Baeg Tobar is a complete fantasy world brought to life through fiction and art. It has its own varied geography and natural phenomena. Each continent includes multiple countries, legions of creatures, and several unique races. Each race and region have a flourishing culture with singular customs, religion, languages, histories, technologies, and styles of dress. It is a project built over many years by many people. Epic in scope and crafted with love, Baeg Tobar offers a beautiful escape to all who enter.
Novel chapters, stories, and articles are released on a schedule to gradually reveal this amazing and complex world.
Baeg Tobar is a world divided into two very different realms, the Dying Lands and the Dreaming lands, connected by special doorways called the “Gates of Eternity”.
THE DYING LANDS
The Dying Lands are an earth-like realm inhabited by a wide variety of mortal creatures. The intelligent races have organized themselves into nations, tribes, and other social groups. These groups reside on the seas, on land, and in the skies. They span the breadth of civilization from users stone tools to owners of steam powered machines and early gunpowder technologies. Our current story focuses on the Pilean continent.
Mortals, known in Baeg Tobar as the Duine, have a variety of different species. Their most advanced societies are roughly comparable to preindustrial earth. The Duine are typically oblivious to the existence of the Dreaming Lands.
Although the Duine are capable magic users, outright sorcery is frowned upon by most societies and religions. Most spells have circumvented impropriety through the use of music, and bards have worked their way into many positions of influence and power. The other Duine perform magic using a variety of techniques, from music to incantation to the use of totems.
THE DREAMING LANDS
The Dreaming Lands are a dynamic, transient realm divided into eight talamhs. Each talamh is governed by the twin Nai’Oigher children of the sleeping Iraemun, demigods responsible for the various elemental components of the world. As such, the land itself reflects its rulers; T’Nekpi’s talamh is a wet place of rivers and lakes, while Polorun’s is a dark swamp inhabited by the terrors of the night.
The realm’s Fae inhabitants are likewise governed by a particular element. Born as blank slates, the Fae are shaped by both their actions and their environments until the day they are given a name and admitted to one of several strict castes. The Fae are excellent magic users, often casting spells through dance, but they possess no ability to create music of their own.
The Fae are further divided into two courts, the Sidhe’Lien and the To’Sidhe’Lien, depending on their attitude toward the Dying Lands. Sidhe’Lien Fae favor interaction with the Duine, for good or for ill. To’Sidhe’Lien favor isolationist policies. The ruling court is decided every hundred years by the Parade of Champions, a one-on-one fight between champions of each side. The Sidhe’Lien are currently in charge.
The predominant races of Baeg Tobar are a varied lot indeed.
THE DUINE (MORTALS)
THE FAE CASTES (IMMORTALS)
The Aiemer is an invisible, intangible, typically undetectable element that leaks from the Dreaming Lands to the Dying Lands through the various Gates of Eternity.
In the Dreaming Lands, Aiemer is the base building block of the realm. It is the unseen blood that gives the Fae life and magic, and the realm its mutability.
In the Dying Lands, Aiemer is an unknown fifth element flowing about the world like a vast body of rivers and oceans. Though few Duine know it, Aiemer is the fuel of their magic. To the realm it is an invasive mutator, evolving the land, creatures, and people where it pools too long and too lazily.
The true nature of the Aiemer is unknown. Perhaps it is the breath of the Mother, perhaps the dreams of the sleeping Fae gods. What is certain is that it is a powerful and unwieldy substance that has been known to elevate civilizations and then bring them crashing back into the stone ages.