When the gods disappeared, divine magic died. The arcane slowly rose to power. The world became connected through magic. Global trade allowed for communication and exploration. Centuries passed before wizards discovered the multiverse. They opened planar gates to Evergog. Pilgrims flooded through the portals. Eager missionaries, refugees, and mysterious folk from around the multiverse all sought to explore this new land. Divine magic returned to the world causing friction with the reigning arcane powers. Then the great plague struck, spreading to all creatures. Allman's Plague devastated the world. Rulers forced the planar gates shut. Great empires crumbled. Many things were lost. And many things thought forgotten, came back. Any race can be found in Evergog, but the 8 base races are the most common: Dwarf, Elf, Gnome, Goblin, Halfling, Human, Night Elf, and Orc. Half-breeds exist among most combinations of these eight. The world history talks of open several strange magics and technology which crossed through portals. Not all things which came through became abundant. Unique races may find themselves alone. And races who found themselves common find these worldly cousins with different traits. Characters here try to make sense of the bizarre fantasy universe. Why were half-elves and half-orcs the only half-breed pilgrims from other worlds? So many more have found a way to thrive in Evergog. Where do dysfunctional and cursed magic items come from? Let's just say the gnomes had several failed experiments. Why don't we just destroy that ancient evil artifact? Because destroying something that powerful could destroy the world in the process. Are there any inherently evil races? Ask an elf's viewpoint of cutting a tree just to burn the remains. What cultural secrets are never shared with outsiders? After 2 decades of gaming, I wanted to eradicate abusive "player knowledge" and racial assumptions. A peasant from the pale islands would not know about the mysterious dragon guild 2,000 leagues across the sea and mountains. Keep folk inquisitive, utilizing their skills. Bring back the balance of story, superstition, role play, traps, and battle.