The Realm of Eärwa
Notable historical elements that your character may or may not know:
Some millennia ago, the land of Eärwa experienced the age of darkening. Differing opinions on the true timeline of events, or the true cause of the darkening, but the land was plunged into a period where followers of the divine lost their connection to their deities. Practitioners of the arcane were also caught up in this, and what a discovery was made (or maybe some had already figured it out) that arcane magic derives from a divine source. Much like a priest follows the tenets of their faith, followers of the arcane follow tenets of study which resembles that of a faith.
Some wailed and bemoaned the loss of their deity and/or their magical abilities, some mounted crusades in the name of their god bringing death and destruction upon who they perceived was the perpetrator of such a heinous crime. This culling would not have consequences as death and destruction followed, Kingdoms clashed and some fell. Famine enveloped the lands as most were focused on their crusades for the truth rather than the well-being and upkeep of their nations. It was not long before it was figured out that Natural Magic that of the Druids, still flowed. The Elven Empire of the One Thousand Leaves were persecuted heavily, however, their cunning ways empowered them to engage in guerrilla tactics in their environs of the forests. As one of the major hold-outs, they were able to fend off the onslaught for a long time.
While the low lands were in upheaval, many sought refuge in the mountainous bandit kingdoms (basically city-states). While largely lawless, they were also known to be accepting of any and all who could take care of themselves. In the beginning many refugees who did not have a heart for the fight came in droves, and over time those who became weary of it sought refuge.
Out of the turmoil, the Sephiroth Imperium rose as the first to re-discover their connection with the divine. As such, they employed their tactics in the most brutal manner. A once Lawful Good empire, had seemed to turn to darker dealings in the face of adversity. Imperator Brand Sephiroth turned his eye to bringing the people of the realm to heel, seeing the world in utter chaos, he began training legions of devastating armies to unleash upon the realm. Training martial, divine, and arcane in kind, the “Branding” as it was called came within 3 years of his announcement to the world that he would lead the world to order again. Known as the first Inquisition, the reign of terror was swift and devastating, beginning with the Elven Empire of the One Thousand Leaves, he vowed to wipe them from the existence. Even after taking devastating losses, he achieved the ultimate eradication of the elves from their forest lands. Another mystery is how they escaped, but the Elves were able to escape with a nominal number of refugees abandoning their home of centuries to an island in the Great Sea.
The nearest kingdom crushed, the Empire began setting up forts and paving roads throughout the land, starting within 100 miles of the capital seat of Galeoth but dotting the trade routes of the land. The second Inquisition included the Northwesterly kingdom known as Inglewolf Mammoth’s Realm of the Shrouds, the Orcish expanse of Romarot in the Southwest, and the Northeasterly Dwarven Province of the Anvil considered to be the easiest of the bandit kingdoms located at the base of the mountain range known as the Great Kavarsus. This assault was not as successful as the first, as their attempt to fight a war on multiple fronts stretched their legions too thin as well as facing new cunning enemies. The Imperator quietly ignored the failure, and focused within to continue building and setting up trade lines.
Take-aways: Druids/Rangers have a varied response from different people, for the most part they are accepted, but there is still some groups that who vehemently blame them for the darkening. What do you take away from this?
Kingdoms or groups of people of note:
Rune Priest under orders of the Imperator subjugating the people
The Sephiroth Imperium: The evil empire of note ruled by Imperator Brand Sephiroth from the seat of power in Galeoth, imagine Rome with a Nazi Germany bent to it, and you’re on the right track. Of course, in their minds, they are helping the world. They consider themselves “enlightened” as they were the first to re-discover magic after the Darkening. Although some would just call it lazy, they believe their pursuits have narrowed the 3 true deities to be worshipped. Many faiths and sub-sects exist throughout the world, and even within the Living Realm. But since the Imperator has pronounced these to be the true gods, then any who do not follow them are considered to be heretics.
The three deities are as follows:
Lawful: Helm, god of divination and fate Knowledge Crystal ball containing many kinds of eyes
Neutral: Tempus, god of war N War Upright flaming sword Chaotic: Mask, The Traveler, god of illusion Trickery Black Mask containing a swirl of mist
Inglewolf Mammoth’s Realm of the Shrouds: Not evil or good, although Viking by nature, ruled by Inglewolf Mammoth from his seat of power in Sasserine, this realm is known for their sometimes seafaring ways. Of course, they consider themselves farmers, the lands have been nicknamed the Bladelands with good reason. The live in a Northeasterly region of the map in a land of moors commonly filled with fogs, marshes and bog that experience some extremely cold winters.
Jötnar Pantheon throughout Inglewolf Mammoth’s Realm of the Shrouds:
Deity Alignment Suggested Domains Symbol
Odin, god of knowledge and war NG Knowledge, War Watching blue eye
Aegir, god of the sea and storms NE Tempest Rough ocean waves
Balder, god of beauty and poetry NG Life, Light Gem-encrusted silver chalice
Forseti, god of justice and law N Light Head of a bearded man
Frey, god of fertility and the sun NG Life, Light Ice-blue greatsword
Freya, goddess of fertility and love NG Life Falcon
Frigga, goddess of birth and fertility N Life, Light Cat
Heimdall, god of watchfulness and loyalty LG Light, War Curling musical horn
Hel, goddess of the underworld NE Death Woman’s face, rotting on one side
Hermod, god of luck CN Trickery Winged scroll
Loki, god of thieves and trickery CE Trickery Flame
Njord, god of sea and wind NG Nature, Tempest Gold coin
Odur, god of light and the sun CG Light Solar disk
Sif, goddess of war CG War Upraised sword
Skadi, god of earth and mountains N Nature Mountain peak
Surtur, god of fire giants and war LE War Flaming sword
Thor, god of storms and thunder CG Tempest, War Hammer
Thrym, god of fire giants and cold CE War White double-bladed axe
Tyr, god of courage and strategy LN Knowledge, War Sword
Uller, god of hunting and winter CN Nature Longbow
The Bandit Kingdoms, City-States that dot the Great Kavarsa Mountain Range Notable amongst them is the Dwarven Province of the Anvil
Dwarven War Unit, Spartanesque in nature
The Bandit Kingdoms have many city states, with all walks of life and race. While they were once a den of thieves, and malcontents, it has since grown into a thriving trade confederacy of all the races represented. The Dwarven Province of the anvil is at the base of the mountains, South of a city best known as the Dark City.
Deity Alignment Suggested Domains Symbol
Zeus, god of the sky, ruler of the gods N Tempest Fist full of lightning bolts
Aphrodite, goddess of love and beauty CG Light Sea shell
Apollo, god of light, music, and healing CG Knowledge, Life, Light Lyre
Ares, god of war and strife CE War Spear
Artemis, goddess of hunting and childbirth NG Life, Nature Bow and arrow on lunar disk
Athena, goddess of wisdom and civilization LG Knowledge, War Owl
Demeter, goddess of agriculture NG Life Mare’s head
Dionysus, god of mirth and wine CN Life Thyrsus (staff tipped with pine cone)
Hades, god of the underworld LE Death Black ram
Hecate, goddess of magic and the moon CE Knowledge, Trickery Setting moon
Hephaestus, god of smithing and craft NG Knowledge Hammer and anvil
Hera, goddess of marriage and intrigue CN Trickery Fan of peacock feathers
Hercules, god of strength and adventure CG Tempest, War Lion’s head
Hermes, god of travel and commerce CG Trickery Caduceus (winged staff and serpents)
Hestia, goddess of home and family NG Life Hearth
Nike, goddess of victory LN War Winged woman
Pan, god of nature CN Nature Syrinx (pan pipes)
Poseidon, god of the sea and earthquakes CN Tempest Trident
Tyche, goddess of good fortune N Trickery Red pentagram
The Dark City is a huge city built within a cavern on the bank of a river that runs near it, it has a rock overhang that covers the city and its populace has many features available.
The Dark City is governed by a council of Guilds:
The Thieves Guild
The Beggars Guild: Beggars and Urchins
The Extortion’s Guild: Professional Intimidators
The Fraternity of Fences
The House of Pain: Torturers and Executioners
Moneylenders’ Guild: Moneychangers and Investors
The Slayer’s Brotherhood
The Artificer’s Guild: Inventors
Armorers: Weapons and Armor crafters
Animal Handler’s Guild
Heralds and Messenger’s Guild
House of Pleaders: Lawyers and Lobbyists
Architect’s Guild: Designers of floorplans and structures
Toters’ and Carters’ Guild
Starsman and Navigator’s Guild: Sailors and Shipmasters
Fellowship of Physicians
Order of Apothecaries: Drugists and Herbalists
House of Red Lanterns
Followers of the Oaken Circle
The Dark City is governed by the Sephiroth Imperium after the hostile night invasion being called Nacht der Toten.
Churches are present, but typically are large, and represent multiple faiths. The faiths have been dismantled, and those who still attempt to follow faiths other than those of the Empire are considered Heretics. As such, Heretics face confession or death as the judgement. While the many races represented throughout worship a variety of deities, the Dwarven Pantheon worshipped throughout the Dwarven Province of the Anvil.
The city is mostly broken up into districts known as Dens for the various guilds, however, the living areas simply known as South, North, East, and West Den.
Vitus Wetoriss (AKA Vitus the Mad) one of the Khans of the Orcish nation
Orcish expanse of Romarot: What we might consider to be Mongols, these Orcish bands are a loose confederation of tribelike people who move in around the Southwesterly region of the continent. Deities worshipped by the Orcish Kingdoms
Deity Alignment Suggested Domains Symbol
The Daghdha, god of weather and crops CG Nature, Trickery Bubbling cauldron or shield
Arawn, god of life and death NE Life, Death Black star on gray background
Belenus, god of sun, light, and warmth NG Light Solar disk and standing stones
Brigantia, goddess of rivers and livestock NG Life Footbridge
Diancecht, god of medicine and healing LG Life Crossed oak and mistletoe branches
Dunatis, god of mountains and peaks N Nature Red sun-capped mountain peak
Goibhniu, god of smiths and healing NG Knowledge, Life Giant mallet over sword
Lugh, god of arts, travel, and commerce CN Knowledge, Life Pair of long hands
Manannan mac Lir, god of oceans and sea creatures LN Nature, Tempest Wave of white water on green
Math Mathonwy, god of magic NE Knowledge Staff
Morrigan, goddess of battle CE War Two crossed spears
Nuada, god of war and warriors N War Silver hand on black background
Oghma, god of speech and writing NG Knowledge Unfurled scroll
Silvanus, god of nature and forests N Nature Summer oak tree
The Hill Dwarven Kingdom of Stonemount, located Southwest of the Realm of Shrouds in the InJor Mountain Range.
Led by Nurthal “LongGem” Bariksson
The Hill Dwarves are known for the ferocity with arms, and their mercantile ways. They mine the minerals of the mountain, bringing forth fine stones, metal and creating wonderful weaponry, armor, and jewelry. The Hill Dwarves follow both the Jotnar Pantheon followed in the Realm of Shrouds, but also the Deities their Mountain Dwarf brethren follow in the Province of the Anvil.
Dead Kingdom: Elven Empire of the One Thousand Leaves META: Experiencing re-birth
CLASSES: All of the classes are available. Druids/Rangers typically worship nature, but they have been known to take on a deity of their locale. Clerics/Paladins can choose any deity and domain combination, however, it is appropriate to try to justify the reason a domain would go with your beliefs. Other classes will typically choose a deity if they want to, but based on the rejection felt from the darkening there are varying degrees of acceptance. RACES: Unavailable races are Elf, Half-Elf, Tiefling and Dragonborn all others are fair game. I will also include Deep Gnomes (Elemental_Evil_Players_Companion), and Changelings (Unearthed Arcana companion) if you would like to choose them. Future playable races which may be available based on back story, and you may have dealings with them as NPC’s: 1/2 Ogre using the Goliath template, Tiefling, Elf, and 1/2 Elf.