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Revision 19 as of 2013-11-11 14:56:22
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Revision 21 as of 2018-06-21 20:33:14
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= Arthea =
Welcome to the World of Arthea.
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== Introduction == Arthea is a kingdom, fractured and broken. It is part of a twisted, buckled and broken world. Some say it has been abandoned by its gods. Others blame the wrenching of the world on those who wield magic.
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This is a fantasy world created for an Epic campaign using the D&D 3.5 rule-set. The current incarnation of this campaign has been running for many years. The world provides a rich background for the campaigns set against it, and has been grown and expanded as time has progressed and adventures have unfolded. But the world was broken long ago. Now, with healing, the world is recovering, and the people have built new nations, with new kings. And, for now at least, a single king.
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Where to go next? The lands of the humans are pulled under a single banner, and a King sits on the throne in the North. Kingdoms of the south pay tribute, it was their unification in the first place. The King in the north is a long way off; his tribute kingdoms of the south, formerly part of their own Empire, are all self-ruling - how could they be anything else so far away. And the lands of the East, so often the soft target in war, are finally becoming strong. Maybe they'll be the first to challenge the current status quo.
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Take a look down the [[Contents]] page. For the peasants, this matters little. Their world was broken by magic, and so in magic there is no trust. They pay taxes and tithes, worship at their churches, and for the poorest pay their feudal masters by promise of armed service. But these days are peaceful, aren't they? There are no more monsters attacking the lands, or would-be tyrants, or nearby nations threatening war.
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[[BackgroundNotes|Background Notes]] Arthea is a land of peace, a land of trade, and a land of opportunity.
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I also ask the sites users to bear in mind that some of the material here is quite old. If you see stuff that isn't quite of the quality you'd like, and feel you can make improvements, then go ahead. If the information here is presented better, it is more usable. Recent history is dominated by the war of unification, and then by the way the northern king rose to seize power from the Emperor of the south. The six nations of the former Empire are themselves torn with supporters and opponents of the Ticetian King, and political movements seek to strengthen ties with the north. Or sever them. Or replace the King with an Imperial Heir if one could be found. And in the East, the Caldonacians grow in number and so in power. The kingdoms of the former Empire of the Ticetian rulers are in orbit of each other, and notice little of the rise of their Eastern cousins, a nation that was conquered long ago.
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== Toolkit == And what of the Elves in this land? They pay no tribute to the crowns of humans, yet they pay their due taxes when trading with the free people. But their own lands are hidden, kept from the prying eyes and evil intent of the mortals. Unlike the dwarfs who seem to revel in the splendour and majesty of their halls. Their delves are works of art, and may yet come to rival the greatest delves that were ever seen before the Great Disaster. The kingdoms of the humans rely on dwarfs for their craft with stone and metal, and their trade benefits all.
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I'm preparing a new toolkit to help players and DMs. Take a look here: http://www.immortalgeek.com

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== Latest ==

2013-11-11 - How often does a first level party get to overturn a base filled with military trained orcs? They struggled to get away with it.

2013-11-09 - With the new campaign fully underway, the players information needs to be updated. Remember, there is a 50xp bounty for players that complete their character's biography. Take a look at the [[GameLogs|Game Logs]] page for more details.

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Now the dull bit...

Copyright Statement:

~-Please note that the content contained in this wiki is the Copyright © of the respective authors, and may not be used for commercial purposes without the prior written consent of the original author(s), even where no financial gain is made. You are granted a non-commercial personal license to use the contents of this wiki provided that you:-~

 * ~-do not use the material in a manner intended to make financial gain from it, or in connection with other activities intended make financial gain.-~
 * ~-do not publish the material in any form, electronic, printed, or in any other format without express permission of the author(s)-~
 * ~-keep the owners, operators, and users of this site updated with the progress of any games you play in this world, and feed back into the wiki any significant additions to the material contained here.-~

~-In summary: you can use this world for whatever you want, provided you don't make any money out of it, or use it to further other money-making activities. You are free to use the world to play games in, just let us all know how you get on. If you add anything to the world that makes it better, then please bring it back to here for us all to share.-~
Arthea is waiting. Adventurers are welcome.

Arthea is a kingdom, fractured and broken. It is part of a twisted, buckled and broken world. Some say it has been abandoned by its gods. Others blame the wrenching of the world on those who wield magic.

But the world was broken long ago. Now, with healing, the world is recovering, and the people have built new nations, with new kings. And, for now at least, a single king.

The lands of the humans are pulled under a single banner, and a King sits on the throne in the North. Kingdoms of the south pay tribute, it was their unification in the first place. The King in the north is a long way off; his tribute kingdoms of the south, formerly part of their own Empire, are all self-ruling - how could they be anything else so far away. And the lands of the East, so often the soft target in war, are finally becoming strong. Maybe they'll be the first to challenge the current status quo.

For the peasants, this matters little. Their world was broken by magic, and so in magic there is no trust. They pay taxes and tithes, worship at their churches, and for the poorest pay their feudal masters by promise of armed service. But these days are peaceful, aren't they? There are no more monsters attacking the lands, or would-be tyrants, or nearby nations threatening war.

Arthea is a land of peace, a land of trade, and a land of opportunity.

Recent history is dominated by the war of unification, and then by the way the northern king rose to seize power from the Emperor of the south. The six nations of the former Empire are themselves torn with supporters and opponents of the Ticetian King, and political movements seek to strengthen ties with the north. Or sever them. Or replace the King with an Imperial Heir if one could be found. And in the East, the Caldonacians grow in number and so in power. The kingdoms of the former Empire of the Ticetian rulers are in orbit of each other, and notice little of the rise of their Eastern cousins, a nation that was conquered long ago.

And what of the Elves in this land? They pay no tribute to the crowns of humans, yet they pay their due taxes when trading with the free people. But their own lands are hidden, kept from the prying eyes and evil intent of the mortals. Unlike the dwarfs who seem to revel in the splendour and majesty of their halls. Their delves are works of art, and may yet come to rival the greatest delves that were ever seen before the Great Disaster. The kingdoms of the humans rely on dwarfs for their craft with stone and metal, and their trade benefits all.

Arthea is waiting. Adventurers are welcome.

ArtheaWiki: Introduction (last edited 2022-02-16 23:16:09 by Neil)