Welcome to Eryndor
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.
A World of Contradiction
Eryndor is composed of cultivated valleys, old forests, mountain passes, trade roads, river routes, ruins, settlements, and cities built over histories they only partially understand.
The world is not uniformly unstable. Most people live ordinary lives. They farm, trade, worship, raise families, learn crafts, join guilds, and complain about weather. Yet nearly every community knows a story about a road that shifted, a room that appeared, a name that changed, or a traveler who returned remembering a different version of home.
Regions and Borders
Political borders are easier to declare than magical ones. A ruler may control a bridge, road, or market while having no authority over the ancient stone beneath it or the path that crosses it only during certain weather.
Maps often distinguish between:
- Claimed borders, recognized by law or treaty.
- Traveled borders, established through practical routes.
- Remembered borders, preserved through story after the landscape changes.
- Unstable borders, which may not remain consistent.
What Most People Know
The following ideas are widespread:
- Old places remember.
- Names and promises matter.
- Local customs often preserve forgotten safety practices.
- When the Axiom Ward arrives, something has gone seriously wrong.