
The Lich King sleeps amid his relics of power. The ravens watch him in silence, ready to return to the Raven Queen and tell her when he wakes.
The Lich King rose to power in ancient history. Then was the time of the war against the gods. The gods one by one withdrew, fled from the world, and the ancient powers ceased to be; the races fell away. Magic was lost. Knowledge was hidden. It became a time of darkness, of corruption, of failure.
The Lich King had won only to become King of a dead world.
Yet, with no one to oppose him, the Lich King soon lost his purpose. He lost his sight of the world. Soon, even to himself, the Lich King became a faded memory. He slept, filling the heavens, devouring the stars, corrupting the light of the three moons. Ru, the red moon, burns the blood; Bala, the white moon, causes madness; and Seik, the blue moon, eats the flesh and bone. The light of the sun blinded the Lich King, and so he cursed its light to all who see it directly that their eyes would melt away at the slightest glance.
Eons past. In the world that existed, new Life arose. Simple organisms, simple creatures, simple races began to flourish anew in a fitful world. In the new world, even the gods of evil are hesitant to act, knowing their acts could wake the Lich King, possibly even turning his eye toward their own realms. The gods – good, benign, and evil – are cautious in their followings and in the powers they bestow. They have also a universal fear or dread of letting these new beings unlock the mysteries of magic, guiding their followers to hunt and destroy magic and its practitioners. Those that do practice magic, that have found a secret, are extremely secretive of their powers.
Seven races have risen in this age of the world.

An Elder Dragon in its isolation. The dragon’s eye membrane protects it from all but the most direct sunlight curse.
The eldest race is the greater dragons; eggs from the early world remained and in time decreed by their progenitors, they hatched. They were born with wisps of memories from their bearers, like instincts and whispers. Like the gods, they are cautious, breeding rarely and keeping themselves hidden in remote areas. They use stores of the ancient treasures and things of the old world to mask their own existence. Unlike the gods, they do not know what the great power is that they fear, but they wisely seek to be hidden.
Lesser dragons also came, created by a few of the greater dragons. These were born of strict elements so that they would be hidden in that element’s shadow. They are also small, ranging in size from a mouse to a draft horse. They resemble their makers, but not all have wings. They also have no foreknowledge but are taught by the greater dragons, trained to breathe out their element and do some magics also directly tied to their element, but little else. Most serve their creators, but a few are rogues. The rogues typically know that the greaters keep things from them and resent this; some even plot and steal powers forbidden to them. They are usually very secretive and hide themselves from the greater dragons.
The third race is known s the Wraiths. Wraiths are echoes of ancient powerful beings that time could not erase. They have no bodies of their own, but rather create bodies from the dust, plants, animals, and lower creatures that they find. For example, dust Wraiths can range in size from small wisps of dust blowing through a corridore to massive dust storms that rip apart entire sections of the world destroying entire forests or burying mountains in their paths. Plant wraiths can inhabit a single blade of grass or an entire forest controlling and manipulating their environment to such a degree that they build whole worlds surrounding themselves almost. Animal wraiths are often in the shape of an animal that can live for centuries. They are often very intelligent, and range from very good to very evil. Wraiths cannot be killed, but their outward body can’t be destroyed. They can also lend their powers from ancient times to modern creatures. Often wraiths teach individuals magic; they act as familiars, butter more often the real masters.

Wraiths move through thought, dominating the elements or lower creatures to gain bodies. Through a body they can interact with their world.
The Faye, or fairies also harken back to the olden days. Rather than being the memories or thoughts of that time, they are leftover raw emotions from the earliest times from creatures or even whole races. They form like stars or black holes, their energies creating a gravity-like presence that elements are drawn to. Because of this nature, they are typically creatures of either incredible beauty or terrible hideousness. They are capable of generating illusions from the raw emotions surrounding them. The only shield from their power is a control over your own emotions.

Extremes of emotional energy create and summon the fae. These beings mostly deal in illusions, but with great emotional energy they can even alter reality. Emotional control and too much calm drains them horribly.
They tend therefore to enjoy the extremely young, either infants or teenagers, and they are drawn to events of extreme emotion such as wedding or funerals. Some have even learned to call upon them by holding massive orgies or sacrificing others in extremely hideous and brutal ways. This is often done to harness the fairies illusory powers, which, if given enough energy, can even override the fabric of reality.
The fifth group is called the Elder race. They are humanoids such as the elves, dwarves, ogres, giants, merfolk and other similar creatures. As much as these races would like to believe otherwise, they are all of the same stock. They were created by the gods, as a single race, to restore order to the world. Their differences come from the environment they live in rather than from any intrinsic difference between them. They have adapted to their environment. These races make sure quickly within a year or two to a full adult size. After that, they live between 200 and 300 years. They cannot naturally have children of their own. When one dies, they form a chrysalis and a new creature is born from that death. The new creature will be determined by its environment during its first year of life, not by it’s progenitor. These creatures are always tied directly to their environment. In that environment they are extremely knowledgeable and can actually commune with their environment knowing things that are going on for miles around them. If the environment is damaged so are they. If they are damaged so is the environment. If they are removed from their environment, their native area of that environment, they become weak, instable, and often begin to lose their minds.
The sixth group, and believed to be the final group by most people, are the humans. It is believed that one particular elder is responsible for this creation. Upon discovering mention of the humans in an ancient text, this elder set about to create them. Upon his death, rather than form a crystal list, this elder split into two beings. A male and a female. Though they lack any of the ties to the environment they are in or the powers from the older times, the humans are the most versatile of all races. Because of their natural birth, and their natural death, humans are often referred to by the other races as the mortals.
The seventh group, the unacknowledged race, is that of the halflings. Halflings come about when mortals mate with any of the other races. When the making occurs with a mortal mother, the child is often similar in all traits to human. The most common side effect of this mating is a smaller person, who tends to live hundreds of years, and remains childlike in their appearance through their whole life. They also tend to gain a natural affinity for part of their environment such as other people, or nature, or the Earth. When their mother is an immortal, these creatures tend to be wild, and highly unpredictable. Many are often monstrous in their appearance. They tend to be dominated by one particular trait. Rarely, if ever, will these creatures mixed with normal groups of people, mortal or immortal.