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The Laws of Kingdoms of the Captive Sea
Magic and reincarnation are active parts of the world. The cycles of life and death mix with the power inherent in the world itself. Even the gods are subject to it. Born into mortal bodies, they do die after long periods, only to be reborn in a new form that has all their powers. Those that do not live to their potential do not return.
Cosmology
The Elders built the world long ago as a garden for their amusement, growing the Great Tree from a small seedling into the center of the World. They filled the world with plants and creatures chosen for purposes only they know, even going so far as to fight a war over choices made about the garden.
Principal Geography & Features
The World is a partial sphere with the Great Tree growing out of the middle, providing a structure on which the Flying Realms hang. The branches and leaves of the great tree make up the sky and the stars are simply the holes in the canopy where the light of the surrounding chaos shines through. Floating in close proximity to Pyroeis are half realms, places where the laws are incomplete, and therefore the realms feel unfinished.
Initial Active Setting
Most of the action for the Kingdoms of the Captive Sea centers on the Zekrucar Empire and the areas surrounding it.