Cherreads

Prologue

Hello everyone. My name is Arhont. I would like to tell you that the prologue is too long. Yes, it is long. If you want to read it, read it according to your wishes. What I want to say here is that all of this will also be explained in detail in the storyline itself. So if you wish, at your discretion, you can say that this is lore. fr

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The actured world of Ennarch, where magic is intertwined with technology.

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Te third continent, Arcana, is wild lands with ancient temples and ruins, where tribes of beastfolk and hunters rule. Here elemental magic permeates the air, and ancestral spirits whisper in the wind. The tribes of Arcana live in harmony and conflict simultaneously, guarding their secrets and preserving ancient rituals capable of awakening forces that could change the world. Among them circulate legends about the awakening of the Primordial Mother of Darkness, whose return may herald an apocalypse.

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The bodies of water between the continents are filled with pirate flotillas and aerial caravans. These routes are arteries of trade, knowledge, and secret agreements, yet they are also arenas for betrayals, battles, and covert operations. No state in the world of Ennarch fully trusts another, and every deal can lead either to an alliance or to war.

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Throughout the world, there exist nineteen basic magical forces, each manifesting through a unique tattoo and special abilities. Among them stands out the rare and terrifying power of Shadow, a source of both might and madness. Only the chosen can wield it, and only one can become the one who will change the fates of all three continents.

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The power of Shadow is one of the most mysterious and frightening magical forces in Ennarch. It is considered ancient and rare because it is connected not only to absolute darkness but also to borderline realities where worlds intersect and the boundaries between life and death blur.

According to legends, the first Shadow bearers appeared during the era of the Great Schism, when gods deprived of power over light began seeking strength in darkness itself. Those who mastered Shadow could create armies of shadow warriors, something between the living and ghosts, capable of moving through shadows and penetrating the most fortified fortresses.

However, the price was high: Shadow bearers lost part of their humanity, and sometimes their consciousness split from a living shadow, an entity that could break free from control and destroy the mage themselves. Because of this, many considered them cursed, outcasts, or potential threats to all of society.

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Everyone in this world who possesses magic has a tattoo as well. And every magic has its class.

1. Shadow (rare)

Essence: Control over absolute darkness, creation of shadow armies, reality distortion, stealth, and destruction.

Manifestation: Temperature drops, light goes out. The bearer's shadow lives separately.

Tattoo: A shimmering black mark along the spine, "crawling" across the body when used.

Specialization: Assassination, espionage, suppression.

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1. Rust

Essence: Metal that obeys the mage's will. Erodes enemy weapons, creates armor and blades.

Manifestation: Appearance of metallic corrosion on the body and ground.

Tattoo: Jagged patterns like mechanisms, most often on the hands.

Specialization: Armor, weapons, combat suppression.

1. Blood

Essence: Control and manipulation of one's own or another's blood. Body enhancement, blood oaths, curses.

Manifestation: Blood may "surface" on the skin and not flow downward.

Tattoo: A venous network darkening on the skin, often on the chest or neck.

Specialization: Rituals, control, enhancement.

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1. Poison

Essence: Toxins, physical, mental, and magical.

Manifestation: Appearance of vapors, a "green mist." Victims writhe in hallucinations.

Tattoo: Winding lines like a serpent.

Specialization: Slow killings, torture, weakening.

1. Sand

Essence: Power of oblivion and destruction, sandstorms, pinpoint "erasure" of objects and memory.

Manifestation: Everything crumbles into sand. Sometimes a desert wind sounds.

Tattoo: Patterns of granular lines, often on the legs.

Specialization: Erasure, camouflage, temporary disorientation.

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1. Rot

Essence: Power of decay and putrefaction. Everything rots: flesh, mind, morality.

Manifestation: The body emits a foul stench, everything nearby blackens.

Tattoo: Eaten away symbols like burns.

Specialization: Destruction, curses, biological weapons.

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1. Voice

Essence: Magic of sound. Hypnosis, scream, sonic weaponry.

Manifestation: The bearer's voice acquires resonance. Echoes, crackling appear.

Tattoo: Wavelike bands from the throat across the collarbones.

Specialization: Manipulation, destruction, mental pressure.

1. Claw

Essence: Transformation of body parts into bestial weapons, claws, teeth, tails. Enhancement of instincts.

Manifestation: Claws grow, eyes become wild, breathing quickens.

Tattoo: Stripes and claw marks.

Specialization: Close combat, pursuit.

1. Ash

Essence: Control over the ashes of the dead. Ghosts, curses, blind phantoms.

Manifestation: Ash rises and takes on the forms of the dead.

Tattoo: Symbols of death cults, inscriptions in the language of the dead.

Specialization: Necromancy, information, fear.

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1. Ice

Essence: Freezing of matter and emotions.

Manifestation: Temperature drops sharply, air freezes.

Tattoo: Crystals and snowflakes on the shoulders, chest.

Specialization: Space control, slowing, traps.

1. Wing

Essence: Control over gravity and flight. Aerial dominance.

Manifestation: Whirlwinds underfoot, a sensation of pressure. Sometimes an illusion of wings.

Tattoo: Feathers spreading across the shoulder blades.

Specialization: Maneuverability, mobility, aerial combat.

1. Eye

Essence: Cursing through a glance. Sees truth, hidden auras, weaknesses.

Manifestation: One or both eyes grow cloudy, become inhuman.

Tattoo: Pupils, irises, lines on the face.

Specialization: Information, suppression, gaze attacks.

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1. Pain

Essence: The more pain, the more power. Can transmit pain, amplify it.

Manifestation: Injuries do not heal but strengthen the bearer.

Tattoo: Cracks across the body as if the skin is splitting.

Specialization: Torment, duels, fear.

1. Fire

Essence: Flame fueled by emotions. Can take forms.

Manifestation: The air shimmers, the skin glows. The flame is alive.

Tattoo: Charred lines like burns.

Specialization: Attacks, control, destruction.

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1. Wind

Essence: Manipulation of currents, speed, resonance.

Manifestation: Ringing in the ears, sharp gusts, supersonic movements.

Tattoo: Spirals, waves along the legs or lower back.

Specialization: Speed, pressure, invisible strikes.

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1. Beast

Essence: Control over animals, merging with them, awakening bestial consciousness.

Manifestation: Eyes and behavior of a beast. An aura like a predator's.

Tattoo: Paw prints, fangs, stripes along the back and neck.

Specialization: Summoning, enhancement, hunting.

1. Earth

Essence: Control of stone, soil, density. Can reinforce the body with minerals, create barriers, earthquakes.

Manifestation: Rumbling underfoot, vibrations in the air. Skin may crack like rock. Tattoo: Angular geometric patterns resembling cracks in stone. Usually on the legs and back.

Specialization: Defense, terrain control, destruction. Some can "bury" themselves in the ground and abruptly emerge from beneath enemies.

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1. Water

Essence: Currents, pressure, freezing mist, steam. Can change state (water, steam, ice).

Manifestation: Moisture condenses around. Often a light rain or mist appears. The bearer's hair and clothing begin to "flow."

Tattoo: Wavelike, smooth patterns on the arms, neck, or chest. Sometimes they look like a whirlpool.

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Light

Essence: Manipulation of light, blinding rays, illusions, dazzling, purification. Light can both heal and burn.

Manifestation: The bearer's eyes and tattoos begin to glow. Everything around is either brighter or darker by contrast.

Tattoo: Radial patterns like a sun or radiant rays. Usually on the chest or neck.

Mostly they have white eyes.

Those in whom light appears, many believe they are messengers of the gods, heroes of this world!

Hybrids also exist, they occur rarely, when one parent is of a different type.

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1. Bloodshadow (Blood + Shadow)

Briefly: Shadows made of blood, living and obedient. Assassination and camouflage.

1. Light Devourer (Shadow + Light)

Essence: Creation of a void where neither light nor sound exists.

Manifestation: A black sphere without sound. People inside it go mad.

Tattoo: Rings of light and darkness around the eyes.

Specialization: Isolation, assassination, torture.

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1. Iron Pain (Rust + Pain)

Essence: The more wounds, the stronger the armor. Flesh becomes steel.

Manifestation: Wounds bleed rusty needles.

Tattoo: Scars like welding seams.

Specialization: Duels, avengers, sieges.

1. Serpentwhisper (Poison + Voice)

Essence: Words become poison. A single whisper causes internal rot.

Manifestation: The victim coughs up black sludge, losing will.

Tattoo: Whispering serpents coiling around the neck.

Specialization: Interrogations, manipulation, traceless killings.

1. Glass Sand (Sand + Light)

Essence: Blinding storms of glass sand.

Manifestation: Dust stings the eyes, everything covered in sparkling fragments.

Tattoo: Tiny glimmering points like mirror dust on the hands.

Specialization: Illusions, territory control.

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1. Corpse Ice (Rot + Ice)

Essence: Freezes decay, creates ice from corpses.

Manifestation: Ice containing internal organs, icy mummies.

Tattoo: Frosty cobwebs intertwined with carrion.

Specialization: Necro-capture, sieges, curses.

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1. Rupturing Voice (Voice + Wind)

Essence: A scream capable of tearing flesh, bones, mind.

Manifestation: A shockwave in the form of sonic resonance.

Tattoo: Waves radiating from the chest like a shockwave aura.

Specialization: Mass destruction, crowd suppression.

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1. Frenzied Claw (Claw + Beast)

Essence: Merging with the primal beast, loss of control, surge of strength.

Manifestation: Metamorphoses, scales, roars, elongated bones.

Tattoo: Bestial claws with chains like a seal of rage.

Specialization: Assault, suppression, berserkers.

1. Ashen Gaze (Ash + Eye)

Essence: Sees the souls of the dead, can burn them with a glance.

Manifestation: Gray ash flies from the eyes, enemies go blind.

Tattoo: Ashen pupils cut across the face.

Specialization: Exposure, necro-search, anti-entity.

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1. Icy Shackle (Ice + Earth)

Briefly: Freezes the landscape, slows all living things.

1. Wing Break (Wing + Pain)

Essence: The more painful, the higher the flight. Power grows through falls.

Manifestation: Bloody feathers tearing from the back.

Tattoo: Wings covered in cracks and thorns.

Specialization: Aerial attacks, agonizing enhancement.

1. False Gaze (Eye + Light)

Essence: Creation of illusory truths. Shows people false images.

Manifestation: Victims see horrors that do not exist.

Tattoo: Multiple pupils like mirrors around the real eyes.

Specialization: Psychological terror, blindness, mental traps.

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1. Crack of Pain (Pain + Earth)

Essence: Every point of pain causes an earthquake beneath one's feet.

Manifestation: Moan, crack, the ground breaks apart around.

Tattoo: Expanding cracks from wounds.

Specialization: Duels, terrain destruction.

1. Devouring Sand (Fire + Sand)

Essence: Hot sand that devours everything like a fiery sea.

Manifestation: Dunes ignite. Sand melts armor.

Tattoo: Sandy spirals with tongues of flame.

Specialization: Purification, sieges, suppression.

1. Storm Roar (Wind + Beast)

Essence: Bestial nature through a hurricane. Swift attacks and strikes from all sides.

Manifestation: Wind's roar like a beast's howl. The wind cuts.

Tattoo: A hurricane with a maw inside.

Specialization: Speed, attack, hunting.

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1. Rot Breath (Beast + Rot)

Briefly: Infected beast, decaying everything around.

1. Stonebreaker (Earth + Rust)

Essence: Creation of iron stone that destroys everything.

Manifestation: Stone covered in rusty thorns, cracking as it moves.

Tattoo: Stone blocks with metallic edges.

Specialization: Building destruction, sieges.

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1. Dark Drowned (Water + Shadow)

Essence: Liquid shadow that drags the victim into the abyss.

Manifestation: Puddles in which people disappear.

Tattoo: Waves of darkness across the stomach and back.

Specialization: Assassination, drowning, camouflage.

1. Lightblood (Light + Blood)

Essence: Light penetrates the blood. Heals and burns simultaneously.

Manifestation: Veins glow, blood boils.

Tattoo: Rays along the arteries like vessels.

There are more than 170 different versions of hybrids, which few know about.

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1. Noxspire (located in Greymont, the human domain)

Status: The most prestigious academy of the continent. Supported by the crown and magitech guilds.

Specializations: Arcanics, Technomancy, Time, Illusion, Lightning, Summoning.

Features: Divided into faculties based on magical schools and technologies. Has its own magic train and airships.

1. Greylorn (located in Silden, elven lands)

Status: The oldest academy of the continent, hidden among marble groves.

Specializations: Light, Illusion, Soul, Nature, Wind.

Features: All instructors are mages with thousand-year lineages. Magic is taught here as art and meditation.

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Seldora (located in Nirvald, vampire territories)

Status: A closed aristocratic academy for the chosen. Many instructors are immortal vampires.

Specializations: Illusion, Blood, Darkness, Manipulation, Soul.

Features: Seldora cannot be found without an invitation. The academy serves as a secret school for spies, warlocks, and nobles.

1. Varsal (located in Varkrath, among demons)

Status: Academy of military and magical domination.

Specializations: Fire, Earth, Darkness, Blood, Body.

Features: Here they cultivate magic through combat and suffering. Training fights to the death are the norm.

1. Embrion (aboard the flying city Mirgast)

Status: Academy of alchemists, mutators, and anomalists.

Specializations: Poisons, Mutative Magic, Corruption, Swamp, Transmutation.

Features: Located in a glass tower where endless chemical storms brew. Students sometimes mutate.

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1. Marheim (aboard Shorn, a military flying city)

Status: Military magical academy with a focus on strategy, weather magic, and aerial warfare.

Specializations: Wind, Lightning, Crystal, Illusion, Arcanics.

Features: It trains captains of airships, assault troops, aerial mages.

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Greymont, the human nation.

In the heart of the world, among gray plains and black factory spires, rises Ravnes, the capital of Greymont: Mirtarind. Smoke billows above it, and steam and ether flow through its veins. Stone cities are filled with the clatter of magic trains and the hum of flying airships that slice through the sky like iron whales.

Humans are the most adaptable of all races. They can master almost all known magics, except for rare Shadow and forbidden Blood. Greymont is an empire of industry and progress, where magic has long been intertwined with machines. Here are born sorcerer inventors, engineers with runes on their fingers, mages capable of controlling steam, flame, metal, and time.

It is in Greymont that hybrid forces are most often born. Sparks of lightning flame and tornadoes of wind that cut like knives are commonplace for the battle mages of the capital. In the academies of Ravnes, they teach not merely to wield magic but to transform it into weaponry, economy, and power.

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Silden, the land of elves.

Through dense shadow forests and mirror bogs, the white towers of Teollin emerge. Their walls shine with marble light as if absorbing the moon. But the magic of these places is fragile as glass and perishes under iron and smoke.

Elves despise technology, considering it a corruption that spoils the rhythm of the world. Their strength lies in Light, Wind, Illusions, Soul, and ancient nature. Their charms are invisible, subtle, and deadly. They can dissolve into the wind, speak with trees, and enslave the mind with a single glance.

Hybrids among elves are rare, but if born, they become living legends. A light illusion that can drive one mad. A soul wind that turns thoughts into blades. Such mages become spiritual leaders or shadows on the borders of the forest.

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Varkrath, homeland of demons.

Mogres, their capital, is carved into black cliffs over which fiery rivers erupt. The air smells of sulfur and ash. Here, not law but strength rules. A demon may wield Fire, Earth, Darkness, and Blood, and from birth learns to shed blood before learning to speak.

The social structure of Varkrath is simple: the weak serve the strong. Slavery here is not a vice but an order. Blood magic is the core of their culture. Through sacrifices and rituals, they strengthen bodies, extract power from pain, and create living flesh for new warriors.

Hybrid forces in Varkrath are brutal. Fire of Blood can incinerate the soul. Earth Darkness gives birth to black golems that feed on fear. Such mages become arch warlords whose names are whispered on other continents.

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Nirvald, the vampire principality.

The sun never rises in Karmor. Gothic spires pierce the eternal night, and lanterns burn with crimson light. Vampires are masters of Illusions, Darkness, and Blood. They drink not only blood but also mind, memories, desires.

The aristocracy of Nirvald makes deals with demons, humans, even gods. Their communities control the shadow market, the distribution of artifacts, and forbidden knowledge. War is not to their advantage. Their power lies in information and fear.

The hybrids of Nirvald are deadly as a kiss. An Illusion of Blood can make an enemy believe they are already dead. Shadow Blood destroys the mind, leaving of a person only an empty shell. Such mages are executioners, advisors, kings in the shadows.

Scarros, lands of the dragonids.

The fiery breath of volcanoes warms Dremar, the capital, where the mountains themselves burn from within. The air here is thick with ash, and even the sky is tinged red. Dragonids, descendants of the primordial ones, wield Fire, Earth, and Spirit magic.

They are smiths of ether. Their blades sing in battle, their artifacts live, their armor can walk without a master. Mercenary work is their art. They trade not only in steel but also in fiery rage.

Hybrids are rare but dangerous. Spirit Fire burns not the body but the enemy's very will. Earth Ether summons stone beasts with the mind of their master. Such mages are considered holy smiths or living disasters.

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Klogram, home of the gnomes.

Beneath the mountains, deeper than the roots, stands Dumbar, a city where the roar of hammers never ceases, even at night. Gnomes build from stone, metal, and will. Their cities are underground fortresses filled with the light of runes, the clatter of gears, and the heat of smelting furnaces.

They rarely rely on open magic. Their strength lies in arcano engineering: mechacannons, rail platforms, armored vehicles with a heart of ether. But magic is not foreign to them either. Stone whip, earth barrier, steam elementals, all these are born from the fusion of craftsmanship and spirit.

Hybrids among gnomes are extremely rare. But if born, they can unite Earth with Metal, creating semiliving machines. Some of them are animated fortresses or automatons with the will of a smith.

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Trongrim, lands of the dwarves.

Braxten stands on the ledge of the world. Its bastions are like dragon's teeth, and its streets are a network of balconies and mines. Dwarves trade, conduct diplomacy, forge alliances, but never forget the hammer and shield.

Their magic is restrained, precise. Stone, metal, ether constructs, spiritual engravings. Dwarves wield defensive and structural magic. Their hybrids are more utilitarian: stone vision, metal spirit walls, animated shields.

Rumors say that in the depths lie ancient vaults where golems sleep, the product of Body and Earth magic, carved from rock by the most skilled smiths of antiquity.

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Grumtal, orcs and clans of strength.

Shrah, the orc capital, is a military camp city amid volcanic steppes. Fiery grasses, lava streams, ruins of ancient gods. Orcs live in clans. They hunt, kill, survive with silent rage and crude honor.

Orc magic is direct. Body, Beast, Fire. Their shamans enter a rage, communing with war spirits. Fighters with runes on their skin, burning eyes, rending jaws, are not mages but living elements.

Hybrids in Grumtal are the embodiment of destruction. Body Fire creates warriors who burn themselves while setting enemies ablaze. Bestial Flesh turns orcs into monsters. Such mages do not live long, but they die as legends.

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Snirt, the goblin hive.

Zulvar stands on a dump. The stench of oils and soot billows above it. Goblins do not build, they collect, remake, explode. Their magic is as unstable as they are. Engineering, smoke, deceit.

They do not learn, they copy and distort. Their magic is more often a parody, but deadly. Traps, artifacts, fake artifacts, explosive rune mechanisms, even chimeric hybrids.

Sometimes goblins create hybrids by accident: Illusion + Lightning = phantom explosion, Darkness + Wind = smoke teleportation. But most often, chaos. It is impossible to predict which of them will become a genius and which a disaster.

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Margrim, trolls and primordial flesh.

Grott is submerged in swamps. Stone obelisks covered in moss, the air eternal mist. Trolls seem slow, stupid, until they tear your body in half.

Their magic comes from Body, Earth, Swamp. Regeneration, merging with mud, turning to stone. They have little intellect, but their strength is monstrous. They do not cast spells, they become magic.

Hybrids among trolls are bestial. Swamp Body allows them to merge with the landscape. Mud armor, ingrown claws, jaws of ore. Among them are ancient mages who sleep for centuries and awaken when the world groans.

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Feris, beastfolk tribes.

Lengar is not a capital but a hub in a network of forest trails. Wolves, cats, hawks, foxes, they are not merely races but clans living in unity with nature and beast spirits.

Their magic is Soul, Nature, Beast. They feel the forest as part of their body. Their conjurers speak with wolf shadows that control packs. Some can assume bestial forms, not as illusion but as true transformation.

Hybrids are wild magic. Beast Soul allows them to speak with ancestral shadows. Nature + Beast gives living forests that fight for their master. They do not create artifacts, they themselves become power.

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Above the world of Ennarch, amid the vortices of magic and storms, drift six flying cities. They answer to no state, no god. They cannot be conquered, cannot be subjugated, yet each of them is woven into the fabric of this world's fates, like a curse, like a revelation.

Grimholm rises in the sky like a giant tomb of black iron. Chains hang from its sides, disappearing into the clouds. This is a city of gold, blood, and shadows, in whose ports dock the ships of demons, gnomes, humans, and others who have dared to challenge the lower world. Currency here is etheric, power rests with the Black Market Council Bank. Grimholm is the heart of trade, where you can buy anything, even a soul. Or maybe forget your own.

Voldkran floats higher, shrouded in trails of smoke and alchemical fumes. Its towers grow like rotten teeth, and within their walls, magic bubbles. Exiled mages, disfigured scientists, blind seers, and faceless masks, all find refuge here. Voldkran is a laboratory without morality, where hybrids of magic are created, capable of changing the very flesh of the world. But many who create here no longer remember the sound of their own name.

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Cravel is not a city but a dying myth. It drowns in mist and cracks, in ruins of towers, broken bridges, and forgotten streets. Half the time it exists among people, the other half it is lost in another plane where houses whisper and streets call out names. Those who return from that darkness bring with them cold and scars not on the body but in the soul. They say Cravel itself is alive. Or dead. Or something in between.

Mirgast pulsates with poisonous light, poisoning the clouds below with crimson and emerald gleams. This is a city factory, a forge of poisons, where alchemists burn magic out of matter, creating elixirs and curses. Time here is fluid, breaking in places. Those who have breathed Mirgast's air sometimes forget who they were. Or remember what they would rather not. The Council of the Chemical Circle watches everything from behind heavy masks, preserving their formulas in dead silence.

Above the eternal storm, where lightning never ceases, towers Shorn, a bastion of war. Its walls are metal, its air is made of commands and hammer strikes. Here are forged the best magical artifacts, trained mercenaries, signed contracts that continue to live after the signatories' deaths. Every house is a barracks, every person a weapon. Fear does not draw one here, but duty. Or the desire for death.

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And finally, Franmor. Pure, radiant, deceitful. It floats high above the others, as if closer to the heavens. Here are crystal, marble, glass. Here are politics, whispers, poison in a glass. Franmor is the capital of hypocrisy, where the world makes alliances only to betray them moments later. Magical arbiters, their faces hidden by seals, judge not people but entire nations. And behind the whisper of smiles, one always hears the scrape of a blade plunging into a back.

These cities belong to no one.

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In the world of Ennarch, there are special lands, each living its own life and dictating its own rules. Serevil is an elven forest, where ancient trees rise to the skies, their bark shining with soft light, and the air is filled with the whisper of forgotten spells. In Serevil, magic lives in every branch and every leaf, and only those blessed by the spirits may pass through its thicket.

Blood Marsh is a very different place. A dark quagmire, scarred by fire sites and vapors, where the ground seems soaked in blood and poison. Here demonic force condenses and decomposes all living things. He who wanders into Blood Marsh risks disappearing forever, remaining only a ghostly whisper among rotting reeds.

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Ashwood stretches under the hot sun, with dense thickets and jungles of beastfolk. Here animal instinct rules everything, and the forest is full of predatory plants and beasts. Every movement in Ashwood is a struggle for life, and no one can be certain of tomorrow.

Ironwood is the homeland of the orcs, where ores gleam deep in the mountains, and the air is thick with the smell of burning metal. Here they forge weapons and forge destinies, and every orc knows the value of their strength and blood.

Murkywood is a terrifying place where trolls rule over killer plants. Clouds of insects block out the light, and danger lurks at every step. Intellect is weak, but bodies are strong, and few dare to wander here without protection.

Vulcanis is the fiery continent of the dragonids. Here eternal ash winds carry the smell of sulfur, and the earth breathes lava and flame. Dragonids seem merged with fire and stone, learning the art of elemental control and the preservation of ancient knowledge.

Plen is a harsh semidesert where gnomes and dwarves have found their haven. Stone and sand, intertwined with earth magic, serve them as resource and protection. In Plen, legendary artifacts are forged and fortresses impervious to time are built.

The Clockwork Plain is the heart of industrial life, where magic trains race along endless rails, and conflicts flare up with no less speed. Here converge the interests of many powers and races, and every day may become the beginning of a new war or alliance.

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