Humans
The most widespread people of Eryndor, found in every guild city from Tidehold to Hartland to the desert states. Most follow Dharani.
The World
Four continents, separated by sea. Drag the map to move, scroll or pinch to zoom, and open any marker to read about the place.
Magic
The Weave is the magic of Eryndor. It runs through every living thing and through the world itself, and those who carry deep reserves of it are called the gifted.
Mages shape the Weave through a discipline, and each discipline colours the magic it makes. Most work through a focus: a staff, a blade, a book.
Old accounts speak of a place where the energy that others called magic had a different name, an older name, and moved through the body like breath rather than fire. Nobody alive seems to know what that name was.
The Adventurers' Guild
The Adventurers’ Guild runs contracts, bounties and trade protection in every guild-controlled town of Estara, Sovereth and the Sunreach. It has no reach at all in the Outlands.
Every registered adventurer carries a brooch: an emblem coated in the metal of their rank and bonded to a piece of clothing or gear. It works as a passport. Only its owner can reveal it or mask it, and a brooch registered in Tidehold is honoured in Hartland.
Everyone also knows the ranks are imperfect. They can be gamed, bought or inflated by the right connections. What counts is what you do in the field, not the metal on your chest.
Peoples
The most widespread people of Eryndor, found in every guild city from Tidehold to Hartland to the desert states. Most follow Dharani.
Near-ageless, learned and reclusive. Almost all of them live in Sylvaris, inside a forest that does not let strangers leave, so an elf on the road is a rare thing. Elves remember what the rest of the world has forgotten.
Stubborn, blunt and long-lived, and once the finest smiths in the world. Since the sealing of Karrundeep they are almost never seen on the surface.
Tall, scaled and golden-eyed. Many follow Svarog. Tidehold’s Guildmaster is one, and so is the innkeeper of the Driftwood Haven.
Horned and tailed, with skin in shades such as crimson. The first one the reader meets is a thief in Tidehold’s market.
Hardy and long-lived. Most orcs hail from the north, and they still meet suspicion in the southern cities. Many of those who came south follow Svarog.
Peoples of the northern frontier, numerous in Grokmar, the Sundered City.
Faith
Goddess of the living world
The most widely worshipped god in Eryndor, shared by humans and elves, and split by doctrine into what are almost two religions. Elves hold that Dharani is one with the earth: growth, balance, stewardship. Humans invoke her as the foundation of law, hierarchy and order, and have built councils and conquered in her name. It is the same goddess in two very different spirits.
The Forge
God of craft, fire, metal, honest labour and the hearth. Dwarves, dragonkin and many orcs swear by him, keep forge-shrines and mark their work in his name. Togorn and Tyron do all three.
A faith without temples
There is a third worship, and it has no temples. Its sign is an eye whose lines claw outward. In Book One it turns up scorched into stone, inked in forbidden books, and carved wherever the gifted have been taken.
Powers
A cross-continental institution. When a chapter is short-handed, the network sends adventurers from one city to reinforce another.
The guild authority that appoints Guildmasters. Its choice of replacement for Tidehold, sent all the way from Hartland, raises questions.
Seated in Hartland: the mages, judges and archivists who oversee magical law. Their citadel is said to hold more secrets than the rest of Eryndor combined.
The alliance of the desert city-states. Above trade, its shared purpose is to hold back the dead of Sethara.
The order that mans the Duskwall, sworn to contain what lies behind it.
One of the most feared mercenary companies in Eryndor. They fly no banner, serve no crown and answer only to coin, in amounts that could buy a city. Captain Bardock leads them.