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Lore

A once thriving realm with magic at its heart is suddenly thrown into disarray as all magic mysteriously disappears in an instant.

 

Our story began at a refugee camp at the small town of Helmsforth, A lumber and farming town located 2 days journey from the large port town of Shaleport.  As the hub of the region, Shaleport was a bustling town as a hub of magical activity, skyships and trade. Now Shaleport has found itself mostly destroyed. Those who escaped have fled to anywhere with shelter overrunning the quaint town of Helmsforth.

 

As a refugee, you can be anyone, any race, any class or creed. Or perhaps you are simply a lumberjack who’s home is now inundated with refugees who need assistance. Have fun in creating your story.

Races

Humans

One of the three predominant races. Humans spend time toiling away at their respective trades. Be it farming, academics or selling goods, and most anything in between. Humans are a versatile and welcoming people and cities are often filled with all kinds of folk. The human capital Corvillia, is a hub of learning and a shining example of different learnings coming together.

Elves

One of the three predominant races. Elves typically prefer to live on their mountain tops, however some have been known to venture into larger settlements in order to trade, learn or teach, and to start new lives. The elves that leave their homelands still attend major festivals held throughout the seasons, and can be seen travelling often. 

Dwarrows

One of the three predominant races. Considered the lesser of the three predominant races, as they spend most of their time underground, they have a large impact on trade and metallurgy. Their tools and armour remain unmatched by many experienced smiths. The architecture is robust and built for purpose, though they don’t forget the cozy comforts of a warm fire and soft bed.

Orcs

​Nomadic people, usually peaceful but can be brutal in battle. Have a strong connection to the nature around them and hold it sacred. Other races are free to join in with their tribes and nomadic lifestyle. Being nomadic makes them tricky to locate, as such it is considered good luck to come across these wildlings.

Animal-Kin

People with animal features, the types vary widely. Many Animal-kin are considered Wildlings, but some have lived multiple generations in cities and towns. Those that are wild are either nomadic like Orcs or have built homes in the forests taking on a more hermit lifestyle.

Fae-Folk

Fairies, fauns and the like, often rather whimsical. Usually easy going, Fae-Folk can be found in many places. They hail from a realm beyond normal perceptions, and if you stumble upon them or their realms it could be either cheerful or mournful.

Goblins

Mischievous fellows, some more cunning than others. Though they aren’t the most physically intimidating, they can be formidable. They are happy to be underhanded in a fight as well as a negotiation. 

Countless other races dwell across the realm. If none of these suit your character reach out with your ideas!

This map will gradually reveal itself, with new stories and towns appearing as the adventure progresses.

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Mythology

No one really knows the exact timeline in history for this story. And its details differ between the different cultures and races, yet its core holds firm. 

 

The story of the 6 pillars.

Before magic there were 5 pillars. The Land, The Sky, The Water, Life and Death. These powers were seen as unchanging, unforgiving and unchecked.  It is said that there was a group of 6, all mortals  who sought to harness the aspects of the natural world for their own power and control. 

Whether by intent or happenstance in their attempts for power, the last pillar; magic was discovered.  It is said that utilising a magic crystal the first mage was born. (These Crystals are now used in magic artifacts across the realm.) 

The first mage used magic to fuse the other 5 with the remaining pillars. Resulting in the pantheon known today.  Each now seen as the will of the pillars, the governing forces that determine the wind and rain, life and death. As such the 6 faded into myth and legend, names forgotten to time. Now simply known as the wills. 

 

To most people this is simply a children’s story, a tale passed down through generations or songs sung of long ago deeds. Yet the 6 pillars are prevalent in imagery and language across the realm. 

 

The Skies - embodied the sky and the winds. often depicted alongside birds and clouds. revered typically by skyfarers, seafarers and any would fly above the ground. 

The Lands - embodied the earth and mining. Depicted as stones and more modern depictions include a miners pick and a lantern. Revered typically by Dwarves and miners and wildlings.

The Waters - embodied the sea, lakes, rivers and crops. Often depicted with water flowing freely from a jar and a scythe in the other. Revered often by seafarers, Farmers and river folk.

The Death - embodied the transition of death. Often depicted as a figure with open arms. Often called upon for burial rights or to bring people from death back to life or at least in an imitation of it. Is revered by most as death is a common enough occurrence. 

The Life - embodied life and birth. Often depicted as an infant. Often called upon for healing magic and birth rights. It is the most celebrated of the pillars, a synonym with joy and happiness. 

The Magic - embodied the flow of magic. It has no set symbol. Modern magic has become vast over the millenia, taking on many different forms and styles. 

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