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Age of Winds:
The continents have risen 200 miles into the air, expanding the atmosphere. Everyone is isolated from each other, save those who can fly. The airship makers have expanded dramatically. Technology otherwise is mostly lost, leaving the world in a post-apocalyptic medieval mess. Small countries make up the surviving civilizations, and the major nations are all lost or small and weak. City-states dominate the landscape.
Except in the Desert of the Winds and along a belt that wraps at an odd angle around Shem, where the Champion rules. This realm is dominated by wind-based technology, faithful, and magicks.
The realm on the surface is a layer of clouds, and a civilization of cloud-walkers dwells there. Beneath that, no one knows (read: MAKE IT UP!). The aquatic races are considered "lost" and underground races live in caves on the floating continents. The moons are inaccessible, but they have grown atmospheres, driving out many lunar races to wild space.
Subspheres: mercurial, currents, freedom, tornadoes, flight, speed
Complementary spheres: travel, science, force, dragon, skill, cosmos, moons, sun, chaos, luck
Opposing spheres: earth, metal, force, order, fate, pestilence ("pollution"), despair