Airos
It is the year 989 in the New Dawn calendar, and nearly a millennia has passed since the dread god Tiamat made her mad grab for control of Airos. The world has moved forward, and the beginnings of a new age are visible. Across all of Airos, the descendants of those who survived the Reign of Steel have built new lives, new cities, and new wonders.
And what wonders they are.
Magic has reached new heights and spread ever further, with mages performing feats not seen since times of myth and legend. Craftsmanship and art has given rise to a new industry: Artifice, the art of the mechanical. Principles of nature, quite unlinked to the Weave, but of a kind of magic all their own, have started to become harnessed to the will of thinking peoples. Water, fire and steam are yoked where once only horses and beasts labored.
But these leaps come with costs.
Factions have sprouted in the continent of Ereb, between those who believe magic is dangerous and should only be wielded by the chosen few, and those who believe magic is the birthright of any creature capable of touching it. Collegia and Vernacular, like oil and water, have proven volatile adversaries. And while new technologies are created every day, with these discoveries comes danger, as the arts of war and politics see new applications for the fruits of the artificer. Gunpowder and steel have as much use in times of war as they do in peace.
Airos is a world rocked by crisis and uncertainty; but in such times can be found opportunity. New magic, new technologies and new lands can make for new people too. Anyone can find fortune, or glory, if they have the courage to seek it. And what better time to search, than in the light of a new dawn?