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Domus

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The gods crafted the world and all the inhabitants, spreading their power over Domus and inviting worship. Once their creations had settled in, they sat back and watched whatever shape Domus would become, a strict rule of non-interference laid down. Their only influence was in fleeting moments, an extra richness to a field's soil, a lucky wind in a sailor's sail, the bubbling of lava merely adding onto an island's circumference, rather than spilling towards the village. And of course, the lucky witches, called mancers, who were marked with a god's power. These mancers had one of the six gods bless them with a link to their own power: life, death, fire, earth, wind, or water. It was up to the mancer to find how to best utilize their powers, and to study was essential. As cities grew larger, so too did their schools for the study of magic. Experiments are essential for the understanding of one's own power. What is the hottest heat an aduromancer can conjure? Would a marimancer or an aerimancer be better at holding their breath underwater? Who can a letumancer not raise from the dead, and why? But not all who gain power, magical or otherwise, choose to use it well. Domus found itself the home of many a legend, and stories would quickly travel of heroes gone to vanquish villainous foes. A mighty queen betrayed by her husband, a sneaky nomad who could not take her people's injustice any longer, a travelling bruiser who tracked down a firey witch of ill-reknown. Scarcely has there been a time without heroes.

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