Tun: The Clay Note

These scarred lands were commandeered by refugees of an inter-dimensional disaster. Their arrival sundered the skies, laid waste to the land, and flooded it with a multitude of people’s and cultures. Because their exodus was wrought be magic, any locals who practiced it were rooted out wherever they settled. This drove the natives into cloistered societies or they fled to foreign untamed lands to start anew. Even after hundreds of years passed since the disaster, the fear of magic still lives among the populous. Driving people to religious groups like The Divine Order, who seek to eliminate all magic that is not of the gods. Others join the Arcane Shepherds, who wish to regulate magic to safeguard communities. Then there are those who strike out on their own to hunt down practitioners of any craft they deem dark or unsafe. 

Where magic once was, steel, sparks, and whirring gears have taken its place, and the number of those who understand the old ways continues to dwindle. Only one bastion for magic remains, the floating city of Levenheim. Where most remaining mages live sequestered from the world below to study and educate prospective students in hopes of revitalizing their numbers and craft.

Meanwhile, magical mishaps, cursed seas, and bizarre storms leave clues of a past that continues to shape the future. In a world that asks you to take sides, what will you choose? Will you hunt down mischievous and maligned mages, or defend them? Repair the severed skies above? Or will you seek out the long-forgotten mystery that brought it all to this?

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Labyrinth

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