Fading Embers is a 5e setting on the world of Nyth over 900 years after being thrust into an unnatural ice age.
After a stunning setting map, the brief Introduction walks you through Nyth's descent into a frozen world.
The Core Lands comprise a group of nations and settlements largely ruled by an upper class of nobility built around sorcerous bloodlines.
- Kingdom of Solace is the largest nation remaining in the world, ruled by sorcerous Great Houses, and in possession of the most arable lands.
- Campia Nistor is stubborn city-state governed by a sorcerous oligarchy.
- Galatia is city-state with great social disparity, rules by a tyrannical sorcerer queen.
- Urzica is a city-state of islands, run by raw democracy, and in perpetual conflict with Galatia.
- The Grand Cities are something else entirely. They are five teleport-linked cities inside mountains, where elves and dwarves prosper in isolation.
The Wild Lands have no great nations, existing beyond the sheltered core lands. Survival is a daily battle.
- Moldovar was once a city-state, long since shattered by lycanthropes. Now it is a region of clans waring over limited resources.
- The Great Tundra is inhabited mostly humans and orcs, in interconnected nomadic horse tribes.
- Satu Amanar was once the capitol of an empire. Now it is the edge of the world, a desperate population huddled within a grand ruin, surviving against all odds.
Seas & the South are a group of very different nations.
- Bacau Gara is a remote island city-state, governed and protected by the World Hearth, a deity controlling Nyth’s divine fire magic.
- The Merchant Fleets are not a single nation, but a multitude. The fleets and ships of the half-elf ailushae are each a nation unto themselves. They are also the main source of water trade remaining in the world.
- The Southern Elves could not be more different from those of the northern Grand Cities. The elves of Shalanar and Talos reign over a human slave caste, forever sworn to war on humankind.
- from the publisher's blurb