PICTURE COMING SOON
Photoshop™ --- 2021
The ELEGANT, ENCHANTED SERUNCIL FOREST:
This strange magically enchanted wood is a secret home to the Unicorn Oracle, The Faerie Queen, The Great Tree with its Dryad Oona, and the viDruid enclave of MÜ'n'Dru (Moon-Drew) & her tribe.
Long, long ago, a strange and wonderous magic settled on the beautiful pristine forest on the border between Eirhanon and Srantinon. The powerful magic prevents trespassers and defilers from entering (or escaping) these woods, thus preserving the sylvan idyll of the wondrous mystical inhabitants of this marvelous place.
MÜ'n'Dru is a viDruid Mystic who will often make observations of the natural world as a form of divination, then interpret them to assist planning of future events.
|Rugged and austere:
A Sundered Wasteland
Vythunia, once inhabited by humans or Vaqlorii, and cosidered by most to be 'ground zero' of the second rending, catastrophically altered by that event, is now desolate, haunted and populated only by ruin-faeries or strange monsters.
Zones of Wild Magic
The very nature of magic is CHAOS, but in areas of great upheaval or disaster, a zone of wild magic may be created. Here, the area (the very fabric of reality) is permeated with magical energy, and wild unpredictable surges may occur at random, producing unusual events. Anyone attempting to use magic in one of these zones will be prone to a strange or unexpected result, sometimes vastly different than anything they imagined or hoped for.
|Devastated by the Rending:
Harbingers of things to come
The Second Rending is believed to be an aftershock of the original rending, the much more devastating apocalyps that destroyed the prehistoric world of the Oublions, the Forgotten Ones. Legend holds that several (or maybe just one) of that ancient race attempted to flee the original event by travelling in time, but the last wave followed and caught up with them, and laid waste to most of the rich and prosperous land of Vythunia, from which it never recovered.
Zones of Dead Magic
As with the zones of wild magic, there are also zones completely devoid of magical energy. Here, magic is likely to falter, produce poor or limited results, or most likely fail entirely. The zones can even disempower magically enchanted items, armour, or weaponry, rendering them "normal" or non-magical until they are removed from the zone.