Lore

Between the twin lights, all things are born. Between their shadows, all things are tested.

Overview

Eryndor is a vast and varied world of settled valleys, ancient forests, mountain roads, thriving towns, forgotten ruins, and long stretches of wilderness between them. Most people live ordinary lives shaped by family, trade, faith, local custom, and the dangers of travel.

Yet some places are older—and stranger—than others. Bridges, crossroads, wells, shrines, ruins, and forgotten roads can carry unusual significance. Different regions call them weighted sites, echo-sites, threshold sites, or simply old points. The names vary, but the warning remains the same:

Some places remember.

When one of these sites becomes active, familiar surroundings may begin behaving in unfamiliar ways. Distances may feel wrong, reflections may show unexpected details, and maps may no longer match what travelers find. Most people understand such events as rare but serious signs that something has gone wrong.

Cartographers, scholars, and authorities may investigate these disturbances. The arrival of the Axiom Ward, in particular, is widely understood as a sign that the situation is no longer ordinary—even if few people know exactly what the Ward does after it arrives.

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In The Beginning

A creation song preserved in several regional traditions, The Song of the First Shore recounts Eryndor’s shaping through the meeting of fire and frost. Though its verses vary, each version suggests that the world was born not only from balance, but from an ancient and quietly playful contention.



Before the stars had learned to shine,

Or wind had found a path or sign,

A pale stone slept beneath the night,

Alone upon a sea of white.



Then from the dark an ember fell,

And where it struck, none now can tell

What passed between the spark and stone—

For neither wished to yield the throne.

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Reality & Instability

Eryndor is not a fixed thing. Reality frays along invisible lines called Seams, boundaries between worlds are at the thinnest. At times, Breaches open—tears through which strange energies, creatures, memories, or alternate histories may spill. In unstable places, time stutters, geography shifts, and the impossible becomes commonplace.

Explore Seams and Breaches →

Languages

Common

English

Trade, politics, and everyday communication

Sylvan

French with poetic flair

Fae courts, dramatic interactions, and expressive storytelling

Elvish

Welsh, Irish, and other Celtic languages

Fae speech, nature magic, songs, poetry, and names

Dwarvish

German, Old Norse, and Icelandic

Engineering, contracts, craftsmanship, and stone inscriptions

Draconic

Latin

Spellcasting, arcane texts, rituals, and ancient scholarship

Orcish

Russian and Mongolian

War cries, commands, oral histories, and honor-based speech

Deep Speech

Glitchy, distorted English and Latin whispers spoken at once

Eldritch invocations, forbidden knowledge, and ancient writing

Infernal

Legal Latin and Italian

Legal contracts, bargains, manipulation, and binding agreements

Celestial

Ancient Greek and choral Latin

Harmonious speech, resonant prayer, and religious texts

Primordial (Aquan)

Polynesian languages

Water magic, ocean travel, tides, currents, and aquatic traditions

Primordial (Auran)

Arabic

Wind magic, breath, flight, weather, and flowing speech

Primordial (Terran)

Hebrew

Earth magic, stonework, foundations, and structured ritual

Primordial (Ignan)

Sanskrit

Fire magic, elemental invocations, transformation, and ceremonial chants

Undercommon

Romani and Slavic language influences

Hidden networks, underground trade, coded speech, and survival

Gnomish

Dutch and Scandinavian languages

Invention, technical discussion, wordplay, and rapid conversation

Giant

Old English and Anglo-Saxon

Mythic histories, ancient power, formal declarations, and oaths

Songs of Eryndor

Music is a powerful force in Eryndor. Sometimes music helps people remember. Sometimes it helps them forget. Sometimes it helps places and buildings and doors remember how to be places and buildings and doors. The following is a collection of songs throughout the Campaign and the wider land of Eryndor.

Explore the songs of Eryndor →

Glossary / Key Terms

Seams Transitional places where the walls between worlds are thin

Transitional places where the walls between worlds are thin

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Breaches Active tears through which impossible things may emerge.

Active tears through which impossible things may emerge.

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Witnesses People who remember what reality has revised or erased.

People who remember what reality has revised or erased.

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Anchors Sites, objects, rituals, or memories that stabilize reality.

Sites, objects, rituals, or memories that stabilize reality.

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Confluence A place where several possible histories overlap.

A place where several possible histories overlap.

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