General Info

As a player in any campaign run in Mirantibus, there are a few things that should be remembered, or at the very least things to be thought of occasionally. This is information that is generally accessible to or known by player characters.

## The Three Suns

In Mirantibus, there are 3 suns; Zalbas, Somas, and Valthos. These suns are the oldest divine bodies since the planes elemental themselves, and each sun is linked to one of the seasons that Mirantibus experiences; Zalbas is the verdant Sun of Springtime, Somas is the golden sun of Summertime, and Valthos is the Sapphire sun of Wintertime.

Just as there are 3 suns, there are also 3 moons in Mirantibus that loom in the sky at night. These moons act as secondaries to their corresponding suns. The moons are Amoss, linked to Zalbas, Doas, bound to Somas, and Thelas, the shattered moon chained to Valthos.

## Under the Dome

The lands of Mirantibus lay beneath a dome that shields them from the realms and entities beyond it. Though at one point in time, some were able to harness means that would allow passage through the dome, such means no longer exist. Some scholars hypothesize an alternative theory, that the dome’s original function became inoperational, and passage became unavailable. Regardless, the dome now stands as little more than a veil to the stars, perceived as a barrier by the world’s denizens.

## The Laws Arcane of Land and Sea

Mirantibus is a world of odd and magical whimsy. And as such many things familiar are not so. The largest example of this would be the Laws Arcane of land and sea, a magical phenomenon by which the Tropics of Mirantibus are inconsistent. In the oceans and seas that surround the continents, the Tropics run horizontal; lined up to what would be the equator. But for the Continents, the Tropics run vertical, following the prime meridian.

The explanation for this phenomenon is absent from records that the current age has access to, but there are efforts being made by scholarly organizations and researchers alike to explain why or how it came to be.

## Time & the Calendar

In Mirantibus, a year consists of 450 days. The year is split equally into 15 months, with each month being made up of 30 days. Mirantibus also follows the weekly structure of a tenday,  where a week is made up of 10 days.

The current day in most campaigns is set during the 748th year in the Age of Reinvention, the latest era to come about, having followed the tempest of a calamity that razed most information of the previous era from memory.

## Technology & Time Period

Sometimes, it can get confusing on what time period the lands beneath the dome take place in. In comparison to the real world, the technologies, visual aesthetics, and cultures that Mirantibus draws from resides at eclectic points that range between the years of 1650-1929.

Of course, Mirantibus is a world of fantasy, and a fragmented one at that. So it should be noted that not every place in the lands of wondrous danger are at the same pace in their industrialization or technological development .

## Eclipses

Throughout fantasy, the moon has often been seen as having some major supernatural effect on the world. Mirantibus is no different, especially when considering that it has 3 of them, and their number is not the only thing that separates them from other settings.

In Mirantibus, when one looks into the sky and finds only one of the 3 moons is present, the moon is addressed as a Sole moon. When a Sole moon is full, it is called a Somber Sole. What's more, there are certain magical occurrences depending on which moon takes the role of a somber sole. When Amoss is a somber sole it can also be called a Sweet Moon. On this night, moonlit waters can lift curses, or bring those in suffering to comfort. On the rare occasion that Doas is a Somber Sole, it is also called an Usher’s Moon. On these nights, those who travel are guided with vigor to arrive where they need to by morning, sometimes with the traveler not even realizing they were moving. When Thelas is a Somber Sole it is also known as the Betrayer’s Glow. On this night, those that are dead rise from the grave, fueled by the ire of the shattered moon to hunt and harm the living.

With all of these, there are even some nights that come to the people of Mirantibus with no moon at all; these are called Empty Nights. On these nights, darkness is deep, and it cuts through the senses of those who can normally see in it, forcing all to travel by torchlight..

## Sincere Gods

Much like other fantasy settings, Mirantibus is a world in which the gods exist.

Religions that exist in Mirantibus include:

Geanimism

Hellastatianism

Helunism

Matronism

Ondertiary

Sacrisism

The Icons

Whiskanism

## Adventuring

Since the fall of the previous era, mercenary work and adventuring as a whole has come into full swing and those who follow that path are now a common sight in everyday life. As such, it might not be unlikely for roving warriors to come striding through towns in the name of coin or glory

Of course, being an adventurer is an archaic and vague term used to categorize a wide number of people. Not all adventures belong in the same basket.

## Class Lore

Warlocks bad & druids important bard colleges, and wizard schools? Monk enclaves