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Galatia

10th of Gravendal, AR 25

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Galatia - planet of fantasy. Over three hundred years ago, a devastating apocalypse rocked this world to the core, forcing the mortal races to flee the surface they called home. Some descended deep into the bowels of the earth, while others escaped to the world above the clouds known as Terra Firmament. There they remained, exiled from their native lands as ten titanic behemoths of impregnable might - the Broken Dreams - ruled what had once been theirs...   Until now.   It's been twenty-five years since the Four Cardinal Heroes - Alassar, Atrus, Liadrin, and Roscoe - defeated the demonic invasion of the skyworld, freeing the imprisoned soul of the Celestial of Light, Life, and Music. Cordelia Lifesong destroyed the ten Broken Dreams mere days after her awakening, before returning to her place among the pantheon of gods who reside beyond the Material Plane. Her departure left the planet purged of the titanic beasts, but overrun with vegetation and lesser monsters. Still, the people of Galatia had been freed from exile, and they pushed back against the encroaching chaos with an unyielding determination.   This story begins only a few days journey from the Frontier. A group of adventures makes their way across the freshly-won soil to the edge of civilization, each one seeking something that can only be found at the border between chaos and order. Treasure, glory, and conflict are only a few of the prizes one may find. Artifacts from the original inhabitants of the land litter the ruins of once-great cities. Wealth is hidden away within the mines and monasteries, waiting to be claimed by those brave enough to find them. Monsters and mutant beasts lurk within the shadows of those untamed lands, preying on those foolish enough to enter their domain.   Meanwhile, political strife and intrigue have begun to rear their ugly heads within the newly-minted capitals of fledgling nations. Racism and oppression were the way of life for many both above and below the surface world. The sins of the past have not been forgiven, and old habits die hard.   What will you do, brave Adventurer, in this Strange Young World?