Introduction to Eorin ([yoh-rin])
Magic
The world of Eorin was created first and then adapted for Dungeons & Dragons meaning that while it uses the standard magic system of Dungeons & Dragons, where magic is the manipulation of the Weave, it comes with a slightly different aesthetic. The Weave (or the Veil) is the barrier between the planes which, due to it being weakened during the Nightfall, mages can connect to and shape to perform magic. Magic is split into two types: divine magic, which is bestowed on the wielder by the gods and other magical beings or spirits; and arcane magic, which is achieved through the study of the Veil and how to connect with it. Divine magic is as old as time itself, though it was far weaker and rarer before the Nightfall with users only appearing once every few generations, while arcane magic is a fledgling art that is only possible due to the weakened condition of the Veil.
Races
While they take inspiration and origins from the races of classical fantasy, the races of this world do not share much more than a few general physical traits with their original versions. No longer will you find magical elves living to be centuries old, dwarves carved from stone and brought to life by their god, or barbaric and simple-minded orcs devoid of compassion. Instead, all the known humanoid races have evolved from the same ancient ancestor and adapted to the environments they found themselves in, and as such you will find more similarities between them than differences. This also means that all of the races can procreate with each other, though most of mixed heritage are found to be infertile.
Though the Dwarves and Halflings are the only ones truly native to the sub-continent of Eorin, you will find all of the races there. Eorin is caught at the border of both elven and human territory and their histories and conflicts have brought in folk from far and wide, many of which now call Eorin home. Beyond the mundane races, there are three more known in the world: Tieflings, also known as the Dirala or the Blighted - those mutated before birth by the raw magic that leaks out of the rifts and have a natural connection to the Veil; Dragonborn, - a race created through magical experimentation on unborn dragon eggs and now trying to find their place in the world; Aarakocra - a race of bird people who came through the rifts only to find themselves unable to return to their home plane.
The World
Eorin exists on a planet slightly smaller than ours, with similar geographic makeup and biome distribution. It orbits around a main sequence star just as Earth does, and is itself orbited by two moons - Pren, the dark moon, and Sela, the light moon. Six other planets are visible in the night sky with the naked eye. There are six main continents, though the sub-continent of Eorin often being counted as a seventh, with a myriad of large and small islands around them. Most of the world's civilisations are found around the Iolas Ocean, which sits in the middle of all the continents and links them. Due to it's size and the wind directions most routes directly across the ocean are near impossible with the current naval technology. The world experiences a longer year than Earth at five-hundred and fifty-days, which is divided into sixteen months that follow the lunar-cycle of Sela. The seasons follow a similar cycle as ours, though with variations in different locations. The planets slightly elliptical orbit around its sun causes the world to experience a century-long period of cooling once every six-hundred years.
The Planes
The Material Plane is one of many planes - different astral realms that occupy the same physical space but are held apart by the Veil. Helmdiel itself follows our normal laws of physics and has practically no raw magical energy, but this is not true for all planes. Due to the lack of structure and rules between the planes, any of the various planes and worlds from official and non-official Dungeons & Dragons settings can be said to exist and added.
The Gods
The gods are ethereal beings, many as old as the plane itself, who are as unpredictable and diverse as those who worship them. Throughout history they have tended to not interfere with matters of mortals, only rarely influencing events through their chosen, the aasimar. This has changed recently as the Nightfall has increased their powers tenfold, leading to the gods interfering with events much more.
the night fall explanation is interesting, it adds meat on the lore. as for the moons, are their positioning affecting things like sea levels, or magical rifts. Maybe cultists gather wthen both moons align. A nice read!