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WelcomeToAdia

 The Creation of Adia – 00 ARC (After Realm Creation)

Stars, moons, land, and sea – 00 ARC

The book of Altuumis chapter 1 verses 1-21 says:

The Fire Eternal awoke in nothingness. Displeased by the vast emptiness, the Fire Eternal sought to create life and joy. He began with the thought of the great planet on which we live, and named it Adia. He shaped and molded the world of Adia with his very hands, structuring it so that all of her people could live in peace and harmony. From his heart, he pulled a bright warm flame. This was the Core. He split the land from the seas so that we could move freely and wonder at the vastness of the oceans. He fashioned towering mountains, dense jungles, sandy deserts, wide rivers, and great flat lands so that all races could freely take joy in the gifts given to each of them.

He then pulled from heart of the seas the three moons to control the tides. These tri-colored bodies of the heavens which stand watch over the night had fallen to Adia from the first light of the Core that danced upon the lands of Adia. Seeing the brightness of the Core was too heavy and too strong, the Fire Eternal, in his great wisdom, scattered embers from the Core’s fire into the heavens. Thus were the stars created to aid the moons in their silent vigil over those that would soon walk the lands.

Not wishing for any to walk in darkness, he separated the three small moons and spread them out in the skies over Adia. He gave each a name according to their strengths. First is the fiery white moon of Cornauch, the bright moon of Peace, Love, and Joy. The second moon, lit by orange embers, is Yaugdinfuur, the moon of Battle, Triumph, and Conquering. The third moon, blue as the waters it left, is Okdormagyen, the moon of Wealth, Good Fortune, Hope, and Miracles. These moons guard over all who walk in their gaze and bestow the blessings of their Spirit to touch each of us in our daily life from birth to death.

His creations had a home, light for both dawn and dusk, and much to learn and explore. The Fire Eternal loved the creations that he made. He saw this and was pleased with his work.

A Note on Spirit Magic

Magic is alive in Adia. It is in every living creature and plant. It drifts on the air, flows in the water, and rests in gems. This magic binding the world together is known as Spirit and is regarded not only as a mark of life, but also as a way to determine the quality of a creature’s soul. Nearly every person living in Adia can perform simple magic, but there are still more that have pushed on to learn more about how to harness this internal force. Those seeking knowledge and better understanding of their own Spirit may take many roads in life. Their training grounds span from the trained High Mages in the halls of Galinford and the Wizard Colleges all the way to the Thieves’ Guild below Nethandre Star Kingdom, to the wilds of the Assadi Plains.

The type of magic one can accomplish is determined by their own Spirit. Spirit can be displayed as myriad colors that represent different aspects of an individual, their lives, and their homelands. The most powerful of mages choose to entrench themselves in studying the magic that most closely resonates with their own unique Spirit. Those that study Arcane and Elemental magics have discovered that they are a neutral force while those that pursue Divine or Necromantic magics work with Spirit that more readily follows their intent. While the Arcane seeks to be left in peace, Elemental exists and co-mingles readily with those gifted enough to feel it. Divine magic follows those most attuned to the voice of the Fire Eternal, and Necromancy calls to those most observant of the balance of life and death in the world around them.The flow and mystery of all arts of magic has drawn countless members of this young world to try to understand and control the trajectory of the ever-expanding world around them.

And yes, chickens are still called chickens.

WhyPaths

Join us in Adia, a young living world who’s political landscape shifts as drastically as it’s physical growth. This planet of extremes is in constant flux as its three moons influence the magical Spirit that flows between Adia and all of her living creatures. In Paths: The World of Adia, players adopt the role of a denizen on this rich, multicultural world who has decided to embrace and pursue their goals to become more than just another face in the crowd. Our lush, developed environments and evolving story are designed with immersion and interactivity in mind as players move and grow with a unique blend of new and familiar game systems.

TheSystem

Progression System

We’re introducing a fresh take on the traditional Race/Class/Skill system by introducing our Path Progression System. With it, players can deeply explore the development of their character with experience progression that is truly dynamic and unique. Path Points are but one of the options players have when spending experience. They can also change their encounter decks, purchase new talents, or explore completely new paths. These options cater to the enrichment of technical and story focused players allowing changes that could be used to round out metagame balancing or change your character based on how they have developed in their journeys.

Combat and Skill

Combat and Skill checks are handled with our Paths Spirit system. Players roll three D8 dice to determine their total along with various bonuses applied to each check. This system offers a stacking critical success and failure system to allow for truly heroic and heart breaking moments of play. Our stacking crit system adds an extra die of damage for every max value hit roll.

Encounter Handling

Paths uses an Encounter Card system; all your actions in combat are determined by cards that you play. This allows for players to arrange their turns and encourage cooperative actions in battle instead of focusing on a multi-phase turn. The Paths you take can augment the cards in your hand and allow for combinations of cards that can activate unique abilities for every Path. It also allows GM’s more flexibility in managing encounters on the fly as their players react and interact with their environment.

Threat and Aggro Scale

The goal of this feature is to encourage players of all experience levels to be able to have a smooth means by which to join established or new groups. To this end, we have developed a sliding scale for our threat and aggro ratings. This is a tool provided for players and GMs to balance encounters so that they can be implemented with confidence no matter the amount of progression or variability of party composition.

SoloGameplay

Paths does not always need to have a Game Master in order to enjoy an adventure. With Paths, you will be able to pick up modules that are designed to act as a GM-in-a-box. These adventures will have options to play with a variable amount of players down to just one! Many of these will also include ranges for players of different points of progression.

The first “GM-in-a-box” adventure will be Secrets of Tynordane.

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Kickstarter coming soon

Paths is a Role Playing Game that will be launched on Kickstarter.

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Factions & Groups

KINSWORN

The Kinsworn are made up of Tuskaar, Humans, Cenzai, and Elves. These four races have come together as blood brothers and sisters swearing an oath to be as one blood, as kin.
KinSworn

THE SOCIETY

The Society is a very noble faction, the only faction to bring peace throughout the land, and by far the most superior of the three. This allegiance is between four races consisting of the Coursers, Paradisian, Orcs, and Vampires. The Society is by far the most well established, and best governed.
THE SOCIETY

Necromancer

Rot and Decay
Siphon Spirit
Gaze of Naz'thol
Bone Armor
Bone Wall
Life Siphon
Consume Curse
Cloud of Death
The Dark Void

Priest

Holy Wrath
Holy Strike
Holy Shield
Gift of Angels
Ethereal Force
Angelic Light
Light Nova
Sanctuary Purge
Mass Cleanse
Wall of Fire

Paladin

Divine Shatter
Extirpate the Unholy
Fire's Eternal Intervention
Light's Guard
Refulgent Light
Salubrious

Gear Sets

Holy Ember

Death Summoner

Non-Gear Sets

Armageddon
Holy Bastion
Initiate's Tower Shield
Initiate's War Sword
The Judge

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