Whispers of the mysterious Realm of Reason have echoed through the lands for over eighty years. Some say that it is a place of mystical power, a beacon of hope and prosperity for those with the will to discover it. Others claim that it is a nightmare, a land where magic rules that will return after a hundred years to lay waste to the realm. More often, the stories are not of its people, but of its treasures – ancient artifacts, lost spells, and powerful guardian spirits gathered by a council of mystics to either keep them safe, or keep them from the huddled masses.
It has been a chill winter, and as spring rolls around, the mists are thicker than usual on the Moors. People are telling stories of seeing a mountain in the sky, where there is none, and of shadows casting across the ground. Something is there, and it may be a source of great riches, or terrible danger.
The Realm of Reason is a systemless setting designed to be played in a relatively traditional high fantasy campaign. It can be added to an existing world, or used as the basis for an entire campaign. Players might take on the role of explorers into the Realm, or of innocents trying to survive within it, as they struggle with the machinations of the Council of Wisdom and the strange things that the Councillors have unleashed, some deliberately and some through pride or naive hope.