In an era when the clash of swords, the resilience of shields and the early whispers of gunpowder weapons are the heartbeat of existence, the creeping blight of Myrkild looms ever larger. The divide between the noble elite and the common folk frays with each passing day. Resonance—the power of great legends and tales of old—is on the rise, threatening the status quo of power.
Beyond the walls, the lone traveller courts death.
More and more, the common folk are gaining innate power: power that cannot be bought. Amid sprawling cities, stone walls of monumental proportions rise defiantly to safeguard the fragile souls within. Caravans laden with precious cargo and even more precious lives become fortresses on wheels, guarded by armies or hired hands who have made a grim pact with coin.
Beyond the flickering glow of civilisation, solitary sojourners are an endangered breed. The wilderness teems with nameless threats, and the lone traveller courts not solitude, but death itself. Few settlements of consequence remain untarnished by conflict; claw marks scar ancient defensive walls and monumental skeletons litter the landscape like forgotten gods.
Enough context to enter the era without front-loading the encyclopaedia.
People & power
Rule is close enough to touch.
Crowns, councils, clans, guilds and landed families shape ordinary life more directly than distant abstractions of state. Wealth still buys protection, but Resonance is placing dangerous leverage in hands that inherited neither title nor fortune.
The Wyrd
Power arrives before explanation.
Resonance is real, physical and costly, but no single explanation commands the age. A Resonant may be revered in one valley and hunted in the next. Ritual, inherited tradition and hard-earned observation do the work that later eras will try to turn into science.
Myrkild are encountered as monsters, blights, demons and local horrors rather than as one coherent species. Roads fail, caravans vanish and fortified towns can become islands overnight. The explanation may be wrong while the warning remains useful.
Powers of the age
The banners that shape CITADEL
Across Errack, powers large and small fight for survival above the earth and deep below it. Their cultures are shaped as much by adversity as by inheritance.
A mountain bulwark built around endurance, fortification and the legacy of the Vetruxi Kingdom.
Krass Dominion
A highland dominion where tradition, cunning and intimate knowledge of the land are weapons in their own right.
Republic of Askalia
A mercantile republic where coin moves quickly and private interests press hard against public rule.
Kingdom of Satol
A fertile kingdom of forests, farms and contested roads, wealthy in produce and never quite as safe as its abundance suggests.
What people know
The world is understood from inside the century.
Each age interprets its evidence through the institutions, instruments and fears it possesses. Greater visibility does not guarantee a complete explanation.
Observed
Incursions recur. Resonants can reshape matter. Roads, walls and old local warnings save lives often enough to be taken seriously.
Interpreted
The same phenomenon may be called a demon, curse, saintly gift, witchcraft or ancestral power depending on where the witness stands.
Unanswered
The deeper pattern behind the incursions, the larger structure of Resonance and the meaning of stranger anomalies remain beyond common understanding.
The record of the age
History is what survived long enough to be written down.
The timeline below follows the wars, bargains, disasters and discoveries that shape CITADEL. It records what happened; the articles around it explain why people believed it happened.