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  • Setting

    The year is 1017. Our story is set within the largest continent of Venastia, ruled by a legendary monarchy of the Orem Kingdom, a powerful nation who repelled the beast folk of Deign, and the ravenous ogres, orcs, and goblins of Kadesa during the Venastia War.

    This year marks the 18th anniversary since the end of that war. The fruits of peace are more succulent in Orem than anywhere else in the world. While Deign and Kadesa continues to cannibalize itself with insurrections and constant regime changes, Orem has blossomed into an advanced civilization thanks to the industrial ingenuity of dwarven technology.

    Airships are no longer exclusive to Orem’s naval fleet. An intricate railroad system has been running through the kingdom for over ten years now, making travel and trade as efficient as ever. In that same time, homes and factories are no longer lit by lanterns, or run by boiler systems. Instead, they are powered by devices that siphon ether into a powerful energy source.

    This is the Age of Gear Spell.

    So much depends on dwarven technology within Orem that the slightest hiccup can cause damaging, economical ramifications. Our adventure begins with three sellswords, and the royal official who hired them as bodyguards.

    Together, they set out for Vel Mardun, the Dwarven Citadel, heart of Orem’s prosperity, for what appears to be an inspection on the sudden halt in rune generator and power cell production.

    What awaits them in the dark umbra of Dragonpoint Mountain? Deep within the earth, a cruel fate of the world yearns to be released from The Sunken Altar…