"off all the creatures that haunt this world, none are as terrible as blights (...)"
Creation and Destruction
Just like every coin has two sides, there are two Pantheons that rule our world: one for Creation and one for Destruction. You may think that just because you pick up snails from the road and cuddle puppies, you will immediately be claimed by Creation, but the Divinities may have a different plan for you.
In this world, there are no atheists, and that's because the existence of Divinities isn't up to faith - it's a fact. Gods exist in the realm called the Empyrean, and they are linked with the mortal world through their Chosen Ones - mortals who receive special powers in exchange for fulfilling a mysterious destiny.
In this world, there are no atheists, and that's because the existence of Divinities isn't up to faith - it's a fact. Gods exist in the realm called the Empyrean, and they are linked with the mortal world through their Chosen Ones - mortals who receive special powers in exchange for fulfilling a mysterious destiny.
Creation

"Let's say you're Aligned with Creation. You get cool powers and a badass destiny, and everyone thinks you're a hero. Sweet deal, right?
The first thing you need to know is that this Pantheon is ruled by the Prime Divinity called Rahanen. It's a pretty chill god, like in that bardic song: "I don't care who you are, where you're from, what you did - as long as you love me". They just want to be worshipped, and honestly, who can't relate?
The Minor Divinities of Creation are a different story - they expect you to do things for them in exchange for your powers. Each of them has a different specialty, and while Rahanen is the Big Boss, it's the Minor ones you're Aligned to. More on that - and the powers they'll grant you - later.
In principle, Creation is the Domain of heroes. Courage, truth, generosity, protection - it represents all of that and more. Those Aligned with Creation will one day save the world, and while their fate is tied to their Domain and the Divinities within it, they have enough free will to decide by themselves *how* they want to go about it and with whom.
Look into the Domain of Creation if you're into dramatic posing in conveniently placed cones of light, making epic proclamations about honour and bravery, and saving helpless grannies from waylayers."
The first thing you need to know is that this Pantheon is ruled by the Prime Divinity called Rahanen. It's a pretty chill god, like in that bardic song: "I don't care who you are, where you're from, what you did - as long as you love me". They just want to be worshipped, and honestly, who can't relate?
The Minor Divinities of Creation are a different story - they expect you to do things for them in exchange for your powers. Each of them has a different specialty, and while Rahanen is the Big Boss, it's the Minor ones you're Aligned to. More on that - and the powers they'll grant you - later.
In principle, Creation is the Domain of heroes. Courage, truth, generosity, protection - it represents all of that and more. Those Aligned with Creation will one day save the world, and while their fate is tied to their Domain and the Divinities within it, they have enough free will to decide by themselves *how* they want to go about it and with whom.
Look into the Domain of Creation if you're into dramatic posing in conveniently placed cones of light, making epic proclamations about honour and bravery, and saving helpless grannies from waylayers."
Destruction

"Do you like stomping on children’s sandcastles and serving salt when they ask for sugar? Congratulations, you’re an asshole. It doesn’t mean that you’ll be claimed by the Domain of Destruction, but you will probably get a thumbs up from their Pantheon. As we've established, Divinities work in mysterious ways.
But let’s say that you’re Aligned with Destruction and that you’re on your way to being a Big Bad Villain.
The most important thing to remember is that you serve the Prime Divinity of Destruction, Malevolt. This mysterious God has been silent for 500 years, and we don’t exactly know why. Since Malevolt doesn’t grace us with Their personal patronage, Minor Divinities of Destruction take the reins. Each oversees a different area of Destruction and you will answer directly to one of them. The deal is simple: you get their blessing and powers related to their specialty, and in exchange, you do their bidding. How you go about fulfilling your destiny is entirely up to you, as long as you stick to your Domain and make your Divinity proud.
In principle, Destruction is the Domain of villains. Greed, discord, deception - all that and more is what they're about. Those Aligned with Destruction are destined to one day bring down the world, but before that happens, they must reach the peak of infamy, which includes scoring themselves the coolest nemesis, the greatest party, and all the favours from their Divinities they can possibly get.”
But let’s say that you’re Aligned with Destruction and that you’re on your way to being a Big Bad Villain.
The most important thing to remember is that you serve the Prime Divinity of Destruction, Malevolt. This mysterious God has been silent for 500 years, and we don’t exactly know why. Since Malevolt doesn’t grace us with Their personal patronage, Minor Divinities of Destruction take the reins. Each oversees a different area of Destruction and you will answer directly to one of them. The deal is simple: you get their blessing and powers related to their specialty, and in exchange, you do their bidding. How you go about fulfilling your destiny is entirely up to you, as long as you stick to your Domain and make your Divinity proud.
In principle, Destruction is the Domain of villains. Greed, discord, deception - all that and more is what they're about. Those Aligned with Destruction are destined to one day bring down the world, but before that happens, they must reach the peak of infamy, which includes scoring themselves the coolest nemesis, the greatest party, and all the favours from their Divinities they can possibly get.”

Pantheon of Creation
Colours: gold & blue
RAHANEN
PRIME DIVINITY, represents all aspects of Creation
ORIANA
Divinity of Health and Regeneration
HEALDAN
Divinity of Truth and Clarity
LISSE
Divinity of Mercy and Forgiveness
UMBRIS
Divinity of Defence and Protection
CYNREN
Divinity of Kindness and Compassion
PRIME DIVINITY, represents all aspects of Creation
ORIANA
Divinity of Health and Regeneration
HEALDAN
Divinity of Truth and Clarity
LISSE
Divinity of Mercy and Forgiveness
UMBRIS
Divinity of Defence and Protection
CYNREN
Divinity of Kindness and Compassion
Pantheon of Destruction
Colours: black & purple
MALEVOLT
PRIME DIVINITY, represents all aspects of Destruction
FOLGIAN
Divinity of Illusions and Deception
BALWAZ
Divinity of Decay and Degeneration
GIFRA
Divinity of Greed and Rapacity
TORNWRATH
Divinity of Vengeance and Retribution
HETEGRIM
Divinity of Doubt and Discord
PRIME DIVINITY, represents all aspects of Destruction
FOLGIAN
Divinity of Illusions and Deception
BALWAZ
Divinity of Decay and Degeneration
GIFRA
Divinity of Greed and Rapacity
TORNWRATH
Divinity of Vengeance and Retribution
HETEGRIM
Divinity of Doubt and Discord
Chosen Ones
When the prophecy arrives, everyone holds their breath, waiting to hear the names of the Chosen Ones. Kings and peasants, thieves and merchants - people from all walks of life can be Chosen, their future marked for greatness, their lives changed forever.
At Adventurers' Academy, they will represent one of five Professions, each with its own dualistic approach and skilset, depending on Alignment.
At Adventurers' Academy, they will represent one of five Professions, each with its own dualistic approach and skilset, depending on Alignment.
Holy Champions
Paladins & Vindicators

Representing Creation and Destruction respectively, Paladins and Vindicators are the primary combat-oriented members of their party. They are expected to be tougher than an average Adventurer and naturally charismatic – skills that are priceless when the party faces danger or a diplomatic crisis.
Paladins often take the forefront in dangerous situations, brandishing their sword with pride and basking in divine grace. They are known for dramatic posing and empowering speeches performed in conveniently placed cones of light.
Vindicators also tend to be natural leaders, rallying their allies through dark monologues uttered from the deepest shadows. Their swords strike with ruthlessness rather than honour, and their road to glory is often paved with deception.
Paladins often take the forefront in dangerous situations, brandishing their sword with pride and basking in divine grace. They are known for dramatic posing and empowering speeches performed in conveniently placed cones of light.
Vindicators also tend to be natural leaders, rallying their allies through dark monologues uttered from the deepest shadows. Their swords strike with ruthlessness rather than honour, and their road to glory is often paved with deception.
Divine Speakers
Clerics & Mystics

Clerics and Mystics worship the opposite Pantheons, with the former being faithful to Creation and the latter praising Destruction. Due to their blessed nature, they have the unique ability to commune with the Divinities, often receiving mysterious quests and secret tasks whose completion may bring rewards for the entire party.
Clerics are often seen as those who keep the party alive by any means necessary, even if the party is actively sabotaging these efforts – or perhaps especially then. They are known for their diagnostic skills, healing rituals, and a bedside manner which ranges from coddling to downright grumpy.
Mystics are perceived as the inflictors of pain. They know where it hurts the most, and they will channel their divine power to strike exactly there. Their bedside manner is notoriously awful, but they are indispensable in a party that loves to see its enemies suffer.
Clerics are often seen as those who keep the party alive by any means necessary, even if the party is actively sabotaging these efforts – or perhaps especially then. They are known for their diagnostic skills, healing rituals, and a bedside manner which ranges from coddling to downright grumpy.
Mystics are perceived as the inflictors of pain. They know where it hurts the most, and they will channel their divine power to strike exactly there. Their bedside manner is notoriously awful, but they are indispensable in a party that loves to see its enemies suffer.
Shadow-Walkers
Rogues & Tricksters

Rogues and Tricksters stand on opposite sides, the former serving Creation, the latter Destruction. They are your specialists on poisons and antidotes, traps and locks, as well as various mechanical and alchemical contraptions.
Rogues have a natural affinity for magical concoctions. They can decipher alchemical formulas and produce antidotes that frequently save their party’s lives. When they aren’t practising medicinal alchemy, they experiment with other concoctions, such as smoke bombs whose fumes impair the enemy’s perception.
Tricksters know their way around poisons, and they're always happy to test them on the hapless heroes of Creation. The ease with which they handle harmful substances is both impressive and off-putting, and while Tricksters prefer to skulk in the shadows, you’ll know they’re present once you’re enveloped in poisonous gas from one of their contraptions.
Rogues have a natural affinity for magical concoctions. They can decipher alchemical formulas and produce antidotes that frequently save their party’s lives. When they aren’t practising medicinal alchemy, they experiment with other concoctions, such as smoke bombs whose fumes impair the enemy’s perception.
Tricksters know their way around poisons, and they're always happy to test them on the hapless heroes of Creation. The ease with which they handle harmful substances is both impressive and off-putting, and while Tricksters prefer to skulk in the shadows, you’ll know they’re present once you’re enveloped in poisonous gas from one of their contraptions.
Arcanists
Wizards & Warlocks

Wizards and Warlocks stand on opposing sides, the former representing Creation, the latter Destruction. Divine power flows through their veins in the form of raw magic, which they use for very different purposes, depending on their alignment. Those are your party’s treasured spellcasters, and the only people with the ability to attune themselves to their surroundings and sense the magic within them.
Wizards can shield themselves from injury or grant protection to someone else. They are indispensable in parties with high-profile adventurers who are often targeted by the enemy, or on missions where the escorted cargo needs to be protected at all costs. Being able to manipulate the elements or vanish from sight are just some of the skills in their versatile arsenal, which more than makes up for their squishiness in battle.
Warlocks, on the other hand, don’t bother protecting themselves or others from harm. Instead, they respond to injury with injury. Weaving a parasitic bond between themselves and their attacker, they can deal the same damage to the enemy as they suffer themselves. If they are feeling charitable, they can do the same for another party member instead, making it tricky for the enemy to know where to strike without risking an unexpected – and painful – ouchie.
Wizards can shield themselves from injury or grant protection to someone else. They are indispensable in parties with high-profile adventurers who are often targeted by the enemy, or on missions where the escorted cargo needs to be protected at all costs. Being able to manipulate the elements or vanish from sight are just some of the skills in their versatile arsenal, which more than makes up for their squishiness in battle.
Warlocks, on the other hand, don’t bother protecting themselves or others from harm. Instead, they respond to injury with injury. Weaving a parasitic bond between themselves and their attacker, they can deal the same damage to the enemy as they suffer themselves. If they are feeling charitable, they can do the same for another party member instead, making it tricky for the enemy to know where to strike without risking an unexpected – and painful – ouchie.
Bards

Bards are astute observers of the world around them. They can serve either Creation or Destruction, drawing inspiration from their party’s heroic deeds or villainous pursuits. Performers by craft and by nature, they come in all varieties. While some favour playing an instrument, others may simply use their voice to sing or chant as their party face off against the opposition; others still are skilled with rhymes and will weave together a poem faster than a sword can be drawn. The Academy teaches them all, regardless of their experience. They are the makers of history, the weavers of tales. No secret is safe with bards, and no deed will go unsung.
Bards of Creation are respected for their prowess with musical instruments and famous for their sharp tongues. Their voice carries influence, and their words can make or break somebody’s good name with a sequence of well-played notes and witty lines. In battle, their inspired performance can boost the party’s morale and help them shake off the effects of the enemy’s manipulation and magic.
Bards of Destruction are the architects of drama and dissonance. They manipulate the world around them with clever verses, weaving stories and spreading rumours. Another person’s misfortune is their greatest inspiration, and they are notorious for spreading doubt and discord among their enemies, making lifelong friends fall out and heroes lose trust in their allies.
Bards of Creation are respected for their prowess with musical instruments and famous for their sharp tongues. Their voice carries influence, and their words can make or break somebody’s good name with a sequence of well-played notes and witty lines. In battle, their inspired performance can boost the party’s morale and help them shake off the effects of the enemy’s manipulation and magic.
Bards of Destruction are the architects of drama and dissonance. They manipulate the world around them with clever verses, weaving stories and spreading rumours. Another person’s misfortune is their greatest inspiration, and they are notorious for spreading doubt and discord among their enemies, making lifelong friends fall out and heroes lose trust in their allies.
Kin
There are many different Kin in the world, each with their unique traits, strengths and weaknesses.
* All kin (character species) possess a range of physical traits which can be portrayed as vividly or as subtly as you like. All we ask is that you be thoughtful towards real life cultures and respectful towards sensitive topics which pertain to existing people and their struggles.
* All kin (character species) possess a range of physical traits which can be portrayed as vividly or as subtly as you like. All we ask is that you be thoughtful towards real life cultures and respectful towards sensitive topics which pertain to existing people and their struggles.
Earthkin

Earthkin are the largest part of the world’s population and can be found in all the Lands. They are creative and quick on their feet, which makes them great improvisers and inventors. However, due to their inherent recklessness and an impaired self-preservation instinct, they don’t make the greatest leaders.
Play Earthkin to test your creativity and to explore the theme of finding uniqueness in the ordinary.
Play Earthkin to test your creativity and to explore the theme of finding uniqueness in the ordinary.
Nightkin

Nightkin have cat-like features, and a rich culture centered around nighttime rituals. Unfortunately, this makes them vulnerable to Blights, which have reduced their population to alarmingly small numbers. Thanks to their rituals, however, the Nightkin can empower their magical prowess, making them potent wizards and warlocks.
Play Nightkin to explore unique social structures centered around trust and rituals.
Play Nightkin to explore unique social structures centered around trust and rituals.
Fenfolk

Fenfolk are easily identifiable by their fish-like traits such as scaly skin, fluorescent patterns, or fin ears. Born and raised around water, they are exceptionally attuned to danger and can sense the presence of Blights before the threat comes near. On the downside, they are skeptical towards inventions and tend to be allergic to potions.
Play Fenfolk if you’d like to explore a sense of caution towards an unfamiliar world.
Play Fenfolk if you’d like to explore a sense of caution towards an unfamiliar world.
Wilderfolk

Wilderfolk are pointy-eared forest-dwellers with a formidable connection to nature and an inherent resistance to magical effects. They are born and raised in forests and open steppes, and their emotional stability deteriorates if they stay indoors for prolonged periods of time, and their mind becomes prone to manipulation.
Play Wilderfolk to explore the theme of freedom vs. constraint, civilization vs. nature.
Play Wilderfolk to explore the theme of freedom vs. constraint, civilization vs. nature.
Ratkin

The furthest away from human behavior are Ratkin, the extremely rare sewer-dwellers who often hide their rodent-like features behind masks or magical concealment. They are seldom seen alone, preferring to live in groups where they look after one another. Ratkin are unaffected by disease, but vulnerable to poisons, including alcohol.
Play Ratkin to explore the theme of otherness and hiding behind masks, literal and proverbial.
Play Ratkin to explore the theme of otherness and hiding behind masks, literal and proverbial.
Children of the Breach

Children of the Breach are perhaps the strangest of the kin. With usually golden or purple eyes, they are mutants whose bodies have horns, tails, extra limbs, or other anomalies. Due to their origin, they are more vulnerable to divine powers, but their physique makes them naturally resistant to non-magical damage.
Play a Child of the Breach to explore the theme of being born from a world-shaking tragedy and all its implications.
Play a Child of the Breach to explore the theme of being born from a world-shaking tragedy and all its implications.
Lands
The world is divided into several lands, each with its own unique culture and
approach to religion.
The Spire

At the very centre of the lands is The Spire, a twisting column of rock and light, of metal and darkness that represents the balance of the world. Some believe that the Spire connects the mortal plane to the Empyrean, serving as a bridge between the mortals and the Divinities. Its structure appears to be ancient, but curiously enough, there is no mention of the Spire in any pre-Breach writings.
The climate surrounding the Spire is volatile, making it difficult to farm and develop under settlements. The sole settlement is at the very base of the Spire, and it is entirely mobile. As the seasons change and the shadow of the Spire travels across the land, so does the settlement, always keeping to the light side of the towering structure.
Perhaps the most remarkable trait of the area is the fact that, before the Breach, it was the home of the famous Adventurers’ Academy. Every couple of decades, the Academy would appear in the same place, opening its doors to the adepts of Creation and Destruction.
The Spire is not a playable Land.
The climate surrounding the Spire is volatile, making it difficult to farm and develop under settlements. The sole settlement is at the very base of the Spire, and it is entirely mobile. As the seasons change and the shadow of the Spire travels across the land, so does the settlement, always keeping to the light side of the towering structure.
Perhaps the most remarkable trait of the area is the fact that, before the Breach, it was the home of the famous Adventurers’ Academy. Every couple of decades, the Academy would appear in the same place, opening its doors to the adepts of Creation and Destruction.
The Spire is not a playable Land.
Homeport

The Kingdom of Homeport once was a prosperous trading nation that controlled access to the sea and to trade with other realms. This prosperity depended upon the regular shipments of essentials to and from other kingdoms. After the Breach, however, the oceans boiled with strange fires and the once seasonal storms became so fierce and frequent that long sea voyages became a thing of the past.
Now, Homeport is a dilapidated ruin. The wealthy merchants have left for other places, their palatial houses stand decayed and weathered by the wind and rain. The common people remain. They are incredibly superstitious, knowing they must rely on all sorts of luck to survive. They pay the most attention to the Divinities of Destruction, not because they are devoted followers, but more because they feel they need to keep that Pantheon on their side.
Choose Homeport if you want to play on superstition and almost religious respect for the forces of nature.
Now, Homeport is a dilapidated ruin. The wealthy merchants have left for other places, their palatial houses stand decayed and weathered by the wind and rain. The common people remain. They are incredibly superstitious, knowing they must rely on all sorts of luck to survive. They pay the most attention to the Divinities of Destruction, not because they are devoted followers, but more because they feel they need to keep that Pantheon on their side.
Choose Homeport if you want to play on superstition and almost religious respect for the forces of nature.
The Cities in Dust

Once, the Seven Cities were famed for their lush beauty, each one rising out of the rainforest like a vast tower bedecked with lush greenery. After the Breach the rains stopped. The change in climate killed first the plants that grew in the cities and then the forests around them. Dry winds desiccated the land. All that remains of the jungle now is a wasteland of grey dust that blows into the eyes and lungs of those who dare to venture across it.
Currently, the Seven Cities are split in terms of who they worship. Whereas previously each city had been closely associated with one of the Divinities of Creation, since the Breach many have turned to Destruction. As the population has dwindled and its main focus is survival, the councils have fallen and there is no central government or authority. Instead, the Cities are torn between various gangs or individuals who fight one another for resources.
Choose the Cities in Dust if you want a background based on the scarcity of resources and struggle for survival.
Currently, the Seven Cities are split in terms of who they worship. Whereas previously each city had been closely associated with one of the Divinities of Creation, since the Breach many have turned to Destruction. As the population has dwindled and its main focus is survival, the councils have fallen and there is no central government or authority. Instead, the Cities are torn between various gangs or individuals who fight one another for resources.
Choose the Cities in Dust if you want a background based on the scarcity of resources and struggle for survival.
The Riverlands

Where the Cities in Dust crave water and vegetation, the Riverlands have those in abundance – perhaps even too much so.
When the waters turned dangerous and far-off expeditions were no longer possible, the people of the Great Seas became the people of the Riverlands. The disaster of the Breach harshly cut down their population, forcing natural born explorers to settle down among the shores. It isn’t to say that life on land has become boring – or safe. The lands are ever-changing, shifting like a living creature, with rivers and lakes pulsating like veins. Many hazards lurk within the uncharted lands, and many paths once mapped out have been lost to the ever expanding land and water. That makes cartographers and explorers some of the most appreciated and most dangerous occupations, and people see them as the embodiment of adventurers.
Choose the Riverlands if exploration is in your blood and if you long to take risks for the sake of treading new paths.
When the waters turned dangerous and far-off expeditions were no longer possible, the people of the Great Seas became the people of the Riverlands. The disaster of the Breach harshly cut down their population, forcing natural born explorers to settle down among the shores. It isn’t to say that life on land has become boring – or safe. The lands are ever-changing, shifting like a living creature, with rivers and lakes pulsating like veins. Many hazards lurk within the uncharted lands, and many paths once mapped out have been lost to the ever expanding land and water. That makes cartographers and explorers some of the most appreciated and most dangerous occupations, and people see them as the embodiment of adventurers.
Choose the Riverlands if exploration is in your blood and if you long to take risks for the sake of treading new paths.
Xoria Prime

Xoria Prime is a grand Empire located on a large island surrounded by hostile waters. For half a millennium, the Empire has been isolated from the rest of the world. Recently, the summons from the Academy reminded Xorians that there is life outside their self-sufficient island.
The Empire and its people are strongly aligned with Creation. The benevolent Empress is the head of Rahanen's cult in the land. The followers of Destruction are monitored by strict imperial laws and, if they are considered a threat, imprisoned, or eliminated.
To the rest of the world, Xoria Prime is a mysterious land no-one has visited in 500 years. It is also the place where alumni of the Adventurers’ Academy opened the Breach, bringing calamity upon the world. Maybe now, there will finally be answers as to what truly happened all those years ago.
Choose Xoria Prime if you want to play someone out of tune with the world, someone who has led a sheltered life and who may – or may not – wish to correct their ignorance.
The Empire and its people are strongly aligned with Creation. The benevolent Empress is the head of Rahanen's cult in the land. The followers of Destruction are monitored by strict imperial laws and, if they are considered a threat, imprisoned, or eliminated.
To the rest of the world, Xoria Prime is a mysterious land no-one has visited in 500 years. It is also the place where alumni of the Adventurers’ Academy opened the Breach, bringing calamity upon the world. Maybe now, there will finally be answers as to what truly happened all those years ago.
Choose Xoria Prime if you want to play someone out of tune with the world, someone who has led a sheltered life and who may – or may not – wish to correct their ignorance.
The Cloud Baronies

With their strongholds scattered among the peaks, the Cloud Baronies are a fascinating land. The Monarch held together the Cloud Baronies for centuries. They kept the lands flourishing even in the wake of the Breach, but not long after, they disappeared, leaving no heir. Without strong centralized power, the nobles ruling over each barony took the reins, leading to centuries of squabbles, shifting loyalties, court dramas, and dubious alliances.
Despite the endless turmoil, the people of the Baronies are loyal to their home first and foremost. While the various Baronies may be at odds with one another, once an external force poses a threat, they will unite against it as one, powerful front – woe are those who try to take their land, for the people of the Baronies will fight tooth and nail until nothing but dust remains.
Choose the Cloud Baronies if you’d enjoy playing on internal animosity among your people, but find natural allies in them once faced with an external threat.
Despite the endless turmoil, the people of the Baronies are loyal to their home first and foremost. While the various Baronies may be at odds with one another, once an external force poses a threat, they will unite against it as one, powerful front – woe are those who try to take their land, for the people of the Baronies will fight tooth and nail until nothing but dust remains.
Choose the Cloud Baronies if you’d enjoy playing on internal animosity among your people, but find natural allies in them once faced with an external threat.
Fairdale

In the realm of Fairdale, people strive to live rather than merely exist. Fairdale was built upon the remains of a city annihilated by the Breach, and since then, it has been in ruins many more times. Some say that the land had been cursed by a long forgotten Divinity, and thus people who live there are forced to raise their homes from the ashes again and again. Whether that is true or not, one thing is certain: no superstition can break the spirit of the people of Fairdale. Disaster may come knocking any day, so why save for tomorrow what can be enjoyed today?
Fairdale is the cultural center of the continent. It is here that one will see the most fantastic performances and the greatest parties. The acknowledgement of impending doom fuels the urge to live to the fullest, be it through extravagance or decadence – as long they feel that they’re alive.
Choose Fairdale if you’d like to explore the "carpe diem" mentality, and confront it with your destiny as one of the Chosen.
Fairdale is the cultural center of the continent. It is here that one will see the most fantastic performances and the greatest parties. The acknowledgement of impending doom fuels the urge to live to the fullest, be it through extravagance or decadence – as long they feel that they’re alive.
Choose Fairdale if you’d like to explore the "carpe diem" mentality, and confront it with your destiny as one of the Chosen.
The Kingdom of Peaches

The last of the lands, the Kingdom of Peaches, is the object of everyone's envy, the kingdom of unparalleled beauty.
One of the most formidable nations in the world, and certainly the happiest, the Kingdom of Peaches is a largely agrarian land built around farming, with fruit trees to the west and fields of crops and livestock further to the east. It’s a land of wealth, happiness, and devotion to the balance between Creation and Destruction, where everyone benefits from the grace of Divinities and the Kingdom’s mortal rulers... except that almost everything you’ve just read is a lie. Whilst the above is the universally acclaimed truth about the Kingdom of Peaches, the reality is significantly darker and less wholesome.
Choose the Kingdom of Peaches if you want to see the world through the eyes of a manipulated subject oblivious to the machinations of an oppressive regime.
One of the most formidable nations in the world, and certainly the happiest, the Kingdom of Peaches is a largely agrarian land built around farming, with fruit trees to the west and fields of crops and livestock further to the east. It’s a land of wealth, happiness, and devotion to the balance between Creation and Destruction, where everyone benefits from the grace of Divinities and the Kingdom’s mortal rulers... except that almost everything you’ve just read is a lie. Whilst the above is the universally acclaimed truth about the Kingdom of Peaches, the reality is significantly darker and less wholesome.
Choose the Kingdom of Peaches if you want to see the world through the eyes of a manipulated subject oblivious to the machinations of an oppressive regime.