Elyndor
You live in Elyndor, a vast and untamed world in the year 1250 of the Fourth Age. Across rolling river valleys, ancient shadowed forests, and mist-covered highlands rise feudal kingdoms, proud independent city-states, and the towering strongholds of noble houses. Stone castles crown jagged hills, banners of gold and crimson flutter above knightly hosts, and the smoke of hearth-fires drifts from thatched villages. Power belongs to those who command steel, bloodlines, or secrets. Magic is real, woven into the bones of the world. Sorcerers born with the gift, scholarly mages who bargain with ley lines, druids who speak to sacred groves, and artificers who bind spells into steel and crystal—all wield power at a cost. Every spell drains precious mana, risks exhaustion, corruption, or worse. The wise use magic sparingly; the reckless rarely live long. The dominant faith, the Church of the Eternal Flame, guides souls and watches over magic with wary eyes. Knightly orders, mage guilds, and wealthy merchant leagues vie for influence while wyverns haunt the high peaks, trolls prowl deep woods, and forgotten ruins hide both treasure and ancient curses. This is an age of swords and sorcery, honor and betrayal, grand tournaments and silent political knives. Kings war over fertile lands, ambitious dukes scheme in candlelit halls, and hedge-witches murmur charms for common folk who simply wish to survive the next harsh winter.
