Player Primer - Umbra in Memoriam
Whispers, rumors of the resurgence of a forgotten threat... they have been sowing fear and distress across the region. Hydaera-Lacryn relations have been rapidly declining ever since the death of a wealthy Lacran merchant in Hydaera. Along the Delvinstream, citizens on either side of the border murmur of impending conflict, prompting even a Lacran governor to travel to the epicenter of political tension.
Allied with such noble organizations as the Order of Crescents, you find yourself engaged in an environment of high tensions and fear, combating the complex machinations of a lurking influence with inscrutable ends. Powerful foes and foul minions will try to halt your efforts at every turn, striving to outwit and overpower you. An adventure of intrigue, epic confrontations, failing peace, and strife awaits, where things aren't always what they seem and enemies are around every corner.
SETTING
The Republic of Lacryn, in which the majority of the campaign is set, draws inspiration from ancient Greco-Roman culture and is constantly at odds with its strictly theocratic northern neighbors and the honor-focused, arcane practitioners of its western neighbor.
You can become a reclusive, alienated tiefling; an enthusiastic, adventurous human; a quiet, isolated elf; a free, nomadic thelasi... the continent of Syrel is home to a host of races and peoples, each of which has its own unique opportunities for greatness.
The forces of the divine influence entire cultures through the immense power of religion that has pervaded Lacryn and its neighbors since before the Holy Empire's dominion over the region, and noble crusaders and priestly clerics are held in high esteem. However, in Hydaera (west of Lacryn) the focus is drastically different; universities instead of cathedrals are the center of cities, and practitioners of magic are revered and respected.
You will be playing as adventurers endorsed by the Crescent Order, a society with an adventurer's guild-like system in place.
Comments