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Eredane

Ten years after a century long Great War, the nations of Eredane pick up the pieces while shadowy threats emerge.

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A continent scarred by many costly wars that engulfed kingdoms and shattered empires. A decade after the Great War, regions recover unevenly: some still face hunger, ruin, and displacement, while others trade, rebuild, and keep ordinary lives going. Dark powers move in the shadows, exploiting the broken empires and rivalries to advance the plans of their infernal masters.

Where it all began

The Great War

Ended a decade ago, the great war marked practically every nation after lasting nearly a century. Now nations, kingdoms and empires lie shattered, people broken and many dead.

The lands

Terenia

the Endless Steppes

Human clans live by pastoral migration across Terenia's open steppe and broken uplands, moving herds between seasonal grazing grounds. The towns on the map are city-dweller settlements, not the clans' homes; clan camps and routes shift with the seasons. Tsel hosts the chiefs' annual gathering. The Serai Kai sorceresses are valued as necessary, though their costly arts are feared; the Way Wardens patrol and maintain the old roads.

Terenia is a pastoral steppe of migrating human clans and vast herds. The towns on the map belong to settled city-dwellers; beyond them, clans move along seasonal grazing routes, pitching camps that shift from year to year. Clan customs and the annual gathering at Tsel shape diplomacy, trade, and disputes. The Way Wardens patrol and maintain the old roads, carrying travelers, refugees, and news between regions when crossings hold. Clan guides know alternate paths, but safe passage depends on custom and consent. The taboo ruins of the Sorcerer Kings draw the Serai Kai in search of soulstones. The dangers within those ruins are for the storyteller and players to uncover.

Direcian Kingdoms

the Iron Reach

A war-broken feudal land divided among three rival kingdoms: the western kingdom centered on Towen, the Middle Kingdom around Lancaern, and the eastern kingdom centered on Invirmaw. Their rulers compete to restore the High Crown while hunger, banditry, and wounded dragons make survival urgent.

Direcia is divided among three rival kingdoms: the western kingdom based in Towen, the Middle Kingdom centered on Lancaern, and the eastern kingdom based in Invirmaw. Each claims a share of the old High King's authority, but none can command the others. Their rulers compete for allies, credit, weapons, and rune craft from Urubia and Brasland; any foreign bargain can strengthen one crown and alarm the others. The northern mountains shelter the surviving dragons, who seek to remain independent of human rule and protect their wounded kin. Between rival courts, devastated settlements, and dangerous mountain paths, every promise of order comes with a price.

Volovia

the Sundered North

Scattered settlements of farmers and fishers under military rule. Warmaster Serg Pachenko is based in Roshek; the authority, alliances, and local conditions of each town are left undefined until play.

Volovia is a cold, wooded land under military rule. The roads and settlements are the safer parts of the country; beyond them, deep forest, abandoned ground, and old war zones can turn dangerous quickly. Sorcery is practiced in the hinterlands, but self-styled witch hunters pursue suspected sorcerers. Magic is rare and costly: sorcerers may shorten their own lives through its use, or pay its price in sacrifice.

Khordia

the Old Wood

scattered barbarian tribes living deep in the woods

Khordia was one of the few places in Eredane largely spared the death and destruction of the Great War. Its deep woods kept armies from mastering the land, and most villages and groves endured; only scattered border clearings and camps bear the war’s mark. Khordia's timber, forest knowledge, and hidden paths draw traders and desperate powers, but its clans choose when and with whom to deal. Old paths vanish beneath the canopy, and travelers who leave them may stumble on hidden refuges or secrets the forest’s inhabitants would kill to protect.

Urubia

the Isle of Dunes

a culture of herders and merchants known for sea trade

Zabat Shar is the seat of the Shan and the merchant houses, where caravans and sea captains bargain over water, passage, and old war debts. Niruzvans is Urubia’s crowded port city, where ship chandlers, smugglers, and the Sea Snakes compete for control of the harbor trade. Inland, Bahin is a well-town and caravan stop; its guarded wells make it a lifeline for herders and travelers, and a tempting prize for anyone who can seize them. Beyond the settled routes, the reclusive Numen-Tal dwell in halls carved beneath the dunes. They surface at dusk to trade water and worked metal for news and salvage, but those who follow them risk having the entrance buried behind them.

Brasland

the Steel Coast

feudal society of crofters, herders and renowned craftsmen

Brasland is one of the last places where craftsmen still remember rune magic: the art of binding power into weapons and armor with carved signs. Its smiths guard the old methods closely, and a runed blade can draw mercenaries, desperate rulers, and darker powers to any workshop that makes one. The guilds control access to skilled labor and the goods that leave the coast. Direcian crowns compete for Brasland's arms and support, while Urubian merchants seek profitable access to its workshops and harbors. Exiled trader Victoria Launium moves goods and news through the guild towns, quietly weighing which patrons can be trusted with her hidden lineage.

The Old Empire

Shield of the South

the people of the region most devastated by the Great War, living amid shattered roads, ruined ports, emptied districts, and contested ruins; some communities still trade and rebuild, but global expectations of safe travel and steady recovery often fail here

The Old Empire is the region most devastated by the Great War. Its broken roads, ruined ports, and emptied districts make travel and trade uncertain; the global expectation of functioning markets, safe journeys, and ordinary recovery often does not hold here. Some communities still keep markets and workshops open, fields are being reclaimed, and harbors trade when secure, but these are hard-won exceptions amid hunger, displacement, and rival rulers. The land is a patchwork of petty tyrants, warlords, and local powers. The Secularum hold the old capital, Theomis, but do not rule beyond it. A traveler may cross several rival domains in a day, where armed patrols might demand a toll, offer protection, or seize what they can. Ask locally which crossing is open and who claims the road today.

Who you can be

Human

Human

Humans dominate Eredane, though war has divided them into countless peoples with different customs, appearances, and dress. You might meet a veteran mercenary from the great war or a herder from the northern wastes, a scarred town-dweller in patched finery, or a refugee carrying all they own on their back. Resourceful, adaptable, and hardy, humans make do with ruined homes and unfamiliar neighbors—but hunger and old loyalties can make them wary of strangers.

Magic

Fire · heat/fire/smoke/ash/lavaWater · Water/snow/ice/oceans/riversEarth · earth/minerals/soil/stone/rock/gravityAir · sound/electricity/cold/light/invisibilityMind · minds/dreams/imagination/illusion/knowledge/emotionsLife · life/healing/physical bodySpheres · planes/summoning/binding/magic itself · forbiddenSpirit · Ghosts/undead/immortal soul/spiritual resistance · forbiddenBeast · creatures/animals/monstersPlant · living plants/materials of plantsRunes · enchantment of crafted items; binding a lasting magical effect into a weapon, armor, or tool

Beyond the gates

  • Carcosa. black sand under a red sky, demons born of a king's anger; ruled by the Smouldering King
  • The Pale Deep. an endless sea under ice and the presence called the Abyssal Watcher