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Astrenia

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A feudal land, Astrenia has long been distrustful of change and difference. From the ruling elites, desperate to maintain their long-held power amidst a population boom, to commoners distrustful of outsiders viewed as threats to what little they can call their own, the people of Astrenia are slow to trust, quick to anger, yet loyal to a fault... if you can convince them you are, indeed, on their side. Picking a side in Astrenia, however, all but guarantees that you are aligning yourself against their neighbor--decisions which can lead to consequences both far more immediate, and more lasting, than anyone could expect. Amidst this socio-political backdrop is the increasingly unpredictable arena of magic, which has been long unfamiliar to the commoners and the domain of those with power. Magic spreads throughout (some shit), at times masking, and at times compelled by, a growing darkness...   It's only a matter of time before -something- pushes the citizens of Astrenia over the brink into conflict. The only questions that remain are when, and to what extent this conflict will redefine the very fabric of Astrenia.   Astrenia's careful political balance is governed by the Seven Major City States--each ruled by one of the High Lords. These Lords are responsible not only for a geographic area of control, but a facet of civilization as well-be that coin, war, law, etc. In separating the powers of state, each guarantees that their security from the others.

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