Faeranndia (Land of Gods)

The land of gods, or "Faeranndia" in the ancient language the gods spoke, is the world where the campaign sets place. Arkane, Tea Falls and Talahm's Fall have been played in this setting so far.

## The Land

### Geography

The world is divided into 5 continents. On the east there's there's two continents, Fu'ak on the north and Gorid on the south. Up north, the continent of Drokaid is situated, with Snagaire on the opposite end on the south. Beinn floats in the east, being the biggest continent of the world. The sea is invaded by powerful whirlpools that destroy any ship or creature that tries to delve into the unknown.

#### Snagaire

The continent of dragons, created by the god of dragons, Snag. A single island that deserted from the other continents since the Origin Era. Mortals don't know much about the land, but they know the creations of the dragon god live there, with vague images made by Seol.

#### Beinn

The continent of beasts. Many Shou lived in the land, amongst humans, sand elves, dwarves and more creatures. The creations of Dukarma swarmed the land both peacefully and viciously. The great city of Talahm, which fell to calamity was the biggest of them, centered in the continent and surrounded by mountains that fed water into the city, making it a prosperous one. The north refugees that fled from the continent now mostly live in Fu'ak.

#### Gorid

The arcane continent, where magic was created. Stugak, Koille and other gods resided here, creating the basis of our arcane and primal magic. Elves, gnomes, dwarves, halflings, genasis, kalashtar, merfolk and many other races live in this continent. It is home to the Stugak's Arcane University and the Great Forest of Koille. The continent hasn't had any direct contact with the war, but still provides with supplies and soldiers for the United Mortal Front.

#### Drokaid

The nature continent, or so it was called. Now a barren wasteland from the wars that waged on it's territory. It holds nothing to recall of the times when fruit and vegetables grew across the whole land. Cities and villages destroyed. Only outposts and ruins cover the land now. The few inhabitants that still manage to survive in the land scour the land for supplies left by soldiers of any band, and brutally take anything they can to make a living. Most of them are considered criminals and sold as slaves afterwards.

#### Fu'ak

The human continent. Humans are by far the most prominent race in Faeranndia, but their short lives compensate for their big numbers. The continent with most nations and strict borders. Humans are greedy and ambitious, making great use of the god's creations, but don't have as much insight to their secrets as other races have. Even so, they house the richest nations and are the biggest providers to the funds of war against the fiends.

### Calendar

For each continent, a month is attributed, and each month is divided in 70 days with 24 hours each. The only exception is the last month, which mysteriously lasts only 35 days.

* Snagon: Dragon month.
* Bisgon: Beast month.
* Argon: Arcane month.
* Salagon: Nature month.
* Duigon: Human month.

### The Sky

The sky of Faeranndia is composed of a variety of bright stars, which enlighten the void and bring us the day. At night, the starts slowly fade and change the color of the sky, from clear, to orange, to purple and finally black. A new day passes once the starts regain their light. Among the stars, a great one shines far more than the others during the night, called the Moon. It is said that every star in the sky represents a god that fell in the Divine Wars. At midnight, on the first day of a month, the stars shine and change color to red until the day starts. This event is called the Bloody Night, and it calls for celebration for their respective continent.

## The Story

The story of the world is divided into three main eras.

### Origin Era

From a shapeless void, existence came into being when the gods created our land. Talahm built the mountains, and Uisge surged the sea. The gods used their divine power of creation to shape everything our world holds. Our existence as a whole came from the whims of our creators. Our tools and technologies where also developed by them, and some where taught to the devotees. Much information from this era is lost in ruins across the world, and the time it lasted has not been uncovered yet. All we know is that the gods lived peaceful lives amongst their brothers and creations.

### Divine Wars

As their creations became more ambitious, the gods realized their divine power of creation was growing weaker. With fear of the unknown, the gods secluded with their devotees and formed nations. Crag was the first god that fell, a benevolent god that perished once their powers ran out from helping refugees. Our pantheon broke and the nations waged wars against each other, as gods feared their death. They planned to take the divine power the other gods had left to continue their existences, and we fought for them as tools of war. Many nations fell during this time, and tough times proved hard to document the story. It is estimated that this era lasted for at least five centuries. The pantheon of gods was no more. Each time a god fell, a star in the sky was born, and at the end of every month, they bleed and turn the sky red. Although they aren't physically with us anymore, the gods still live amongst us, with the vestiges of their creations an some even granting divine power to mortals. The wars kept being fought, for the honor of the gods, until the country of Talahm was struck with the biggest of our calamities. Fiends broke through the ground of the main city and destroyed it whole. Legions of demons and devils swarmed the country and sent their troops to conquer the whole of Faeranndia.

### Post Invasion

After the fall of Talahm, the fiends quickly conquered the continent of Beinn in a matter of months. Small groups of refugees from the north where all that could escape from the war. Southern countries where enclosed by the fiends and viciously murdered. Survivors told the story of the calamity trying to unite the nations they one called enemies. The chaos struck Drokaid, the mortal nations finally decided to stop their foolish wars and unite against a single enemy. The legions fight independently from one another, but are thoroughly organized and well-trained. Even with their complete armies, the region of Drokaid proved difficult for both mortals and fiends. A one hundred year stalemate began, as we send our fathers and brothers into a war that could not be won, praying that our families could live a peaceful life. Still, crime and vile people never ceased to exist. To counteract this, a noble family of the destroyed Talahm used their wealth to create the Guild of Adventurers. A organized company that hired people as if they were mercenaries and take them on jobs the people needed and the military couldn't solve. After the long one hundred years, both mortals and fiends left Drokaid, and we are now living on a momentary peace. The east border of Fu'ak is still heavily militarized and scouts are still scouring the barren wasteland that Drokaid became. With war on a stop, the cities have become more lively and business has started to increase, and as such, crime has also taken a stronger root in society.