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Welcome to Nir

Over five centuries ago civilization was struck by an arcane blight. Magic was siphoned from those capable of using it. Our crops rotted. Kingdoms fractured and families starved. It is said our avarice and intemperance stoked nature to restore balance. It was the Elves (Afaer) who had ravaged the province of mankind. Their ascendant wisdom of mana heralded an evil unknown — beyond that of the primeval titans.

Now, our homelands are buried beyond the overgrown borders of the frontiers. Gnarled ancient trees and lifelike trumpet vines are quiet remnants of the past’s wild rage. For years, we’ve rebuilt, relearned, and reclaimed only fragments of our past. Minor lords of broken kingdoms vie for power over scarce resources. It is beyond this continent [Ott] where a peaceful legacy may thrive.

Promised wealth, glory, and a fresh start, you joined an adventure guild. Nobles and merchants seeking power pay well to retrieve artifacts and information. You’re an investigator and tomb raider of sorts, often backed by decree. Far from home, you find yourself in the reclaimed settlement of Wolm at the edge of the ___ wilderness. However, It seems the promise of frontier enterprise invites trouble. Your guild’s leader has turned up dead — killed at the hand of the lord’s mercenaries. Strange rumors unfold as you realize the wilds of Nir are not as quiet as you had hoped.