For 1600 years the people of Novitas had no idea that the continent of Vargainen had in fact survived the War of the Gods, or at least some of it had. The remains of the continent were surrounded by several great maelstroms which kept anyone from going anywhere near enough to see the landmass. Suddenly the disappearance of those same Maelstroms has led to attempts at exploration and the two cultures have made contact, each finding many things quite strange about the other.
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Varganien
Varganien has a shared history and viewpoints on many things; working together is how the people have survived this long. There are currently three widely-known places that Varganiens tend to inhabit:
Varganien History
When the Gods’ War came to its conclusion, the Gods recognized that their conflict was actively destroying the continent of Vargainen. Huge portions of it were sinking into the ocean and a truce was declared so that as many mortal followers as possible could be saved. What sank created a massive tidal wave and horrible storms followed. After the war, likely due to some residual magic from the Gods’ War, there were several permanent maelstroms off the shore of Vargainen. One of them even traveled close to the Northwestern shores of Novitas from time to time. These Maelstroms ensured that no sane individual even attempted to explore the area. The gods were content in their knowledge that there was nothing there to be found. However, in the middle of the storms the lush northern portion of Vargainen had survived, and on that land were a variety of unlucky folk who the gods had missed in their mad dash to save whoever they could. They came to call the destruction of Vargainen the Sundering. And from that point forth they tracked time by that epic event. This would be known as the first year after sundering (AS). Legend holds that a simple farmer among them, Kash Harad, came to lead the survivors as they banded together seeking shelter. A great nomadic caravan formed of everyone remaining. For a time they roamed trying to find a new home. Many were lost to disease and violence. Along the way a new species was discovered hidden in the jungle. These plant people who called themselves Verdurans were unknown to the survivors before the war, yet in this time of need they gave great aid to the nomads. A Verduran woman named Erish told the caravan of a distant, sacred and fertile valley. Together the refugees and their new friends went forth, bonding along the way. Though the journey was treacherous together they survived. Early in the 2nd year AS they arrived at their destination. The promised valley was surrounded by three sheer mountain faces and had a vast river running through it, one of the only rivers to survive the Sundering. The caravan settled there and began to construct housing and established agriculture. Soon a city was built and it was named Kash’Allum. The land was still overrun with violence. Other survivors were still out there. Forces from each side in the Gods’ War. Curiously the fae, both Light and Dark had all departed during the Sundering and were nowhere to be seen. The Piscenes had also departed with the Sundering, presumably deeply impacted by the maelstroms off the shores. It was the first major act of Kash’Allum to track down any allies they could find and hunt the remnants of the Dark Threes’ forces. By the year 5 (AS) every last goblin, orc, troll and other goblinoid was hunted down and killed. Only days later the Reckoning devastated Kash’Allum. A inky black maelstrom of epic proportions smashed the land of Vargainen with the fury of Grak’s ax. Another huge wave of lives were lost amid the oily waters. This maelstrom was different from the ones offshore, not just because it swept the land, but also in substance. For several days and nights the tempest continued. When it finally receded there was no time for mourning. Terrible warped beings rose from the sea like a cacophonic choir of chaos. The people of Vargainen named these creatures ‘Veil Walkers’. They fought back against the creatures as best they could but they couldn’t harm them. The creatures dragged victims off never to be seen again. It was only through powerful artifacts of the Sept and the Dark Three, leftover from the war, that they were finally driven off. The individuals capable of wielding these weapons formed the defensive force of Kash’Allum. They were dubbed the Al’Kash. It soon became clear the Veilwalkers were not the only threat to the continued survival of Kash’Allum. The wilds began to perish at an alarming rate, leaving behind desert rapidly. Were it not for the small oases scattered about travel would have become nearly impossible. Soon most of the survivors were solely located in Kash’Allum. Only the bravest, mostly among the elves, continued to explore. These explorers mapped the locations of the oases and soon the verdurans joined them in travel, the hot sun and water were all they needed to survive. Nomadic tribes formed and they set out to discover what remained. They cleared the Veilwalkers they could, documented the death of the land, and gathered artifacts they could find left over from the war. For several more years this worked until even the artifacts began to lose their power. Unbeknownst to them, the leylines of Vargainen were breaking away from the rest of the world. Magic in Vargainen was dwindling rapidly. The most powerful tools were among the first to lose functions, unable to sustain their abilities without the energy of the leylines. Spells ceased to work as they used to, and soon casters couldn’t even access their most potent options. No longer could the people of Vargainen revive the recently dead back to life. More systematic searches of the wilds were instituted. The first great find was a hidden temple to the Dark Three. There inside they discovered three artifacts, one for each of the Dark Gods which could help them fight the Veilwalkers. The leaders saw this as a sign that cooperation and oneness of all things on Novitas was required for their survival, even cooperation with the Dark Three. After all it was cooperation and unity that allowed the survivors to make it to Kash’Allum in the first place. Perhaps they had made a mistake in wiping out all the goblinoids and this was their punishment. In the year 9 (AS) it was ordered that a temple to the Dark Three should be established over the ruins and that the Dark Three should be worshiped as equals of the Sept. It took time to develop this new religious structure, the people saw the value in it, but actually debating the theology they would hold to was another matter. It was difficult to follow the sometimes contradictory edicts of all the gods. People would worship at temples of the Sept one day and temples of the Three another. Increasingly some felt affinity towards one side or the other and families struck bargains, some would worship one group in exchange for the other family worshiping the other side. On March 3rd, 59 (AS) the city of Munta’Saf was officially established, dedicated by Voz’venzi Qismat, an earthkin woman originally from Kash’Allum. The date was selected to celebrate the completion of the temple to the Dark Three which became known as the Kolbarian. Those who wished to focus on the worship of the Dark Three moved to Munta’Saf while those who focused upon the Sept stayed in Kash’Allum. These two cities would be siblings tied together in unison each working to form a greater whole. All respected the ten gods of the Decade, but each city would specialize in one of the two. Their government would be complex. Each city had its own structure for determining their leader and from among those leaders a single one known as a Voz’Venzi would be selected to govern both cities together. A Voz’Venzi selected from Munta’Saf would lead for 3 years to honor the Three, while a Voz’Venzi selected from Kash’Allum would lead for 7 years to honor the Sept. For hundreds of years this system worked without issue. The Veilwalkers remained a threat but they were held at bay as best the Al’Kash could. There was never plenty but there was enough to survive. In 474 AS a group of Al’Kash were with a nomadic tribe in search of new artifacts. They found a crown of warped, oily, color-changing flesh that was dripping with a thick, black, ink-like liquid. It was agreed that such a strange thing should not be a burden of just one individual. Carefully they wrapped it and attempted to transport it home as a group so that it could be researched. Unbeknownst to them their wrapping did little to protect them from the foul thing. One by one they began to warp and change into twisted mimics of themselves. They were each visited by terrible nightmares of black seas and writhing tentacles until all but one of them transformed into Veilwalkers. That one who remained humanoid was an individual named Vasiste. He was a member of the Al’Kash and a noble from Kash’allum, well-known for his philosophical musings and skill in combat. It wasn’t until his writings on these events were discovered much later that any of this became known. What made Vasiste different has never been discovered, though his body did not transform it seems certain his mind did. Over the next decade, Vasiste would act as a puppet master establishing a cult to his new cancerous power. He began by ambushing nomads, and transforming them as his compatriots had been turned. Having bolstered the ranks of his minions, some among them were also slow to transform, and he used the most cunning to recruit anyone who would listen. Vasiste’s influence spread through Kash’Allum like poison through veins until it was time to strike. By this point Vasiste could no longer go into public, he had become a hideous monstrosity with tentacles sprouting from where an arm should be, eyes randomly sprouting from appendages of flesh and many other warped mutations. It was in 484 (AS) that Vasiste and the army he had been hiding in the crevices of the Broken Coast marched upon Kash’Allum. Vasiste and his allies took the Voz’Venzi’s palace and executed Voz’Venzi Dhel and his family. He then declared himself Voz’Venzi and began to exterminate those who would resist his complete and total rule. Dhatsaida Mandalla, an earthkin who wielded the blightsteel cutlass Witherbrand, took up leadership of the resistance forces and led survivors to Munta’Saf. The strength of the unified forces marched upon Kash’Allum before Vasiste had firmly entrenched himself. The very next night a ferocious battle pushed Vasiste out of the city. For the next decade Vasiste led raids from his hideout constantly seeking to capture new victims to transform. They were notorious for their brutality and willingness to fight to the end. Dhatsaida Mandalla led efforts to capture him personally, she was known for her single-minded devotion to his eventual capture. In 494 AS the High Priest of the Dark Three in Munta’Saf cast a powerful ritual upon the Al’Kash to allow them to find Vasiste’s cult at the cost of their own sparks, a sacrifice they were willing to make to end the reign of terror. An army was sent to follow, the cult was caught off guard and unprepared. In a bloody, decisive battle Vasiste was slain by Dhatsaida Mandalla who killed Vasiste in single combat with her blightsteel cutlass. In the aftermath of these events the Veilwalkers were understood in ways they had not been previously. Their victims were never seen again because they became more Veilwalkers. The people already hated these fiends and had all the resolve they needed to drive them out. But now there were new fears to consider. The centuries that followed were defined by a communal push for cooperation, solidifying the existing governing structures and arming the citizens with weapons and knowledge about the threat of the Veilwalkers. Oases continued to dry up and become more scarce, magic continued to dwindle. It came as a great shock in 1600 when the Maelstroms off the shores came to a sudden spontaneous stop. Using old records from before the Sundering primitive ships were built and an expedition was sent out to see what they would find. They departed to the east with as many provisions as they could bring, unsure of what they would find or how long they would be gone. The discovery of Novitas was a shock to put it mildly. The expedition first landed in Fionn A’ilean. This was paradise to the people of Vargainen and their hosts were in almost as much shock as they were. From there they traveled through the northern hills of Terra and into the Freelands. Not long after entering the town of Maplewood they were present to see the attack by the Avatar of Grak, and their worldviews changed forever. They eventually went home with a great deal to discuss. A full diplomatic party returned in 1601 with the intention of building an embassy in Maplewood. They did not want to select any nation in Novitas over the others for fear of the diplomatic implications of doing so, and felt that a town where one of the gods had made direct impact was the correct location to establish their embassy.
The Decade
After the Sundering the people of Vargainen lost direct contact with the gods. Unlike on Novitas where the gods developed avatars and communicated in dream and portent, they gave no direction at all to the people of Vargainen. With that lush paradise rapidly turning to desert and dangerous threats emerging in the form of the Veilwalkers the inhabitants of Vargainen concluded that the old ways were a failure and that it was time for something new. Followers of the Sept found artifacts of the Dark Three that helped them survive the harsh desert climates and allowed them to fight the otherwise impervious Veilwalkers. And so they came to the conclusion that all of the gods were needed for true harmony with their environment. After all, even the Seven when they defeated the Three did not destroy them, but rather opted to lock them away. Perhaps they represent a necessary evil. Some are even convinced that there are as many parts to the Dark Three as there are to the Sept. However, they say, due to the imbalanced nature of the gods these other aspects of the Dark Three have not revealed themselves yet. Thus the concept of the Decade was born. The people of Vargainen worship both the Seven and the Three at the same time. They still hold Draconus as worthy of contempt for abandoning the world in its time of need. This is not to say that they think the Dark Three are “good” but rather that they see the Dark Three as having good aspects to them. Likewise they see the Sept as having negative aspects to them as well. Worshippers of the Decade feel that each of the 10 gods have good aspects (which they call Hasanni) and bad aspects (which they call Sharunni) which collectively are worthy of respect and fear. Few individuals worship all 10 of them though. Instead their society encourages people to select to worship either the Sept or the Dark Three and they strive to keep the worshipers in equal numbers. Those who worship the Sept make their home in Kash’Allum. Those who worship the Dark Three make their home in Munta’Saf. Together the two cities work together for the embetterment of all. They don’t always agree or even get along, but they never rise to the level of conflict common on Novitas. So far the gods themselves, both the Sept and the Three have not publicly made their positions on this worship known. Many in Novitas find this concept to be nothing short of heresy in the meantime and not everyone has been welcoming to the Vargainen travelers as a result. The Decades Reinterpretation of the Gods All things are cyclic and are bound by the fundamental nature that comes from The Decade. The duality of all things is described as Hasanni, the good and Sharunni, the bad. Nox is the nature of disease and rot. Nox is necessary to return things to the earth, so that it may be born again. Nox is viewed as a reaper, who harvests the field of life and this is its Hasanni. Yet, Nox also creates horrifying corrupted corpses and corrupts sparks. The ravenous undead and suffering are its Sharunni. The Mother is the warm embrace that comforts us in our darkest moments. It is the tender touch to the spark that heals the body and breathes life back into the dead. This grand mercy is the Mother’s Hasanni. The Mother is the nature of life. However, the Mother denies death and thus does not allow the cycle of the Well to continue; this is the Mother’s Sharunni. The Knight is virtue and order incarnate. The Knight is putting one’s own life at risk for the safety of others. The Knight protects those who cannot protect themselves. This righteousness is the Knight’s Hasanni. The Knight’s Sharunni is facism and bondage. The Knight creates order unrelenting, which snuffs out creativity and growth. Grak is savagery and willpower. Grak is standing strong in one’s convictions despite overwhelming odds, or even challenging great odds to better oneself. It is most divine to push oneself to being the best version that one can be and this is Grak’s Hasanni. Grak’s Sharunni is his lust for bloodshed and battle. Forever improving oneself in battle will lead to cutting down promising sparks before they have fully blossomed. The Elemental is wild behavior and beauty made form. The Elemental’s Hasanni is everything that is physically beautiful in the world. She painted the sky a wondrous azure hue and gave us cool dew in the mornings to lay upon. The Elemental is also unrelenting expansion and growth. She is unending passion, which causes infidelity and heartbreak. This unsatisfiable hedonism is the Elemental’s Sharunni. The Soldier is strategy and completing one’s goals no matter the cost. The Soldier’s Hassani is his ability to meticulously plan, finding all weaknesses in a particular path and best serving to bring spoils to his followers. The Soldier’s Sharunni is victory at any cost, which the people of Vargainen find distasteful. If it were not for this ideal then Vargainen may still be whole today. The Scholar is knowledge and intelligence. The Scholar’s Hasanni is his ability to draw logic and reason through rigorous study. The Scholar inspires people to focus and think of new solutions to problems. The Scholar’s Sharunni is devious schemes and manipulating the will of those less intelligent for personal gain. Darkness is wisdom and envy. Wisdom is Darkness’ Hasanni for there is no entity with as much wit and cunning as Darkness. Darkness maneuvers the divine realm with a web of schema that would rival the Scholar’s cognitive abilities. The nature of Darkness is the insidious and precise corruption of everything. Darkness’ Sharunni is covetous envy. Darkness wants to take everything for itself and turn it to it’s image, but cannot create anything of its own. The Stranger is the guide of the dead and the keeper of secrets. The Stranger’s Hasanni is holding the hand of the frightened during their final moments. She guides sparks with a loving embrace towards the Well, so that the cycle of life in Novitas may continue. The Stranger’s Sharunni is her nature to conceal to the point of detriment. The Stranger will take secrets of enemies and allies alike to the grave. The Craftsman is creation and obsession. The Hasanni of the Craftsman is his ability to forge connections between individuals and communities. The Craftsman’s Shuranni is his obsession with perfection to the point of inaction. As nothing can ever truly be perfect, this type of mindset would lead to forever questioning one’s own works and progress. Sidebar: They Didn’t Know For 1600 years the gods completely ignored Vargainen. Prior to the end of the tempest surrounding the continent there were no Chosen there of any god. No Avatar has ever stepped foot on Vargainen. The gods never once mentioned that Vargainen survived the Sundering. That’s because they didn’t know it was there. At least most of them didn’t know. Several of the gods may well have known the truth but for their own reasons kept silent even with their allies. Miracles have happened there and it’s entirely possible one of the gods has been acting in the place of the rest. The idea that the gods didn’t know about Vargainen would be a horrifying concept for many of the faithful - if they realized it. Not knowing about something so large as an entire continent. It calls into question just how much truth there is to myths regarding the gods. How could the Mother and Stranger have shepherded Sparks to and from Vargainen if they didn’t know it was there? Does that mean the gods don’t notice prayers to them? Surely the people of Vargainen prayed to them . Perhaps there was some sort of magic at work keeping the gods from noticing. Or perhaps the ones who knew somehow concealed it from the others? At this point there are people who suspect, but there is no confirmation, only supposition. <end sidebar>
Vargainen Species
There are some very noteworthy differences between the species of Novitas and those of Vargainen. Of the more civilized species there are humans, elves, earthkin and verdurans. The humans, earthkin and elves have much more in common on Vargainen than they do on Novitas. Verdurans are the primary members of the nomadic tribes but some do choose to remain in the cities. All the civilized creatures of Vargainen speak Andaranian with slight dialect differences, but not enough to cause any serious problems when communicating with those who speak it on Novitas. Thankfully as a dead language on Novitas the language hasn’t evolved as much there. There are no goblins (including Snow Goblins) of any type on Vargainen, nor are there any faekin there. The fae left Vargainen at the same time as the Sundering and have never returned. Additionally there are no lycanthropes, drakes, or piscenes on Vargainen. As there were never any Dragons on Vargainen there are no Drakes either. Reptilians, insectoid creatures and elementals are the most common threats in the wild. Elementals have tried to combat the desertification of Vargainen with limited success and often seem to blame their failures on anyone they run into so they are avoided unless a druid is present. Druids are quite common on Vargainen, and given a great deal of respect as they often make a tremendous difference for those they travel with. Some wonder why the Elementals never mentioned Vargainen to the druids of Novitas before. This is as simple as understanding that nearly all elementals can’t tell the difference between the various land masses of the world. It all looks the same to them. The Veilwalkers typically live on the coasts or in subterranean lairs. They aren’t very common but incredibly deadly and if a direct conflict can be avoided they are typically left for the Al’Kash to deal with. Myconids and naturally occurring undead are encountered rarely in deserts. There are also some intelligent undead and constructs, some of whom have been around since the War of the Gods. These are rarely made deliberately any more, the magic is simply not there even if one wanted to make them, and few have access to the knowledge to do so. Even the people of Munta’Saf avoid these undead beings most of the time, they disrupt the balance between the Three and the Seven. Curiously there are also no ghosts at large on the continent of Vargainen. Mediums do exist there, though generally they are identified by their ability to see sparks not their ability to communicate with ghosts. Some have claimed to see ghosts rising from the recently dead, but those ghosts invariably leave on their own almost immediately with no conversation.
Status Opportunities
Individuals from Vargainen might have Status due to belonging in a variety of different groups. They could be part of the Al’Kash who have come on official business to seek new tools to protect the twin cities. Diplomats who represent the Voz’Venzi or the Shevos are a common sight in Maplewood at present. Even the nomadic tribes have sent representatives to find out more about Novitas. And with citizens of Vargainen there are also Khadi who serve the Shade of Munta’Saf who may come along to secretly police the citizens of Vargainen on the Shade’s behalf. These Khadi would seek to make sure other delegates behaved appropriately on their trip or possibly to protect the residents of Munta’Saf as they explore the unknown.
Vargainen Views
Novitas
These people have plenty, the gods speak to them and sometimes even indirectly walk among them. This is only further evidence of how deeply the people of Vargainen failed when they brought the Reckoning upon themselves. Though perhaps it is evidence that the gods never cared about Vargainen in the first place. There is deep confusion on this subject and it will likely take decades before opinions settle.
Civen
They seem to understand the importance of community better than most of Novitas, but their leaders live lives of great material excess while some who aren’t represented by Patricians suffer. Their worship is quiet and joyless, and they do not see the value of the Dark Three. There is much to learn from them, but much to avoid as well.
Evenandra
This would be the Vargainen idea of paradise were it not for their devotion to the Sept and only the Sept. Evenandra has given the diplomats from Vargainen a cold shoulder because of their distrust of Decade worship. Several of the diplomats were cast out for worship of the Dark Three on their first visit and the rest left when they learned of this. The Evenandrans claimed that casting them out and doing nothing more was already a “diplomatic” resolution. The Vargainen people are uncertain how to proceed further with Evenandra.
Fionn A’ilean
These were the first people of Novitas to be met by Vargainen diplomats, and this was probably fortunate. No one quite knew how to proceed when they first met, there was much shock. The bounty of the Great Forest is not lost on the people of Vargainen and they look at it with wide-eyed awe. The Vargainen people marvel that such conservation is possible without risking continued survival.
Gersh
This is the only nation that properly venerates the Three… and they do not openly worship the Sept. On Novitas does this work as a distribution of worship for the Decade the way Munta’Saf and Kash’Allum work together to worship all ten of the gods? And seeing goblins often prompts great shame from the people of Vargainen who see the slaying of the various goblinoid species on Vargainen as the source of the Reckoning and all the troubles that followed.
Terra
The Terran people put community first and there is great respect for this. But they do not allow for any worship of the Dark Three, and they live a life often without ever seeing the sun or the sky. They are quite strange.
The Dellin Tribelands
They fight each other but generally do not aim to kill one another, they roam a land with scarce resources seeking to survive. The Dellins have no issues worshiping the Dark Gods, and some among them worship the Sept. This culture is probably the closest thing on Novitas to the ways of Vargainen. There is great interest in finding a way to attend a Dell there to see what they are like when they gather.
The Freelands
The freedom of the Freelands are understandable to most Vargainen people, but the idea of not working together for communal survival is wholly foreign. Still due to fear of showing favoritism towards one of the established nations and what that could mean for future diplomacy the Freelands are where the leaders of Vargainen have decided to focus their attention.
Vlean
Delegates from Vargainen were warned to avoid Vlean but they saw it as their duty to meet with each nation. Some of those who went to Vlean did not return, and those who did were smuggled out by a group who called themselves “the resistance”. Citizens of Vargainen have been warned to stay clear of Vlean.
Vargainen Places of Interest
Five Sisters
Five Sisters is a set of five small islands located off the northern coast of the continent of Vargainen. After the war, a group of elves and verdurans worked together to cultivate what they could, with moderate success. While they were temporarily self-sufficient, as the population grew and the death of the continent began encroaching on their land, the people of Five Sisters relied ever more heavily on resource support from Kash’Allum. For hundreds of years, Five Sisters was an up-and-coming town, popular for its proximity to the ocean and the wide array of beautiful shells that fishers polished and sold. Then, in 471 AS, all merchants scheduled from Five Sisters failed to arrive at Kash’Allum. After a few days, the Dhatsaida sent a team to investigate. They arrived to find each island devoid of citizens, with no signs of struggle or conflict. The only oddity to be found was that every piece of parchment within each house and store was completely scribbled over until the paper was black and torn from wear. The islands have since been condemned, only occasionally visited by scholars or priests.
Oases
Oases are vital for the survival of the Nomadic tribes, and they are carefully monitored to ensure that their disappearances are not exacerbated by overuse. When oases were more common, members of other species could be seen traveling with the Nomadic tribes, but as time has passed and as the environment has become more harsh only verdurans are capable of consistently surviving the trips. Oases are also some of the few places Saplings are able to sprout. As such, each oasis is guarded by a Hemlock to ensure no fire elementals destroy the new growth. When a Sapling is able to become mobile, they remain with the Hemlock until the next tribe visits the oasis and takes them in.
The Broken Coast
Created when Vargainen was sundered during the war, the Broken Coast is treated both as a place of sorrow and of celebration. For the people of Kash’Allum, it serves as a reminder of all the lives lost. The people of Munta'Saf, on the other hand, tell stories of how the Sundering came about through a mighty blow of the Hammer of Grak, and rejoice in this display of his power. Accordingly, ceremonies to the Decade that take place at the Broken Coast vary by who is in attendance. The only structure that stands on the cliffs is a small temple used to house the priests of the Decade and any visitors they host. The sheer cliff face extends hundreds of feet above the rough ocean, and it is said that the specks of white visible in the water when looking over the edge are the bones of the goblins and orcs purged from the continent before the Reckoning.
Wahkarn
Colloquially referred to as the ‘City of Ghosts’, Wahkarn is the fortress built over the bottomless pit that once imprisoned the Dark Three. It is located on the Southernmost tip of modern Vargainen. Following the abandonment of Vargainen by the gods, the new Templars of Wahkarn restored it and have maintained the fortress since. No magic exists in the area, and even the sparks of those who have passed there remain trapped, unable to find their way to the Well. These ghosts who linger there have been visible to even non-mediums for as long as anyone can remember. Outside visit is now restricted to the priests of the Dark Three and any who accompany them on their yearly pilgrimage. Most of Munta'Saf’s population joins the priests, and to them Wahkarn is considered the most holy place on the continent.
Room for Growth
The continent of Vargainen is brand new to our game, there is a lot of room to develop it. What is listed here is nearly all of the things that have been defined about it. Players and game masters alike are encouraged to help develop new details about this continent and its people.
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