Alkhemia
Session Zero
Commitment and Expectations
The game will be play-by-post, but with a time window on Sunday morning/afternoon for some concerted progress, such as major events.
- Sheep: 11 AM to 2 PM (Mexico Time)
- Eire: 12 PM to 3 PM (Mountain Time)
- Vex: 2 PM to 5 PM (Eastern Time)
Players will create appropriate characters for the game, two apiece. The GM will be responsible for all NPCs unless otherwise noted.
Tone and Themes
The tone should be lighthearted with tense moments, akin to a Tales game. Characters should be compatible but do not necessarily need to be friends. Good and evil should be easily told apart, though some grey areas are acceptable.
- Sheep noted that he wanted a mixture of childhood friends and total strangers, where disagreements are possibly, but characters are not antagonistic toward each other.
- Vex suggested orphans raised by the same governess before being adopted out, and is okay with a little strife between characters, especially if it's romantic tension.
Unanswered questions:
- Are there any themes you strongly wish to explore during play?
Rules and Challenge
We'll check for experience after facing a hardship. For example, if there's a dungeon, experience gains will come after the dungeon. If there's a long session of treating with hostile locals to earn their trust, experience gains will come after that. And so on.
I'm considering adopting the Blitz rules for combat XP, and will be using the Procedural Hex Travel rules created by Aaron Jolliffe along with a few tables from d4 Caltrops for overland travel, but intend to otherwise use the core rules and official atlases only.
- Sheep noted that while some challenge is accepted, narration and story should come first.
- Vex feels like he might like to max out his character.
Safety
As expected, we're all fairly familiar with each-other's preferences, but we did draw a hard line against sexual abuse or assault, outside of potential backstory elements.
Unanswered questions:
- The depiction of violence. By default, Fabula Ultima expects little elements of gore and blood: much like in classic JRPGs, death is portrayed as a character kneeling or vanishing in a cloud of spiritual particles — but still talk about the kind of scenes and descriptions people are okay with.
- The nature of evil. Story elements such as mind control, the persecution of a minority, or violent imperialism are all common tropes in tabletop games, but for some, they are very real and tangible threats. Strive to make sure the game is a safe space.
The World of Gaia
The heavens of Gaia would be most unfamiliar to a denizen of Earth. The sun is distant and, though warm, does not warm the surface of Gaia as effectively as Earth's sun does; the poles of the world are frozen, impassible glaciers that can harbour no life. The moon looms large, making the land unstable, with towering mountains and sea-side cliffs impeding the travel of explorers. Finally, a trio of glittering rings circle the world, remnants of unknown origin which serve to illuminate the land even at night.
Beneath the heavens, the lands are far more treacherous than would be familiar to a native of Earth. Weather is frequent and fierce, and the lands are occupied not only by beasts, but also by monsters... yet man has somehow managed a foothold here, all the same. Everything here bears a soul, and through those souls they are connected to the Sea of Souls, the place where all life begins and ends.
Gaia is a vast world, still in the early days of discovery. Distant lands lie unexplored, awaiting the footsteps of man... if they don't destroy themselves, first.
The Kingdom of Venira and Surrounding Areas

Dominating the known world, the Kingdom of Venira, ruled over by King Klair the Fifth, is a land suffering the vagaries of the past. Centuries ago, the development of alchemy led to a reputed golden age... but only ruins remain of that era. The official histories state that rampant overuse of alchemy led to corruption of the land, resulting in tainted and twisted terrain, malignant monstrosities, and even warped spirits; for a long period, alchemy was anathema, forbidden to be practiced, though this prohibition has not been enforced for a generation. What remains of the damage from that era lies buried beneath the surface of the land... and none are certain of its current effects.
Venira Proper
Everything that lies between the mountains of the Comb comprises the Kingdom; none of the surrounding settlements are powerful enough to threaten Venira's autonomy, and so the dynasty has remained for centuries. Historically the Kingdom claimed the whole of the continent, but it has withdrawn to its current borders within the last hundred years, unable to maintain a sufficient military presence to keep its claim over the Principalities or the desert to its east.
The capital city, also called the City of Nobles, is a place of strict order. and is home to the Veniran College of Magic, which teaches all known disciplines of magic and works to reverse the damage alchemy has done to the world. Not everyone believes that alchemy is inherently bad, and thus even that is practiced here... but the people at large are still wary.
Despite the relative peace of the land, a standing army nonetheless surveils the land and serves as the enforcement arm for the King's tax collectors. Such protections are necessary, not only from bandits, but also from the corrupted creatures which roam the land, collectively referred to as chimaera by the scholars of the world. Most settlements sit behind walls for their own protection. Life is not all bad, however. In many places, magic is used along with engineering to produce practical technology for use by the populace, lending the people a quality of life not experienced by prior generations.
Most people of Venira are human, though a smattering of every species can be found throughout the Kingdom.
Oasis and the Fallen City
East of Venira, across the Comb, lies a barren desert. The further east one travels, the more the earth dries and decays, until nothing remains but dunes and valleys of endless sand and salt. Somewhere amidst the dunes lies the broken wreckage of the Fallen City, a place which was once reputed to fly through the sky... until the alchemy that sustained it failed, and it crashed to earth, destroying the land beneath it and resulting in the desert that remains today.
Unlike the cooler temperatures of the plains of Venira, the desert sands are hot, forcing many to wear lighter and more exposed clothing than is typically seen. It wasn't always like this; some histories of Venira which record sightings of the Floating City also note that the temperature of the region grew warmer only after it fell.
Between the dunes and the mountains lies a small settlement, Oasis, home to the native beastfolk of the region. A poor settlement at best, it is the only independent town in the region; any other settlements tend to be camps or outposts belonging to other kingdoms with interests in the rich mineral wealth of the area, not to mention whatever secrets lie buried in the desert. In addition to the natives, the desert also became a popular place of exile; many of the criminals and downtrodden have gravitated toward Oasis as a result, making it a dangerous place to live and work.
The Eastern Sea and the Kelp Jungle
In contrast to the Ceaseless Storm on the continent's western banks, the eastern sea is comparatively placid. There are other threats here, however, that make exploration of the region difficult. One of them is a vast region of undersea jungle formed of kelp; though the wildlife here is plentiful and varied, the kelp causes the sea currents to jostle and shift frequently, and the calmer sea does nothing to disrupt this.
A large sailing vessel from the Kingdom of Venira, the Daisy Mae, is said to have attempted sail into the region and sunk after becoming ensnared in the kelp. Some few survivors of the wreck, however, claim it was not the kelp which sunk the ship, but a clan of undersea hunters that lived there...
The Principalities
Southwest of Venira, through the mountains, lies an idyllic region known as the Principalities. Occupied by a fiercely independent people, it has resisted any sort of consolidation, resulting in a land of numerous small city-states and colonies, all in contention over the agricultural bounty of the area. Once a subject of the Kingdom of Venira, as the threat from the chimaera grew, the people of the region rebelled, and Venira chose to shun the Principalities, leaving them to their own devices.
Because of the fractitious nature of the area, governments rarely last longer than fifty years before splitting or merging as need be; as such, the settlements of the region tend to be remade on a regular basis. Alliances and squabbles between settlements are complex and difficult to keep track of, but this doesn't prevent outside forces from attempting to influence decision-making for their own benefit.
The best known and most stable settlement in the region is the coastal town of Merbord, currently dating forty years of establishment. Though primarily home to fishermen and boat-people, rumours persist that Merbord is a nest of pirates which terrorize both the Queendoms to the north and the western coast of the Kingdom of Venira, seemingly unfazed by the Ceaseless Storm. Those who live here are a rough and harsh people, to whom only strength and coin matter.
The Ceaseless Storm
The sea to the west of the Comb is endlessly agitated due to a confluence of factors. Most people who venture out into the ocean stay to the south, crossing the inland sea between the Kingdom of Venira and the Principalities, or to the north, through the frigid waters leading to the Queendoms.
However, a very few people have braved the endless storm in the midst of the sea, and though maddened by their experience, return to claim that at the heart of the storm lies an island harbouring a terrible secret. Over time, these tales have led to the region also being known by another name: the Forsaken Land.
The Twin Queendoms
North of the Principalities, and northwest of the Kingdom of Venira, lie a pair of large island nations covered in cool rainforest. These are the Twin Queendoms, home to a pair of elven species, the Aesir and the Vanir. The two Queendoms have been locked in a tense stalemate for centuries, despite the similarities between the two cultures; supposedly, the two elven species practice diametrically opposed magical disciplines, and look very different from one another, but are otherwise quite alike.
Certain histories, mostly apocryphal, imply that the two island kingdoms were once one, under a single queen... but an accident of some kind split the land asunder, creating a deep chasm which was filled with the sea, dividing the island in two. Neither side in the conflict has claimed responsibility for this event, making it difficult to prove... if the royal family of either side knows, they aren't speaking.
Borealis and Snowcloak
North of the Kingdom of Venira, through a treacherous wooden mountain pass, lie deep snowfields occupied by a hardy people. At the center of these snowfields lies Snowcloak, a settlement said to be built of ice and packed snow. The mountains dividing the Snowcloak region from the deeper cold of the northwest are said to host a number of hot springs, which occasionally tempt people to venture further north to visit them.
Nothing, however, serves to attract people past the mountains into the frozen region of Borealis, however. The mountains here are dominated by an icy glacier, and beyond that is only said to lie death and more snow. Yet rumours persist of seeing foreign vessels landing at the frozen coast here... who, and for what purpose?
