“The Ire is both a warrior's greatest fear and final comfort”  – Illie Soran, First King of Soran # Intro --- The Kingdom of Hearthald. Mid-winter... the year is 237 O.R. "It's been a cold winter, especially this far north. Sometimes life feels lonelier just for there being less light to share. Cala embrace the souls of those who did not or will not make it through the winter. It's disheartening to see the land in such a pained state. Darkness pulling at the threads that have kept these people alive for so long. There is hope in that darkness though... there is no honor without change." We'll be starting our campaign in the Kingdom of Hearthald. # Tone --- Hopeful Dark Fantasy. This is how I describe the tone of Bloodrite. I love the contrast between dark and light, violence and kindness, love and hate. In dark fantasy settings, like that of Dark Souls or Berserk, we are gifted an extremely provocative place to tell stories that cut through to our deepest emotions. With that said, I always find myself feeling dissociated or numb to the story that's being told. That's why the word hopeful is at the beginning. To provide us a world to not only fear but love. I struggle to find other media that exactly match the tone I'm looking for but the ones that come to mind are: **Fullmetal Alchemist**, **Mistborn**, **Critical Role - Campaign 2**. I find the best way to describe what I mean to be in imagining the darkest story you know. For example: Berserk. Now imagine someone in that deeply tragic world smiling with family over a meal. Light and happiness are not snuffed out by darkness. They're amplified by it. # The Ire --- All across Méarn, the unholy rivers of the Ire search endlessly for the lifeblood of the continent’s many people. A dark translucent miasma that wanders in search of war and death. When presented with blood, the Ire will reach out and siphon the life from into it's wounded victim. This process starts quiet but with more blood comes an even more ferocious response. Often tearing into those unlucky enough come into its reach. A mirage of death, it has been called from time immemorial. Many believe the Ire to be a wrathful god given physical form. Some however, see the Ire as the final mercy afforded the poor souls left bleeding on the battlefield. One thing is for certain... the Ire is dangerous. # Hearthald --- Found on the north western edge of the continent of Méarn nestled between the Barrier Peaks to the East and the Theravan Sea. Hearthald's history as a kingdom is only as long as it's ruler's have been able to hold it's many varied people together. Many good kings have tried and failed to do so. King Aldrich the Shepard, however has brought this kingdom not just together, but into a lasting era of prosperity. The people of Hearthald are tough and weathered by the extreme winters found in the far north. But, like their name, are never too far away from a warm hearth and jovial company. # Eticia --- Hearthald's southern neighbor and hereditary rival, Eticia is a kingdom that's culture is defined by passion. The night markets are rife with errant leaf and gambling. Even at the highest councils, disputes are often solved by duel. With trade at the kingdoms heart, and the loss of their eastern territories to the Sorani Empire only 30 odd years prior: Life in Eticia is transient, unrestrained, and always interesting. # Sorani Empire --- The Sorani Empire was founded by the unification of four great powers under one flag. Nowadays, those great powers persist as the four great houses of the Empire: Balaur, Nithe, Fossa, and Eiadin. Each ruling their own section, the empire in it's entirety is split between each of these houses rule with one exception. Soreign, the home of the Emperor. With a swift tactical victory, the Sorani Empire conquered the Umber Valley, crumbling Remoria alongside it. This has pushed their borders all the way to the Barrier peaks and up against both Hearthald and Eticia. # Common Knowledge --- 1. Unlike most settings, people are unaware of the fact that Magic can be a learned skill. Magic is largely seen as god given or born talent. 2. People with magic are often nobles or important people, meaning they are awe-inspiring and also frightening. 3. The Ire is bad news, especially when you're hurt. Most people build their homes off the ground as this helps keep them safe if they are ever injured.