Setting Overview.


Nhera.

The setting of these adventures and campaigns is Nhera-- a Realmstar dominated by fey magic. Realmstars are essentially worlds, or planets if you like, with a prevalent aesthetic or theme. They exist in a Realm Matrix, which is a collection of Realmstars in something of a galaxy or star nursery and these realms can affect each other with their magic, be travelled between (with the help of some magic or ancient technology) and are generally something the scholarly people of a Realm are aware of.

Every Realmstar has one or more prevalent elements that defined it’s creation. There are realms of fire and shadow where the light of the moon is all the people know. Primal, verdant hunting grounds where any attempts to civilize the landscape are met with the land itself swallowing your efforts. Some Realmstars have alternate timelines and may exist further along in their development than when you last remembered visiting. Now is not a moment in time, it is time for adventure.

Nhera is a centrally-located Realmstar of concentrated fey and beast magic. This magic is called Aether. Think of it as a middle-ground between incorporeal and physical. People understand that magic is a result of grappling with aether and using it to weave your will and intent. All elements exist in Nhera, but fey and beast were the building blocks of this Realm. As a result, many of the creatures here are or resemble creatures of fairytale imagination mixed with beasts of the wild. Elvenkind has a strong presence throughout history here.