Funfact ! A World’s Sickness
As we know, when something is healthy and functioning properly, it’s usually bright, happy and lively. When a plant is healthy, it springs forth from the ground at its own slow pace, it’s emerald green leaves spread wide and welcoming to the sun. When an animal is healthy, it is active, playful, lazy, whatever it can be. When a world or ecosystem is healthy, it flourishes amidst the delicate balance of life and death maintained between the humans, plants, and animals that live there.
If this is the definition of “healthy”, then it can be said that the world of Bel’Terum is not healthy.
Wars between Necromancer factions and sorcerers have left countless plains and mountains scarred and lifeless, their vital magical life force stolen by ancient dark magic practitioners and their contracted summons. Great forests of skeleton trees stand amidst the vast, empty deserts and putrid swamps that have taken the place of many of the world’s woods and rainforests. Ruins of towns and cities claw the sky while the bones of their former residents lie in either fortified Bone Orchards, or crumbling dust while dark clouds loom overhead, always there but never raining and never leaving.
Here in these desolate places, spirits that should have moved on wander amidst the demons and vile specters that roam these darkened places, likely to be trapped or corrupted by the fiends. But the dead are not the only dark one’s only prey. Some specters have been known to enter towns and cities, inspiring corruption by filling the minds of its denizens with fear, hate, and self-indulgence. Some even fall prey to a demon’s enticings and form contracts with them, becoming sorcerers or necromancers, and renewing the vicious cycle of destruction.
But all is not lost. The world of Bel’Terrum has not given up and in some places, there is life sprouting with new revitalizing magic. Humans, faunum (beastfolk), even elemental Verliens have begun to show their world’s last stand against death in the form of pure, nurturing, healing magic. This magic is known commonly as Consoné magic and those who have it are known most commonly as Clerical beings.
As Clerics/Clericals, they can see, hear and heal spirits and elements left long dead by infusing everything around them with their revitalizing powers. With every drop and ripple of Consoné magic they use and produce, new life is brought to the land. First in little ways - a sprout of healthy grass in a wasteland, the banishing of a difficult specter and subsequent release its prisoners, the unifying and healing of a surrounding community. Slowly, ever so slowly, the damage done by demons, Necromancers, and sorcerers to the worl and its inhabitants is being healed one Clerical at a time.












