Enter a gritty urban landscape of mages and vampires, faeries and telepaths, where street-level spies steal arcane artifacts from power-hungry sorcerers and holy warriors stalk demons through the shadowy depths of 1,000-foot-high towers...
Thirteen hundred years ago, the conquering wizard Nasoj cast three great spells on the people of Metamor Keep. Fueled by the power of the dark gods, these spells would irrevocably change the castle's defenders in body and soul, rendering them helpless against his advancing armies.
Things did not work out as he hoped.
The spells were countered, but only partially. They wove together with the castle's own magic, becoming a curse that blanketed the entire valley. But Nasoj's forces were driven back, and the Keep's heroic inhabitants learned to take pride in the new forms the curse had given them: a mark of how deeply the dark wizard feared them.
Now, the world sits on the cusp of the 21st century, and things have changed more than anyone could have dreamed. Buildings the size of mountains rise above the valley floor. People walk and skimmers drive on suspended walkways hundreds of meters in the air. Magic and technology work hand-in-hand to do the impossible. Majestrix Kyia, the spirit of the ancient Keep, now rules with peace and justice over an Empire that covers half a continent.
But there is always darkness, even in a place as bright as Metamor City. The rich grow ever richer, while the poor struggle in the hardscrabble world of The Street, surrounded by menacing gangs armed with guns, knives, and unlicensed magic. Vampires control a shadow government that feeds the city's illicit hungers, while a mysterious collective of psychics pursues their own inscrutable ends.
It is a world on the knife's edge between order and chaos, creation and destruction.
It is a world in need of heroes.