Description
Ossirian Deep is the name given to the hidden world of magic that exists beneath the mundane surface of reality. To Mortalkin, the world is ordinary: nations rise and fall, wars are fought with steel and gunpowder, cities glow at night, and history is written in ink and blood. They do not know that far below the deepest ocean trench, an entire arcane metropolis survives inside a pressure-stabilized dome. They do not know that magic never faded. It retreated.
Author's Note
This setting is best experienced through the lives of three children: • A tactician shaped by discipline and survival • A physical prodigy with unnatural strength bound to metal • A quiet empath who speaks to animals and carries a rare mana-fauna familiar They are not chosen by prophecy. They are discovered by systems. Their story begins small: homes, families, orphanages, rural towns, ordinary lives. The descent into Ossirian Deep is not a teleportation into legend. It is a removal from the world they know into a city that does not care about childhood, fairness, or comfort. The academy does not promise safety. It promises education. Survival is the student’s responsibility. The campaign can be played solo or best as a three-player story following these children as they are recruited, separated from their old lives, and forced to navigate a political, social, and magical machine far larger than them. The world does not wait for heroes. It consumes the unprepared and sharpens the adaptable. This is a coming-of-age story in a city that treats power as infrastructure. Friendship becomes armor. Trust becomes leverage. Growing up becomes a strategic decision.The world will not fall because of them. But it may bend because of what they become together.
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