In Dareia, or more accurately in the planes beyond Dareia, Gods are not immortal beings. Instead
Halls,
Pantheons,
Arenas, and
Councils led by monarchial
Heads, gerontocratic
Elders, gladiatorial
Champions, and democratic
Masters govern the basic natures of the world. Not immune from the politics of time, the realm of the Gods is ever-changing and turbulent, like the flow of the most powerful river through the grand overworld.
For most Mortals, they see very little change from the great beyond; their lives are far longer, their rules far outlasting the lives of most overworld creatures. But, there occasionally comes time of turnover in one or two godly temples, and in rare instances in even more, which upsets the nature over which they rule. These times can be detrimental to the beings which inhabit Dareia and depend upon its stability, often resulting in years or even decades of chaos. But with little disruption from the heavens, Dareia has for quite some time now enjoyed an age defined by its own people's actions, the politics of local leaders and warring nations having far more affect on Dareia's citizens' lives.
Where godly chaos lacks, Dareia's own conflicts have filled the void. Locked in a seemingly endless war, the countries of Dareia have recently been more in a state of stalemate; rarely launching full-scale attacks. But the threat of another conflict looms large. The largest such conflict on the continent of
Quenia, the larger of the two continents, pits
Klon and its vassals against an alliance between
Ilsyavet and
Aslugual. Elsewhere on Quenia, a proxy war has broken out between
Dryndid and
Dorh, two of strongest naval trading powers in Dareia.
It is here, in the quaint and antique Duchy of Dryndid, on the 16th day of the 10th month of the year 13284 that we start our adventure.
Maclulal, a rather large city, is home to Dryndid's biggest port and the beginnings of our story.