Character Creation

The Eternity Engine eschews the Class based approach to character creation and instead uses Heroic Archetypes from the Monomyth blended with the skill/Talent tree system common in CRPG. We also use “Species” instead of “Race” and dropped ‘your last job is your background’ and instead focuses on your culture and Heritage. The Eternity Engine: Dawn of a New Age has nearly 150 pages jam packed options that allow you to build the character you want without the fear of failing character creation.

"It should be impossible for a player to fail character creation, no matter what the setting or system. If a game has a 'meta' or is balanced by arbitrary gatekeeping (no matter how familiar) then the options are an illusion of choice, and the creators are factually wasting your time. "

-Jarred NightThorne

**Not all of the descriptions below are considered complete nor should they be taken as final until we move to closed beta**

The different places, scenes, events, and people of interest are all Legacy driven…

Every Tale of Otherworlds Online’s Epic, was created through previous player's choices. And your game will be no different. As you adventure through the Lands of Fate, you will make many decisions that will shape the world around you. The design of this setting is merely the backdrop for the stories players and GM tell one another as events change, alter, and spiral out of control. Your choices at character creation will affect your options, as well as how NPC’s will perceive you, and will become apparent in the way they react to your presence. Events may occur in your story that would never have happened in another, due to the characters involved. In fact, even without direct involvement, there are set events in the world that occur as the Wheel grinds onward. It is up to you, your GM, and those who join you to decide how to react to those changes as each choice takes you closer to ascension.

The Species of Materia

Scattered across Materia there are plenty of different creatures and monsters, friend and foe. Of those, there are currently 13 Species that you may choose to play from.  The Eternity Engine™ doesn’t stop there though. From those 13 Species, not including Humans, each has at least 3 Sub-Species to choose from. Giving you almost 140 different choices right at the start.


Below we will introduce you to 7 unique species out of the 13 that our system will allow you to play

Anima [Outsiders]

Anima are living majik, born to mortal parents where one, or both consistently drew upon extradimensional powers. A relationship that imprints supernatural traits on their children. For instance, an Anima ceases to physically age once they reach peak performance, which gives them a youthful, if sometimes downright childish appearance. Anima also cannot sire or bear children themselves. With even the loving embrace of a family beyond their grasp, they tend to be violently possessive of what family that they do have. Due to their eccentric nature, and emotional outbursts, Anima find keeping lasting relationships extremely difficult, but those who show them kindness and respect will find them to be steadfast and loyal companions. However, not all children born to those who draw mana from other worlds become Anima, and it is quite unclear to scholars what specific factors determine how such traits are passed to kin. This has given both researchers and the public at large to refer to them as ‘Changelings’ in any situation where they are attempting to be discreet while being derogatory about their nature.


Below are some examples of playable Outsiders from our narrative:

Novus Fae

To the either side of Materia, where astral meets odium, lay the bisected isles of Eden. Connected by the roots of the great tree Yggdrasil, the isles coil around Materia in tune with her seasons. Ruled by the timeless Drude, ‘faerie’ creatures that mimic and mirror mortals, but never change.

Those who draw power from The Wyld or the Gloom can sire or birth Novus Fae. These mercurial Anima are famous for their duplicity and whimsical nature. Born with Drude blood flowing through their veins, Fae inherent the ability to beguile and captivate by instinct. Their bodies manipulate their internal mana in small and subtle ways altering their hair color to match their outfit, or eyes that sparkle whenever they are paid a compliment. This means that Fae are often far more dangerous than other variations of the species

Novus Fiend

To the either side of Materia, where astral meets odium, lay the bisected isles of Eden. Connected by the roots of the great tree Yggdrasil, the isles coil around Materia in tune with her seasons. Ruled by the timeless Drude, ‘faerie’ creatures that mimic and mirror mortals, but never change.

Those who draw power from The Wyld or the Gloom can sire or birth Novus Fae. These mercurial Anima are famous for their duplicity and whimsical nature. Born with Drude blood flowing through their veins, Fae inherent the ability to beguile and captivate by instinct. Their bodies manipulate their internal mana in small and subtle ways altering their hair color to match their outfit, or eyes that sparkle whenever they are paid a compliment. This means that Fae are often far more dangerous than other variations of the species

Novus Nephilim

Atop ten thousand and one stairs, known as ‘The Climb of the Virtuous’ lay the world of Celestia. There among the clouds and stars of the Astral Sea, rests the pantheon of gods. From inside the towering, pristine structure, cylindrical in design, the gods view the ever-shifting cosmos under their coffered dome, with a central opening called ‘the oculus’. Through the oculus, the heavens guide and watch over all Eternity, ensuring that no individual, guild, kingdom, or world is allowed to break Universal Law.

Nephilim are Anima with the radiance of heavens Seraphim flowing through their veins. Born only to extremely devout mortal parents, children touched by the divine are often swept up and spirited away by the Church of Light. They are then raised without ever meeting their own parents and indoctrinated at a young age into the religious dogma of the Inquisition. Often growing into zealots and true believers in their own 'natural' superiority of others.

Aos'si [Elf]

The Aos’si are part of a small list of species that are native to Materia prime. Aos’si wield majik in tune with nature, living in the places untouched by the ravages of odium.

Aos’si physically resemble stunningly beautiful humans, but with obvious differences like the long arrow shaped ears, and tall, lithe frame. Any further distinction between the subtypes of Aos’si are rooted in genetics.

Every Aos’si boasts an extremely long natural lifespan, in fact most Aos’si one encounters in the world have already lived several hundred turns of the Wheel. And having seen, heard, or lived through more than a few tricks and feints, Aos’si appear far more aloof and reserved than other species.

Below are some examples of playable Elves from our narrative:

Dusk

Commonly called ‘dryads’ for hair that grows in leaf-like patterns that they fashion with flowers, and color with berries. And for their skin, which resembles the texture and pattern of tree bark. The Aos’si of Dusk are closer to nature than any of their other fair folk brethren. Hunting game, gathering food, and gardening vegetables, allow them to support themselves without ever leaving the safety of their forests. Their tree-top homes remove the need for clearing and plowing land, and they take extreme efforts to never take what they cannot replace, always acting in the best interest of the land and creatures that cannot speak for themselves.

Dusk Aos’si encountered outside their own lands are commonly traveling minstrels, sages, or accomplished scouts and caravan guides. Often seen covered in the majik tattoos made famous by the Guild of Rune-Knights, which originated from the Dusk style of warfare.7

Starlight

These Aos’si once thrived upon Materia living in honeycomb cities built into and on top of the floating isles of Mahn. The Starlight Aos’si lost far more than any other species when Juria’rauul was slain. Their homelands fell from the skies as miasma tore through the majik that held them aloft. After centuries without a kingdom to call their own, their wings metaphorically and physically have been clipped- and lost the ability to climb the sky on a whim.

The loss of their wings caused such a fundamental shift in Slyph biology and mindset that they have become all but unrecognizable as Aos’si when compared to their cousins. But despite their hard lives, Slyph tend to make the most of their situation by ‘roosting’ on top of the tallest buildings, preforming death-defying acrobatics in an effort to preserve their dying heritage.

Starlight Aos’si look somewhere between a short human and an unnaturally tall Gnome with a set of atrophied wings that protrude out of their back between their shoulder blades. Their skin tends to be pale and course, however, like all avian creatures, feather plumage pulls from a massive pallet of colors and patterns.

Twilight

As their name suggests, Twilight Aos’si, commonly known as ‘Tritons’, have lived in the shadows for thousands of years. After millennium of darkness beneath the waves, the Twilight Kingdom of Umo began experiencing extreme episodes of melancholy and dreariness that nearly destroyed their culture, and them as a species. Eventually, this ‘call of the void’ was so prolific across their variant that it became a rite of passage and those who live through it learn to accept that death exists so that their finite time on Materia has meaning. That it is the personal responsibility of every living soul to not only find their own purpose in life, but to record it as well.

Webbed hands and feet give them superior swimming speed and agility, a mouth full of razor-sharp teeth not unlike a shark, and the ability to smell blood from over a thousand feet, combine to make them the perfect predators, at least in terms of costal or aquatic settings. Do not confuse them with merfolk however, for as much as they resemble sharks, they are bipedal and freely move between the surface and their the deep.

Draugr [Undead]

This section will be updated soon!

Dornite [Dwarf]

This section will be updated soon!

Hajin [Hybrid]

This section will be updated soon!

Nithe [Drakōn]

This section will be updated soon!

Okeanataur [Beastmen]

This section will be updated soon!

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