No one knows how long it has been since the V’eshcani Empire ruled the surface of Endrin. According to ancient V’eshcan texts Endrin was a beautiful and verdant world for the most part. This is difficult to believe when you look at the grim, desolate, monster infested surface of the world now.
How the world became this way is also a mystery even to the most educated modern day scholar. All that is known is that the Gods saved the races of Endrin from a cataclysmic event by sacrificing themselves to form the Sky Realms. Their shattered, crystallised bodies form the base of the floating realms that the former races of Endrin now reside upon. They chose one or more of their favoured races to live among the clouds as they lifted great chunks of Endrin’s surface and cast them into the skies, infusing them with the magic that resides within them, as it does in all living things, to allow these land masses to float. Each of the races was chosen by one or more of the Gods except the V’eshcani who were left to extinction.
The Obsidian Order
Each God divided their body in order to save their chosen followers except Obsidian. Believed to be a withdrawn and cowardly God by the followers of other deities due to his absence during the Sky Realms creation, Obsidian is the only living God remaining.
Obsidian’s followers have no realm of their own and instead reside on the realms of the other deities. Their numbers exist among most other races of the Sky Realms, though most keep their devotion secret as it is generally not well received on a lot of realms and a crime punishable by death on realms under the control of the Ryndou and Shynian Empires.
The V’eshcan Seals
Believed by some to have been created by the Gods when they formed the Sky Realms as a way of controlling the advancement of knowledge and by others to be a message from the V’eshcani to prevent whatever they did to destroy Endrin from happening again The Seals are magical vaults that unlock the secrets of the history, culture, magic and technology of the V’eshcani and are protected by guardians capable of destroying any not worthy of the knowledge inside.
Arco Sentori, a scholar of the Shynian Empire, discovered the first of the V’eshcan Seals, The Seal of Origin, and was magically imbued with the knowledge of the V’eshcani tongue. This knowledge of the language led to him discovering texts among the ruins of a V’eschani temple on the surface of Endrin. The texts spoke of the presence of other Seals. Sentori made it his life’s work to discover more of the Seals. The second Seal he discovered was The Seal of the Magi which taught him that all living creatures possess the magic of the Gods and can be taught to harness their power.
Before he died Sentori set up the first Order of the Magi, a guild to aid those with the potential to wield the magic of the Gods at higher levels of understanding.
The Shynian Empire
Recently arriving at the Caledon Region the imperial army, with their superior magic, sky ships and magitek made light work of conquering Caledon and its surrounding realms. The Shynian Empire’s discovery of the first of the V’eshcan Seals on one of their realms put them leagues ahead of most realms’ technology levels. The discovery of the first Seal bought knowledge of the V’eshcani tongue and this led to the discovery of the other seals. These other Seals have bought about the Magi, Sky Ships and Magitek. All who wield magic greater than common magic have studied the ways of the Magi. Sky Ships are now used by most realms, which have come to put their own cultural influences on designs. Magitek is currently only produced in the Shynian Empire and is a closely guarded imperial secret since it was discovered after the Ryndou Rebellion.
The Ryndou Empire
Larger than the Shynian Empire but lacking the technical edge, The Ryndou Empire is a series of realms that were formerly under the rule of The Shynian Empire until the Ryndou Rebellion.
Little is known of the details of the rebellion but it is believed to have been instigated by a Magi who blames the Shynian Empire for the appearance of the Taint.
The Taint is a disease that slowly eats away at the magic inside a creature stopping them from being able to use magic, including magical means to absorb more magic. This leaves the creature with a maddening hunger for magic and consuming living flesh of magical creatures the only means of obtaining it. The Tainted will eat anyone and anything, destroying everything on a realm to satisfy their hunger. The disease can only be passed through a bite from a Tainted creature. If you are bitten by a Tainted, the disease will eat your spirit magic; you will become Tainted yourself once the disease has eaten away all your magic. No one is known to have survived the Taint.
Lorn (Campaign starting area)
Lorn is a small realm in the Caledon Region. Lorn is divided into 6 Regents. It has very recently been occupied by the Shynian Empire and is currently experiencing an extended Wynter that has stopped all sky ship travel to and from Lorn.
Lorn is rich in magical aura as it has an abundance of wildlife and plant life. In particular the Lorn Bee’s Honey and Royal Jelly are traded throughout the realms and are known to have healing properties and health benefits. The recent Wynter has stopped all current trade and threatens to destroy the Lorn Bee population as they are not used to the extreme cold of a long Wynter.
Cities of note-
Neolorn City-Built in the style of a honey comb this multi-level city is the largest city and sky ship port on Lorn. Most of Lorn’s trade goes through Neolorn. It is the current base of operations for the Shynian Empire’s occupational forces.
Cascadia-A beautiful city built on the side of a mountain with fine architecture that incorporates a waterfall that runs through the city powering much of the cities transport methods.
Crystal Wyvern-Formed from the crystallised remains of a dragon who was slain by an unknown knight. This city is built inside the dragon’s entire body. The unknown knight was also crystallised and can be seen at the dragon’s mouth gate entrance of the city with his sword still piercing through the dragons jaw. It is believed that the dragon and the knight were somehow both cursed and that one day the curse will wear off and the epic duel will continue centuries later. This Folktale is so strongly feared in Crystal Wyvern, that a tax has been placed on entry to the city. Before entry you must cast one spell upon the unknown knight to sustain the curse.
Western/Eastern Fey Vale-Two of the most beautiful valleys in the Caledon Region, the Fey Vales are home to a number of magical creatures including the Kelpie.
The Wynter is a magical creature with a huge aura of cold. The Wynter affects a realm months before it arrives with signs of plant life dying due to the cold and days shortening as it absorbs the light.
The Wynter is an essential part of a realms cycle; its arrival is the start of the magic returning to the realm itself, back into the ground and into the crystals below. This is believed to be part of a process that keeps a realm in the sky. Without the Wyter it is believed that the magic of the realm would be absorbed into all its plants and creatures and the realm would plummet from the skies.
But an extended Wynter will eventually kill everything on the realm, so the Wynter is usually driven off by the realms greatest heroes before too long, in order to maintain the equilibrium and balance of the cycle.
At the start of the campaign the PC’s are on Lorn. It is up to each player if they live there or are just passing through and were caught by the ice storm and stuck on Lorn. The excessive cold has caused the wild predators of Lorn to begin attacking settlements in order to eat. A group of Magi were sent to drive off the Wynter, but no word has been heard of them for a while and the cold has worsened. The PC’s are currently heading for Neolorn along with a wagon trail of travellers seeking shelter behind Neolorn’s walls and aid or employment from the Shynian Empire’s forces there.