Arcane magic has returned, ancient powers have reawakened, and the Dragon Knights have been reborn. Family and friends have strange, unpredictable powers. Ancient heroes now walk the earth. Barbarians serve breakfast at the local inn. The world is changing rapidly.

The Rugg Steppe

‎The Invincible Overlord has claimed the Rugg Steppe. Proclaiming himself to be the Saint of Magic reborn, he plans to resurrect the mythic empire of Arkhosia under his leadership. His flying city of Nova Zuros, risen from ancient ruins, lays siege to the squabbling barons, and his eagle-riders conduct raids across the land. He chokes the wild magicks. His taxes are high. The old roads fall into disrepair. Traveling is dangerous. Everything is dangerous.

You are first-level adventurers. You are friends, and considered by many to be the most capable hands in the Ruggish hamlet of Ladyford. Your people look to you to solve their problems, especially those involving swords, sorcery, and strange goings-on. You have been busy of late.

You are probably one of the Man-Folk, or Aidenns: Dwarves, Goliath, Halflings, and Humans. Your lands are those of civilization and safety. Your ancestors have fought the Vastaya since Ruination. The farms and castles were built by your people, and the empire is your birthright.

You might be one of the Beast-Folk, or Vastaya. During Ruination, your tribes clashed with the cities of men, burning their farms and breaking their castles. You have a spiritual connection to the wild magic of the world. Vastaya native to Rugg are the avian Aarakocra, porcine Orcs, reptilian Tortles, and rodentine Nezumi, though their species are many and varied worldwide. Man-folk will tolerate your presence (if they’re not agents of Saint Invincible), but your true home will be at the campfires of your people.

You could be one of the Elf-Folk, or Seramor: Drow, High Elves, Wood Elves, Half-Elves, and Gnomes. The nation of the fey retreated from the wider world after Ruination, though some were stranded with the man-folk in their cities. The Seramor believe that this world is only a dream, and they will wake at the end of their lives. People will think of you as alien, even though you are probably not from your ancestral homeland, and likely have never been there.

It's possible you are a Dragonborn, a knight of legend born for purpose unclear. When the world was young, people like you fought demons and saved the world. You were born to mortal parents, who did not ask for this honor. People will presume you seek to take command.

You could be a Tiefling, a descendent of the former king of an ancient nation. You have a mixed birthright - your imperial human ancestor made a pact with a devil to bring power to his bloodline. Many of your kind are traveling merchants or priests. People will notice you. Many will be nervous.

If you are a Cleric, Druid, Paladin, Ranger, or Warlock, you have probably had your power for a while. People will know what you can do and how you can help them.

If you are a Bard, Sorcerer, or Wizard, you have likely only discovered your power recently. People will see you as a force without bounds, for better or worse.

If you are a Barbarian, Fighter, Monk, or Rogue, everyone loves you!

A Brief History

Empire and Ruin

Long ago, the empire of Arkhosia dominated the continent. With intimate knowledge of magics, the Ascended nobility and their subjects created wonders of civilization - floating cities, instant travel across the world, and the famous Bloodless Railway. A shame that it could not continue.

Some stories say it was an inevitability; the rare heights of empire were not meant for mortals. Others say it was pure chance - the gods are fickle, and the destruction came without concern for the state of the world. What is agreed is that the event was Ruination, the end of everything.

The floating cities fell, crash-landing upon the earth. Ancient automata, both of war and of peace, deactivated, their spells collapsing even as they turned upon their masters. Sehanine, the largest of the twin moons, collided with her sister and destroyed her, raining destruction. The sun was lost, blotted out by the clouds of dust and smoke. Few survived. The Ascended did not.

The world turned, and the dust cleared.

In this new world, arcanists found that their powers had left them. Only those who relied on divine magic, the priests of gods and nature, could provide succor to the survivors. The most powerful magics of destruction and creation, though, could no longer be wrought. Only the weakest mystic trinkets remained active, pulling what little energy they could from a shattered weave of ley lines.

The Vastaya, blaming the Aidenns for the catastrophe, made war on their villages. Aidennkind, ever tenacious, carved out small sanctuaries from the wilderness and the tribes of beast-folk turned traitorous. The nations of Elves retreated to their deep places, content to abandon the world and return when the danger passed. The great treatises of power and their stories passed into legend.

So it was, for thousands of years. History began to forget the wonders of the Empire, and the damage of Ruination was slow to heal.

Renewal

Though Ruination did heal slowly, the change was sudden for the people. A dozen years ago, people across the world found hidden powers awakening within themselves. Those cabals that kept secret knowledge came to realize that their artefacts were no longer merely useless trinkets. The world had renewed itself, and the threads of mana flowed once more into a great weave of magic. Some thank, or blame, Saint Invincible for this; others are dubious of his claim.

The Elves came from their deep places, and the Vastaya began to realize their folly. With great caution, the Aidenns allowed them back into the fold, though many still cling to the old fears and distrust the beast-folk they fought for generations and the elf-folk who abandoned them.

Now, the world is dark, and few large cities remain. The wild world harbors ancient powers, recently awakened and awaiting those who would turn them to purpose.