There's a lot going on here

You said strange magic?

Yes, the magic of the world is a soft magic system that serves more storytelling than it does any mechanical niche. Though the magic doesn't have many rules, it follows a few themes. Songs are the governing physics in the world, and all magic is derived from this concept. Everything is made magic, the rules of this world follow many of the same lines. A great starting point for an introduction to magic is: Talent. Where everyone has a "talent", which is to say that everyone can use magic to some degree, typically on a three tiered structure depending on how deeply a person or thing is aligned with a specific concept or element. Sound, in particular, amplifies the vast majority of spells in the world. A slightly deeper dive into magic would be Wayfare Magic, which operates on much more ancient terms, many would call this the original type of magic on The Great Tree.  

What do you mean by Fae creatures, or marginalized societies?

Ah, nothing is as it seems. Many of the modern races in the world are but... continuations. The four original races of the world were simply called Children, or The Namoux in modern speech. Though these four races are: Children of Alnya (Fae), Children of Kyln (Giants), Children of Syn (Faeries), and finally (Children Of Vilorlith (Brownies). These cultures technically continue to exist in the world, just... changed. Humanity, Dwarves, Gnomes, Goblins, Mistwalkers, Trolls, and Vestiges all come from these original ethnicities. Now, it's up to you to figure out who comes from where! Explore the world, you may find that the tale is far more than you might imagine. Hehe he...  

What are the people like in the world?

Hmm, that is question that is hard to answer without marginalizing many of them. I would suggest reading about their histories in the Nations category. Though, a very brief run down, Humans are an ever changing race of people, who value industry, logic, and governance. Gnomes are a faithful and steady folk, while their Dwarven brethren are a strong and resilient people, wandering the continent, they value freedom and logic. The Goblins are an extremely musically inclined people, who value family above all else. The Mistwalkers are a firebrand of folk, existing in extremes, both welcoming and isolationist. The Beastfolk are a proud set of races, though come from a vastly different place than the other peoples. The Vestiges? They are a sad tale.  

What is the Elsewhere?

Simply put, it is a Pocket between realities. It is the last sanctuary the Children have against The Shadows. Some call it the shores beyond, some call it the faewyld, some call it death, while others refuse it's place. Ruled by the last surviving of the four gods of this world, Queen of the Fae. A place that is in stark contrast to the Tree, technologically it is Eons ahead of the Tree, containing the shared wealth of knowledge accumulated from before the Dawn of Truths. It is not a place anyone "finds", in fact their entire goal is to never be found.

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