Build Your World at Gencon 2024

Gencon 2024 has now ended. Check out the worlds people built in the FEPH Hall below.

The Cultures of Gencon

See the Cultures created collaboratively by first-time players at Gencon 2024 by reading below!

The Elosout

◆ Character: An industrious guild of magic artisans create glowing, arcane kinetic sculptures that fight in their unique wars

◆ Rule: The slowly creeping power of the Art-canists, a group of magic guild masters, gain control over a guild-based aristocracy over time

◆ Economy: Powered and fueled by the arcane ore Urcanium, the Elosout require ever greater access to this rich resource, driving them to war

◆ Fading Peoples: Urcanium, a dwindling resource, will drive the Elosout to greater and greater hording of their wealth, and eventually, to civil war. A group of religious zealots seek to create their God, a Titan of immense power, with the remaining bits of Urcanium ore. Some think their God will bring them deliverance. Others think the God will destroy them all

The Cresh’u

◆ Character: An isolationist group of cliff-dwelling peoples, the Cresh’u are ruled by a Philosopher King - an immortal Courter known for their wisdom and austerity

◆ Morales: The Cresh’u believe in a value system based on the balance of complexity and simplicity. Their rulers tend to be Courters, whose immortality allow them to perfect the austere focus of complexity

◆ Economy: The Cresh’u subsist off a giant deep sea fish that comes up to the harbor beneath the Cresh’u cliffs to die. They revere these fish as gods, and pull them up to their cliffs to gut and eat

◆ Blood: The Cresh’u believe that touching blood makes one incredibly unclean, and they refuse to engage in war, preferring to maintain a series of networks of spies and assassins in nearby cultures

The Tera Sangre

◆ Character: An underground cannibalistic monarchy of demons and coursers over humans and goat curiots, founded on the principles of bravado and purity

◆ Evil Monarchy: Ruled by a clan system overseen by greater demon monarchs, the Tera-Sangre develop new clans by welcoming (conquering) overlander cities. New clan leaders are determined by games of strength and bravery.

◆ Economy: The Tera-Sangre economy is founded on theft - always from the surface-dwellers, never from kin. Additional income is achieved through a system of voluntary servitude in the underground gem mines, an honorable labor-tithe

◆ Purity: The Tera-Sangre worship demonic purity above all else. In this interest, the weak are killed and eaten to consolidate power amongst the most demonic. Accidental deaths that go uneaten are considered extremely lucky.

The Pi’ei

◆ Character: An isolationist group of lake-dwellers, these people have a transactional relationship with a Font of Iron, which warps the surrounding area into iron and ore golems

◆ Rule: A cosmopolitan clan based culture focused on sending soldiers into a giant island tower full of Golems that can be mined for precious metal. Among the Pi’Ei, the strong accomplish much

◆ Economy: A largely barter culture, each clan focuses on producing specific goods for trades with other clans

◆ Ironwares: The Pi’ei create unique and complex iron wares with a wealth of iron supply through their spirit of benevolent exchange with the Font of the Island

The Tilosi

◆ Character: A nomadic group of deepsea snail curiots from an arctic sea, these nomadic bands live inside giant jellyfish and travel from deepsea vent to vent

◆ Rule: Ruled by a caste of stationary slug oracles, the Tilosi are directed on deepsea vents to travel to by their divine monarchs. Clan leaders direct day-to-day affairs for individual clans, traveling the seas

◆ Danger at Every Turn: This deepsea world is dangerous. The Tilosi are beset upon by Dreadfin Tuna (a powerful megafauna that consumes the jellyfish homes of the curiots, sinking the curiots to the deep) and an also-dwindling band of hermit crab curiots, who ritualistically hunt the Tilosi for their prized shells

◆ Foodcrops: The Tilosi travel from deepsea vent to deepsea vent, gathering worms, sponges, and algae to feed upon. Due to their very slow speed, the snail curiots of the Tilosi cannot hunt

The Acronym

◆ Character: A byzantine scholarly society that believes strongly in the power of bureaucracy, the Acronym are fueled by their zealous belief in paperwork

◆ Rule: The Acronym have a meritocracy focused on paperwork, leading them to siloed guilds (called Courts) that organize individual aspects of society

◆ Foreign Policy: The Acronym have no army. Instead, they have instilled their byzantine (but efficient) assistance into all surrounding cultures, to a degree to which those cultures now depend upon the Acronym to manage crops, soldiers, and internal affairs

◆ Magic: The Acronym are fueled by the magic of their bureaucratic meritocracy. The more powerful someone becomes within their own Court, the more powerful their magic becomes

The Breamers

◆ Character: A spiritualistic pirate society, the Breamers sail on recycled stolen ships adorned with vines and musical instruments

◆ Rule: Ruled by a group of nomadic island spiritualists, the Breamers must travel to their spiritual leads, who provide isolationist views of spiritual customs that drive the Breamers to ever-more-esoteric beliefs

◆ Pirate Recycling: These pirate nomads avoid the firmament of earth, and take ships and materials by raiding other cultures of their ships. The Breamers try to maintain these ships as long as possible, repairing them with other ships, carapaces of giant krakens, and the vine-like fruits they grow

◆ The Land: The Breamers have a strong superstition that the land is what causes aging. Over time, Breamers have become incredibly long-lived, living for hundreds of years. If an old Breamer touches the land, they rapidly wither in age in a number of days