The Erebus Project: a single source for anything you might need in a FfH RPG


Jul 14, 2009
The Erebus Project
a single source for anything you might need in a FfH RPG​

The purpose of the Erebus Project is ultimately to create a single tome with all FfH lore required to create roleplaying games in the FfH universe, alike to loocas' Lore Compendium but including off-civilopedia lore* and sorted in a different way to be of best possible use for any DM looking for information or inspiration.

*ie. everything the official sources have stated somewhere

For now, please post links to whatever lore you find, or hints how to arrange the information. The results will be published once enough is gathered to write something more complete. Also if you can combine several fragments into one, such as information on the Order, go ahead. You can post the results as attachments or send them via email.

Sources you shouldn't refer to, as they are already known:
The Lore Compendium and Civilopedia
The D&D campaign thread

Likely Asked Questions:

Q: Why are you doing this? All that information is, after all, available on this site?
A: Searching for it is too much of an effort to do every time, it is far better to do it all once and collect the lore into an easily accessible guide.

Q: How is this different from Nikis-Knight's Player's Guide?
A: The Erebus Project has a goal of including every relevant bit of information and lore for DM use, of which the players will be revealed parts at DM discretion. No spoily bits will be omitted. The Player's Guide is streamlined for new players, while the Erebus Project will avoid being intimidating despite its size by being a well organised source for everything.

Q: How is this different from loocas' Lore Compendium?
A: The 'Compendium contains the Civilopedia entries which are often fragments and stories, while the 'Project aims to consolidate the information from those fragments so that they create a clearly structured universe.

Q: Is it really necessary to collect it all? One could just improvise and make up what they don't know, couldn't they?
A: It's not necessary, but the backstory and all the lore of FfH are simply too magnificent to ignore. The DM may obviously add, remove or change anything they wish in their game, but as a source of inspiration the complete lore is priceless.

The Results:

The resulting product will be a tome which can be easily used in making a RPG in the FfH universe. I'm thinking of arranging the sections like this: Cosmology and Gods; History; Religions; Civilizations; Races; Places; Events, Stories and Plotlines (incl. Armageddon). Each section will have sub-sections for everything it encompasses.

A simple and straightforward game system is being developed in Giant in the Playground forums which is based on Fudge and will be optimised for the Erebus Project.
Sounds interesting. There is a lot of good stuff in the lore forum, but it is very fragmented, it would be great to have it all brought together.
A small sneak-peek to the work in progress. Contains some holes but should show a bit about what the end result is going to be like. The spheres might get some example spells included to them but not a rigid vancian system, to enable playing with as many engines as possible.


Air magic

Tali is the god of daredevils. Air magic is similarly wild, often unpredictable and may drive its user to foolhardy recklessness. The domain of air encompasses winds, storms and the sky.
Air elementals can be summoned with air magic.

Body magic

Before his fall Aeron was the god of strength, afterwards the god of rage and carnal desires. Even so his domain keeps the aspect of bodily strength and woe to anyone challenging a soldier buffed with body magic. Even more woe to them who find themselves grafted into flesh golems. Losing control of body magic can make its user lose their humanity, driven alone by instincts, of hate and sadism.

Chaos magic

While most other forms of magic gently shove the laws of reality to their desired place, chaos drugs them, gives them visions of eldritch abominations and drives them to suicide. Anything may happen as a result of high chaos magic. Little wonder its users can be easily driven to insanity and when a chaos archmage calls a barrel a disobeying soldier, there is no way to know whether it truly is one. When not taken to its extremes, chaos represents unpredictability, randomness and wildness, which can be controlled to great benefits.

Dimensional magic

While all magic is more or less drawing from the gaps between the worlds, dimensional magic takes this further. It allows its users to pass the very borders of reality, summoning otherworldly creatures and spirits, and moving around in place and time.

Entropy magic

Entropy represents decay, ruin and despair. On a cosmic scale chaos might make the stars play somnium with a golden blue walrus, but entropy drives the universe itself to an endless cold, dark void. On a smaller scale entropy causes rust, rot and withering. Nothing can escape the unavoidable, and magic only makes it faster, taking the rejuvenating forces away as well. An entropy caster needs to be strong of mind to not succumb to the deep despair their very soul radiates.
Entropy magic can be used to summon many kinds of demons, such as imps and balors.

Fire magic

Fire represents passion and radical change. It is also the easiest element to control by means both arcane and clerical. What it does is equally straight-forward: burn things. With enough mana and skill, anything burns. Losing control of fire magic can lead to nasty burns and unruly burning of other things.
Fire elementals are summons of the fire sphere.


To summon spirits or creatures, one needs proficiency in both dimensional magic and the sphere of which one wishes to summon the creature. Elementals are created by summoning a spirit from and elemental plane and binding it to an amount of said element. The purer the element and more powerful the spirit, the stronger the elemental. A few other summons (such as skeletons) similarly require materials, while most don't.
By the way, last time I looked I couldn't find such a thread in the GitPG forums. Perhaps a more specific link?

It was one thread regarding what to do to D&D Wisdom, and the actual thread describing the system will be up once I finish the initial draft. Fudge is what the system is based on, so it might give some information. The main difference is that 1d6-1d6 is used to determine the random modifier and numeric values are doubled.
On #erebus we don't have a lot of members that are overly familiar with the lore. So a bit chit-chat about that would be very welcome on the channel. If you wanna come and check it out just follow the link in my sig.


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