Unnamed FU Game: Difference between revisions

From Dramatis Personae
Eire (talk | contribs)
No edit summary
Eire (talk | contribs)
 
(2 intermediate revisions by the same user not shown)
Line 84: Line 84:
* ''The depiction of violence. By default, Fabula Ultima expects little elements of gore and blood: much like in classic JRPGs, death is portrayed as a character kneeling or vanishing in a cloud of spiritual particles — but still talk about the kind of scenes and descriptions people are okay with.''
* ''The depiction of violence. By default, Fabula Ultima expects little elements of gore and blood: much like in classic JRPGs, death is portrayed as a character kneeling or vanishing in a cloud of spiritual particles — but still talk about the kind of scenes and descriptions people are okay with.''
* ''The nature of evil. Story elements such as mind control, the persecution of a minority, or violent imperialism are all common tropes in tabletop games, but for some, they are very real and tangible threats. Strive to make sure the game is a safe space.''
* ''The nature of evil. Story elements such as mind control, the persecution of a minority, or violent imperialism are all common tropes in tabletop games, but for some, they are very real and tangible threats. Strive to make sure the game is a safe space.''
== World Creation ==
== The World of Gaia ==
You will need the world sheet and the map sheet.
The heavens of Gaia would be most unfamiliar to a denizen of Earth. The sun is distant and, though warm, does not warm the surface of Gaia as effectively as Earth's sun does; the poles of the world are frozen, impassible glaciers that can harbour no life. The moon looms large, making the land unstable, with towering mountains and sea-side cliffs impeding the travel of explorers. Finally, a trio of glittering rings circle the world, remnants of unknown origin which serve to illuminate the land even at night.


The flowchart on the next page describes the world creation process. If you want, give your setting a name: even something as simple as Earth, Gaia or The Planet will work fine... we do the same in our real world, after all!
Beneath the heavens, the lands are far more treacherous than would be familiar to a native of Earth. Weather is frequent and fierce, and the lands are occupied not only by beasts, but also by monsters... yet man has somehow managed a foothold here, all the same. Everything here bears a soul, and through those souls they are connected to the Sea of Souls, the place where all life begins and ends.


As explained on page 14, all Fabula Ultima worlds share some core elements — the Eight Pillars. When creating your setting, keep those elements in mind! Pay special attention to the following:
Gaia is a vast world, still in the early days of discovery. Distant lands lie unexplored, awaiting the footsteps of man... if they don't destroy themselves, first.


* Souls. Everything living and unliving is connected by the stream of souls. Some worlds might feature machinery fueled by soul energy, while in other settings, spiritual corruption might give birth to monstrous creatures. Discuss what people generally know about souls in your world.
== Unfinished World Building ==
* Conflicts and struggles. The cultures populating your world haven’t been able to unite themselves under a single banner. Their motives can range from centuries-old rivalries, ideological or religious strife, misunderstandings, perhaps even the cruelties of one nation against the other. Drawing inspiration from the real world can be a good idea, as it is (unfortunately) rife with turmoil and injustice.
#''Answered''
* A fantastical, diverse world. When creating your setting, you shouldn’t concern yourself with realism, verisimilitude, or historical accuracy. A city-state inspired by ancient Greece might be bordering with a flying fortress, guarded by warriors clad in Song Dynasty-style armor and practicing a form of alchemy similar to that of the Italian Renaissance.
#''Answered''
 
#''Answered''
What really matters is for each location's appearance to reflect the themes and emotions it will embody within your story. The flowchart presents the world creation steps in a more intuitive order, but you’re always free to go back and make adjustments when needed. The most important part is that everyone can share ideas freely. Whenever a step states that “each person should contribute an element”, that doesn’t mean they must come up with it entirely on their own: as with any other aspect of this game, dialogue and communication are key to a good experience!
#''Answered''
 
# Choose a shape for your world: is it round, flat, or are the regions floating amidst the clouds? Could it be donut-shaped, in typical JRPG fashion? You might even decide that the shape of your world is yet to be discovered!
#* Dim Sun: The planet’s sun is either too small or too far away compared to the Earth’s sun. The planet will be abnormally cold. The planet might be covered in glaciers, and will likely have enormous polar ice caps.
#* Big Moon: The moon is either abnormally large or abnormally close to the planet. The increased gravity creates violent tidal shifts, and might cause the planet’s geological features to be abnormally tall or short. Sea-side cliffs and huge tidal zones take the place of the Earth’s sandy beaches.
#* Planetary Belt: The planet is orbited by a belt of some solid substance such as rocks, crystals, ice, or debris. If the belt is relatively new, it may be stretched around the planet vertically, but over time the rotation of the planet will pull the belt into a roughly flat disk with roughly even distribution.
#* Dense: Most people live in cities. A small portion of the population works the farms outside of cities, producing enough food to feed the multitudes. Goods might come from all over the world.
# Grab a map sheet that fits your concept (or draw a custom map; just make sure to leave plenty of blank space for settlements and locations). Your world can span more than one sheet, of course — but let’s keep things simple for now. Remember to establish the length of a travel day on the map (see page 106).
#* We'll generate the map as we go, starting with a small "regional" map. I intend to use a hex grid where one hex is one day's travel.
# What is the role of magic and technology in your setting? Are you living in an age of industrial development, or is it more Renaissance-like? Is magic seen as a form of science, or mostly as a great mystery?
# Create the major kingdoms and nations of your world, mark their borders on the map and discuss their relations: mutual trust, strained alliances, or open conflict? Each person at the table should contribute at least one kingdom or nation during this step, providing some details about their customs, beliefs, industry, denizens, and creatures.
# Discuss the major historical events that shaped your world into what it is. Each person at the table should contribute at least one important event that dramatically altered the history of your setting.
# Discuss the major historical events that shaped your world into what it is. Each person at the table should contribute at least one important event that dramatically altered the history of your setting.
# What are the great enigmas and mysteries of the world? The questions left unanswered, and the truths that are now indistinguishable from legend? Each person at the table should contribute at least one mystery of the world that they want to explore over the course of the group’s adventures.
# What are the great enigmas and mysteries of the world? The questions left unanswered, and the truths that are now indistinguishable from legend? Each person at the table should contribute at least one mystery of the world that they want to explore over the course of the group’s adventures.
# What terrible threats cast a shadow over your world? Environmental disasters, furious deities, power-hungry empires, or perhaps even clouds of corrupting miasma that are enveloping and consuming the land? Each person at the table should contribute a threat, preferably something that is endangering the future of entire nations. The Game Master will base a majority of their villains and antagonists on these worldwide threats.
# What terrible threats cast a shadow over your world? Environmental disasters, furious deities, power-hungry empires, or perhaps even clouds of corrupting miasma that are enveloping and consuming the land? Each person at the table should contribute a threat, preferably something that is endangering the future of entire nations. The Game Master will base a majority of their villains and antagonists on these worldwide threats.


== The Known World ==
== The Kingdom of Venira and Surrounding Areas ==
[[File:Rudimentary world hex carve.png|center|thumb|1100x1100px|Rudimentary Starting Map]]
[[File:Venira and Surrounding Areas.png|alt=The Kingdom of Venira and Surrounding Areas|center|thumb|1000x1000px|The Kingdom of Venira and Surrounding Areas]]Dominating the known world, the Kingdom of Venira, ruled over by King Klair the Fifth, is a land suffering the vagaries of the past. Centuries ago, the development of alchemy led to a reputed golden age... but only ruins remain of that era. The official histories state that rampant overuse of alchemy led to corruption of the land, resulting in tainted and twisted terrain, malignant monstrosities, and even warped spirits; for a long period, alchemy was anathema, forbidden to be practiced, though this prohibition has not been enforced for a generation. What remains of the damage from that era lies buried beneath the surface of the land... and none are certain of its current effects.
 
=== Venira Proper ===
Historically, everything that lies between the mountains of the Comb comprises the Kingdom; none of the surrounding settlements are powerful enough to threaten Venira's autonomy, and so the dynasty has remained for centuries. The capital city, also called the City of Nobles, is a place of strict order. and is home to the Veniran College of Magic, which teaches all known disciplines of magic and works to reverse the damage alchemy has done to the world. Not everyone believes that alchemy is inherently bad, and thus even that is practiced here... but the people at large are still wary.
 
Despite the relative peace of the land, a standing army nonetheless surveils the land and serves as the enforcement arm for the King's tax collectors. Such protections are necessary, not only from bandits, but also from the corrupted creatures which roam the land, collectively referred to as ''chimaera'' by the scholars of the world. Most settlements sit behind walls for their own protection. Life is not all bad, however. In many places, magic is used along with engineering to produce practical technology for use by the populace, lending the people a quality of life not experienced by prior generations.
 
Most people of Venira are human, though a smattering of every species can be found throughout the Kingdom.
 
=== Oasis and the Fallen City ===
East of Venira, across the Comb, lies a barren desert. The further east one travels, the more the earth dries and decays, until nothing remains but dunes and valleys of endless sand and salt. Somewhere amidst the dunes lies the broken wreckage of the Fallen City, a place which was once reputed to fly through the sky... until the alchemy that sustained it failed, and it crashed to earth, destroying the land beneath it and resulting in the desert that remains today. Unlike the cooler temperatures of the plains of Venira, the desert sands are hot, forcing many to wear lighter and more exposed clothing than is typically seen.
 
Between the dunes and the mountains lies a small settlement, Oasis, home to the native beastfolk of the region. A poor settlement at best, it is the only independent town in the region; any other settlements tend to be camps or outposts belonging to other kingdoms with interests in the rich mineral wealth of the area, not to mention whatever secrets lie buried in the desert. In addition to the natives, the desert also became a popular place of exile; many of the criminals and downtrodden have gravitated toward Oasis as a result, making it a dangerous place to live and work.
 
=== The Principalities ===
Southwest of Venira, through the mountains, lies an idyllic region known as the Principalities. Occupied by a fiercely independent people, it has resisted any sort of consolidation, resulting in a land of numerous small city-states and colonies, all in contention over the agricultural bounty of the area.
 
The best known settlement in the region is the coastal town of Merbord. Though primarily home to fishermen and boat-people, rumours persist that Merbord is a nest of pirates which terrorize both the Queendoms to the north and the western coast of the Kingdom of Venira, seemingly unfazed by the Ceaseless Storm. Those who live here are a rough and harsh people, to whom only strength and coin matter.
 
==== The Ceaseless Storm ====
The sea to the west of the Comb is endlessly agitated due to a confluence of factors. Most people who venture out into the ocean stay to the south, crossing the inland sea between the Kingdom of Venira and the Principalities, or to the north, through the frigid waters leading to the Queendoms.
 
However, a very few people have braved the endless storm in the midst of the sea, and though maddened by their experience, return to claim that at the heart of the storm lies an island harbouring a terrible secret. Over time, these tales have led to the region also being known by another name: the Forsaken Land.
 
=== The Twin Queendoms ===
North of the Principalities, and northwest of the Kingdom of Venira, lie a pair of large island nations covered in cool rainforest. These are the Twin Queendoms, home to a pair of elven species, the Aesir and the Vanir. The two Queendoms have been locked in a tense stalemate for centuries, despite the similarities between the two cultures; supposedly, the two elven species practice diametrically opposed magical disciplines, though whether this is the source of the dispute is not known for certain.
 
=== Borealis and Snowcloak ===
North of the Kingdom of Venira, through a treacherous wooden mountain pass, lie deep snowfields occupied by a hardy people. At the center of these snowfields lies Snowcloak, a settlement said to be built of ice and packed snow. The mountains dividing the Snowcloak region from the deeper cold of the northwest are said to host a number of hot springs, which occasionally tempt people to venture further north to visit them.
 
Nothing, however, serves to attract people past the mountains into the frozen region of Borealis, however. The mountains here are dominated by an icy glacier, and beyond that is only said to lie death and more snow.

Latest revision as of 17:06, 26 October 2025

The Eight Pillars

ANCIENT RUINS AND HARSH LANDS

The world is an ancient and dangerous place: cities and villages are separated by vast plains, scorching deserts, frozen peaks and impenetrable forests. The land is dotted with crumbling fortresses and shrines devoted to deities whose names have been lost to time. Past civilizations and ages of darkness have left behind a world of powerful artifacts and cryptic legends, as well as magical (and often dangerous) places.

A WORLD IN PERIL

Villages, castles, and city-states are among the few areas that aren’t literally crawling with monsters, brigands, and hostile creatures. Far more dangerous still are Villains, powerful antagonists casting their shadow over the entire land. Cruel sorcerers, evil gods seeking reincarnation, power-hungry emperors, perhaps even alien entities: there’s a single, unspeakable terror behind the dangers of the world, and our heroes are bound to cross its path sooner or later.

CLASHING COMMUNITIES

The world may be in danger, but its inhabitants are still divided by ancient grudges: religious schisms, memories of war crimes, and the conflict between magic and science are among the most common causes of enmity. Reuniting these communities will be key to defeating the great evils of the world; the protagonists should help them overcome their hostilities and see their differences as blessings instead of obstacles.

EVERYTHING HAS A SOUL

All matter that forms the world, including its creatures, the earth, sky, sun, and stars are part of a vast flow of spiritual energy. The origin, nature, and function of this energy may vary depending on the world you create, but its presence is undeniable and anyone possessing the ability to manipulate it (be it through magic or science) is a force to be reckoned with.

MAGIC AND TECHNOLOGY

In every Fabula Ultima world, science and magic represent two different ways of studying and manipulating reality: one concerns itself with the tangible nature of matter, the other with the souls that dwell within it — two sides of the same coin. Miraculous machinery might be hidden beneath the ruins of an ancient civilization, and even the most powerful wizards will often make use of vehicles and airships. Many of these worlds also feature an unusual discipline that combines magic and technology into magitech: metal soldiers animated by the souls of the fallen, bombs that can unleash elemental mayhem, and flying machines fueled by wind spirits are only a few examples of what can be created by this hybrid craft.

HEROES OF MANY SIZES AND SHAPES

Fabula Ultima’s protagonists are full-fledged heroes, extraordinary individuals that possess unique abilities and whose actions will shape the fate of the world. While some may not be noble paladins or virtuous paragons of justice, even the thieves and dark knights among them have a fundamentally good nature and can be trusted to do the right thing when the situation gets desperate. In line with the video game genre Fabula Ultima draws inspiration from, our heroes do not follow any rule of realism: be they children with incredible magical powers or elderly warriors able to single-handedly challenge an entire army, all that matters is their strength of spirit.

IT'S ALL ABOUT THE HEROES

Any relevant event in a game of Fabula Ultima is tied to the heroes, either directly or indirectly. Dramatic plot twists shall happen when the protagonists are present on the scene, and the great powers (and evils) of the world shall pay them special attention. Following the same logic, the heroes’ determination will allow them to achieve the impossible, such as defeating an empire or sealing away a powerful deity.

MYSTERY, DISCOVERY, AND GROWTH

This game is built upon discovery: of ancient mysteries and forgotten powers, yes, but most of all, of the heroes themselves, of their feelings, and of what they are willing to do in order to fight against darkness. Fabula Ultima’s protagonists are complex and sometimes tragic figures, and their journey will change them forever.

Natural Fantasy

Floating amidst a lush expanse of verdant forests, snow-capped mountains, and crystal-clear lakes, small villages slumber peacefully, coexisting with the beasts and elemental forces of the wilderness. Underneath it all lie the ruins of mysterious past civilizations that once ruled this world of Natural Fantasy.

NATURAL FANTASY THEMES AND PROTAGONISTS

Tales of natural fantasy often revolve around warmth and community, harmony with nature and beasts, and the tragedy that befalls when the hearts of the people grow so dark that they twist and corrupt the very places they live in. Their protagonists are often very young and come from the same village:

  • The daughter of the village chief, seeking to prove her worth.
  • The apprentice blacksmith who saw a terrible creature in the forest.
  • The young hermit who stumbled upon the entrance to a magical ruin.
  • The witch who knows of a prophecy dating back to the Ancestors.
  • The wandering warrior who mistakenly angered a local spirit.

Together they must mend the hearts of their community and confront those who stir sentiments of hatred and mistrust, to prevent this darkness from corrupting the very balance of the world around them.

NATURAL FANTASY LOCATIONS

In a natural fantasy world, every location and vista is deeply immersed in vibrant colors and populated by great beasts and monsters. There are no cities and roads, only small villages and narrow paths. But as our heroes venture into ruins or deep into the darkest forests, things change — these forbidden places are alien and magical, cold and terrifying. Things that were meant to be forgotten dwell there...

NATURAL FANTASY MAGIC

Magic is strongly tied to nature, life, and the elements: its traditions are largely oral, passed down from elder to apprentice, and a mystery to most people. The magic found in the ruins, however, is cold and artificial, a remnant of an age of golems and machinery that defied and angered the forces of nature.

NATURAL FANTASY ANTAGONISTS

In a natural fantasy world, antagonists tend to be disastrous calamities or ancient and powerful monsters. When the antagonist is a person, they are often misguided or acting for what they believed to be good for their community: most of the time, they will see reason after the heroes thwart their plans. The "true enemy", however, is generally something that cannot be reasoned with, such as the immortal embodiment of a natural disaster that will require great sacrifices to placate.

Session Zero

Commitment and Expectations

The game will be play-by-post, but with a time window on Sunday morning/afternoon for some concerted progress, such as major events.

  • Sheep: 11 AM to 2 PM (Mexico Time)
  • Eire: 12 PM to 3 PM (Mountain Time)
  • Vex: 2 PM to 5 PM (Eastern Time)

Players will create appropriate characters for the game, two apiece. The GM will be responsible for all NPCs unless otherwise noted.

Tone and Themes

The tone should be lighthearted with tense moments, akin to a Tales game. Characters should be compatible but do not necessarily need to be friends.

  • Sheep noted that he wanted a mixture of childhood friends and total strangers, where disagreements are possibly, but characters are not antagonistic toward each other.
  • Vex suggested orphans raised by the same governess before being adopted out, and is okay with a little strife between characters, especially if it's romantic tension.

Unanswered questions:

  • Would you prefer a heavily dramatic tale dealing with complex situations and emotions, or would you rather tell a fantastical story where good and evil are easily told apart?
  • Are there any themes you strongly wish to explore during play?

Rules and Challenge

We'll check for experience after facing a hardship. For example, if there's a dungeon, experience gains will come after the dungeon. If there's a long session of treating with hostile locals to earn their trust, experience gains will come after that. And so on.

I'm considering adopting the Blitz rules for combat XP, and will be using the Procedural Hex Travel rules created by Aaron Jolliffe along with a few tables from d4 Caltrops for overland travel, but intend to otherwise use the core rules and official atlases only.

  • Sheep noted that while some challenge is accepted, narration and story should come first.
  • Vex feels like he might like to max out his character.

Safety

As expected, we're all fairly familiar with each-other's preferences, but we did draw a hard line against sexual abuse or assault, outside of potential backstory elements.

Unanswered questions:

  • The depiction of violence. By default, Fabula Ultima expects little elements of gore and blood: much like in classic JRPGs, death is portrayed as a character kneeling or vanishing in a cloud of spiritual particles — but still talk about the kind of scenes and descriptions people are okay with.
  • The nature of evil. Story elements such as mind control, the persecution of a minority, or violent imperialism are all common tropes in tabletop games, but for some, they are very real and tangible threats. Strive to make sure the game is a safe space.

The World of Gaia

The heavens of Gaia would be most unfamiliar to a denizen of Earth. The sun is distant and, though warm, does not warm the surface of Gaia as effectively as Earth's sun does; the poles of the world are frozen, impassible glaciers that can harbour no life. The moon looms large, making the land unstable, with towering mountains and sea-side cliffs impeding the travel of explorers. Finally, a trio of glittering rings circle the world, remnants of unknown origin which serve to illuminate the land even at night.

Beneath the heavens, the lands are far more treacherous than would be familiar to a native of Earth. Weather is frequent and fierce, and the lands are occupied not only by beasts, but also by monsters... yet man has somehow managed a foothold here, all the same. Everything here bears a soul, and through those souls they are connected to the Sea of Souls, the place where all life begins and ends.

Gaia is a vast world, still in the early days of discovery. Distant lands lie unexplored, awaiting the footsteps of man... if they don't destroy themselves, first.

Unfinished World Building

  1. Answered
  2. Answered
  3. Answered
  4. Answered
  5. Discuss the major historical events that shaped your world into what it is. Each person at the table should contribute at least one important event that dramatically altered the history of your setting.
  6. What are the great enigmas and mysteries of the world? The questions left unanswered, and the truths that are now indistinguishable from legend? Each person at the table should contribute at least one mystery of the world that they want to explore over the course of the group’s adventures.
  7. What terrible threats cast a shadow over your world? Environmental disasters, furious deities, power-hungry empires, or perhaps even clouds of corrupting miasma that are enveloping and consuming the land? Each person at the table should contribute a threat, preferably something that is endangering the future of entire nations. The Game Master will base a majority of their villains and antagonists on these worldwide threats.

The Kingdom of Venira and Surrounding Areas

The Kingdom of Venira and Surrounding Areas
The Kingdom of Venira and Surrounding Areas

Dominating the known world, the Kingdom of Venira, ruled over by King Klair the Fifth, is a land suffering the vagaries of the past. Centuries ago, the development of alchemy led to a reputed golden age... but only ruins remain of that era. The official histories state that rampant overuse of alchemy led to corruption of the land, resulting in tainted and twisted terrain, malignant monstrosities, and even warped spirits; for a long period, alchemy was anathema, forbidden to be practiced, though this prohibition has not been enforced for a generation. What remains of the damage from that era lies buried beneath the surface of the land... and none are certain of its current effects.

Venira Proper

Historically, everything that lies between the mountains of the Comb comprises the Kingdom; none of the surrounding settlements are powerful enough to threaten Venira's autonomy, and so the dynasty has remained for centuries. The capital city, also called the City of Nobles, is a place of strict order. and is home to the Veniran College of Magic, which teaches all known disciplines of magic and works to reverse the damage alchemy has done to the world. Not everyone believes that alchemy is inherently bad, and thus even that is practiced here... but the people at large are still wary.

Despite the relative peace of the land, a standing army nonetheless surveils the land and serves as the enforcement arm for the King's tax collectors. Such protections are necessary, not only from bandits, but also from the corrupted creatures which roam the land, collectively referred to as chimaera by the scholars of the world. Most settlements sit behind walls for their own protection. Life is not all bad, however. In many places, magic is used along with engineering to produce practical technology for use by the populace, lending the people a quality of life not experienced by prior generations.

Most people of Venira are human, though a smattering of every species can be found throughout the Kingdom.

Oasis and the Fallen City

East of Venira, across the Comb, lies a barren desert. The further east one travels, the more the earth dries and decays, until nothing remains but dunes and valleys of endless sand and salt. Somewhere amidst the dunes lies the broken wreckage of the Fallen City, a place which was once reputed to fly through the sky... until the alchemy that sustained it failed, and it crashed to earth, destroying the land beneath it and resulting in the desert that remains today. Unlike the cooler temperatures of the plains of Venira, the desert sands are hot, forcing many to wear lighter and more exposed clothing than is typically seen.

Between the dunes and the mountains lies a small settlement, Oasis, home to the native beastfolk of the region. A poor settlement at best, it is the only independent town in the region; any other settlements tend to be camps or outposts belonging to other kingdoms with interests in the rich mineral wealth of the area, not to mention whatever secrets lie buried in the desert. In addition to the natives, the desert also became a popular place of exile; many of the criminals and downtrodden have gravitated toward Oasis as a result, making it a dangerous place to live and work.

The Principalities

Southwest of Venira, through the mountains, lies an idyllic region known as the Principalities. Occupied by a fiercely independent people, it has resisted any sort of consolidation, resulting in a land of numerous small city-states and colonies, all in contention over the agricultural bounty of the area.

The best known settlement in the region is the coastal town of Merbord. Though primarily home to fishermen and boat-people, rumours persist that Merbord is a nest of pirates which terrorize both the Queendoms to the north and the western coast of the Kingdom of Venira, seemingly unfazed by the Ceaseless Storm. Those who live here are a rough and harsh people, to whom only strength and coin matter.

The Ceaseless Storm

The sea to the west of the Comb is endlessly agitated due to a confluence of factors. Most people who venture out into the ocean stay to the south, crossing the inland sea between the Kingdom of Venira and the Principalities, or to the north, through the frigid waters leading to the Queendoms.

However, a very few people have braved the endless storm in the midst of the sea, and though maddened by their experience, return to claim that at the heart of the storm lies an island harbouring a terrible secret. Over time, these tales have led to the region also being known by another name: the Forsaken Land.

The Twin Queendoms

North of the Principalities, and northwest of the Kingdom of Venira, lie a pair of large island nations covered in cool rainforest. These are the Twin Queendoms, home to a pair of elven species, the Aesir and the Vanir. The two Queendoms have been locked in a tense stalemate for centuries, despite the similarities between the two cultures; supposedly, the two elven species practice diametrically opposed magical disciplines, though whether this is the source of the dispute is not known for certain.

Borealis and Snowcloak

North of the Kingdom of Venira, through a treacherous wooden mountain pass, lie deep snowfields occupied by a hardy people. At the center of these snowfields lies Snowcloak, a settlement said to be built of ice and packed snow. The mountains dividing the Snowcloak region from the deeper cold of the northwest are said to host a number of hot springs, which occasionally tempt people to venture further north to visit them.

Nothing, however, serves to attract people past the mountains into the frozen region of Borealis, however. The mountains here are dominated by an icy glacier, and beyond that is only said to lie death and more snow.