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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 ruleset. The current incarnation of this campaign has been running for over two years. | 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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The world in which the campaign is set has a rich and detailed history, and has been grown and expanded as time has progressed. The current campaign is the third to be set in this world. | 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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The original campaign began life in the mid-1980's, and was eventually word-processed on an old Atari ST computer; that campaign ran until not far short of 1990. It overlapped briefly with a second campaign, which went more or less alongside the first, but turned out to be far shorter. The third campaign began life as a re-run of the first, and it drew upon the first campaigns story-lines and villains, and re-used old adventures where possible. It has now progressed beyond the end of that first campaign, and has plenty of new stories and adventures that expand significantly upon the original. | 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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The documents detailing the world have been re-worked, some could be taken only from the original paper variants, but now include some significant expansion as the world has grown. Parts of the history have been embellished with more detail, and one or two dates straightened for plausibility. The changes included here are also a re-work of the players information, which takes the game from TSR's AD&D V2 rule-set to the WotC 3.5E rules. | Arthea is a land of peace, a land of trade, and a land of opportunity. |
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This Wiki contains the newest documents and latest changes to the game world (and any modified rules which support it). Changes in this Wiki will be rolled into the published documentation as time progresses. Additional contribution to the rich and detailed history here are welcomed. Feel free to join in the storytelling. | 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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Where to go next? | 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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Take a look down the ["Contents"] page. ---- 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 you: * do not publish or republish the material in a manner intended to make financial gain from it. * do not publish or republish the material in connection with other activities intended make financial gain. * you keep the owners, operators, and users of this site updated with the progress of any games you play in this world * you 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.