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Campaigns are expected to start around the local year 1412, and years are counted from (as best as can be discerned) the date of [[The Great Disaster]], although Elves may have different year-counting mechanisms. The calendar used by humans and dwarfs was 'borrowed' from the elves during the early post-disaster years. Campaigns are expected to start around the local year 1412, and years are counted from (as good as can be discerned) the date of [[The Great Disaster]], although Elves may have different year-counting mechanisms. The calendar used by humans and dwarfs was 'borrowed' from the elves during the early post-disaster years.
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In the south the climate in the early years after The Great Disaster meant kingdoms arose quickly, and these settled into six distinct nations, before one, [[Tholain]], waged a war that forged a political alliance and an Empire of sorts. This Empire collapsed under its own weight at one point, and was reconstructed more loosely and with more consensus. They squabbled, and this may have held them back while the northern kingdoms grew. Eventually the Empire came to be run by the land of [[Amastus]], with the help of [[Cerlain]]. In the south the climate in the early years after The Great Disaster meant kingdoms arose quickly, and these settled into six distinct nations, before one, [[Tholain]], waged a war that forged a political alliance and an Empire of sorts. This Empire collapsed under its own weight at one point, and was reconstructed more loosely and with more consensus. They squabbled, and this may have held them back while the northern kingdoms grew. Eventually, the Empire came to be run by the land of [[Antaurus]], with the help of [[Cerlain]].
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Some humans view the influx of dwarfs to be a negative. They see the dwarfs arrival as interlopers, taking work and consuming resources that should be available to them. Of course, this isn't a true reflection; the arrival of dwarfs usually lifts prosperity and trade. They bring a different perspective, and have contributed greatly with their extensive masonry and metalworking skills. Some humans view the influx of dwarfs to be a negative. They see the dwarf's arrival as interlopers, taking work and consuming resources that should be available to them. Of course, this isn't a true reflection; the arrival of dwarfs usually lifts prosperity and trade. They bring a different perspective, and have contributed greatly with their extensive masonry and metalworking skills.
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 * For humans or halflings from Amastus or Cerlain, see [[ImperialIntroduction|Introduction for Imperials]]  * For humans or halflings from Antaurus or Cerlain, see [[ImperialIntroduction|Introduction for Imperials]]
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 * For elves see [[ElfishIntroduction|Introduction for Elves]]
 * For gnomes see [[GnomishIntroduction|Introduction for Gnomes]]
 * For elves, see [[ElfishIntroduction|Introduction for Elves]]
 * For gnomes, see [[GnomishIntroduction|Introduction for Gnomes]]

Player Character Introduction

Before starting play, it helps to understand a little of the environment in which the game will be played. This set of introductions, organised by the racial and national perspectives of the players, are short backgrounds. A good place to look for a more expansive description would be the Political Overview page which, while being more detailed, is intended to give plenty of information without delving too deeply into the details.

Shared Overview

Campaigns are expected to start around the local year 1412, and years are counted from (as good as can be discerned) the date of The Great Disaster, although Elves may have different year-counting mechanisms. The calendar used by humans and dwarfs was 'borrowed' from the elves during the early post-disaster years.

Political Summary

Of Human and Halfling Lands

All characters would be aware of the broad political divisions of the nations. The lands of the humans are split along national boundaries, the 'northern kingdoms' of Ticetia (to the west) and Caldonacia (to the east and more to the north) are feudal domains whose sizes have fluctuated with their fortunes over the years. Ticetia always seems to have been the 'victor' in the many human wars between The Great Disaster and unification, even when they were on the losing side, while Caldonacia seem to have suffered whether in victory or defeat.

In the south the climate in the early years after The Great Disaster meant kingdoms arose quickly, and these settled into six distinct nations, before one, Tholain, waged a war that forged a political alliance and an Empire of sorts. This Empire collapsed under its own weight at one point, and was reconstructed more loosely and with more consensus. They squabbled, and this may have held them back while the northern kingdoms grew. Eventually, the Empire came to be run by the land of Antaurus, with the help of Cerlain.

It was this Empire that thought it was strong enough to aid Caldonacia when it was invaded by Ticetia (Circa 1329). But it was not, this war descended into a messy scrap between the Ticetians and the southern kingdoms, and only went in the Empire's favour when the King of Ticetia died leaving the lands in control of a son who was not capable to lead his armies. The devastating fighting ended in 1340 with the death in battle of William of Ticetia, who left no heir, but the war was not officially over until 1342 when the new King (the southern Emperor, Thomas II) was crowned. This should have been the end of fighting. But the Ticetians were involved.

Civil war broke circa 1381, with a victory for the Ticetian rebels in 1384. The crown was taken, and the court of the King was moved back to Cellam. Some of those on the losing side in the south think the war is still being fought.

Halfling settlements are mostly scattered among the towns and cities of mankind, living and trading often close to and, more recently right among, their human cousins. There are exceptions to this, especially in Caldonacia which, unlike Ticetia and the former Empire, seem to have some larger halfling-only settlements away from the land of mankind.

Of Elves

For Elves, of course, little of the history of humans or dwarfs matters. They have many settlements, and most are away from the lands of the humans, but their numbers are small these days, they are a dwindling race. Their largest land is that of Denalia, right in the heart of the isle. But it is kept hidden from mortals, unlike their settlement of the moon, at Anta Ulennia, which has traded with the human kingdoms of the south even before they formally existed.

Of Dwarfs

The dwarfs are also proud of their homes. They have constructed new, mighty delves since The Great Disaster, and their success is clear. They trade freely with humans and elves, and some think that perhaps their influence is now too great. There are many dwarfs living among the humans in cities of men.

Some humans view the influx of dwarfs to be a negative. They see the dwarf's arrival as interlopers, taking work and consuming resources that should be available to them. Of course, this isn't a true reflection; the arrival of dwarfs usually lifts prosperity and trade. They bring a different perspective, and have contributed greatly with their extensive masonry and metalworking skills.

Of Gnomes

Gnomes are rare in human lands, their numbers have been decimated by conflicts with creatures of the underdark, and there are many humans that would blame them for exposing those who live on the surface to the creatures of under-land. The gnomes that are around either come from one of the last few bastions of gnome kingdoms, or have grown in a place near to, or even inside a dwarfish delve. The story of Gnomes since the disaster is a sad one.

More Specific Introductions

There are some more details for characters based on their race or nationality, these are split up to keep the information short for players.


CategoryBackgrounds

ArtheaWiki: PlayerIntroduction (last edited 2022-02-16 20:20:15 by Neil)