Magic in Verintos

The Magic of Verintos


Please note that information contained in this article is largely written from an out-of-character perspective and may not be routine public knowledge. Also note that this system is all-inclusive, covering all forms of magic that are not directly divine in origin (as gods tend to operate outside the ruleset in place for mortals), including those of elves, drow, dragons, the fae, etc.

1: The Source Of Magic

a: The Ten Sources

2: Tapping The Sources

a: Racial biases

3: Known Dangers

a: Burnout

b: Daemons

C: Fraying

d: Dissociation

4: Public Opinion and Law

a: (Location-specific notes – coming soon!)

5: The Academy

a: Notable positions

b: The Mage’s Tourney

The Sources of Magic


One of the primary questions regarding the science of magic is, quite simply, how and why it functions. This is particularly important given that on Earth, our most common frame of reference, magic does not truly exist. Why should it exist on another world and not this one? There must logically be a force present and active on Verintos that is not so on Earth.

While the original creation of magic has long since been relegated to myth, one thing is certain, and that is the power sources that magic is derived from. Known collectively as ‘The Sources’, these ten power foci are non-physical artifacts theorized to have been created by the gods prior to the inception of life itself. These foci act as warping points for the general laws of reality known as physics, and allow mages to transcend the limitations placed on them thereby.

The Ten Sources


The ten sources are broken into four loose categories:

A: The Four Elements – These elemental forces deal not solely with the physical representation of their element – but also with related symbolism.

i: Air – “Movement is an art unto itself.” – In addition to control of winds and other forms of gas manipulation, the air school is the facilitator of travel within the kingdoms. They are the maintainers of what few Portals still exist within the world, and are more commonly brought in to enhance the speed of couriers or convey messages over great distance without physical intervention at all.

ii: Earth – “Stability is the greatest foundation.” – The earth school is primarily focused on the maintenance of natural cycles and flows that are outside the human and humanoid realms. Occasionally called ‘druids’, the earth mages are called upon to commune with animals and plants to remove invasive growth patterns into human(oid) society without causing undue harm to the non-human growth pattern in question.

iii: Fire – “Energy unleashed brings destruction.” – Fire magics are noted as being extremely dangerous, due to the fickle nature and destructive tendencies of flame itself. Primarily combat-oriented, flame magicians are also often renowned artists, using colored and cold-burning flames to demonstrate the less-destructive sides of their abilities.

iv: Water – “That which lives, flows.” – The water source, perhaps surprisingly, is the focus with the most direct impact on the concept of health. This may be due to the fact that most living beings – and certainly those able to access the magic – are primarily comprised of water. In addition to basic hydromancy – that is, the manipulation of water itself – most water mages learn various forms of healing arts, including such mundane-seeming activities as potion-brewing and poultice creation. As such, water mages are often the most competent physicians and healers of the land.

B: The Three Facets – The facets are primarily focused on the balance within an individual of mind, body, and soul. Unlike the Elements and Poles, the facets do not stand ‘opposed’ to one another, but instead work in an interlinked harmony. It is very common for one specializing in one of the facets to have a minor understanding of the other two.

i: Body – “From strength comes wisdom.” – While some healing is involved, the primary focus of the body or ‘physical’ school is focused primarily on the enhancement of physical abilities within one’s own body. (An Earth example of this would be the chinese concept of ‘qi’, which is often cited as the source of seemingly supernatural power for martial arts experts; in Verintos, such a force provably exists by means of this Source.) This is also the only school to focus heavily on training with various forms of weaponry as well, and often physical magi will take on the roles of soldier, either blatantly or subtly using their powers in service to their lords.

ii: Mind – “Thought before action.” – Mind mages, also known as psionicists, are the masters of delving into the mental processes of themselves and others. This includes psychiatric work, truth verification, and telepathy. They serve in a wide variety of means, and are often found in advisory positions to high officials.

iii: Spirit – “All paths deserve respect.” – The spirit school is by far the vaguest and most least-defined – and that’s the way they like it. Serving as a sort of catch-all for magics that do not fit well in other schools due to their individualistic nature, the Spirit school is comprised of a mish-mash of widely varied techniques and talents. Particularly notable among them are creativity mages (musicians and scroll-writers) and those who commune with the non-physical beings of the world, (the divine, noncorporeal, and the dead). Spirit mages often serve as counselors to the poor, bards, and writers.

C: The Two Poles – Representative of the dualities of the world, the two polar schools have a tendency to focus on large-scale, big-picture issues rather than focusing on manipulation of the world around them (as the elements do) or within themselves (as the facets do). Sometimes this earns them the derisive title of ‘mages of morality’, regardless of their side.

i: Darkness – “That which is unseen is unremarked upon.” – Reflecting the mindset of such as Machiavelli, the darkness school acknowledges that there is a great deal of dirty work, unpleasant things that must be done as part of life. They take it upon themselves to handle such matters and spare others the duty. Shadow magic often relies on trickery and deception, including many forms of illusion; the dark mages are often found in unpleasant jobs such as assassin, executioner, spy, or less controversially, undertaker.

ii: Light – “Illumination is necessary for perception.” – The light school is comprised mainly of those who work in the realms of purity and innocence, as well as those with a simple fascination for light itself. There is a firm, virtually unanimous belief amongst light mages that deception for whatever ends is erosive to society as a whole, and a strong tendency to attempt to educate those around them on any and all topics. As a result, light mages are renowned scholars and debate-artists, and are often trusted with very delicate matters of child-rearing.

D: The Singularity

i: Time – “Existence is Eternity is Existence.” – The time mages are the most highly feared and specialized group of mages. Maintaining a VERY low population by turning away most interested candidates at some point during the exhaustive year-long audition process, the enforcers of temporal causality have incredibly high standards for even joining. They have no career outside of their magic and are very rarely seen. Those that have had any dealings with them refuse to speak of it on pain not merely of death but of being flat erased from having ever existed to begin with. (As the power level of these mages is easily in the ‘extreme’ range, I recommend that these be restricted by and large to game-master control.)

Tapping the Sources


While the power source of magic is definite and known, the method of its individual use is rather less so, and is often based more on subjective experience and intuition than on a single delineated path.

Amongst humans, the most common method appears to be the ‘mana bank’ method. These mages tap the main Sources subconsciously as they sleep rather than directly, replenishing their own personal ‘carrying capacity’. This method allows a mage to work magics from the source(s) they tap most often quickly and easily, but at a relatively high cost in terms of the amount of energy consumed. In the long run, this method tends to be somewhat restrictive, and is viewed by many to be wasteful of a resource whose limit is currently unknown. Mages using this method are often called ‘Evokers’, and these mages have the largest amount of variety amongst the expression of their magical skills.

Ritual sorcery is a bit different. In a ritual, the sources being tapped are not done so ahead of time but in the working of the spell itself. Great care must be taken when doing so; if a source is improperly ‘protected’ within the ritual diagrams, it is possible for an outpouring of energy related to that source to break through the ritual barriers and cause devastation on the caster, other ritual participants, and even the surrounding area. Such a ‘toxic spill’ of magic can have long lasting effects on the environment and any beings unlucky enough to be caught in it. Rituals as a result are very, very highly structured and offer little in the way of personal deviation from the norm, as they deal primarily with very impersonal forces.

Other notable systems of magic tapping include the light-weaving of the elves. This magic is somewhere between the two above mentioned; through a great deal of dedicated time and effort, the elven society has managed to refine a single form of ritual sorcery to a much more quickly accessible tool. The more elves are involved in a lightweaving working, the more potence is added; this stands in mild contrast to both ritual sorcery – where too many cooks can spoil the stew quite easily – and sharp contrast to evocation – where combined effort is virtually impossible due to the personalized nature of the energy used.

Also worth noting is that there are those very rare few that have been touched by the gods. The powers exhibited by these, while often seemingly magical in nature, are not technically ‘magic’ as they do not draw on the spheres directly but instead on the very power source of the god who granted it. These powers can operate in completely unpredictable ways that seem to defy the very laws of reality itself, and may or may not be passed down through bloodlines. The most potent and well-known example of these abilities, due to its far-reaching historical implications, is the ‘wish’ ability granted by Trepas to the fae, allowing them to restructure reality itself. Whether this ability still functions now that Trepas has been eliminated is uncertain; if so, it is likely it draws on her successor’s power directly.

Racial Bias


Most of the races of Verintos have a bias in some way to the way they perform magic, be it in preferred sources or methodology for tapping the sources for their power. Please note that these are only base biases for the race, and most of them can be overcome by a mage willing to put in the energy and time to do so. Such mages are often well-regarded by their peers for standing up to such a challenge, and expanding magic beyond its stereotyped limits.

Any race that is of mixed descent, such as half-elves, will generally have a milder form of the biases of both parental units. An interesting statistic, however, is that more half-breeds go -against- their initial biases than pure-breds. The causality of this trend is unknown; speculation on its origin has often focused on the concept of rebellion against cultures that do not integrate them well.

Humans – Human mages have a mild tendency towards favoring evocation over ritual sorcery due to their short lifespan. Amongst the Sources, there is also a very mild bias towards Water and Light magic. The exception to this is the Brailek, who have a strong tendency towards ritualized magic and favor the Air Source.

Elves – Elves have a large bias towards light magic, as well as towards favoring the racially developed lightweaving methodology over the more commonly used forms of evocation and ritual.

Drow – Unsurprisingly, drow have a long-standing and very heavily noted bias in favor of darkness magic, with a more mild bias towards Mind magic. Their bias towards ritual and evocation magics is largely unknown at this time, though there is a rumor that they have developed a shadow-weaving technique based on a negative polarity version of the Elves’ lightweaving ability.

Firegnomes – despite their name (given due to their typical hair styles), Firegnomes do not have a bias towards or against the Fire school. There is generally a mild bias towards the Spirit school (innovation amongst them is highly valued) and a mild bias against the Body school (as most gnomes realize the consequences of their small stature). They have no bias towards ritual or evocation, using both in equal measure.

Minotaurs – Minotaurs unquestionably have strong biases towards the Body sphere, and a very strong bias against the Mind school – this is not due to intellectual incapacity, but to a more shamanistic respect for the boundaries of another creature’s integral being and soul. Recent evidence has indicated there may also be a mild bias in favor of the fire school as well; further studies are being conducted in this. Minotaurs have a strong bias towards evocation over ritual sorcery, which is often seen as overly dramatic and unnecessary.

Werewolves – Werewolves have a strong bias in favor of the earth school – being arguably closer to and more in tune with the ever-shifting cycles of nature than any other race – and against the air school – most werewolves being territorial, transportation is of little use. Spirit mages often have a special place in werewolf society, as communication with the dead is not demonized but celebrated as a means of accessing ancestral wisdom. Werewolves are also the only known race with a bias relating to time magery, and it is extremely negative. The precise cause of this bias is unknown, but many packs have laws that allow for ostracization and excommunication of those found to be tampering with the flow of causality; there has, as a result, never been a werewolf chronomancer known to history. Werewolves also have a moderate bias towards ritual sorcery and against evocation, as it is often considered unwise to utilize such potency without what they consider to be proper preparation.

Zarkul – The biases of this race are unknown due to extreme rarity and lack of generally accessible information.

Faeries – Aside from the wish spell noted above, Faeries have a generalized inclination towards spirit magic and away from earth magics. Theirs is the realm of the insubstantial, the rumored, the personal and the unseen. That having been said, statistically more of the fae will fly directly in the face of their racial bias than any other race; obeying rules is not their MO. Most commonly fae will favor evocation over ritual for that precise reason – unless, of course, they don’t.

Dragons – Dragons are hands-down the most potent mages known to exist in the mortal realms. They are invariably specialists, favoring one source to the extreme while abhorring its opposite and disfavoring other sources as anything but supplemental to their own sphere. These biases are determined -not- by personal choice but by the very nature of their being; a ‘shadow dragon’ will -always- be a master of the Darkness sphere and will -never- utilize light magic. These biases are so pronounced and have been reinforced by intermarriage over the years to the extent that the various dragon lineages have taken on physical characteristics related to their sphere. (It is currently unknown if there are any remaining Chronodragons left in existence; legend only speaks of one and does not denote its death.) They are extremely biased towards ritual magic; however, their mastery of it and extensive specialization in their respective spheres has been refined over the years in such a way that often it is hard to distinguish whether they are using ritual or evocation, a problem further compounded by having a personal ‘mana bank’ that is over ten times the size of that of the average human.

Known Dangers


Aside from the potential social impact of being an acknowledged practitioner of the arts (see Public Opinion and Law below), there are a number of dangers inherent in the use of various forms of magic. This list is by no means all-inclusive, but focuses instead on those most commonly found.



The bane of evokers, ‘burnout’ occurs when a mage attempts to tap more energy than he has available. The results of this are extremely unpleasant. First, the spell itself will be affected by the sudden lack of fuel mid-way through. How this manifests varies widely based on the magic in question as well as the extent of the shortfall of energy. An example follows.

An evoker of the Fire school wishes to fling a fireball. He intends to make the fireball a 1 foot diameter – a fairly hefty amount of energy to maintain as it moves through the air. However, he misjudges the amoutn of mana he has remaining to him; it would only be sufficient for a fireball 10 inches in diameter. The result is likely that he will get a fireball 10 inches in diameter as that is the maximum capacity of his energy, -and- the fireball may well vanish before it reaches its target as the control is diminished first directly by the improper evocation and then indirectly by the incredible headache caused by the backlash of trying to utilize energy that is not there.

Another similar example would be if such a fire mage intends to make a 1 foot diameter, but only has energy for a fireball 1 inch in diameter. In this case, the fire mage may well end up dying of severe burns as the fireball, well beyond his ability to control, expends its energy in whatever way it sees fit before vanishing. (With Fire, this most often comes in the form of an explosion.)

Currently, there is no instrument for precisely measuring the amount of thaumic power left to a mage, making the management of the personal mana bank more of an art than a science, dictated by feel and experience and learned skill. Inexperienced evokers are likely to experience mild forms of burnout many times before determining their limits.



Before progressing further, it is important to note that the word ‘daemon’ does not have an inherently negative connotation. It is merely the term for a creature that is not naturally part of the physical world. Some of these creatures are ambivalent or even benevolent; however, these ones are far less encountered than the rather more malevolent ones.

Daemons occupy a substrate known by various terms – the astral, ethereal, or mana plane. They share this space with other non-corporealized creatures, such as the spirits of the dead. The conduits formed by ritual magic from Source to end-user run through this plane, and appear to its denizens in a similar way to neon lights in a dark modern city street. Dissimilarly, however, we do not eat neon.

Daemons are thaumivores; they survive on the ambient mana in their plane. Concentrated mana, such as that utilized in magical workings, could therefore be considered a delicacy or super-food. Evokers are far less likely to be a target for daemons, as their mana has been ‘personalized’, ‘naturalized’, and is drawn slowly through the astral over the course of a full sleep cycle, and utilized internally when the time comes. Ritual mages, particularly those participating in highly power-charged rituals, are far more likely to see or be approached by a daemon.

There are laws in place, set forth by the gods, that daemons must follow when working with humans. These laws are not within the scope of this document however. Mages are advised to be EXTREMELY careful should they choose to truck with such beings, as simple words exchanged with a daemon may be considered binding agreements, and many daemons have become masters of semantic trappery.



The lightweaving of elves (and presumably the shadowweaving of their drow counterparts) is not without its own dangers. When performing a lightweaving, elves commune with the other elves in the weaving. This is a very fine art. If the threads of consciousness are woven too closely, there is the danger of the blending of aspects of two different personalities close together in the weave. While this is very dangerous, it is most often reversible if it is observed before the merging becomes too deep.

Similarly, if the threads are woven too sparsely – as will often be the case in workings where there are relatively few elves combining their efforts to make a massive impact – then the far more dangerous possibility of Fraying occurs. The elves on the outermost edges of the ‘weave’ may find their threads slipping away from those of their fellow elves. It is exceedingly difficult, if not impossible, for such an elf to reintegrate themselves; help from within the weaving is almost universally needed to prevent the Fray. As such, in large groupings, there will often be one or two elves near the figurative ‘center’ of the working whose purpose is to keep watch over the edges and draw in those who are in danger of being lost.

Should a thread come fully undone before the working is completed, the elf in question can suffer from a wide variety of ailments, ranging from a headache from a mild working to complete brain death in a potent one. A death in this manner is considered one of the most horrific fates known to elvenkind, and the body of the one who has been lost is immediately given a coup de grace. Elves who have given their lives in workings mass workings are often treated posthumously as great heroes, having given the ultimate sacrifice for the betterment of others.



This is less a byproduct of magic and more the byproduct of power of any sort on the human psyche. Power tends to corrupt, and mages are not only exempt from this rule but often seem to embody it. As more and more power is amassed, it becomes easier and easier to distance oneself from the ‘mundanes’ of the world and to see them as inferior. This is particularly pronounced in the case of daemon-influenced mages, who often take on aspects of the rather alien being they are working with over time.

Public Opinion and Laws


The opinion of magic throughout Verintos varies widely, with some cultures having embraced it for centuries while others have viewed it as far too volatile to be safely utilized. In some areas, these commonly held ideas are being challenged and changed, while in others, use of magic is inquestionably bad or good. A mage traveling from one place to another is advised to be highly aware of the reactions of those around them, and to utilize tact and caution when in locations where their art is not taken well.

(More details on this, including the current position of notable societal groups, will come at a later time.)

The Academy


Very recently, the Kingdom of Verintos founded the Academy of the Mystical Arts. This institution researches and teaches about the details of the magical arts that have, to this point, largely been spread by loose oral tradition and informal apprenticeships. Aside from the initial construction of its campus, the Academy is entirely self-funded, taking fees from students coming to learn as well as fulfilling contracts to utilize their skills – often using these contracts as teaching tools for said students.

Notable Positions


The school is headed by the Council of Ten, comprised of the most renowned/potent mage willing to accept public office as represenative of their favored Source, as determined by means of The Mage’s Tourney and subsequent school-wide election. A councilman’s term lasts three years, but may be renewed indefinitely by the winning of subsequent elections. Each councilmember has a second, in the event of their own death or resignation; in the event that the second is also killed or otherwise incapacitated, the Grandmaster acts as pro tem council member. (There exist circumstantial laws for the event of this happening to multiple members, but such have never needed invocation.)

The Council of Ten is assisted by the Grandmaster – most often a generalist of rather lower power, selected directly by the Council of Ten – who chairs meetings, casts the deciding vote over deadlock, and is the first point of contact for kingdoms and other large bodies looking to solicit high-profile magical services. The grandmaster also holds a very unique ritual spell, passed down by means of sealed scrolls from one to the next (kept by the Librarian in confidence); the ‘Null’ spell, which delineates an area and temporarily voids it of -all- mana, preventing any form of magic from being utilized until the spell expires. This ability is used as a matter of policy for council meetings to prevent any form of magic-based deception; it is also used during public gatherings, including the Mage’s Tourney. Due to the incredible sensitivity of this position, Grandmaster is a lifelong title, and may only be replaced on the death of the prior grandmaster.

In order to assume the office of councilmember or grandmaster, the elected person -must- forfeit any other office they hold in any other domain, and swear allegiance first and foremost to the preservation and policing of magic and the study thereof. The oath is not formalized, but instead to be written personally by the potential councilman, and may be challenged publically by the standing members if it is not found to be complete or true.

Other notable positions include the Librarian, whose duties include the maintenance of the ever-growing bodies of literature; the quartermaster, responsible for the logistics of maintaining food, drink, and lodging; and the enforcer, the only official part of the school’s structure that requires deliberately NOT learning magic, in favor of acting freely and without encumbrance during the use of the Null spell.

The Mage’s Tourney


Held once every three years, the Mage’s Tourney allows the various school members so inclined to utilize their skills in a competetive environment. Various events ranging from artistic exhibition to outright combat are held in a similar manner to the Olympics of Earth, creating the largest magical spectacle on the planet. This Tourney drives much of the school’s economic success as well, allowing potentially interested applicants to get a view of what power they might one day command and advertising well the potence of the school’s resources to potential employers.

Participants in events deemed dangerous by the council must sign a waiver releasing all parties – the school, the kingdom, and other participants – from responsibility for injury or death caused, and observers are warned by means of a large sign on entry that events within may be considered by some to be highly violent, aberrant, or disturbing. In short: Viewer discretion is advised.



Strengths: Dragons are naturally immensely strong, relative to their size, and use their densely packed muscles to fuel their wing structures. Dragonhide is some of the hardest natural armor in existence and will turn most blows except for specifically hardened, pointed weapons striking at proper angles, due to the overlapping nature of the scales. Flight comes as a learned skill to dragons, some of whom are more apt to take flight than others, though all are able to. The iconic breath that dragons possess is an immensely powerful weapon against almost any kind of infantry or cavalry, and a psychological terror in a pitched battle.

Weaknesses: The vast majority of Dragons are entrenched in a highly ritualistic, regimented lifestyle that favors their status amongst themselves and the Braileks, some of whom worship them as gods.

The few who have escaped this comparatively sedentary lifestyle are naturally proud, ambitious and almost always young drakes, as the Dragons’ lifestyle guards the females of the species closely, due to their relative rarity. Dragons are regarded with a spectrum of responses within the world, from worship to suspicion, or even hostility. Without an enchantment or other item, Dragons are largely unable to interact on a “normal” scale with other races, being too disparate in terms of size and reputation for this to be possible.

Racial Skills: All Dragons are capable of flight, save those with damage to one or both of their wings, and all have some form of breathed weapon, be it the iconic fire, lightning, snap frost, or even poisonous clouds. Dragons’ sense of smell is highly attuned, and they make excellent, albeit odd, trackers by scent. Their eyesight is comparable to humans, though the amount of color a dragon sees varies from individual to individual.

Special Skills: While the “free” dragons would denounce the practices of the commoner, the rituals that dominate most dragons’ lives have granted them something akin to immortality, which perpetuates the cycle of the dragons’ self-regulated lives.

Build: Dragons are large, reptilian creatures, standing on four legs with a third pair of limbs situated just behind the forelegs that grow out into a pair of membranous wings capable of lifting the dragon’s weight with a significant surplus that can be used to carry prey or even riders, though the latter is largely unheard of.  A Dragon’s hide is composed of many thousands of overlapping scales, which are extraordinarily hard even by armorer’s standards and boast a layered, flexible fit which does not impeded the dragon’s movement.

Nearly all dragons are able to breathe some form of pressurized energy, usually fire, directed from the mouth and spread out in a cone that can be sustained for an impressive length of time.

However dangerous this ability may be, a dragon’s primary weapons are the heavy claws dominating its forelimbs, three to each talon and each large enough to cause extremely serious damage to unarmored and armored targets alike. These claws are sharpened through use, whether hunting or simply scratching at hard rock or wooden surfaces. A dragon’s teeth are sometimes used for hunting, however aside from pitched combat, or to intimidate, dragons rarely fight solely with their jaws in order to maintain enough airflow to allow them to use their breath weapon.

Despite being relatively animalistic in appearance to other civilized races, Dragons are entirely sentient and usually inquisitive, canny thinkers, albeit prone to honoring the traditions of their ancestors. Those that break the cycle are sometimes drawn to other pursuits, needing a new purpose in their lives other than to simply live on.

Temperament: As with all sentient races, dragons’ mindset varies considerably. However, the majority are stoic supporters of the rituals and observances that lend them their longevity and their structure for living. Those outside the rituals tend to be seen as eccentric, often younger in mind, and fiery compared to their fellows. This can be seen as a result of the younger dragons’ preeminence in the world outside the Dragons’ enclave, however, as the older dragons tend to be focused and dutiful, respectful of their comrades and peers amongst the other races of the world. Those dragons given to the rituals see the outcasts as dangerous, rogue beings, and a force of Braileks are dedicated to their extermination. Not to say there is not the opposite, indeed, some Braileks encourage the dragons to flee their fellows, presenting them with tokens in order to escape into the world as humans or elves. The punishment for such individuals is severe, if they are caught, however this is merely a part of the elaborate relationship all dragons share, even within their own race.

The Madness Before the Wars

This is not IC knowledge

To begin, there were three gods: Temoth, Faytri, and Trepas. There were very few races: Elves, humans, dwarves, dragons, and orcs.

All races started underground and some dug to darker places, and some crawled upward to find more space.

Temoth and Faytri came to the surface and chose their favorites. Faytri chose the elves. Temoth chose the weres.

Trepas did not go to surface and instead claimed the races underground.

She bore demigods and taught the things underground to worship her and them, and thus gained power. Temoth and Faytri knew nothing of worship, pleased when people spoke to them, but not interested in power.

Meanwhile, Trepas bored of her games under the surface and decided to try life above ground.  She burrowed out of the earth onto a lush, tropical continent, and the force of her escape created a volcano, which spewed magical energy across the continent, and endowed the minerals near the volcano with amazing magical properties.

The trees of that tropical paradise were filled with colorful lizards who were slowly gaining the ability to use simple tools.  As the years went by, they discovered the magic of the gems around them with their simple intelligences, and began to evolve and use magic as a tool instead of a natural function.  The Zarkul grew without the influence of the gods…

Trepas looked at a continent practically void of intelligent life, not seeing the lizards who had learned to plant traps for their prey while they hid in the trees. Instead, she invented one. The Firegnomes were born. Trepas played with them briefly, but despite their ridiculous appearance, they were horrendously mundane in attitude.

Trepas moved to the center nation, and saw how interesting humans can be, so she snagged a few and played with them, thus creating the Braileks and Dark Humans. She was intrigued by these briefly, mostly by their children, and then she had her most creative idea yet.

They were children, perpetually. Some could be quite serious, some downright inane, but their minds never aged to maturity, their reasoning was rarely sound, they giggled at fart jokes, and they were impossible to control. And to these children she gave a power beyond even herself. Once a year, they had the power to make a Wish. As we all know from cautionary tales like the Genie in the Lamp, one must be careful what you wish for. But children are rarely careful, and Trepas created 2000 wish-bearing children and released them into the world.

At first, the problems were small. One child invented minotaurs. Another created drakechild.

And then one caused an elven kingdom to launch itself into civil war.

Another wished Trepas could have more friends and doubled the number of drow gods.

And one wished that the orcs would be impressed by his power, and caused a spaceship to fall out of the sky.

The orcs and dragons were forced back into smaller territories, the Firegnomes were joined on their continent by the orcs, some dragons were forced underground, which forced the dwarves further south where they began to take over drow land. The drow in turn surfaced, and began systematically destroying the elven race. Faytri was already in pain over the loss of the beautiful elven kingdom of Cordonia, and now the Fae were the cause of the possible genocide of her favored people. The Fae acted quickly, if not wisely, and relocated the bulk of Faytri’s people to the northern spike of the Verintos continent. Trepas delighted in the chaos caused by her creations, and stoked the fires with war. Until the Eldest of Them was forced to separate the races, and called mountains from the earth to lay down and prevent any Verintosian citizen from entering the Kingdom of the Sun, ever again

Basic History of Verintos

The Gods and The World

We’ll start at the beginning. You had a lump of world with a handful of standard fantasy races, the elves being most numerous, the humans being the best multipliers. The others are dragons, dwarves, drow, and orcs. You have two deities, Temoth and Faytri. Temoth prefers a small sect called of humanity called werewolves, for their versatility. Faytri prefers elves, for their innovation. But the ones that require the most attention are the humans, who begin to worship the gods. So things are going quite well, until a new deity appears on the scene named Trepas.
Trepas learned to harness the worship of her chosen people, the drow, and used that power for chaos. She creates many different creatures, including the one commonly called faeries, and an odd kender-like race called Firegnomes.
She gave the fae a terrifying power called ‘Wish’. They could do things even the gods were incapable of once every six month. This led to one of the faeries screwing up the delicate ecology of Topaz (the world) and nearly exterminating the elves in the process. The Fae were mortified at the damage their power did and weakened it themselves as a nation. Temoth and Faytri struck a deal with them to save a good portion of the elves by moving them into a formerly Fae-only territory. Things calmed down awhile. But, said territory was very near the only unaffected human settlements, and when the humans continued to be prolific, they met the elves in their territory. Man being so young a race, and not grasping the idea of diplomacy, took offense to this, and the first war began.

The First War

Trepas took great glee in the suffering caused by war. She continually prodded the humans, weres and elves into more and more terrible acts. Temoth and Faytri tried to end the war, to make their people see reason, but Trepas knew how to use followers. Nothing they did worked against her. Trepas would give boons and award depravity with the fulfilment of every need, and when that didn’t work, she’d find a way to subvert family. Unbeknownst to the gods, there was another deity, known only as the Eldest of Them. Often referred to as a He, but not seeming to be classified at all, the Eldest of Them woke in irritation and bound Trepas into the ground. He decreed that only citizens of the Fae lands were to ever enter them, and then left Temoth and Faytri to figure out the rest. Thus, the Kingdom of Verintos, the human kingdom, and the Kingdom of the Sun, the elven kingdom, were born. No human alive has seen the inside of the Kingdom of the Sun. Even those who marry elves of the Sun tend to stay in Verintos.

The Second War

Only one man has broken this rule. His name was Nahtreum, and his goal was to upset the peace created. In an act of either insanity or sheer evil, he murdered an entire village in one night, then claimed to the Duke of the Plains that a force from the People of the Sun had done it. His tale spread like wildfire, and when the people of Verintos were sufficiently incensed, he ran to the King of the Kingdom of the Sun, and told him the plans Verintos had to mobilize against him.
War broke out and the People of the Sun were more than a fair match for people of Verintos, for although they were less numerous, they wielded magic, which Verintosians avoided like plague, and it was so advanced, it was like facing off modern artillery against footbound Zulus.
They started at the Plains, and in three years wiped out not only the villages there, but the Fortress, which lays empty to this day. Every living thing was laid to waste, and forces sent out to stop them only perished, survivors rarely returned. Drafting had been put in force, and every able-bodied 20 year old was put on the front lines. They turned for the rest of the kingdom, abandoning the wide front to focus their force on the Castle of Verintos. But the King of Verintos was much wiser than the humans in the first war, and when the Sun army drew close to the city, he called for a short truce to discover why the People of the Sun would attack. The King of Verintos’s chosen advisor was a great hero, a farmer’s son to young to be drafted, but in the war because he was paying the Kingdom of the Sun back for the destruction of his village. The sole survivor of Nahtreum’s treachery, Islea recognized Nahtreum’s voice in the discussion between the Kings and exposed the villain for his treachery. The war ended, the peace uneasy, but solid, even after the king died and passed his crown on to his son a year later. During this time, many spies sent by the people of the Sun were discovered, and elves were still regarded as unnatural demon-spawn.

The Tyrant and The Expeditions

The war, though awful, would have been quickly recovered from, but the new King’s policies made it impossible. What followed can only be described as twenty years of sheer tyranny. The new king hoarded all of the gold and raised taxes. If you couldn’t meet the taxes with your farmwork, you were shipped off in expeditions to discover new sources of revenue. Another group of elves was discovered, as well as their battles with the drow. Many men enlisted to help in this fight to aid their families in shipping a little bit of money home. Others were forced into a war far from home, but the elves would often spot those there against their will and move them into the Enclaves as medics. The Braileks were also met, but they were too self-sufficient for the tyrant to find a way to exploit, so the elves were focused on. The relations with the elves of the east greatly increased the acceptance of the elves of the Sun.
After about five years, there was starting to be talk of eliminating the king and letting his younger brother take the post, and later that year, his brother disappeared. The kingdom despaired and slogged on.

The Queen and The Third War

In a coup only to be described as ‘miraculous’, an unknown woman murdered the King and went on to prove she was the daughter of his brother. The tyrant was dead, and she became Queen Cornet, under wary watch. Her first move, deposing the Duke of the Sea and placing a commoner in the position proved to be the only thing that relaxed her new subjects.
However, her reign did not start off peaceful. Shortly after she took her throne, Trepas was freed from her bound state, and amassed an army in the Fort of the Plains. Trepas created a child she intended to take over the places of Temoth and Faytri, and set her to lead an army of a race Verintos had never before seen, vampires brought from another world Trepas commanded. She also called on another hidden jewel of Topaz itself, a Dark Hill elf named Alexia, the cruelest being to ever be tainted by necromantic energy. However, to Cornet’s side came all of Verintos, the Dark Hill elves (for they despised Alexia) and several beings called drakechild. And when the battle came to a stalemate, one thing changed its course. Trepas’s child turned on her. Her power broken over her own troops by Dalharilde, Trepas was killed, she has no power in Topaz anymore. Now her child, the Little Goddes as she likes to be called, controls chaos.

The Present

So now, it’s been sixteen years of peace, we’ve discovered the Firegnomes, become good friends with the Braileks, and are almost about to start marketing with dwarves.