The Sixth Invasion has begun. Scouts from the Guild of Air close on the Gate, as a monstrous new army steps through. The Fallen nations seek to strengthen ties, standing unprepared for the coming wars. Yet signs of trouble begin to surface. Tensions rise between the Mage Guilds, new arrivals make their mark, and the cities’ elementally bound soldiers are starting to…diverge.
Of course, many do not care. While the authorities fret over the Invasion, the people pursue their own goals. To worry over your future, you must forge one in the present.

Drak’r
The nation of Vaulkir is guarded by their drak’r – a magically created species akin to lizardmen. Fiercely loyal and naturally aggressive, they are for the most part content with their lot, whether serving as soldiers or city guards. While well suited to deal with direct threats, they struggle with more subtle matters. As such, Vaulkir also keeps members of more wary species in both roles.
The Guild of Ice
With a great guild hall built into the mountainside above the city, the Ice is the most influential guild in Vaulkir; and works hard to maintain the position. Its guildmages come in many kinds, but share an academic leaning and appreciation for diplomacy derived from their element of choice. The guild supplies battlemages to the army as a matter of course, knowing that what benefits its home nation will also push their own goals forwards.
The higher-ranked guildmages are engaged in a constant power struggle against each other, a situation recently worsened by the ongoing absence of Guild Master Imeare.