You wake up again in
TSAMSARA
Pillars of the World
Molded by magnetic tides and reshaped by divine forces, life on Tsamsara is beautiful and strange. Take care you don’t wander out too far.
Approximately 500 years ago, civilization met a violent end. And the world went on. Amidst cratered mountains and magnetic anomalies, organic life survived and flourished. As biodiversity exploded, new forms of life joined the amnesiac survivors and the land of Tsamsara was born. Magic now permeates the new world, tentatively co-existing with reclaimed, old world technology. Outside the walls of growing metropolises, adventure awaits.
The Timeline
F+0
According to fragmentec historical texts and verbal records, Tsamsara was born when the first clay brick of the first new village was laid amidst the still smoking ruins of the Old World.
F+51
A Dwarven scholar is first to scale the floating landmass that would later become the metropolis of Benthia. He establishes a settlement and is eventually crowned King Belize de Benthos.
F+99
The first recorded Anomalies occur, a wave of graviturgical energy inverts the settlement of Acriman, killing 430. The survivors would later reform into the Shunde. First recorded sighting of mysterious beings deep in the Fallows. They are dubbed Druids.
F+134
Countless ruins of Old World buildings and machines are discovered in the crater that becomes Isleheim. Primalism, an offshoot of traditional Tsanist beliefs, gains popularity.
F+177
The first expedition sets out for the Northern Frostlands and do not return. The Magician’s Union is officially formed. Famed explorer Atelayda Aerhar disappears mapping the Kaspian Peaks.
F+252
The last heir of the de Benthos bloodline disappears. Rule of Benthia is passed to the fledgling House of Concord. The Build Guild mounts its first successful expedition under the Mistral Cave Network.
F+266 - F+390
Known as the ‘Great Bore’ among historians, Tsamsara enters a period of arcane, economic, and cultural stagnation, with no notable recorded events.
F+444
The continent of Frigann is discovered. Rich in ore and Jintahn, mining is lucrative but dangerous. The merchant and mining ships form the Armada. Benthia restricts access to books written before F+100, citing Wild Magic concerns.
F+485
The first airship takes flight. A wild magic surge kills the Mayor of Prospero, triggering a witch hunt. Survivors retreat South West, establishing the city of New Acriman. Isleheim begins withdrawing from the outside world after its First Lead is assassinated.
F+524
Anata, a charismatic and enigmatic ship’s cook takes control of the Armada and leads its fleet of warships to besiege Benthia, wiping out it’s entire guard. Benthia’s poor and imprisoned revolt and lead a successful counter-charge, killing Anata and scattering the Armada.
A renegade druid of Agaricales. Hits with stick. Played by Hiresh.
A bard who trades in secrets. Tolerates Kraft. Played by Kavana.
A rogue with no secrets, really. Is tolerated by Niamh. Played by Phil.
A child wizard looking for answers. Wields a battleaxe. Played by Alex.
“Primal’s Grace, what have the four of you gotten yourselves into this time?”
-Hallis Kob