With the Pilgrimage of the Cults of Hadrianus in full swing, travel has increased across all of Terath. This has served to remind many that the scars of the Pale War are still fresh. Many roads are in disrepair, and many more threatened by desperate bandits. In the West, monstrous beings are ever more common in the mountains that divide Westerland and Ebrus. Akeron’s class divide widens, and their rulers are openly questioned by merchants and underclasses alike. In the South the once bounteous forests of Haven are ensorceled with the blackest of Necromancy. Now they boil with dark brotherhoods, necrotic beasts, and some say, hordes and even Princes of undead. The North becomes ever more fragmented as the ministers of Chindius become ever more divided, whilst Narovo fragments into those who rural parthan support the Pridelord and those urban humans who support the King. In the distant Ethlin Isles efforts to rebuild remain thwarted by complex political and ethical realities that seem opaque to non-elves.

Queensland and Falconcrest roil with intrigue and the jealousy of those who fare less well, and both have seen steady trickles of immigration as some pilgrims settle down or inspire others to leave to new lands. But 216 PB is also a year of renewal. A renaissance of art, culture, magic, and artifice has swept the world in the wake of the latest Winds of Change. New and restored Guilds, and Orders both Mystic and Martial alike are on the rise.

Legends of Relics that can turn the world upside down in a single breath’s time, consume the taprooms and imaginations of the common folk. The City of RezPort faces turmoil as the Houses intercessions and maneuvering become bolder. The Inhabitants of Northwatch stand vigilant as the Ruins of Ku’Vahl become bound up of the tales of the transcendent Items, and some among them now speak aloud of another place to answer the call to adventure, known as the Great Cavern of Sunderdark.

The Pilgrims seek some Grand Destiny, and so too do Adventurers.

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