A world of magic, swordmasters, empires, and glory
Eira spans the seas and lands from the Western Ocean to the edges of the steppes. The ancient framework of legions, satrapies, and harbors is intertwined with medieval courts, guilds, and orders. Magic permeates the air like a climate: in some places it is rare and precious, while in others it is dense and dangerous. Intelligent peoples—humans, breeds of beastkin, disparate subspecies of demons, orcs, elves, and dwarves—live intermingled within states rather than as distinct blocks on a map. Monsters can be actors as well. Guilds take contracts across borders. Dungeons do not belong to a crown simply because they lie within its land: they are held by those who survived within and sealed the mouth. The Velar Empire in the east is the largest ongoing crisis of power, but it is not the axis of the entire world. The Orun Kingdom looms from the steppes. Tyr and Shatar hold dense zones of power. Western crowns trade in steel, grain, and contracts.
At dawn on the 21st day of the third month of the year 3127 of the Eira reckoning, the Velar Empire was left without a basileus, though the seal of the throne remains intact. This is but one of many fractures: across the continent, courts bicker with their heirs, guilds control the roads, dungeon mouths are ruled by their masters, and the power of a human, beastkin, demon, orc, elf, dwarf, or monster is not determined by their title.
Магия Эйры управляют ремеслом, даром или пактом, не указом короны. Корона не даёт власти над мастером без его признания. В густой зоне большое необдуманное чудо калечит землю и людей вокруг. Чужую укреплённую теснину или порт без права прохода берут договором, хитростью или штурмом. Подземелье остаётся за тем, кто удерживает устье. При создании нового лица род выбирается из людей, зверолюдей, демонов, орков, эльфов, дворфов и чудовищ; ветвь или подраса уточняется описанием.