Skip to content

🐙 Planet Aberat, Kingdom of Selya-Mira 🐙

User Avatar
#1
Auto-translated
Planet Aberat, Kingdom of Selya-Mira

When the native population of Aberat were still savages, the ancient and powerful Keyne arrived on this planet. This great civilization of born mages sought valuable resources to fight the Dark Empire, their worst enemy. Thus a colony was established, and Aberat became part of a cosmic superpower.

The Keyne erected impregnable redoubts for the defense of Aberat, as well as built colossal mechanisms for resource extraction. A young planet, whose population was not even capable of deep thought, became a mighty citadel providing resources to the Keyne army in just a few stellar cycles. But naturally, such a state of affairs did not suit the Dark Empire. Three times the Shadari race and their allies besieged Aberat, but each time they suffered defeat.

The planet, caught in the grip between the interests of two empires, became a place of slaughter, while meanwhile the Keyne conducted experiments on the native population, hoping to accelerate its evolution. The result was the Kaishi, an altered lower race of humans possessing some of the genetic characteristics of the higher Keyne race. Far from the worst of their kind.

During the fourth invasion of the Dark Empire, something unforeseen happened. Unknown creatures from the ocean depths of Aberat triggered an apocalypse that flooded most of the planet and destroyed the troops of both the Keyne and the Shadari. The great cosmic superpowers were forced to retreat, leaving the planet in the power of new masters, who became known as the Pantheon of Aberat. Thus seven very different entities declared themselves gods, and the Keyne became their flock.

Now, the Shadari and Keyne have still not returned to Aberat, and discord reigns within the Pantheon. The struggle is especially great in the region of the Kingdom of Selya-Mira, where an eternal war rages between the goddess Ceraria and the alliance of gods Iggharad and Yog-Sheldar.

However, the past left an indelible mark on Aberat. The lion's share of the surface consists of oceans, in which huge clusters of wreckage from both Keyne and Shadari starships float. Some representatives of these races still wander the planet's surface, hoping to await the return of their kinsmen. And Aberat itself is full of threats and knows no mercy. It is a dark planet of a past apocalypse, where there is no place for weakness and where mortals are not permitted to resist the will of the gods.


Continents and other large landmasses


Telar represents the upper part of what was once Aberat's highest mountain range. It is thanks to this that it rises above the mass of water. Most Kaishi live on Telar. And not only Kaishi. The continent's landscape is predominantly complex. Although it is full of wonderful forests, in most cases finding a sufficiently flat spot for an entire city is no simple task. And the bottomless ocean has been and remains the only stable source of sustenance for the crowd of people.

Shaladar is Aberat's second continent, and more often than not it gave people a hard time rather than information. Few know what happens there, and Kaishi are almost never seen in those parts. At the same time, Shaladar is better suited for the development of civilization than Telar. Its landscape is far friendlier.

The Source is nothing other than some huge construction clearly of artificial origin. It was on Aberat even before the Keyne. Rumors say that the Source controls the entire planet and it was exactly what the Pantheon used to trigger the apocalypse. Be that as it may, it occupies a space on the planet equal to an entire continent.

The Emerald Isles are an archipelago with fairly large islands. The Kaishi civilization with the most original culture is located there. It is said that this is where the Unknown — head of the Pantheon of Aberat — once conducted his business.

Playable Races

Kaishi are the primary race of Aberat. At least, of its land part. In essence, they are genetically modified humans. The Keyne granted these wretched savages a capacity for magic, although rarely manifested, as well as long life, physical attractiveness, high resistance to various unpleasant factors, and their own method of reproduction. Kaishi do not have children in the usual sense: they create cocoons from which adult individuals are born. Nevertheless, the process of creating such a cocoon can cause serious harm to unlucky parents. Kaishi are capable of living forever... but only in sterile conditions, for every stress shortens their lifespan. And since Aberat is harsh, on average Kaishi live 150-200 years. But with proper personal care or access to technology and magic, they can exceed this term many times over. Furthermore, Kaishi are characterized by family attachment, patriotism, a striving for knowledge, and xenophilia. The Dark Empire's statistics rate the Kaishi quite highly compared to other similar races.

This is the most standard race, capable of choosing among a great multitude of paths, and therefore having neither pros nor cons in itself.

Male gender receives +1 to Endurance and Strength.

Female gender receives +1 to Agility and Faith.


Northerners at first glance are simply very tall and brutal Kaishi, but it is not that simple. They are not Kaishi at all. They are the only humans on the planet who managed to avoid the genetic research of the Keyne. Northerners sincerely believe they are a unique original and the true native population of Aberat, but this is also not true. For in reality Salagon, one of the Pantheon, once noticed the clearly inferior Kaishi sub-race and introduced changes to the Northerners himself. They became large, strong, and resistant to everything in the world. Salagon acted solely in the name of balance on Aberat and never returned to his creation again. If these bearded men found out the truth... they would be upset, but for now they utterly despise the Kaishi and often wage war with them. Northerners live in the Voldera mountains, on the highest peak of Aberat, where cold, cold, and more cold reign. But they like it, so everyone else is just a softy. Northerners are proud, rude, but very resourceful people. They do not possess magic, but instead resist it perfectly. However, there is an exception... Northern women very often inherit the ability for magic, but only for one single school, and even then more of a half-school: Ice. But they are truly good at it. Also, Northerners have ordinary children, except that they grow not by days, but by hours. The foundation of Northern culture is the family hearth. And most importantly... Northerners are convinced atheists.

Male gender receives +25% chance to block a spell from a target with a level no higher than 5, as well as -25% magic damage received, +25% religion resistance, +5 to Endurance and Strength. Cannot have the magical gift, cannot choose origin or religion, and are limited in their choice of organization: only Merfert Clan Mercenaries, Volden Clan Looters, and the Sorn-Tarn Cult are available.

Female gender receives -25% magic damage received, +25% religion resistance, +2 to Endurance and Agility, as well as a magical gift fixed on the Ice school with a 50% spell efficiency bonus; cannot choose origin or religion, and are limited in their choice of organization: only Merfert Clan Mercenaries, Volden Clan Looters, and the Sorn-Tarn Cult are available.


Ketzirai have an unknown origin, but they are definitely not from Aberat. The foxes appeared on the Emerald Isles relatively recently and immediately proved themselves to be superior intriguers and manipulators. No one has yet managed to find out what they wish to achieve, but the Ketzirai clearly have big plans for this planet. Foxes possess incredible beauty, superb magical abilities, natural charm, and a strongest drive toward hedonism. Ketzirai can vary, but all are united by ears and a tail. Or tails. Most foxes possess only one tail, but there are exceptions. Ketzirai are predisposed to noble talents: playing musical instruments, singing, dancing, etc. It is said that Istiris Will of Being favors them, which is quite strange given the nature of this cosmic goddess. Most Ketzirai belong to the House of Pink Flowers on the Emerald Isles. Likely, it is this house that stands behind their appearance on Aberat.

Regardless of gender receive +50% to seduction efficiency and talents, +3 to Agility and a magical gift with one school of choice. If the magical gift was obtained by other means, the chosen school is strengthened by one tier. Also cannot choose origin and are limited in their choice of organization: only the Sorn-Tarn Cult and the House of Pink Flowers are available. Additionally, Ketzirai draw additional Will.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"