Characteristics of Orbis

== Ancient History ==
Ages come and go, with many things being lost to time.
Orbis is an old and ancient world where civilizations have turned to dust and
events transpired long forgotten. Lost ancient cities, tomes of knowledge and
artifacts of old powers remain hidden and buried beneath the earth, waiting to
be rediscovered by brave souls that dare to venture so deep and so far. Many
myths and legends could prove to be more so, what we once thought to be stories
and tales is our true history. What remains hidden from view may never be
found, or be discovered by those that never live to tell of it.
== A World of Diverse People ==
Orbis houses an
impressive host of cultures and nations across its lands. From hot sands of
dessert, high snowy mountain peaks and deep below the ocean’s waters, all
manner of people can be found. From the rare celestial offspring known as
Aasimar to the common lowly born peasant, everyone has their place and role to
play in the world. Many of its nations differ from one another. Democracy,
Oligarchy, Theocracy, Monarchy and many more are all presented in the vast
realms across Orbis. You’ll find highly aggressive cultures and immensely
peaceful ones. There is something for everybody.  
== From Sticks to Airships ==
Nomadic desert tribes that struggle to survive on minimal
water and the noble elite watch the world from their airships. As much as its
people are diverse, so are its levels of technology and ability to utilize
magic. Weapons utilizing black powder and minor magical enchantments are not an
uncommon sight, but many still reach for the reliable spear or sword. The
ingenious Gnomish people continue to push further the ability of golems, using
them like suits of armor that act out their bidding, and the primitive Grogans
still stick to their roots and traditions. Resourceful Halflings taking the
advantages of steam power engines to run the basic functions of their cities,
and the savage Saxhleel still practicing blood sacrifices. Technology is
strong in some places, and almost non-existent in others. 
== Ravaged by Wars ==
Since the Age of
Strife, Orbis has been plagued by war after war. Many great landmarks signify
major battles such as turning points in a war or a destroyed castle or keep.
Many of these places still hold unclaimed and famed relics of the Age of
Strife, leading to potential riches, but these same places are plagued by dark,
monstrous creatures that feast on the bones of the long dead or make these
famed locations their lairs.
== The Night is Dark and Plentiful of Dangers ==
When the sun is high in the sky, the realms of Orbis are
blessed with
relatively peaceful atmospheres and calm days. But when darkness
falls, monsters and other creatures go bump in the night. The sun scares off
most creatures that would harm and hunt the people of Orbis, but when night
comes, windows in small towns are shut and doors barred. The real dangers show
themselves in the darkness of night and shadows of caverns deep beneath the
earth. 
== The Shadowlight Spire ==
In the centre of the world we call Orbis, lies the
Shadowlight Spire, or Mouth of the Worlds. Its size is immense and beyond any
other achievements of the most accomplished mages and sorcerers. This
phenomenon of pure magical energy surges between all the realms that are known
and far more. It has been a massive resource into the study of planer travel
and what lies in those planes, but also a great danger. Many tales tell of a
researcher never returning from their trip through the vortex, as its
destination is never decided when one steps through. This has made it highly
regulated and guarded for everyone’s safety. It has acted as a neutral space
between the world’s nations and races, acting as a place of knowledge and
safety to those that seek it.