Valor: ReFantazio Signups
Jun. 15th, 2025 12:11 pm
THE EMPEROR IS DEAD.
Struck down in his prime, His Majesty Khaloneimus Reichnar von Xenocrates XXXIX leaves behind no living heirs, hurling the entire Kyrian Empire into chaos. Who will inherit the throne, and with it, the all-powerful Royal Magic on which the Empire was founded?
The Imperial Ministers and Royal Knights band together, determined to preserve both the monarchy and the peace of the nation. The Church of the Holy Union, of which the Emperor was a convert, pushes to declare the Empire a one-religion state where all are equal in the eyes of God. And on the nation’s outskirts, a renegade general rallies the Imperial Army, daring to seize the throne by force.
The Empire braces for civil war, but no one could predict what would happen next: the Royal Palace lifts to the skies, its underside emblazoned with the image of His Majesty’s face. Though his body lies cold, the Emperor’s voice rings out across the land:
The Emperor’s final command is clear: enforced by the Royal Magic, the nation’s Sovereign will be decided by majority vote. For the first time in history, the people themselves will choose their own ruler. Nobles and peasants, pagans and believers, soldiers and civilians, all shall compete to answer the question:
Who among us is fit to rule?
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Welcome to Valor: ReFantazio, a Valor campaign inspired by Metaphor ReFantazio, along with other classic JRPGs! This is my first time returning to GMing in a long while, but I hope to get back into the swing of things quickly. I expect to adapt a lot of Metaphor's ideas and themes, but putting my own twist on the setting- and of course, creating an engaging adventure for my players!
Things to expect: a High Fantasy adventure about the nature of stories, the pursuit of power, the philosophy of utopia, Fantasy Racism, and a dose of good old-fashioned election anxiety. Forge bonds with each other and your favorite NPCs, clash with sneering villains, explore the continent, and claim the power to change this chaotic world for the better... or worse, if that's your wish. Is it?
Also: it's me, so expect some horror elements. That's all I'll say!
THE SETTING
This story is set in the world of Ahlia, on the continent of Kyr, home to the Kyrian Empire: a massive nation comprised of several former kingdoms that were united centuries ago beneath the banner of House Xenocrates, now in its 39th generation. Myth holds that the Empire was founded after an age of crisis, when the First Emperor was empowered by the gods to defeat the wicked Eldan King and his army of hideous Humans.
On that note: human beings as we know them do not exist in the world of Ahlia! Instead, the world is populated by several tribes of fantasy species, given in more detail below. In this world, the term "human" refers to the legend of ancient, terrifying monsters who once ravaged the land. Thankfully, there's been no human sightings for centuries, and they've become little more than bedtime stories to frighten children. Pray it remains such.
The primary source of magic in this setting is called "magla", an elemental force that permeates the very air itself. Magla is sensitive to the life-force and emotions of nearby living things: those who wish to harness its power for spellcraft must practice diligent mental and emotional training in order to wield magla responsibly. Strong concentration of magla results in magla crystallization; these physical pieces of raw magla are a potent resource, and the mining of magla crystals constitutes a thriving industry.
While magla research is an ongoing process, scholars warn of a certain form of dark magla known as "melancholia", formed by the strong concentration of negative emotions over a prolonged period of time. Battlefields, plague wards, and other sites of mass misery and death tend to result in melancholization and the growth of melancholia crystals, requiring destruction or purification for public safety. It's said that melancholia crystals are far more potent than their normal magla counterparts, but are also highly unstable and may bring the wielder more harm than good.
Spellcasting functions much as you'd expect from a JRPG fantasy setting. Almost everyone is capable of learning magic through study and dedication, but some people are born with more talent for it than others. Mage academies exist across Kyria, but high tuition rates mean that typically only wealthy or particularly talented scholarship students are permitted access. Healing magic exists, but can only accelerate the body's own natural healing process (replenishing blood cells, tissue repair, etc.)- it can't help against lethal injuries or disease.
Over the last few centuries, Kyria has also seen the rise of "maglatech": machines that use magla crystals to perform magical feats without the need for spellcasting. Fearing this new technology, previous Sovereigns outlawed maglatech research for many years, forcing the practice underground. This ban was eased somewhat under the reign of the previous two Emperors, but maglatech research and sales remain strictly regulated by the Imperial government, leading to a fierce debate between the technology's proponents and critics.
THE TOURNAMENT
I haven't nailed down the specifics yet, but it's likely that the campaign itself will pick up before the Tournament for the Throne has started (the Emperor might not even be dead yet by the time play begins.) Much of the Tournament's "rules" will be revealed to your characters in-universe, but there's a few things I want to make clear ahead of time, as they may influence character creation and your plans for character development.
First, it's not necessary for every PC to be an actual candidate for the throne: as in the original game, it's permitted for "Champions" to compete in the Tournament on behalf of a fellow candidate, which can either be a fellow PC or an NPC. So even if your character has no interest in becoming Sovereign themselves, your deeds and achievements can still influence the Tournament in the direction of your choice- whether it be on behalf of one of the major factions, or an independent candidate. You may even choose to disengage from the Tournament entirely and pursue your own goals while it's happening around you- if that's what the party wants to do, I'm fine with it!
Secondly, unless all players unanimously decide from the start to back the same candidate, it's likely that multiple PCs may have different choices in mind for Sovereign. This is OK! In the early stages of the Tournament (when it's thousands of nobodies up against a few Big Names) it's permitted (and even encouraged) for multiple rival candidates to "party up" and share recognition as a team. There's no division of spoils: any victories your party achieves will be shared equally, as if you were competing as a single candidate.
...At least at first. As the Tournament progresses, your fame grows, and the list of competitors slims, there will eventually come a time when sharing votes will no longer be feasible. When that time comes, the PCs will need to settle things somehow: will you rally together behind a single candidate, or will your differing ideals split the party for good? I'm trusting you, the players, to figure that out.
THE TRIBES
The native tribes of Kyr once lived in separate warring kingdoms, but the Empire's foundation made them all citizens under one continent-wide banner. If you think that solved all social strife, though, you'd sadly be wrong. Racial tension between the tribes has never been great- a holdover from their past as rival kingdoms -but a succession crisis has a way of enflaming old grudges even hotter...
These are the tribes I'll be implementing- I'm still brainstorming a few additions to the list, so if none of these suit your fancy, tell me what ideas you have for a fantasy race and I'll see about adding them to the setting!



Clemar
The clemar are a race of horned humanoids who sit squarely at the top of the social hierarchy. The First Emperor and his descendents were all clemar, and many of the Empire's noble houses consist of clemar dynasties. They are a well-rounded species that can adapt to a variety of climates, but tend not to thrive in any one area. Some clemar are born with a single horn, others two. Horn size varies (several bawdy tavern songs have been written on this subject). A clemar without any horns is so rare as to be considered shocking (see the entry for the Elda tribe, below).



Shra (Sal'Shra and Si'Shra)
A race of bipedal reptilians, the Shra come in two sub-species: the rough-scaled, heat-loving Sal'Shra and the smooth-scaled, quasi-amphibious Si'Shra. You might think that their shared ancestry would make the two subspecies get along, but there's centuries of bad blood between the two Shra clans: ancient superstition holds that in primitive ages, the savage Sal would feed upon their Si cousins. Whether the legend is true or not, it has resulted in centuries of mistrust and hostility between them. That said, their state's military might led to them becoming a strong part of Kyrian society; while discrimination from other tribes is not unheard of, both sets of Shra tend to sit on the higher end of the social hierachy.



Banda
One of the more densely-populated tribes of Kyria is the furry-eared, tail-sporting "banda", or beastfolk. While the banda tribe has high numbers, several factors work against them socially. First, while they enjoy increased athleticism, they pay for it with a higher metabolism: banda need to eat twice as much as other tribes just to stay healthy. Secondly, banda mothers give birth in litters: a banda "only child" is almost unheard of, with every banda in the world typically having at least 4-5 siblings, and often far more than that. These two factors together place considerable economic strain on banda families in the city-states. Generational poverty leads many young banda into lives of crime, which further fuels negative stereotypes about the tribe; many racists refer to banda as "vermin". Nevertheless, they are commonly sighted across the various Imperial city-states (though they tend to prefer colder climates).



Galt
Resembling earthen golems, the Galt once had their own stonefolk kingdom, but in the years before the Empire it was ransacked and conquered by the other tribes. As a result, the Galt- physically hardy and well-suited to manual labor -were enslaved by their neighbors for centuries. After the foundation of the Empire, slavery was outlawed and the Galt were made full Imperial citizens, but the bulk of their population retreated to their mountainous former kingdom and prefer to stay isolated from the other tribes. They aren't a common sight outside of their own homeland, but some Galt do still live in scattered communities in other areas of the Empire; you may see one on the street every now and again. Despite their emancipation, the Galt still face bigotry from the other tribes- particularly those unsavory elements who wouldn't mind the Galt slave trade making a comeback.



The only tribe in Kyr to be blessed with flight, perhaps as divine compensation for their miniscule size, fairies tend to shun cities like Grand Kyr in favor of living in the wilderness. Talented mages, they are said to understand magla in a way the other tribes envy. While they rarely face outright hatred, the fairies' diminutive size often causes others to underestimate them as "children" or "pets" rather than adults in their own right.

Elda
Of all the tribes of Kyr, none are so feared and maligned as the elda, to the point that many people don't believe they even still exist. According to historical record, the first sightings of the elda began when a conqueror known as the "Eldan King" emerged out of what is now known as the Blasted Lands. Said to resemble hornless clemar, the King and his eldan followers waged a campaign of terror that threatened to bring all of Kyr to its knees- until the gods intervened and blessed the First Emperor with the Royal Magic, allowing him to scour every trace of them from the continent. Like the Humans they were said to control, the elda are now the stuff of myth in Kyrian society, acting as boogeymen in folk tales. One thing is certain: if the elda do still exist, they're laying low.
Human
"I know what I saw, damn you! No, it wasn't a gobborn, or a rockwyrm, or whatever else they're putting in the report. It was a human. Gobborns are ugly, but they don't hurt your eyes just to look at. Rockwyrms don't whisper in your head! You... you think I'm making it all up, don't you? Gods, I wish I was."
-From the interrogation of banda spearman Basho, sole survivor of the Fort Konvul massacre
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If you're interested in playing in this campaign, please answer the following questions:
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