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Welcome to the Land of Irushku
Welcome to Irlusha Kue, or Irushku: the broken land. Irishku is an expansive domain, with a long deep, sad, and chaotic history. Irushku is a land of magic, many races, and considerable dangers. Those who live here generally only have a vague idea of its history, though long-lived mages and dwarfs may remember more than most. What is generally agreed upon is about 200 to 300 years ago (about 6 - 10 human generations) there was a cataclysm wrought by mortal hands. Decay of the once great civilisations and alliances was slow at first. The elves, a dangerous fae race, appeared to have played some role in historic wars, arriving via the portals. Though powerful casters sent the most threatening away (while some elves remained behind). But this victory was short lived. The casters, divided into various formal and informal factions began creating powerful monsters to assert control over their enemies. This persisted for several hundred years, until at once, truly legendary creatures appeared, and in less than three decades, the monsters had decimated all that stood, and rendered city living and long distance travel all but impossible. It is generally believed the monsters were too powerful for the casters to control, and that it was hubris to create them in the first place. Though it is equally plausible that this was the goal of the casters all along. No-one knows the truth, for once the monsters arrived there was no time to coordinate and resist. The land became broken, Irlusha Kue.

Today, Irushku is dotted with ruins. Some inhabited, some not. Most groups of inhabitants who remain live in small isolated villages, or are generally nomadic. Larger villages are thought to exist, but are considered extremely dangerous to those that are unfamiliar with their customs and laws (though legend and fact merge, and a true understanding of the world is left only to those brave enough to travel). The are multiple kinds of terrains, though all players begin in Darétik (R17)

Though there is no unified culture, law, norms, or technologies, there are some things known to all. The portals which appear across the land are dangerous. Not only do they change the physical landscape when they appear, they may change the minds of those near them. And it’s always unpredictable as to when and where such a portal will open. Legend says that some towns maintained stable portals indefinitely. But it is known that the oldest portals are the most dangerous. One should never attempt to enter a portal, as the idea of return is but a myth.

Do not trust those you do not know. Many a good settlement has fallen by the hand of a lycanthrope, or something disguised as a friend. Not to mention the occasional and unfortunate raid by something bigger, meaner, and wholly less clever.

The gods exist, but appear to have all but abandoned Irushku. Legends says that those who serve them may usher their return, and invite their intervention. Yet most feel abandoned by the gods of their ancestors, instead relying on their own efforts, and those of their kin and community, to satisfy their own welfare. It seems likely that with each new cleric or paladin, their god will arrive with them.