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Path of the Gleaming Crystal — In an age of decay and ruin, your kingdom has crumbled. Galarion is no more, at least in most regions. Desperation breeds hope as the last remnants of the Glorious kingdom: Balaral flee aboard a great ship, setting sail toward uncharted waters and unclaimed lands. The promise of a new beginning, a fresh chance for survival, redemption, and a home drives many forward, away from the familiar ruins of Balaral's past greatness and toward the unknown. The objective is clear: establish a new civilization in a land full of mystery, wonder, and danger. This is a world where magic pulses in every tree, stone, and stream. The plants glow with ethereal light, strange creatures roam the untouched wilderness, crystals float about the skies and the soil hums with an ancient energy that no one truly understands. The expedition is not only one of survival and desperation but of discovery — uncovering new magics, unraveling the secrets of the land, and ultimately crafting a future from the ashes of the past.

Timeline
Before the Clash

Before the Clash between Realms, the Adamans and other gods waged a hidden war that lasted centuries. Mortals felt its effects in shifting seasons, rising heat, melting ice, and bitter cold cycles. The Ascended were taken first—drawn into a secret realm of fractured reflections of their past and future, a truth many could not endure. That realm was born from a single banished being of crystal origin, once mortal, whose power was confined but whose vision reached the overworld. Driven by revenge, they battled the gods of every realm, ultimately destroying them and resetting existence. Galarion was erased, and Balaral fell.

The Merchants Ship

The Boat itself was a merchant ship commandeered by the remaining government on the North Galarion post; those inside the merchant ship were not already allowed on the boat. Mercenaries forced their way in and the incompetent captain of the merchant vessel didn't ever leave his quarters. Only a few are able to get on, including our heroes.

Meet Your Pathfinders
Cyril
Cyril
Cyril is a young Athamaru and self-proclaimed entomologist. He grew up in the heart of a reef trade outpost but moved inland to explore the world, where he discovered his love for nature and insects. After having visions of the world's end, he became obsessed and fearful of a possible doomsday. He believed that living underground would save him from destruction on the surface and spent years digging bunkers to live in. Of course, in the end, his efforts were not enough when the earth itself began crumbling.
Noor
Noor
As a Samsaran, they remember all their past lives, having countless memories and knowledge from hundreds of lives lived. They remember their past more strongly and vividly than the average Samsaran. Very trusting and very naive, and they are often wrong about the "facts" and knowledge they have. A simple person, loving nature and its gifts, enjoying the experience of life as a whole — the good and the bad of it. They are a haunted soul — the amalgamation of memories and different personalities causing psychological damage.
Ormus
Ormus
Ormus is a minotaur who's learning everything he can about building from other races. He continues to put his skills to the test daily, mainly focused on improving his craft. His family has always been a long line of workers focused in construction and he continued the line with a fascination for building things with his hands. He studied with dwarves and elves. He treasured his son, Jeffersonius Rupert Paul Magnus the Third, from the moment he was born.
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