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The three realms are directly inspired by Arthurian Britain,
Celtic Ireland and the Scandinavian Vikings.

Albion, Camelot
The Realm of Albion is the heart of Arthur's former territory. A land of legend, its major sites - Camelot, Avalon marsh, Cornwall, Stonehenge and the Forest Sauvage - have inspired many songs and tales by the fireside. Rumours of mythical creatures roaming unexplored regions frighten or fuel imaginations and cause knights and mages to set out on quests and adventures. Lost magical items and riches attract bold adventurers, whilst the precious relics, Merlin's staff and Excalibur's scabbard, are protected in fortified shrines.
Despite the dark times, the symbols of its past glory are still present in Albion, starting with a grand king, Constantine, one of the last Knights of the Round Table. Yet this ruler, crowned nearly 50 years ago, is getting old now and only a handful of warriors are in a position to defend the realm. The significantly reduced population is concerned about the future. The support of the Church of Albion, the dominant religion of the land, is of great help, but bandits, hostile creatures and even the undead are closing in on the villages.
To fight these dangers, the native people of Albion - the Britons and Highlanders - have joined forces with the Avalonians, who are gifted mages. Furthermore, they have been helped by the Saracens who come from distant lands, the mysterious Inconnu who are said to come from the Underworld and even Half Ogres too !
The very structured society is organised in orders, of which 5 ensure the perpetuation of knowledge and the realm's defence. Within these orders, adventurers will be able to help Albion in its battle against its enemies. Honour, bravery, loyalty and devotion are their values :
- The Defenders of Albion are the military organisation comprising mages, soldiers and knights.
- The Academy is a school founded by Merlin for the study of magic.
- The Church of Albion is the religion dedicated to the Light of Camelot, revered by most of Albion.
- The Guild of Shadows is a secret organisation employing less "academic" means to serve the Realm.
- The Temple of Arawn, small and fairly recent, is made up essentially of Inconnu.
Only time will tell whether the Realm of Albion will find its splendour once more or whether it will fall at the hands of its enemies...


Hibernia, Lurikeen
Allied in the past with Arthur's kingdom, the large island of Hibernia, located to the West of Albion, is a land of magic that borders the underworld. Covered in forests and lakes, it is the kingdom of nature invaded long ago by the Fomorian, a cruel race reigning over the underworld. They were conquered by the "Tuatha De Danann" , tribes of the goddess Danu and ancestors of the present-day elves. They in turn fled from the Celts and took refuge behind the Shroud. But the Shroud can be breached and although the Druidic traditions and the worship of nature predominate in Hibernia, bards tell tales of former gods, fairies and elves returning to offer help to fight off the invaders. Relics of Tuatha De Danann - the Cauldron of Dagda and Lug's Spear of Lightning - are safely guarded deep within the temples of the Cruachan Gorge and Mount Collory.
The death of the High King Arthur brought an end to the harmony between Albion and Hibernia. Each Realm blames the other for the quarrels which caused the present-day conflict. Consequently, the threat hovering over the island has led to member of the underworld coming to join forces with the Celts and their allies, the Firbolgs, in order to defend their land. The tall and majestic elves and the tiny Lurikeen possess fearsome power and agility, which reinforce the phenomenal strength of the Firbolg and the versatility of the Celts. More surprising is the fact that the folk of Hibernia have seen the return of the Sylvans. These creatures, who look more like trees than men, come from an island which was until then the domain of legend. The Shar, another race from the underworld whose duplicity is feared by the elves, have also reappeared…
Although the magnificent elven city Tir Na Nog serves as the capital, Hiberian society is not united under the single banner of a King. This community rests only on a delicate balance of power between the leaders of each race. Consequently, those who wish to serve the Realm will choose a Path more fit to their sense of courage, honour or sacrifice. Whether it be the Way of the Arms, Stealth, Nature, Magic or the Grove, Hiberians are organised and ready to fight for their survival and match blow for blow…


Midgard, Jordheim
Beyond the icy seas lies the northern Realm of Midgard. At the foot of the mountains of Scandinavia, this land of rocks, fir trees and lakes, is covered in snow most of the year round. Its inhabitants are strong, rough beings, starting with the fierce Norsemen and the Dwarfs, who use their knowledge of construction techniques with stone and iron to their benefit. They were able to build Jordheim, their capital and symbol of their skill and power. Although the Realm seems disadvantaged by the hostile climate, the largely infertile lands and the minor presence of magic, it is rich with abundant mineral resources and is gifted with the care of the Gods who watch over the inhabitants. Thus, the powerful relics - the Horn of Valhalla and Thor's Hammer - are in the hands of the Midgardians who protect them in well-guarded temples.
But the Norsemen are also great sailors and their naval construction techniques enable them to launch sturdy, swift ships. With these vessels, they embarked on grand journeys, or sagas, in a quest for wealth and glory. And indeed, they disembarked on the coasts of Albion and Hibernia. The first encounters were not always peaceful and in return the Albions and Hibernians launched incursions into their lands. That was all it took for a surprising alliance to be born, when the ancestral enemies of the Norsemen and the Dwarfs - the terrifying Trolls and the cunning Kobold - came out of their stone dens to prevent foreigners from setting foot onto their land. Even more notable, unknown races also appeared: the Valkyn from the volcanic island of Aegir and the Frostalf from the icy lands of Nifleheim.
It is therefore very difficult to talk of a real society in Midgard as there are still considerable barriers separating certain races, although they share common Gods. Whilst the large number of Gods (over a dozen) is an advantage because of the different powers they grant their worshippers, it is at the same time an additional disadvantage in a country with a particularly stormy political climate. The outcome of conflicts will determine the future of the alliance between the peoples of Midgard : they could ally and conquer enemy realms or be consumed by ancient quarrels…
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