The year is 5742 since the onset of the Great Gloom. So much time has passed, yet the black veil still hangs over our world. The last movement deep into the continent was recorded more than 2526 years ago. According to sources, observations were maintained until the year 4999. Subsequently, the council decided to cease active study of this phenomenon. Judging by the fact that we are still alive, the movement of the Horizon of Gloom has indeed stopped. But there are still more questions than answers. Catastrophically many questions... What happened? Perhaps it was always like this? Why was our world flooded with outsiders from other worlds? How is this connected to the Horizon? I believe we have only just begun to find the answers to these questions. For my part, I will do everything in my power to ensure that my research is preserved and continued in the future. So expect regular shipments of manuscript volumes from me. I am not sure if I can fit so much information into the Pyramid of Knowledge, but I will try. For now, paper is more reliable. I know you do not approve of my decision, but I have already made it. In all my long life, I have been fortunate enough to see much and have had to escape scrapes that an ordinary person could hardly imagine. I still have nightmares about that incident with the female troll... But in my old age, I simply want to peacefully devote myself to studying this alien blot on the body of Svea. The noise of the Skior cities is not for me; it never was. Besides, where else would one conduct research on the Horizon of Gloom if not in its immediate vicinity? And I love the thin mountain air. It keeps me from relaxing and helps me stay in shape. Moreover, the view of Ina, with her greenish shimmers and mountain ranges, is far better observed from a height. Yes, I still haven't given up my childhood passion for astronomy. And I will drag my telescope along with me to observe our beautiful satellite and the stars.
I have handed over all my students to Professor Kitzrula. Fortunately, I didn't have that many students. Funny that none of them wished to come with me. Well, one can understand the youth. Were I their age, I too would not agree to set off for the edge of the world with a crazy old man and his skeleton (perhaps I will finally master Necromancer magic and be able to communicate with him normally; sign language is not always convenient). Although the tower I chose is quite close to human settlements. The young sorcerers would not be left without entertainment. However, entertainment in Dortrim is nothing compared to that of Skior.
I left my will in the study, in the upper right drawer of the desk. I don't think anything will happen to me, but no one is immune to accidents. Don't worry, I have bequeathed my book collection to you. All other property I have already given to fund the education of young talents. I strongly ask you to see to it that the funds do not fall into the sticky fingers of local bureaucrats or into the hands of my ex-wives. Young gifts from poor families should have a better chance of success in the sciences.
To you, my old friend, I wish all the best. And I look forward to your visit. I know you are unlikely to dare such a journey, but who knows. With best wishes, your old friend Bethor Amens.

Vofraar is located in the foothills of the Skior mountains, in a place called Frost Valley. Vofraarians call their home the land of three lakes. This is due to three large bodies of water located in these regions. These became the sites where the first three settlements were created. Historians agree that the villages were founded by three different peoples, one of whom came from the west, the second from the east, and the third from the south. Eventually, they mixed to such an extent that they can no longer be distinguished from one another. Despite this, the country is a fragmented entity consisting of small towns and tiny settlements. The only political figure uniting the northerners is a common ruler. The so-called Vofrakin. His function consists mostly of gathering a general army to repel major threats from the Horizon of Gloom and the foothill savages from the southwest. The rest of the time, the Vofrakin usually resolves occasional frictions between tribesmen. He is elected every ten years at a meeting of settlement heads in the city of Ainord.
Climate characteristics are not conducive to particularly developed agriculture or anything similar. Therefore, northerners generally concentrate on hunting, gathering, fishing, and breeding animals with thick fur. Pelts are the primary commodity shipped via the rivers of Frost Valley to the cities of Taighmil. And although the northerners still remember the campaigns of Vaam, the Taighmilians are the only neighbors and the only ones with whom they can trade directly. Vofraarians are little interested in events happening in the world. Few dare to travel beyond even their own settlement, and even fewer beyond their own country.
Besides humans, in some northern districts of Vofraar, one can encounter entire settlements of so-called dwarves. Many of them appeared here after the onset of the great gloom. There are also those who arrived here from other lands upon learning of concentrations of their kin.

Taighmilians somewhat resemble the inhabitants of Nathaim cities. They are equally cheerful, carefree, and rarely despondent, preferring to fight the heaviness of the world with laughter and fun. Therefore, their region has more holidays than anywhere else. Learned mages believe it is due to the consumption of alcoholic beverages, for the production of which the residents of Taighmil are famous. But they themselves claim that fresh mountain air and beautiful nature are to blame. Beautiful mountain valleys with a moderate climate are one of the main attractions of the country. Taighmilians also have a reputation as friendly and hospitable people. They love guests, who will certainly be fed and watered deliciously. However, one should not abuse their hospitality; a guest who becomes too arrogant will have their head cracked open amidst songs and dances.
Taighmil maintains extremely warm and friendly relations with Skior. Active and mutually beneficial trade has been established between the countries. The incident with the demon queen has long been forgotten, and any mage is welcome in these parts. Highlanders also have diplomatic relations with Seetria, Oskilia, and Dortrim. The aristocracy of Seetria owns a considerable number of estates in the valleys of Taighmil, and recently the countries have established active trade in various goods. Roughly the same can be said about relations with Oskilia and Dortrim.
The political structure of the country is a monarchy with limited royal power. Power in the regions of the country belongs to the aristocratic layer of society. Common people enjoy relative freedom but are obliged to pay tax to their feudal lord or perform labor duties on his land.

The state of mages arose in response to the persecutions that began at the onset of the era of gloom. At least, so claim the oldest sources of the Vasdarot library. Accused of bringing about the darkness, sorcerers were subjected to cruel persecution in every corner of the world. Wizards were forced to flee to the Pale Coast. Gradually, this part of the continent concentrated the maximum number of mages, who prosper here to this day. Skior is one of the safest and most comfortable places on Svea. This is because all possible knowledge and technological innovations are gathered precisely here. The cities of the country are giant metropolises with tens of thousands of residents. Some can even boast hundreds of thousands. Despite such a concentration of beings, most cities are quite clean and convenient habitats. Magic and technological innovations allow for the successful resolution of most domestic problems that arise when concentrating such a number of residents. Intelligent beings of all kinds flock from all corners of the continent not only for safety and comfort, but also for wonders that not everyone manages to see in a lifetime. Flying ships, giant iron golems, and islands floating in the air leave few indifferent.
The free cities of the Pale Coast are free to manage internal affairs however the local council sees fit. The central council, which convenes once a month, is generally occupied with solving foreign policy issues. The regulation of internal disputes and disagreements is handled by the supreme court, consisting of representatives from the five largest districts of Skior.
It is in the cities of the republic that one can find the highest concentration of children of gloom. Having grown accustomed to various oddities since time immemorial, the inhabitants of the Pale Coast cities meet outsiders only with benevolent curiosity. Although some particularly zealous lovers of experiments may create certain problems for newly arrived beings.
There are quite many types of magic in the country. As a rule, mages unite into orders practicing a specific type of magic. Even entire settlements may consist of sorcerers of one type. Usually, this happens for simple convenience, as the type of magic imposes certain requirements on lifestyle. Necromancy and similar dark arts are most often practiced in the cities of the Dark Foreland and on the Peninsula of Changes. Elemental mages dwell in the coastal zone. Healers in the cities on the eastern border. Mages of illusions and space in the northwest. And lovers of ultra-dangerous experiments founded an entire city in the dead plains. Actually, they are dead precisely because of their experiments.
One of the chief values of the mages is the Pyramid of Knowledge. Located on the topmost of the floating islands, Frark, this extremely powerful invention allows one to obtain any information about the world previously acquired by mages. This artifact was created more than a thousand years ago from rare crystals processed in a special way. It serves as an information relay as well as a storage site. A specially created order of mages is tasked with replenishing the pyramid with new knowledge. Some claim that the god of knowledge himself helped create the pyramid. Any mage from any point in the world can gain access to the information, provided they have a high level of ability or possess a special item.

Seetria stretches from the Royal Gulf to the Howling Valley. The country is a conglomerate of small duchies united under the aegis of a ruling dynasty of monarchs. Power in the duchies belongs to the aristocratic stratum of society headed by a grand duke. Other residents content themselves with relative freedom, but without any political rights. Although the state of affairs may vary from region to region. While customs are softer and labor obligations are small in the south, in the north everything can reach a practically slave-like condition for common people.
Seetria has extremely strained relations with the Skior Republic. Memories of the incident with the demon queen are still alive among Seetrians. They believe they suffered the most then. And although the mages paid generous compensation for the trouble caused, the residents of this country still dislike sorcerers. They are deeply distrusted, feared, and not infrequently simply killed. Diplomatic efforts by the mages have so far yielded no results in improving relations between the two countries. Seetrians still refuse to cooperate with mages in any spheres of life.
Followers of the Lady in Black exert significant influence on the internal affairs of the kingdom. This religious organization is most widespread specifically in Seetria. Sisters of Mercy, as the main part of the organization, often influence local nobles, usually pursuing purely religious goals. The history of the sisters dates back to the beginning of the era of gloom. Then, among the followers of the Lady in Black, there were many women filled with pity for all existing in this world. In the opinion of the sisters, it is enough to be born to condemn oneself to torment. Following the example of their goddess, the sisters take on the suffering of other people at their own expense. They not only take away pain and sorrow from ailments but also satisfy the natural needs of believers for food, rest, and intercourse.
Separate mention should be made of the knights of loss. When the sisters of mercy granted deliverance and peace to all in need, many appeared who abused their kindness. Then, outcast knights, who had lost their property and status one way or another, stepped up to protect the sisters. It happens that sons of noble lords voluntarily agree to such service. Although it deprives them of the possibility to leave offspring, in return it gives strength and influence. Monasteries of knight-monks are scattered throughout Seetria and even beyond its borders.

Long ago, the geographical position of Oskilia left much to be desired. Squeezed between neighbors, without access to the sea or fertile lands, the country presented an extremely dismal sight. However, Oskilians had one special character trait: they never missed an opportunity to learn something from visitors. Therefore, when Skiorians entered the country, the locals utilized their knowledge and soon reaped the fruits of their efforts. Thanks to the technologies of the mages, many deposits of precious metals and more were discovered. In a short period of time, the small settlements of Oskilia turned into large cities, and the population grew significantly. Currently, the country is the main trading partner of Skior. Not only are many things necessary for Skiorian technology mined here, but many innovations are also created by the Oskilians themselves. Additionally, there are a large number of branches of magic academies here.
Oskilians try to copy the principles of the political structure of Skior cities. The reforms of the current king Netma II are gradually taking root. At present, one can observe an increase in the number of free cities, which depend on the authority of the king and aristocracy only in military and foreign policy terms.
The curiosity and thirst for knowledge of Oskilians sometimes reach fanaticism. The authorities of Dortrim and the elves of Revelin have repeatedly caught spies attempting to learn the secrets of these peoples. Rumors say that Oskilians did manage to learn some of the secrets.

Elves were never part of this world. It is known for a fact that the first of them appeared here at the very beginning of the era of Great Gloom. Crushed by the loss of their native world, they migrated deep into the continent for a long time until they stumbled upon lands that most reminded them of their home regions. At some point, there were so many elves that the kingdom of Revelin was formed. This event served as the start of war with Dortrim and Seetria. Unfortunately for the first and second, the elves proved to be extremely dangerous opponents. Their magical ability to create exquisite weapons from any piece of metal came as a surprise to their enemies. And despite their emotional state, they defended their new homeland. Since those distant times, grief for the old homeland continues to gnaw at the elves. They express their sadness in sad ballads, songs, and other forms of art. The creativity of the pointed-eared inhabitants of Svea has long conquered all intelligent beings. It is here that wealthy residents of other countries order or buy paintings, ceramics, elegant weapons, and singing tombstones.
The war with Dortrim and Seetria remained far in the past; now normal relations are established between elves and humans, although elves do not like letting humans or other intelligent beings onto their territory.

Residents of this northern country are very proud of the legacy of their ancestors. At least, that is what they call those who built the Unbreakable Wall and several individual structures located on the territory of Dortrim. No one knows exactly whether this is true or not, but considering the size of door frames, windows, some surviving artifacts, and buildings in general, it is unlikely that the northerners, who are not much taller than the average resident of the south, are descendants of the ancient architects. Given the peculiarities of the world, many scholars from the Pale Coast believe that monumental structures entered this world roughly the same way various outsiders do — from the Horizon of Gloom. Apparently, at some point the darkness receded and exposed buildings that accidentally ended up on Svea. However, the residents of Dortrim disagree with such conclusions. Though they are unable to replicate the construction mastery of the unknown architects, they can do some things. Iron Warriors are proof of that. Flesh of Ancestors is what the magical armor created by Dortrim smiths is called. Its principle of operation consists of placing the soul of a chosen warrior into the armor. This is carried out through a special ritual resembling a funeral. However, unlike the former, the soul does not find peace but remains a fully functioning personality. Except for the inability to speak. Such brave souls are called Iron Warriors. There are not many of them, but they represent a serious force in the Dortrim army.
Shoulders of Ancestors is a part of the country poorly suited for living. Therefore, when so-called drow, or dark elves, appeared here, no one paid much attention. Dark elves live in small settlements inside caves of the northern mountains. Due to the dangers of deep dungeons, most settlements are located near the surface. Drow rarely interact with humans and prefer to pretend they do not exist. The same can be said about the attitude of humans toward dark elves.
In Dortrim there is also the well-known Valley of Outcasts. Long ago, King Loken I the Just of Dortrim allowed creatures whose appearance or physiological peculiarities posed a danger to others, or were simply unpleasant to them, to settle in these lands. Since then, many settlements of diverse beings unable to get along with others have emerged in the valley. However, recently mages have invented many ways to help such children of gloom, leading to their gradual migration to Skior.

The wild and unsociable people of Priopsir, who are sometimes hard to distinguish from the trans-river barbarians, prefer to live their own lives and not interfere in the affairs of others. They demand the same from strangers entering their forests. However, the impassable, swampy terrain is poorly suited for building large cities or any kind of economic activity, making it interesting to few. Therefore, guests are not often encountered in Priopsir. The only thing that truly unites the small, fragmented settlements of the country is a common religion. And although rituals may differ significantly from village to village, the foundations of faith generally remain unchanged. Damari, the Mistress of Forests, is revered everywhere.
Priopsirians diligently avoid external contacts. Therefore, they have no relations with other countries. Furthermore, a centralized government is absent, unless one considers the sages of the Great Tree in the city of Vidpus as such. However, border settlements maintain minor trade contacts with neighbors. The world's best medicinal herbs and mushrooms are highly valued in Dortrim, Oskilia, and even among the elves of Revelin.

The largest state on the territory of Svea. Vast fertile plains, combined with a developed river system and two large rivers, encourage active farming in this region. Nestiar is called the land of landowners, as even the poorest person has their own patch of land on which they can do whatever they wish. Formally, the division of society into class elements is absent. Everyone is free to choose their own occupation, but in fact, most people prefer to engage in the same activities their family has done since time immemorial.
The main religious organization in Nestiar is the cult of the Nursing Mother or Ceali. The society of the country itself is based on worship of this goddess. The priestesses of this religion represent an organ that monitors the thorough execution of rituals and correct worship of the goddess. Being the only ones capable of understanding her messages, they exert significant influence on local residents.
Large cities are practically absent in the country. Nestiar represents a network of small and medium farming settlements. Power in such places generally belongs to locally elected elders.
There is no army in Nestiar as such. The local land literally swallows anyone who tries to sow death and chaos. The reason for this is an ancient pact between the residents and Ceali. According to which Nestiarians renounced the worship of other gods and swore to faithfully perform the rituals of the Nursing Mother in exchange for protection from the encroachments of enemies. Legends say this pact was concluded during a great raid of savages from across the river and from the southern plains. Since then, the tribes of across the river and southern plains have developed many scary stories about terrible, man-eating lands across the river. However, minor raids still occur. Nestiarians believe this happens if local residents stop observing the pact and lose the favor of Ceali. In this regard, all are extremely wary of strangers and rarely allow those who worship other gods to settle. In most cases, the condition for permanent residence in the territory is the acceptance of the Nursing Mother as the sole goddess.

The union of southern cities is famous for its cheerful disposition and fairly free lifestyle. Learned mages claim that the cause is the skill of Nathaimians in wine production and the warm climate. But the residents of the islands and the southern coast themselves say that the Great Gloom simply did not touch their hearts. And the only thing Cairo affected was the color of their skin. Most residents are engaged in maritime trade, fishing, growing edible mollusks and other marine dwellers. Locals also engage in the construction of fast and maneuverable ships. Cities are governed by local guilds of merchants and artisans, some of which are effectively aristocracies where power and titles are passed down by inheritance.
The proximity of the cities to the demonic island leaves its mark. It is in Nathaim that demonic cults most frequently arise, subsequently spreading across the entire continent. Despite this, residents seem to have developed a kind of immunity to the influence of demons, therefore serving rather as carriers of foul forces than as a place of their concentration. Some data also testify to the appearance of half-breeds. Beings half-demon. Such specimens can be completely harmless and lead the most ordinary lifestyle.

Unlike the Horizon of Gloom, from which there is no return, the few survivors in the demonic lands claim that upon entering the depths of the island, reality itself changes so much that describing it in words is simply impossible. The most understandable story one can hear is that it is impossible to tell top from bottom, dream from reality, one's own body from surroundings, life from death. As for the coastal zone, it at least presents a world familiar to most and serves as a dwelling for various demon worshippers and demon soldiers. Their settlements are a gruesome concentration of various excesses and intemperances. The most terrible tortures and the most ghastly orgies take place precisely there.
Once, Grand Magister Heroistrat undertook superhuman efforts to study the demonic island. He was the only one who managed to return from there completely unharmed and sane. The mage confirmed all the strangeness of staying on the island reported by other witnesses. Using a complex system of spells and magical mechanisms, he managed to overcome the distortions and enter the world of demons. According to his conclusions, the Ulcer represents a kind of portal located closest to the true world of demons, which exists in another reality of creation. The sorcerer also created a detailed classification of archdemons who rule the otherworldly realm. Thanks to his work, mages learned to oppose demons and the possessed. Rumors say that the grand magisters of Vasdarot have a plan for the complete destruction of the island and closing of the portal. But most likely, these are just rumors.
Wild Foothills | Wild Plains | Wild Trans-Riverlands
A certain part of the people of Svea failed to maintain a civilized state of society. It is not known for a fact whether the Horizon influenced them thus, or if it was a natural process of savagery under conditions of civilization collapse. Or perhaps most barbarian nations simply arrived here from other worlds, or were always such.
Researchers and travelers note the extreme aggressiveness of most savages they encounter. This applies to the west as well as the east and south. As a rule, they attack without warning, in large numbers against small, poorly armed groups of people. They fear well-armed detachments and do not attack, even while having numerical superiority.
Some wanderers note that there are tribes lacking the articulate speech inherent to all peoples of the continent without exception. But most are still capable of communication. However, finding a tribe ready for any dialogue is not so easy. Many of those who make contact subsequently prefer to relocate to civilized lands. Such individuals usually integrate without difficulty, and future generations of savages successfully integrate into society.















