The World of Nemundir

A primer on the world of Magency

Nemundir is not a world of swords and sorcery. It is a modern, technologically advanced civilization where magic has become part of everyday life — replacing the role that information technology plays in ours.

01

The Age

Imagine a civilization past its Second Industrial Revolution, approaching the Atomic Age, but where the Information Revolution never arrived. No computers. No mobile communication. No satellites. Instead, magic fills the void — some individuals can alter physical reality through consciousness alone, or summon otherworldly forces to reshape what is possible.

The Age
02

The Society

Multiple intelligent races coexist, their cultures deeply intertwined. Social classes are as divided as in our world — prosperity does not reach everyone. Political corruption and corporate lobbying, fueled by new technologies, shape the fate of nations. In some states, citizens live in comfort and ignorance. In others, tension fills the streets.

The Society
03

The Crystals

Crystals capable of storing and utilizing magical energy are the most coveted raw material — for states and corporations alike. They power everything from everyday conveniences to instruments of great power. Whoever controls the crystal supply controls the levers of civilization.

The Crystals
04

The Multiverse

Nemundir is one of seventy worlds on the Material Plane — and one of two central worlds. The other is Primundir: our Earth. Beyond the Material Plane lie eight more planes of existence, from the realms of Shadow Creatures and Demons to the pure energy domains of Dragons and the Ancients who created all physical reality. Travel between worlds is possible. Returning from the deeper planes is another matter entirely.

The Multiverse
05

The Agents

In this colorful, sometimes chaotic world, those who have just arrived can hardly find their way. But your characters are not ordinary citizens. They are individuals who have reached a tipping point — gaining the rare ability to reshape the destiny of the civilization around them. What they become — heroes, martyrs, tyrants, or something else entirely — is yours to decide.

The Agents