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Ymir

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Ymir is a world-setting for use with most fantasy RPGs, especially geared toward a modified version of Pathfinder 2e. It is based loosely on Norse cosmology and allows for many of the common fantasy tropes, but always with a twist. Elves to fit every occasion? Yes, but they're vampires. Goblins? Of course, but they're humans who've stayed out in the sun too long. The premise goes like this...   The world is beset by a hostile star, Surt. The Sun's rays are too intense for most animal life. Plants, on the other hand, are doing fine. Thank you! In fact, the sky line from anywhere on the continent is dominated by the towering World-tree, Yggdrasil. The shade provided by Yggdrasil is both a blessing and a curse. Stray too far from Surt's purifying light, and chaotic magics twist all that linger too long.   Civilization is spread out in the Myrkring, a circle of twilight around Yggdrasil--at a distance where the World-tree provides just enough shade for culture to flourish but not enough to warp it horribly. Within the Myrkring, in the corrupting shadows lies the Trollsvald--home to strange beasts, strange folk, and strange magic. Beyond the Myrkring, under the harsh sunlight spreads the vast Surtsvellir--where the tyranny of the Sun suffers only the heartiest of life to survive.   Some seek to extend the shadow's reach. Some would like to do away with the World-tree altogether. Others seek the fabled riches at the base or even atop Yggdrasil. Yet others seek glory in their short time on this rock. While most are content to eek out a their allotted live in the twilight, I doubt you fall into this last category. So, how do you want to do this?