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Stormbreak - Rules


Formerly a floating utopia, Stormbreak collapsed into the Arclight Ocean during Longheat 320 PC. All that remains of the region are three scattered islands - the Celestine, the Tower and the Archive - each of them nestled amid churning waves and perlious, submerged debris. Travel between the islands is only possible with personal flight or small sailing vessels due to the rough currents; with no skyport, regular skyships are unable to make the journey. Remnants of the old city can be found on the islands or in the waters below, but these are little more than ghostlyreminders of what once was.

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The Celestine
Created by a partnership between Safrin and Frey, Stormbreak's largest island drops those who walk there into gorgeous, star-filled twilight. Unique enclosures may be found throughout, some reaching high into the sky or plunging deep into the ocean beneath, accessible only via magical platforms. The enclosures often contain mythical creatures from around Caido, placed there by Frey when they become ill or injured, and visitors may enjoy their presence whilst they recover. Glimpsing a rare creature is much more likely here than anywhere else!
The Tower
Stormbreak's former seat of power stands lonely and jagged at the centre of the second largest island, a hollow shard pointing accusingly up at the gods and all those who fly overhead. Once a marvel of gothic architecture, the Tower is slowly being reclaimed by nature, clogged with moss and crawling with vines and flowers. Some fractured pieces of a plaza can be found across the island too, but the wilderness is taking those as well, little by little.
The Archive
The Archive was once a sacred space for those seeking knowledge within Stormbreak, home to a plethora of information cloistered within its quiet halls. Nowadays, those halls are not so quiet. The colossal building takes up almost the entire island, and whilst its marble pillars and endless shelves of scrolls and books and parchment still exist, other things wander among those ancients texts. Spirits are abundant here, some playful and others less so, and they haunt the Archive like committed (if not spooky) custodians.

Stormbreak
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