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Gahiri the broken realm In the vast expanse of the Void, the gods shaped Gahiri, a small green and blue world set at the heart of creation. Encircled by two massive rings, Mythra and Inferna, Gahiri is watched over by the sun god, who orbited the world high in the sky. Beyond the rings, seven moons circle Gahiri, each one smaller, all connected as the realm of creation. ​      Beyond the seven moons, at distances far enough to be forgotten, lies the edge of creation. The black of the night sky is not the absence of sunlight, but the heaving mass of uncountable Void creatures pressed against the Firmament, kept at bay only by the gods and their servants.  Every second of every day, these beasts attempt to break through. When they succeed, the stars themselves rise to meet them in battle. Each twinkling point of light in the sky is a fallen scholar, ascended after death into the ranks of martyred warriors, forever tasked with fighting  until the final days of creation. ​ In this cradle of the gods, a great empire once rose to unimaginable heights. Its arcane mastery shaped reality itself, towering spires reached into the heavens, sending out bridges of power like the branches of trees to the distant moons. Beneath these shimmering towers, fertile lands and vast jungles were molded with precision, flourishing under the empire’s control. ​ But this golden age was not to last. In a single moment, a calamity struck, and the empire vanished. Its secrets lost, its towers fell silent, Gahiri was plunged into a long dark age. For a megaannum, no great civilization rose to replace it, and the world lingered in ignorance and decay, as each species of creation was thrown back into a long stone age. Rebuilding with no knowledge of their former heights.  Now, in the Third Age of the new civilizations, over sixteen thousand years since written history restarted, Gahiri is home to fledgling nations struggling to rediscover a potential they fail to realize they once lost. ​ The human kingdoms, once unified under a single banner, now tear each other apart, endlessly warring over the Gonolith Peninsula. Like mongrels fighting over scraps, they bicker and battle, their strength spent in constant conflict, leaving them fractured and embattled. ​ The elven kingdoms, once stewards of vast knowledge, have turned inward, hoarding their history. Ravaged by the Descendancy, they live in a perpetual state of defense, their walls high and their borders tightly closed, wary of the dangers that lie beyond. ​ In stark contrast, the orc empire grows stronger by the day. Expanding across the southern plains, they claim fertile lands and territory with the iron fist of their emperor. Through force and conquest, they unite their people, solidifying their rule as they march across the land. ​ In the Dracador Steppes, the Hillmin stand defiant. Though their culture is young, their villages hold firm, fending off the relentless attacks of the orcs and their goblin allies, united by the need to preserve their lands from conquest. ​ The nomadic Kittine tribes, once part of human lands, have been driven out by superstition and fear. Roaming the wilderness, they search for a home, but remain forever on the move, exiled from the territories they once called theirs. ​ From the northern islands, the Oni clans slowly expand, establishing small villages without the need for a central kingdom. They maintain a strong sense of unity through their shared culture and heritage, preserving their traditions even as they spread across new lands. In the eastern swamps, the Ga-Taar tribes bicker and fight among themselves, yet when united, they are a fearsome force. Their enemies know the strength they wield when their rivalries are set aside, for a unified Ga-Taar tribe is nearly unstoppable. ​ Beneath the mountains of Dracador, a bitter war rages between the dwarves and the Undersullen. Locked in an unending struggle for the tunnels and resources beneath the earth, neither side is willing to cede an inch of territory, and their conflict grinds on without end. ​ Now, in this Third Age, the world is poised on the edge of turmoil. The shadows of the past loom large, and as the civilizations of old falter and crumble, a new era dawns one where the beasts and monsters of Gahiri may rise to claim the world as their own.

Adventurers of Gahiri What it means to be an Adventurer. In the world of Gahiri, those who seek danger for loot, fame, knowledge, or the simple thrill of discovery fall into one of two groups: Fools or Adventurers. You would be hard pressed to find a commoner who has not seen or hired an Adventurer at least once. They tackle the tasks others cannot or will not, and they have earned a reputation for being worth the coin. On Gahiri, Adventurers are professional problem solvers. You hire a mercenary to bash heads, a baker to make bread, and a tailor to sew silk, but when a problem resists every ordinary solution, you pray an Adventurer happens to pass through town. Despite their familiarity, Adventurers are far from uniform. Some are more morally questionable than a den of thieves, others cannot fight better than an old crone, and a few have the minds of river stones. Yet each carries some skill or talent that proves useful in the right moment. Simply put; Hero or villain, fool or genius, a town will hire any Adventurer who can get the job done. This wide range is also why so few live long. Many Adventurers end their journey only months after it begins, felled by bad luck, poor choices, or the simple reality that their work is dangerous for a reason. Adventurers exist because danger and death are more common than the storms of summer and must be met with swift solutions before they grow out of control. Armies and mercenaries cannot be everywhere, so where they cannot go or cannot respond in time, the Adventurer comes into their own. For this reason, most common folk view Adventurers with a mix of weary respect and cautious hope, though they offer far less respect to the young and ambitious than to the veterans who have seen more than most. For every old, weathered Adventurer, there are hundreds whose stories ended early. The few long-lived veterans are rare, often seen only once in a lifetime. They are grizzled, sharp, and terrifyingly competent. When one of them takes a job, the problem is resolved before the sun sets. They are living legends, reminders that although Adventurers often face tragic ends, the ones who survive are worth their weight in silver.

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Guidebook To Guide Your Adventures Into The World

Core GuideBook
 

Character Sheet

Printable

Fillable

Classes

Gear and Weapons

Lore

Potions

Beastiary

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