The Realms of Senith
TarntiSphere
Three Hundred Years after the War of Tarnti and the Last Battle of the Akarian Titan. The fall of the Orc on the continent of San was hailed as the greatest victory of elves and their allies. The homeland of the elves was returned, and with the hard won peace many elves left their cities to disappear into the ancient forests. Sanos would have been abandoned if not for the migration of humans from around the world. It still flourishes as one of the most beautiful cities of all the known realms of Tarnti, and the new inhabitants maintain its elvish architectural origin as they build.
Elsewhere, the human city of Mirin attempts to extend its influence to the continent of Ruleun. Mirin has been at war with the city-state of Justifal for a decade. Mirin controls the northeastern part of Ruleun, with Justifal being the last city standing against Mirin to the west. It seems to be a matter of time until Justifal is subdued by the capital city of the continent of Amr.
The jungles of Runt remain mostly unexplored. The city of Sha still struggles to rebuild and reassert itself after its alliance with the elves of Sanos cost them their city; they were sacked by Orc who landed on the northern shores of Runt in retaliation for their involvement. They remain neutral in the conflicts between Mirin and Justifal, though they feel Mirin will turn its gaze upon them if Justifal falls. The true power of Runt now comes from Midaston, a river city and former colony of Sha in the western jungles and well into “The Expanse.”
The continent of Eanet has again become lost to the western realms. Strange storm clouds have surrounded the continent and makes the journey all but impossible. Teleportation, and indeed even divination spells, have become dangerous when attempting to use them in regard to Eanet. What little news comes from Eanet is brought by various gnomes who claim to still have access to void ships powerful enough to get through the storms, a feat that air ships seemingly cannot replicate.
The news speaks of roaming packs of wild beasts, misshapen humanoids, and a great battle against these remnants of the Last Battle of the Akarian Titan. Genies and Div roam the wilds of the south, werewolves and vampires the north, with a few human and dwarf strongholds in the center of the continent. The coasts and rivers remain fraught with aquatic creatures, making settlement of these places too dangerous.
Magic. The tales of old speak of powerful magical beings, including those who were once mortals. Heroes who stood against creatures of unimaginable power, even those who knew they would lose their lives, and perhaps even their souls forever. Legends of magical items so powerful and plentiful has led many a knight on quests to search for them. Some rare wizards even try to craft new wonders when they can find ancient tomes that vaguely describe the techniques.
There is plenty of proof of magic in the form of the few practitioners and adventurers. Ultimately the presence of magic has, for the most part, become extremely rare. Remnants of this great age is all that remains, and is highly contested.