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realms:introduction

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The Realms

For centuries, the continent was dominated by the opulent and sprawling Empire of Aranor. A colossal behemoth of bureaucracy and grandeur, it stretched from the frigid north to the sun-drenched south. Yet, beneath the gilded veneer of prosperity, corruption festered like a malignant growth.

A power struggle among the Emperor’s court reached a bloody climax with the monarch's assassination. In the ensuing chaos, rebellions erupted across the empire, fueled by centuries of oppression and resentment. Provinces, once loyal to the crown, declared independence, and ambitious warlords carved out personal fiefdoms.

The once unified continent is now a patchwork of warring kingdoms, duchies, and city-states, collectively known as The Realms. A dangerous and volatile region, it is a place where survival is a daily struggle. Magic, once a tool of imperial might, now lies scattered and unpredictable, shaping the land and its inhabitants in mysterious ways.

In this fractured world, heroes are forged in the fires of conflict. Their courage, skill, and determination are the only things standing between order and chaos. The fate of the Realms hangs in the balance, and it is in the hands of these brave individuals to shape the future.

The once-mighty Empire of Aranor occupied the fertile lands north of the vast, inland Sea of Calyxia. Its influence, though formidable, never fully extended to the rugged, mountainous Northern Reaches, a region of hardy, independent peoples. To the south, across the tempestuous waters, lay the Southern Expanse, a land of arid deserts and endless grasslands, where Aranor's grip was tenuous at best.

When the empire collapsed, these disparate regions were left to fend for themselves. The Northern Reaches, untouched by imperial rule, emerged relatively unscathed. The Southern Expanse, a collection of nomadic tribes and small, isolated kingdoms, found opportunity in Aranor's downfall. It is in the heartland, once the empire’s breadbasket, that the scars of war are most visible.

Overseeing much of Aranor’s spiritual life was the monolithic Imperial Temple. This powerful institution, with its roots deep in the empire's foundation, wielded immense influence over the populace. Even in the wake of Aranor's collapse, the Church has maintained a significant presence, its clerics often acting as de facto rulers in many regions. However, the Church's grip on power is tenuous, and its doctrines are increasingly challenged by both secular authorities and emerging faiths.

Now, among the city-states and kingdoms of the Realms are:

Sarpentis, one of the larger kingdoms, originally composed of several fractious city states, that banded together after the Fall. It's known for its arts and sciences.

Tarquinia, the old capital of Aranor, now reduced to a city-state that must import much of its food.

Valenora, home to a magical school and Alexandrian-scale library.

Meridia, a prosperous trade alliance of five city-states located along the Verdanus river (on par with the Nile).

Florentis, famous for its orchards.

Thessara, situated on a bay near the Northern Reaches.

Ravennia, on an island in the Calyxia Sea.

Hildemar, once the bread basket of Aranor, located in the flatlands between the Verdanus and the Alswind rivers

Aulonika, the westernmost part of Aranor, whose culture survived assimilation into the Empire. They remain fierce warriors with a strong sense of honour, and are one of the few nations that welcomes the Orcus among their peoples.

realms/introduction.1724042019.txt.gz · Last modified: by tailkinker