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The World of Othlorias

14th of Eleasis, in the 1746th year, of the Fifth Epoch

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“You can feel the change in the wind, in your bones. You can feel a weight, a feeling of despair creeping over the mountains. Look east lad, do you feel it? Some darkness rises over those peaks, and not for the first time. Are we ready? Our warriors are spread between fighting each other and the creatures which stalk the woods, our leaders are desperate to ignore the suffering and famine. Ancient powers wait in the winds for us to stumble and fall. No, we are not ready. The Gods? The Gods will not save us, their voices have grown more and more distant, we have only ourselves to rely on. What we need are heroes, champions who will take up the cause of the people, because you see, this world belongs to the darkness, and darkness will not give it up easily.”   From it's deep and foreboding forests where horrible beasts lurk, to the hulking and impenetrable mountains ranges where lost legacies lie, the landscape of Othlorias is formidable. However, the true monsters of this land are not only found in the deep woods, and forgotten ruins, but also in the degenerating cities of old, where mortals cling to survival.   A Land of Darkness and Obscurity Large swaths of Othlorias are shrouded in darkness, supernatural and otherwise. In the farthest north the sun is hidden half the year in the natural progression of seasons. It’s no surprise, either, that the deep halls of the dwarves, or the barrows of forgotten ruins are plunged in darkness. But the darkness shrouding the Lands-Over-The-Mountains is more sinister and magical in origin, and ever creeping further and further west. Cities and towns which remain as a habour of civility against a wild untamed wilderness share their own dark corners, in more than one way. The people of all these lands have adapted to a hostile environment. Punishing storms are frequent across the land, foreshadowed by howling winds and then drenching rain. Where the sun never dries the ground, mud is a constant fact of life. The crops that grow are strange and bitter. For most people, there is no safety outside the radius of a torch’s glow or the sight of the city walls.   The Land is Dangerous Civilization dot through the land as islands of light surrounded by the unforgiving terrain of shadowy forests, rough mountainscapes, and sinking bogs. Travelers are more often met with suspicious gazes by locals who have never left the isolation of their home village, than they are smiles of comfort. Relentless threats assault humanity. Vicious creatures hunt wandering children and armed travelers alike, many of whom are never heard from again. Sinister forces seek to twist mankind’s nature to their whims, leaving them forever changed. Travel is a perilous endeavor, especially at night (in lands fortunate enough to enjoy a sunlit day). Armoured columns of merchant caravans transport goods, nervously guarded by mercenaries who refuse to deviate from known roadways. Travelers caught in the dark are forced to lodge at the remote roadside inns for extortionate prices. Local guards are quick to leave them in the dark if they do not have the coin to pay.   A Distant Pantheon The history and creation of the world is long lost to the ages. Truths and myth mingle and twist what was into what is. While few can deny the Gods exist in this world, their presence feels more distant than ever as the world feels like it crumbles around mortals of all races. The fortune of the Gods seems to have abandoned all but a select few who most zealously fight for their chosen causes. Separated from whatever primordial creation for so long, many of them have deviated from what they once represented, twisting their ideals into whatever suits their cause. While the Gods remain quiet and quibble amongst themselves, it seems the only ones who take keen interests in mortal lives, often living among them, making deals and twisting their fate are the Demons and Devils who take delight in a world overrun by shadow and decay,   Plagues by another Name For the peasantry of the continent, life is a daily struggle. Sickness, malnutrition, famine, taxes, and the draft are common and expected throughout the land of Othlorias. Many Kingdoms and empire teeter consistently on a balance between prospering and destitution. For the lay person, life is often a struggle, though some do manage to break through the grim, drudgery, and poverty. For the nobles and rich, the further the woes of the peasantry from their mind the better. Often locked away in their segregated city wards, living in virtually, if not literally a different world than the servants around them. That is not to say good people don't exist, but in this world of darkness and horror it is easier to expect one will ultimately look after themselves first.   Fear of the Arcane Superstition and prejudice run deep. In most towns and villages across Othlorias, especially as you move away from the most populous regions, magic is seen as both wondrous and frightening. Whether understood or not, the arcane is mistrusted and often blamed for problems ranging from the failure of a season’s crops to the success of a rival’s business. Many innocent people have been caught on the wrong end of superstition. The fear of magic runs deeper in some parts of Othlorias than others. In the Central region of Tiriande, this fear has manifested into a highly organized system of laws restricting and punishing spellcasters who rigidly and dogmatically adhere to their draconian pracitices. In the Ondari Dominion, magic is more welcome and wide spread, but still regulated and observed wearily with sideways glance. Many cities house great colleges dedicated to the art of magic. Within these cities’ walls, spellcasters can apply for a permit to practice. These permits dictate where a mage can cast spells, what type of spells they can cast, and other specifics. The process to apply for such a permit is often frighteningly bureaucratic, and many spellcasters choose to hide their abilities instead.   Glimmers of Hope While the world might feel relentlessly bleak and depressing, there remain glimmers of hope. Champions of the Gods have pushed the dark back before, the world is more literate than at any point in history, and despite the disease and famine, people expect to live longer. Wide swathes of the inner kingdoms are considered "safe", and Small victories become heroic when they take heroic effort to achieve. No one in Othlorias is safe by default, so any safety the characters win or give to others is a true blessing. No one in Othlorias is good by default, so moments of genuine grace are worth celebrating – and can come from unexpected places. Amid profound darkness, even the smallest lights have value.