
Description
In this post-cataclysmic world, nature has reclaimed the ruins of civilization, while the sudden, inexplicable reanimation of some deceased—known as the Moroi—has fundamentally altered the balance of life. In this grim new epoch, blood has transcended its biological role to become the vital cornerstone of societal structure and the primary currency of exchange. Come join a world were death may not be the end but a beginning of a new life.
Author's Note
Starting Locations Good/Neutral Alignment (Any Race) Beruna: A recovering ruin returning to life, characterized by expansive, protected farmlands that sustain its growing population behind fortified walls. The city is governed by the Symbiont Enclave—a fragile, collaborative council of Humanoids and Moroi bound by the necessity of survival and a shared ambition to rebuild. Starting Point: East Gate and Registrar’s Office. Evil Alignment (Any Race) Castle Virensia: An ancient citadel swallowed by wild growth, now being sinisterly restored by the Royals, a ruthless Moroi faction. Enslaved humanoids labor to rebuild its walls and serve as a grim food supply for their masters. Starting Point: The Velvet Nocturne. Neutral/Evil Alignment (Any Race) Briarvein: Reclaimed by the forest, this abandoned mine has been repurposed by The Withered into a hidden trade hub, with stalls in vine-choked shafts and deal rooms tucked beneath the roots. Traders here traffic in anything—including slaves—while lookouts and armed guards keep unwanted visitors at bay. Starting Point: The Thorn Veil. Any Alignment (Humanoids only; Moroi are excluded) Mortal Way Hold: A fortified settlement of farmers who grow crops behind barricades and keep weapons close at hand. Ruled by The Mortal Way, an anti-Moroi faction, this community trains its citizens to resist and drive out all Moroi influence. Starting Point: The Rising Sun Tavern.
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