Garange
The year of the engulfed
Not much is known about the planet. Its a rock floating in the vast void of magic called the Dargesh.
Travel to different continents of the world are difficult or impossible without an air ship and supplies to sur[Dargesh - The Universe/Void] [Garange - The Current Planet] [Lystyra - The Crystal Continent]
Not much is known about the planet.
Its a rock floating in the vast void of magic called the Dargesh.
The planet was once whole, until the sunder. About 30 years has passed until a global event called the Sunder happened. The void, and its wilde magic leaked into Garange. The Dargesh viewable through huge cracks in the ground filling ones view with stars and cold dark thoughts.
Travel to different continents of the world became difficult or impossible without an air ship and supplies to survive magical encounters, as the void lashes out upon those who dare cross it.
Its been only 30 years since the void's Wildmagic has seeped into the world. 30 years of pain, suffering, and death. The influence of the wilde magic upon the world is referred to as the seeping. The origin point of the first seep and folkborne is unknown. Word is everyone one, who was close to where the initial rift seeped in was destroyed or turned into Folkborne. Slowly new cracks appear across the lands that remain, further seeping into the world and spreading the effects of wilde magic.
Wildemagic
itself seems to have sentience, however it doesn't speak it only acts. The magic clings to thoughts, and is the power that casters use to create their magic whether they know it or not. Folkborne came to exist because of the wilde latching on to locals populations and creating the creatures, and beings in their thoughts, tales and even nightmares. The wilde over time created the very monsters, people and gods they were once passed down through oral tradition. Because of this the Wildemagic makes it difficult to band together under a singular banner as the focused thought of a group or toward a group can drastically affect them. If a person cannot become a catalyst for the wilde then they are subjected to horrific transformations and become one of the folkborne.
Guilds formed to aid others in similar goals, ranging from researching new world order, finding lost loved ones, and protecting those who can’t protect themselves. Members of the guild operate on their own under the direction of their leaders. It is the only known way to circumvent triggering the wilde magic. As guilds rose to prominence a hunters association has formed in various towns, this entity acts as a middle man between locals, and multiple guilds to guide efforts in a locale. The association hires member of guilds to hunt the more dangerous folkborne and to investigate the effects of the wilde. Their overall goal is to locate the origin of the rifts and seal it away.
vive magical encounters.
Its been only 30 years since the void's Wildmagic has seeped into the world. The original of the seep is unknown. Word is everyone one, who was close to where the rift was made was destroyed or turned into Folkborne. Since then large rifts of magic have torn the land asunder in even more places the planet was cracked and and it is said that even the sea spills over these rifts into the void.
Wildemagic itself seems to have sentience, however it doesn't speak only acts. The magic cleans to thoughts, and is the power that casters user to create their magic. Folkborne came to exist because of the wilde latching on to locals thoughts and tales and birthing the vary monsters, people and gods they once passed down through oral tradition.
The Wildemagic makes it difficult to band together under a singular banner as the focused though of a group or toward a group can drastically affect them. If a person cannot become a catalyst for the wilde then they are subjected to horrific transformations and become one of the folkborne.
Because of this a hunters association has formed in various town, they hire members of guilds to hunt the more dangerous folkborne and to investigate the affects of the wilde. Their over all goal is to locate the origin of the rifts and seal it away. While guilds band together for a singular purpose, but work as individuals for the hunters associate to avoid further affects of the wilde to their entire group.