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The Sealed Land - Myrion
Myrion

The Sealed Land

When war consumed the land and ancient powers awoke from the depths, the great realms crumbled. Then the fog rolled in from the sea — and never left. No ship escapes it, no road leads out. This is the story of the world you'll be sealed into.

The Devastation

Cities burned, trade routes fell silent, and whole kingdoms vanished beneath ash and blood. What remains is a single sealed land — and three camps that rose from the wreckage, each with its own answer to the end of the world. Joining one is permanent. Choose the answer you can live with.

Thais

The Old Camp

Bastion of the King.

One city defied the downfall. Behind the mighty walls of the old capital, knights and guardsmen hold the last order of the realm — and deep in its heart rises the Monastery of Fire, where the fire mages serve the king with counsel and ancient magic. Discipline and loyalty are the pillars of survival; lost shrines are reclaimed, artifacts recovered, demonic powers destroyed.

They serve Kaldrun, keeper of the holy fire — only under the king and with Kaldrun's blessing can the realm be rebuilt.
Carlin

The New Camp

City of Freedom.

Those who would serve no king again fled north. In Carlin no crown rules — solidarity, self-reliance and the strength of every individual do. The camp's true hope rests on the water mages: their High Council of Grandmasters, led by the Supreme Grandmaster of Water, sends expeditions into forgotten temples and sunken ruins to understand the Devastation before darker powers do.

They serve Isendra, keeper of the balance between order and chaos — freedom must not end in chaos.
Venore

The Sect Camp

City of the Swamp.

Where others saw only fog and death, some found salvation. Following the visions of the one called The Chosen One, the faithful rebuilt Venore's ruins into a holy place. They believe the Devastation was a divine trial — and that deep beneath the swamps an ancient power slumbers, waiting to rise. On that day it will be decided whether the world is saved, or devoured.

Outsiders know their god only as a nameless power. The Gurus speak its name in ritual alone.

The Pact of the Three Ways

The camps mistrust each other — but their highest mages do not. The heads of the three magical orders keep a silent, inviolable accord: sealed messengers pass every gate untouched, carrying word of new creatures, strange anomalies and the movements of dark powers. For the old writings agree on one thing — no single god, no single camp, can halt the Devastation alone.

Should the pact ever break, the Devastation may triumph over the world once and for all.

Rookgaard — The Last Safe Shore

The waters around Rookgaard lie outside the fog's hunger. Ships that sink elsewhere in the world wash their survivors onto its sands — none remember another home. When the ancient, camp-bound-to-no-one Oracle judges a soul ready, it tears a single rift in the seal: one passage, one soul, no return. Every crossing is a soul the curse did not get.

You will wake on that shore. You will grow strong enough to stand before the Oracle. And then you will choose: Thais, Carlin, or Venore — forever.