Omar’en
Omar’en is a meticulously crafted fantasy world, featuring its own concrete mythology, unique approach to its races, and distinct classes. Developed as a thesis project, this world aims to deliver a rich and immersive experience where players can delve into the lore of the Omar’en universe.
It is a grim medieval world infused with modern elements, such as corporations, seamlessly blending contrasting aspects to create truly unique experiences.
In the beginning, scattered dots emerged from the chaos; these were the first forms of energy distinct from the chaos itself. Over time, these energies took shape and became what we know as the gods. Among them, Oman stood out, possessing the most energy of them all.
Oman’s existence was bound by immutable rules. Despite his eternal life, Oman was unique: he was the only god who would die and then instantly be reborn. Yet, he was cursed to know of his death without ever being aware of his rebirth.
Within Oman resided two opposing personalities, locked in constant struggle for control. For aeons, he meditated, maintaining a fragile balance between his dual selves. However, exhaustion eventually overcame him, and as he ceased his meditation, Oman split into two beings.
One part became Mona, the god of optimism, who feared death and sought to experience everything the world had to offer before his end. The other became Noam, the goddess of pessimism, who was consumed by a desperate need to prolong her life.
From the moment of their separation, Mona and Noam engaged in a fierce battle. Their energies, White (Mona’s) and Black (Noam’s), dispersed throughout the universe. Every mortal race created in later eras is influenced by either the white or the black magic, which marks the path of any mortal who uses it.
The second tale revolves around the contemplative god Omar. Omar was part of a philosophical trio with the gods En and Thal, and together they debated the question of eternal life. Omar believed that a life with an end provided more room for personal growth than eternal life.
Thus, the three devised a plan that would allow Omar to experience this condition. He would divide himself into countless fragments scattered across space and time, so small they would barely be distinguishable from the chaos. These fragments of Omar would have finite lifespans.
However, the other gods opposed this idea because Omar was one of the greater gods, an essential figure in their society. Only seven gods supported Omar, defending him. As a result, Omar divided his fragments into seven tribes, each created in the image of these seven gods.
To protect these fragments from the chaos, En transformed herself into the earth, and Thal became the sea. Thus, Omar’en, the land of Omar, was created; the first godly game.
The third tale focuses on the Creator gods, deities with small energy pools, gifted with the power to manipulate and transform chaotic energy into new forms. Using these powers, the gods Kelche and Dirban created the plants and beasts of Omar’en. However, this tale centres on the most talented Creator, Ireel.
Ireel could transform limitless chaotic energy into forms and, over time, created an entire army of creatures, including two colossal whales named Mohan and Luna, later worshipped as the Beast Dieties. However, Ireel lacked control over these creations, leading to injuries among weaker gods.
The god of radiance, Shranaxar, killed the beasts, cut off Ireel’s hands, and imprisoned him within the belly of his own creation, Mohan. To thank Mohan and Luna for helping him, Shranaxar granted them a portion of his energy. From that moment, the radiant Mohan (the sun) and the luminous Luna (the moon) began their cycles around Omar’en, marking the boundaries between the land and chaos.
Shranaxar appointed himself as the guardian of these boundaries, enthusiastic about the creation of Omar’en. However some of Ireel’s creations managed to escape and plot to destroy Mohan and free their creator once more.
The "Darkest Prophecy," as some mortals call it, foretells the end of Omar’en and the mortal races. During the First Era, the tribal gods began to covet Omar’s land for themselves. Using their influence over the tribes that shared their likeness, the gods turned mortals into instruments of war.
The mortals proved to be formidable warriors, and soon the first god was killed at the hands of a mortal. Every mortal, consciously or subconsciously, carries a fragment of Omar within them. Shocked by the uncontrollable nature of his fragments, Omar decided to end his existence.
By ensuring that all fragments of him in space and time died, Omar instilled a warlike nature in the subconscious of all mortals, ensuring that the end of mortals would come from their own hands.
CORPORATIONS
The Third Era begins with the conclusion of the war between the Vampires and the Teka. Victorious, thanks to the coveted gold of the Teka, the Vampires established the most powerful economy in the North and secured their dominance at the heart of Omar’en, far from the fringes of this flat world.
This era is defined by a rapid and dramatic improvement in the living standards of mortals, driven by two major corporations; groups of various tribes united by their use of specific magic, either Black or White.
The Etril Corporation
Etril's founders, Zelim and Tsitse, are legendary figures. To everyone’s astonishment, they remain alive to this day, working from the shadows of Omar’en to guide Etril’s ultimate mission: the pursuit of knowledge.
The Exomed Corporation
The second corporation, Exomed, originated as a cult devoted to Noam. Its members sought to sharpen their mastery of Black energy, particularly its applications in healing magic. Over time, this group evolved into Exomed, the first healthcare corporation in Omar’en. Exomed introduced the very concept of health to mortals and established clinics across the land, offering aid to anyone who could afford their services.
However, Exomed’s pursuit of new techniques to combat disease has led to the construction of secret laboratories, within which experiments are conducted; experiments that many believe should never see the light of day.
Unlike Etril, Exomed’s founders remain a mystery to the public. Some whisper that Exomed is not the only major endeavor of this enigmatic group, raising questions about their true intentions and their impact on the mortals of Omar’en.
A World of Innovation and Secrets
The Third Era of Omar’en is one of technological leaps and moral dilemmas. The rise of Etril and Exomed has brought comfort and advancement to mortals, but it has also introduced new dangers. As these corporations shape society with their unprecedented power, the question lingers: at what cost?
RACES
There are eight mortal tribes in Omar’en, all descended from Omar, fighting for a place at the center of the land, far from the edges, where the fear of the void is deeply rooted in their hearts.
Over the centuries, each tribe has developed its own culture, rituals, customs, fears, desires, and goals. Their relationship with their tribal gods significantly shaped their temperament and identity.
As a player, you are invited to choose one of these eight tribes to begin your journey:
Samadji
The Samadji are a hybrid tribe born from the union of humans and the dwindling Magi.
The Madji, anthropomorphic felines who once formed the wealthiest tribe in Omar’en, began mingling their society with the Saht; one of the names Humans carried during the early First Era, named after their famed Caliph, Sahtra.
Thus, the Samadji emerged, becoming Omar’en’s most adaptable tribe. Due to their higher reproductive efficiency, they quickly became the majority within their society within a few centuries.
The Madji retained their elite status, as they more closely resembled their tribal goddess, Tlilpoka, communicated with her assuming control over the Samadji’s religion and society. However, many Samadji desired to take their fate into their own hands.
In response, Tlilpoka appeared before the Samadji for the first time, demanding they choose whether they would continue worshiping her or not. Those who chose to abandon her were exiled to the southernmost edges of Omar’en and were given the name Roht, meaning “The Most Human.”
Those who remained loyal to Tlilpoka were named Teca, resulting in the division of the once-unified tribe into two distinct groups.
The Teca are a tribe renowned for their ingenuity, agility, reflexes, and intelligence.
The towering forests of Kelfeira have nurtured this tribe through the ages, and their capital, Koktava, also known as the Golden City, stands as one of the most technologically advanced cities in existence.
This society is governed by the few remaining Madji, who are the only ones permitted to communicate with their tribal goddess, Tlilpoka, whenever she chooses to impose her laws.
Shamaji who prove themselves worthy to Tlilpoka undergo the ancient engraving ritual. During this ceremony, the sacred warriors of the Madji etch their bodies with Tlilpoka’s Tears, a rare type of metal. These tattoos, reacting to intense emotional shifts, enhance their muscular strength, making them formidable adversaries.
The Roht, exiled to the southernmost reaches, found refuge on the inhospitable cliffs of Ikopo Island. Over centuries, their bodies adapted to their harsh environment, granting them exceptional physical strength and heightened senses.
Their hatred for their tribal goddess, Tlilpoka, has fueled a disdain for all forms of divine worship, making them the only race that rejects any god.
The Roht are also lacking a single ruler. Instead, they are governed by multiple leaders, often controlling lands not on Ikopo but on the mainland facing it as well. These leaders, called Konkugars, have the authority to permit a Roht to undergo the ancient engraving technique if deemed worthy to serve as their bodyguard.
While their small numbers prevent large-scale wars, the Roht are infamous for sudden raids on isolated villages. Survivors often speak in awe of their unparalleled combat prowess, turning them into legends.
Despite their small stature, the Urugar have established one of the most formidable kingdoms in the East. Their military and economic power are unparalleled, leaving them with few rivals. They are the founders of the Easts's largest bank, and their currency, the Bisu, is widely used across the Eastern Kingdoms.
The proud Urugar were the first tribe to form a true bond with their tribal god, Farandar, who led them through the great battles of the First Era. Farandar was the first god that ultimately lost his life to the renowned Human general, Salah.
In ancient times, the Urugar performed rituals of worship through meditation, channeling White energy to transform into giant spirit forms resembling bipedal bear-like creatures.
Today, this power is cultivated from a young age, and the greater an Urugar’s spiritual strength, the larger their transformed form becomes.
From the age of the gods, the Gargoyles have been celebrated for their bravery and courage. The valleys of Mathana were once their ancestral lands, but after the tribal war with the Vampires at the end of the First Era, they were driven to the far corners of Omar’en. Since then, they have lived as nomads.
Known for their speed, leaps, and sharp reflexes, the Gargoyles are a remarkably talented tribe. Born with the rare ability to create the illusion of invisibility, they have earned a reputation as some of the highest-paid assassins in Omar’en.
In childhood, this unique talent can activate unexpectedly, sometimes even with a sneeze, forcing a mother to rely on scent alone to locate her invisible child.
As they reach adulthood, young Gargoyles undergo the Ritual of the Mask. They craft a mask themselves, and when they wear it, their future is revealed. If they see their reflection they can form a pact with Rezen, their tribal god . Each time they wear the mask, they borrow a fragment of their god’s energy and live the life of a warrior. If they do not see their reflection, they are destined to live the life of a villager.
However, if they see Rezen in their true form, it signifies their anointment as the new King of the Gargoyles, granting them the authority to unite and lead the scattered Gargoyle nomads. There can be multiple anointed Kings at once.
The Vampires are the most expansive and victorious kingdom in all the history of Omar’en. Their success stems from their close connection with their tribal god, Othit, who, in addition to being their god, is also their eternal king. For this reason, their kingdom bears his name.
Othit has the trait of self-consumption and by becoming their King, he demands a weekly sacrifice of Vampiric flesh to sustain himself. Thus, one of the defining traits of the Vampires is their thirst for Vampire blood. By consuming it, their bodies rejuvenate, their muscles gain extraordinary resilience, and their tissue hardens to a stone-like durability.
Their cannibalistic tendencies greatly hindered their capacity for unity.
Over centuries of experimentation and mastery in alchemy however, the Vampires developed synthetic Vampire blood, which they now use not only in daily life but also in battle in the form of blood capsules, which grants them an extremely fearsome short-term boost.
The Chotgor are an exceptionally warlike, nomadic tribe distinguished by two distinct color patterns that are unaffected by ancestry or gender. This phenomenon is the result of an experiment by their tribal god, Daichoth, who sought to understand the concept of gender by dividing himself into two parts: a feminine aspect, the Black Oth, and a masculine aspect, the Red Daichith, in an attempt to love himself.
The lands of the Chotgor reflect their preference for wide-open plains, where their armies of towering Red Chotgor always held a strategic advantage over other tribes in open-field combat. The Red Chotgor are the tallest mortals in Omar’en, possessing extraordinary reflexes and immense physical strength.
Since ancient times, Chotgor society has depended on these powerful warriors, while the Black Chotgor have taken on social and administrative responsibilities under the leadership of the Great Khan.
The Red Chotgor are not particularly adept in matters of logic and intelligence in constrast to the Black Chotgor. Also a very small percentage of them possess the rare ability to grow bat-like wings capable of flight. In such cases, regardless of caste, these individuals are sent to the finest palaces within their region.
The bodies of the Black Chotgor are smaller and lack the physical prowess of their Red counterparts. However, the Black Chotgor are deeply influenced by Noam's Black energy.
By the end of the Second Era, they managed to harness this power, producing exceptional mages.
Despite their many differences, the Chotgor remain a united and harmonious tribe. Only the most dire and cruel twists of fate could ever drive them to turn against one another.
Once considered the most beautiful tribe of Omar’en, the Grepter now dwell in hidden tunnels beneath the earth, scattered across the land. Known for their unmatched intelligence and strong connection to Noam's Black energy, they have mastered alchemy, pharmacology, and the sciences of health since the First Era.
The Grepter are divided into three distinct factions. The first comprises merchants who trade their goods throughout Omar’en, building vast networks of influence. The second faction consists of devout followers of Noam who practice Black magic as an act of worship. They are fiercely protective of their territory and attack any outsiders who stray too close. The third and deepest faction, nicknamed the "Hell's Keepers," inhabits lairs buried far beneath the surface, dedicating themselves to a unique and ominous purpose.
In the early First Era, the Grepter had a close bond with their tribal god, Kotiki, exchanging knowledge for devotion. However, upon receiving the "Darkest Prophecy," which foretold the end of mortals, they turned against Kotiki, believing he had kept the truth from them. To escape his presence, they retreated underground. In vengeance, Kotiki blinded them and left them to evolve in isolation over the centuries morphing them into their now hideous form.
Hell's Keepers now gather the energy of deceased mortals, hoping to prevent the foretold death of Omar.