Common Knowledge

The Known World
Large Format Map - see Maps

The known world stretches from The Great Ocean in the east to the Great Wastes in the west. Its Southern Forest forms an effective border to the south and the frozen Dragonspire Mountains cut off exploration to the north. Although it is known that there are people living beyond these borders, no reliable witness has ever traveled there and returned to tell their tales. Those who have claimed to return from travels beyond these borders are generally thought to be liars or conpeople.

The known world is split into three major regions; The Tawdonian Empire, the Great Eastern Woods, and The Frontier.

The Tawdonian Empire, or just "The Empire" stretches from the edge of the Great Wastes to the shores of the Northam Sea and then south through the Rocklands, along the coast of the West Hurn Sea to the Southern Forests. The Tawdonian Emperor Medaka the 3rd rules Tawdonian Empire.

The Conthestani people are a loosely connected community of what once were several separate cultures: The largest three are the Skae, the Pyren, and the Curn. This human group makes their home in the Great Eastern Woods, a large stretch of land that encompasses the Great Eastern Woods, The East Coast as well as the Thunder Mountains.

The Frontier marks the lands that lie in-between The Tawdonian Empire and the Great Eastern Woods. Geographically, it is centered on the region between the Sea of Storms, the Sea of Aerie and the East Hurn Sea. Control of this area has been in dispute between the Conthestani, The Tawdonian Empire, and the Fey who have resided in Tor'Jadin for the last 120 years. Presently, governments vary from community to community. This is where Carreg Wynn, the town our game is played in, is found.

The Imperials and the Conthestani have been at war on and off for over 300 years. Most Imperials consider the Conthestani devotion to nature and tradition to be stuck in the past, needing to be brought into the present day. Most Conthestani consider the Imperials to be power-hungry expansionists, who would destroy old ways in their quest for progress. Both the Conthestani and Imperials see the Fey as a potential tool to tip the Cold War in their favour, but the Fey have motivations of their own.

The Great Plague
The Great Plague ended a little over 100 to 120 years ago, and killed about ninety percent of the human population. Until the The Great Plague hit, magic and Fey Folk were just legends.

No one knows what caused the The Great Plague. The Conthestani believe it was nature trying balance itself after years of exploitation and pollution. The Empire believes that it was because Sim, one of the three faces of NOS, held dominance in society for too long, that it was a sign for the war to end. The Fey believe a variety of things about the origin of The Plague. Some say it was a ritual gone wrong. Some say a ritual gone right. Some say that Faerie is responsible. Some think Dragon played a trick on the world. Some don’t care - they just arrived to this plane and The Great Plague was just a human problem.

Despite The Great Plague, humans still make up the majority of the population of Mystfall's world. Both the Imperials and the Conthestani cultures are still struggling to recover after the The Great Plague and the emergence of both magic and the Fey races into the world.

In addition to making people sick and killing them, The Great Plague has changed people, plants, and animals in strange and terrible ways. The biggest impact was the ability to come back from the dead, one or many more times. The Great Plague was never cured. No medic, priest, wizard or academic could ever find a way to get rid of it. It just burned itself out. It is theorized that those who are alive today are immune, but that has not been proven.

Animals hardest hit by the plague was horses. Effectively, all the horses died (although rumours exist that the Emperor might have a breeding pair or two). Donkeys and other related transport animals suffered a very high mortality rate as well.

Human and Fey Relations
From the point of view of the humans, magic, the Fey Folk and mysterious resurrections have only been around for about two or three generations- ever since the Great Plague subsided. A few people have “mastered” magic and societies are coming to grips with what multiple lives means spiritually and legally. To the average human these things are still strange and wondrous. The average human has probably not yet met a member of every species, let alone been briefed in full on the workings of their society. It is commonly rumoured that the Fey peoples come from The Mysts, a place of mystery and magic. Most human societies outside the capital cities regard the Fey peoples with fear and suspicion.

For more information go to: Peoples of Mystfall.

Magic
There are three types of magic in the Mystfall world.

Cast Magic
Cast magic involves the manipulation of magical energy (mana) into a magical act. There was no cast magic in the Material Plane prior to Mystfall, when the fey arrived on the Material Plane. Magic continues to be rare, especially in humans There are many humans who have never seen a spell cast. Many more do not trust magic and may not trust those who use it. Cast magic is categorized into 6 elements - the Prime Elements (Earth, Air, Water Fire), and the Pure Elements (Essence, Void).

Faith Magic
Faith magic comes from the devotion and faith one has in their god. It is unclear if the magic comes directly from the Deities themselves, or is just the manifestation of that devotion. Regardless, Faith magic does not require mana, but instead harnesses the piety of the user. Faith magic remains the same across different faiths, though how it visually manifests may be different from NOS to Dragon.

Faith magic does not require any spoken components, and as such, nonverbal characters can use it, unlike cast magic.

Ritual Magic
Ritual magic pre-dates The Plague. However, it was extremely difficult and often dangerous to learn. It was only practised by an elite group of academics working on behalf of an even more elite group of patrons.

Awareness of mana has proven to be a great tool in learning and understanding ritual magic. As a result, it has become more common to use ritual magic now than it was before The Plague. However, ritual magic continues to be less stable than cast magic. Where an incorrectly cast spell simply fails to work, an incorrectly performed ritual can have undesirable side effects including the death of the caster.

Psychic Auras
When a psychic looks at another psychic, they see a purple aura surrounding them. The strength and intensity of this aura varies based on how many Psychic States the person has at the time. When a psychic state is used, the aura increases for a moment then dims. There is no way for another psychic to know what state was used except to observe the effects.

A non-psychic has no way of telling if another person is psychic. When they use one of their skills, there is no visible effect.

The Mysts
The Mysts are the homeland of the Fey. All the Fey currently on the human plane either came there from the Mysts or are descended by those who made the journey. Fey who have been to the Mysts have found it extremely hard to put a description of them into words. The best most are able to come up with is, “Like here, only better.”

The Mysts are also the home of Faerie and the True Fey. Faerie is a powerful and unpredictable god. It is Faerie who created the Fey. The True Fey are the first of these creations, considered more perfect versions of the fey species, with stronger powers and longer lifespans.

Theories as to why the Fey left The Mysts vary. Some believe they were sent by Faerie to conquer the humans. Others believe they were sent as either a punishment or a reward. Still others, say that it was to relieve the over population of The Mysts by allowing them to take up space vacated by the death of most of the humans. And then there are those who believe it is part of some larger cosmic cycle.

The name, The Mysts, is derived from the blue mist that emerges through the portals opened between the two planes.

The Fey Courts
There are four Fey Courts in The Mysts that oversee the rule of the Fey. Fey are expected to swear fealty to one of these courts, lest they be unprotected in the lands of the others.

The four Courts are divided into two categories - The Grand Courts of Summer and Winter, and the Transient Courts of Spring and Autumn.

The Land of the Dead
The Land of the Dead is the place where the souls of the dead go when they leave the body. It is a vast and strange place. Many rules of time and space do not seem to apply here. A spirit may dwell here for a short time or may linger there longer. Some spirits return to the human plane to be resurrected, others travel though the swirling portal to the Land Beyond.

Different cultures have different understandings of what lies in the Land Beyond. But that journey appears to be one way, as none have ever returned to tell of it.

Carreg Wynn


Carreg Wynn is the town in which Mystfall LARP takes place. It is a small town in The Frontier, but home to many notorious people. Carreg Wynn has a reputation of being dangerous and disaster following anyone who goes there or comes in contact with their residents. Most common folk avoid the town, but many adventurers travel here to prove their mettle. It is a neutral ground between The Empire, Tor'Jadin, and the Eastern Woods.

Guilds
There are five major guilds in Mystfall. They are aggressively monopolistic and have centralized most operations. Guild representatives are located locally and often offer jobs and opportunities for employment.