the vernacular as slang for someone who is extremely rich or makes extremely poor decisions (often both) - as in “That guy’s getting all Ferride up in here” or “She just Ferride’d all her gold away trying to find the lost mermaid city.”
Dola Islands: The most popular place in Ennen for destination vacations. It’s perpetually sunny and temparate, with some of the most shining seas visible anywhere. How much the local mage population had to do with this is unknown. The northern island has rocky cliffs that are absolutely bursting with valuable gems, which up until recently were a well-kept secret. A business on the south island has figured out the secret to electricity and is trying to pull Ennen into a new age. The fact that the company is run by a vampire is completely irrelevant. The Dola Islands are possibly the only place in Ennen where humans are a minority - nonhuman species make up the majority of the native population.
Lycus: Very much like Vianu in terms of climate and layout, but people actually decided to settle Lycus instead of just leaving it for warmer climes. The biggest magical academy in the world is here, as is the biggest magical library. They trade in furs, mostly, but they also have a surprisingly substantial tourism industry - the magical fallout site to the south is a popular destination.
Alverdi: The continent Alverdi is home to three countries. Vandrio, to the west, revolves almost entirely around the Church of Ennen, which is based there, but also depends on its trade in agriculture, particularly flora. Remina, to the east, is a well-oiled military state that starts training children at a very young age, moving them from fort to fort throughout the country to get skilled soldiers. Nobody in Remina is not involved in the military, and the military’s general is essentially the leader of the country as a whole. Remina is very aggressive - most conflicts in Ennen’s history can be traced to either Remina or Kenba - and it has aggrieved Vandrio more than once. Becdeni, in the center, is a strictly neutral state, taking no part in any conflicts on the world stage and acting as a mediator in any disputes. Becdeni also has a strong military force that helps keep Remina on their side of the mountain range.
U Hao: A country that was never really settled like the rest of Ennen. It has little strategic value and sits next to an active volcano, which means that it tends to fly under the radar on several countries’ lists of places to take over. The few colonialists who did visit ended up integrating into native culture.
Emek Archipelago: There is nothing on Emek. Any buildings you see on Emek are a figment of your imagination, and should by no means be investigated. If you do investigate these wholly fictional buildings, anything that happens to you is your own fault.
If you want details on specific towns after you've picked a country, let me know.
As far as who your character is and what they do, there aren't many restrictions! I will say this, though:
1. Your characters should probably be somewhere near Thornton in Eldarin to start off, otherwise they won't have much to do for a while.
2. Your character can use magic if you want, but be warned that magic is the sort of thing that takes intensive training. Most people need to train in magic for years and years before getting any good at it - late teens is usually when people get enough control over their magic to use it reliably, since it requires a lot of focus and willpower to cast spells successfully. Casting spells can also be tiring if used too freely. As a result, if your character is a mage, they probably don't have many other specialties. Most people also specialize in one type of magic - earth magic, fire magic, sound magic - and as they get more experienced, they can specialize further - time magic, transformation magic, emotion magic, for example.
3. In terms of livelihoods, if it's a job that makes sense in Discworld or LOTR, it probably exists in this setting.
4. As I said before, the various nonhuman sentient species won't have a large role here. However, in certain rare cases, there are halfbreeds - someone whose parents are a human and another sentient creature (usually dryads, hissguises, and sirens/sentinels). If you play a halfbreed, know that they face huge amounts of discrimination from humanity at large and tend to be shunned. More details on those creatures can be found on my Tumblr.
My Ennen tag on Tumblr: Go here for more details!
Locations in Ennen
Ennen fauna
Elements in Ennen
The Ennen pantheon
Finally, my two characters:
-Name: de Soren
-Gender: male
-Birthplace: Thornton, Erdric
-Age: 26
-Height: 5'7"
-Weight: 150 lbs
-Hair: blonde, wavy, well-groomed
-Eyes: Bright blue
-Clothing: Tends to wear a dark blue suit, especially when performing. He also keeps a staff with him - one made of oak, topped with a ruby sphere.
-Musculature: Average
-Reference: Here
-Personality: Chipper and upbeat, de Soren always has a smile on his face. It's hard to shake him and even harder to get him angry; he just lets most things go. This can be deceptive, though, as even when de Soren is angry or upset, he won't show it; instead, he'll just be smiling. Despite his friendly nature, however, de Soren doesn't make really good friends easily - most people would say that he seems very guarded, as if he's hiding something. In truth, though, de Soren just normally keeps his guard up instinctively, due to the heavy stream of criticism he's received over the years.
-Skills: He's a mage, skilled in the art of performance magic - spells designed to be as showy and flashy as possible. Next to no practical applications for the most part, but they're a big hit at his nightly shows at the Magicians' Guild in Thornton.
-Past: de Soren was the Master of the local Magic Guild. He inherited this title after his father, the elder de Soren and the previous Master, chose him as his successor. His position was a matter of much contention at the Guild; while most of the members themselves like de Soren due to his affable personality, many said that he lacked the experience or the drive necessary to keep control.
Members of the Magic Guild can be hired out for entertainment or for protection: de Soren has more experience in the former than the latter. As such, his spells are mostly centured around being showy. However, his brief stint as a body guard allowed him to refine some of his spells for combat purposes.
As said, de Soren once worked a job as a bodyguard. Although he succeeded in protecting his charge, he very nearly didn't, and his client almost died in an assassination attempt. This incident drives a lot of de Soren's desire to improve his magical abilities, but it also got used as ammo from other members of the Guild that he doesn't deserve the title of Master.
After two years of serving as the Master, de Soren got fed up with the constant attacks on his ability by the Guild members. As a result, de Soren relinquished the title back to his father. He now spends his time in training.
-Family: His only living family is his father, de Soren Sr., who is the current Master of the Magician's Guild.
-Love Relationships?: Nobody knows if he has his eye on anyone.
---
-Name: Sienna Travler
-Gender: Female
-Birthplace: Vezretti, Vandrio
-Age: ??
-Height: 5'11"
-Weight: 160 lbs
-Hair: Red, shoulder-length, curls if she doesn't straighten it
-Eyes: Red
-Clothing: Usually wears a light grey suit
-Musculature: Lanky
-Reference: Here
-Personality: Sarcastic and sardonic. She thinks very highly of herself and very lowly of most other people. She breaks into laughter at the drop of a hat, usually at inappropriate moments. She takes a lot of pride in showing off, and gets irritated when she's ignored. When she's challenged, it becomes a point of pride for her to rise above it.
-Skills: Sienna is an especially rare type of mage called a mnemomancer - to date, only a few of these mages have been verified in Ennen. Instead of learning spells, mnemomancers can mimic spells that they see someone else perform. Nobody knows quite how, but Sienna also has the ability to memorize mimicked spells, which is undocumented in other mnemomancers. She uses her spells to perform at the Magicians' Guild, like de Soren.
-Past: Sienna is pretty hush-hush about her past. None of her acquaintences know much, but they've pieced together that she is from Vezretti, had a lot of training in magic growing up, and got accepted into the guild at a relatively young age after an incident in which she managed to magically kill a slime that was loose in her neighborhood.
-Family: Her mother, Fawn Travler, is an architect in Vezretti. Her ancestors further back pop up occasionally in books on magic and history, but if asked, Sienna never acknowledges them.
-Love Relationships?: None
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