SORC SORC

Slayers of Rings § Crowns

By Ogre Adventurer, SORC

Into the Uncharted Worlds of Essentia

Welcome

Traverse through extraordinary journeys in SORC’s Into the Uncharted Worlds of Essentia. This tool by Ogre Adventurer will transport you through a captivating solar system, introducing you to its 13 planets, including the starting point for your epic campaigns, the 4th planet, Zailister (Zail).

Game Setting

Slayers of Rings § Crowns is a sci-fantasy TTRPG that takes Players through 13 diverse realms. SORC features exciting combat with limb-specific targeting, killing sprees, and burning streaks. Traverse planets where technology advances furthest from the main sun Adoria, and ancient magic is strongest near the sun, harnessing its magical properties. Play as one of many choices of classes and races, empower your Character, gain reputation, and define your legacy through our prestige system!

Human Cultures, Cultural Reach & Recipes

Humans carry no separate Bloodlines or Kinborns. A Human's base Traits and Stats remain the same regardless of upbringing, but Culture determines what a Character was taught, what a community can make, what traditions it protects, and what a traveler must import or learn elsewhere.

Cultural Reach: The closer a settlement, market, workshop, or household is to a culture's geographic roots, the more common that culture's food recipes, ingredients, cooking tools, armaments, accessories, and trained NPC profession roles become. Near the source, a Character can find them readily or commission them locally. Farther away, the same things become rare, imported, more expensive, or dependent on a specialist who carried the knowledge with them. This is a question of access and rarity, not a change to a Character's racial statistics.

Variants, Permissions & Prohibitions: Armaments carry one of five Variants: Telluric, earthborn craft and the only Variant that can become Magic through Enchanting; Techad (TA-Equip / TAA), Technologically Advanced Armaments organized into the separate categories TAG, TAW, and TABA; Chthonic, elemental force held around the piece; Oxidize, an Attachment joined to the bearer and drawing on the body; or Malign, Telluric craft with a curse worked into it at the forge. Culture, alignment, a Class Path, or a Higher Power may favor, permit, modify, enhance, or forbid a Variant. A Character may physically possess a forbidden item, but cannot equip it for a tradition's restricted Abilities; Basic ATTKs remain unrestricted.

Omnè and Ignis: Omnè's native armament Variant is Techad. They despise magic and are forbidden to equip Magic-type Telluric Armaments. They do not Enchant Telluric pieces; they use technological modifications on permitted Techad categories, TABA, TAW, and TAG equipment instead. The Primal of Ignis are the contrary example: their native armament Variant is Chthonic, and their culture despises manufactured technology and forbids Techad, including TAW and TABA. Their bone, stone, hide, and elemental work belongs to the Primal Chthonic tradition, not Ignis's native Telluric Variant. These are cultural prohibitions, not changes to a Character's base Traits or Stats.

Stores by Variant, inspiration, and prohibition:

Nordian recipe — Nord Feast: A cold-coast table of gravlax, root vegetables, and raspeballer potato dumplings. The salmon is cured with salt and time, the roots are boiled until they hold heat, and the dumplings are served with the rendered fat or broth left from the cooking pot. Nord Feast is common in Glaciera and uncommon elsewhere on Zailister unless a Nordian cook, household, or trading route brings the recipe with it.

Xo'kajal recipe — Pearl-Fire Earthpot: A Pearl Coast stew of fresh coastal fish, ground maize, ember pepper, green herbs, and earth-grown roots, cooked in a clay pot until the broth thickens. Xo'kajal cooks prepare it as a shared sea-and-earth meal, with the fire standing for transformation and the growing ingredients for fertility and renewal. It is common along the Pearl Coast and increasingly rare inland, where the fish, peppers, clay vessels, and practiced cooks must all travel together.

These recipes are examples of how Culture travels through Essentia. A Nordian cook in Glaciera may know Nord Feast as ordinary household food; a cook in Nivis may know it only through a recipe card, an imported ingredient, or a Nordian teacher. The same pattern applies to armaments, accessories, workshops, and NPC professions.

Essentia's Solar System Layout

Suns:
  • Adoria (life-sustaining star)
  • Tawdry Dwarf (dying star)
Planets (Outward order):
  1. Glacies et Ignis
  2. Tenue
  3. Tribus
  4. Zailister (Zail)
  5. Quintus Elementum
  6. Hexagonum
  7. Citrine Candenti
  8. Octavo
  9. Angeligla
  10. Corpus Caeleste
  11. Undeximus
  12. Omnè Malum
  13. Tredeki

Planet Descriptions (Summary)

Named Places of the Inner Worlds

These places belong to the first worlds of Essentia and may serve as territories, regions, areas, or adventure sites. A place's name does not determine who may live there; Background, Culture, travel, and campaign history decide that.

Seasons in Essentia

Essentia's primary timekeeping system measures years in Eons of Adoria (EA). On Zailister, one EA year is divided into 6 distinct seasons, each lasting approximately 61 days (365 days ÷ 6 seasons = ~61 days per season). These seasons are:

Each planet has its own unique cycle of these seasons, shaping culture and environment. The current year is 10,023 EA. Characters reference specific dates using the format "Season, Day #" (e.g., "Spring, Day 15").

Seasonal Holidays & Days of Interest: Throughout the year, various festivities and observances are marked on the calendar. Lawful celebrations (Gold) honor order and community, while Evil days (Red) mark dark observances. Ambivalent days (Green) represent neutral ground, and the First Day of each season (Blue) marks significant transitions. See your character sheet calendar for the specific days.

Cosmic Dynamics & Lore

The duality of Adoria and Tawdry Dwarf shapes the fate of all life. Each planet features unique geography, climates, and challenges. Epic labyrinths, demon lords, and cosmic puzzles await those who adventure through the gates to the underworlds of Essentia.

Time is measured in Eons of Adoria (EA). The current year is 10,023 EA, the Age of Reflection.

Ages of Essentia

Essentia's history is divided into three great ages, marked by pivotal moments that shaped the fate of all life across the planets:

Natural Disaster System (SORC)

To determine if a natural disaster occurs:
GM rolls 3d20 and combines the result (e.g., 2157). Each disaster has a value or range (e.g., 1–80). If your roll falls within that value, the disaster happens.

Probability:
1–80 = 1% chance
1–800 = 10% chance
A single number (1) = 0.0125%

Refer to the SORC Probability Loot, Crafting n Discovery System for more details.

Further Lore & Exploration

Each campaign in SORC is unique. The choices of characters and Game Masters shape Essentia for millennia to come, through conquest, exploration, and the forging of legendary reputations.

Solar System Overview

The solar system is a grand cosmic expanse characterized by the intricate dance of celestial bodies governed by the gravitational forces of two suns, Adoria and Tawdry Dwarf. At its heart lies Adoria, a vibrant and life-giving star, shining brightly and sustaining the inner planets, where diverse ecosystems and advanced civilizations thrive. The warmth and energy it provides are crucial for the survival of life, fostering an environment rich in variations, cultures, and technologies.

In stark contrast, Tawdry Dwarf is the cooler and dimmer twin, slowly dying and drifting toward its closest planet. Once a mighty hydrogen-burning star, it now exists as a white dwarf amid the remnants of its previous glory. The dramatic changes in Tawdry Dwarf have profoundly affected the outer planets, introducing significant climatic shifts and destabilizing orbits as it sheds its layers.

The collision of these two solar forces creates a unique dynamic; while the inner planets flourish under the nurturing light of Adoria, the outer planets grapple with the declining influence of Tawdry Dwarf. The gravitational interplay results in a complex system of orbital paths, shaping the movement and interactions of the celestial bodies.

The Two Suns

The Thirteen Planets (Outward from Adoria)

Cosmic Principles

Zailister, The Lay of the Land

Map of Zailister showing Nivis and the surrounding continents, islands, and oceans.
Planet Zailister and the continent of Nivis. Detailed places belong to The Book of Zailister, including its Wondrous Places chapter.
Detailed map of Nivis showing its territories, regions, areas, and named sites.
Detailed Nivis map. For the full place atlas, see the Wondrous Places of Zailister chapter.

Zailister is the fourth planet and the starting world. Its landmasses run Glaciera in the far north, Nivis across the centre, Terrora to the west, Natura down the eastern edge, and the Southern Arctic at the foot of the world.

Three oceans divide them. The Umbra Ocean holds the west, the Citrine Ocean the northeast, and the Titan Ocean the south. Between them lie the Isles of Aestus, the Chisel Islands, the Nivis Islands, and the scattered Wandering Wastelands.

Nivis itself carries Lakeland in its northeast, the Shadowfen across its west, Mucklore in its southeast, and the Shimmering Grasslands at its heart, with Hold's Keep Valley and Mt. Deadtooth set among them.

Three powers hold the water. Thalor is a massive, ancient oceanic horror that burrows in the seafloor, controls its currents, and traps its prey. Dunkleosteus is a colossal monster fish that tips sea ships and mauls anything that enters the Citrine Ocean. Quintus is the god of the seas, commanding the waters, shaping the currents, and reigning over the depths.

For the full geography, the notable regions, and what walks them, see The Book of Zailister.

Legion Forms

A people that marshals for war fields a Legion form, named by placing its Legion title in front of the race. The titles in use are Hell, Uber, Mighty, Elite, Burrowing, and Fiendish, as in Hell Orcus, Elite Ogres, and Burrowing Gnomes. A Legion title names the war body a people puts in the field, not a separate people, and a Legion form is not a playable race.

The Tomes of Essentia

Knowledge of Essentia is preserved in three primary comprehensive tomes:

The Trinity of Powers

Across all thirteen worlds of Essentia, the divine powers shape the destinies of mortals. Adoria, as the supreme sun-god and source of all magic, holds lawful alignment and shows particular favor to Zailister. Tawdry Dwarf, once lawful like her sister, has grown bitter over millennia of slow death, developing an evil alignment as a black hole develops behind her deteriorating mass. These cosmic forces influence all pantheons, deities, and celestial beings across the realms.