Knowledge about the world of Arathia.   Posted by GM.Group: public
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Thu 15 Dec 2016
at 18:50
Knowledge about the world of Arathia
Below you will find several categories of knowledge that will help when you are thinking about your character and the setting in general. They are, in the broadest of terms, only a starting point. In no particular order:

- Regions
- Races
- Religion
- Organizations
- Miscellaneous

A map of Krieghold and locations of note in such has been added!

This message was last edited by the GM at 19:22, Mon 19 Dec 2016.

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Thu 15 Dec 2016
at 19:13
Common Knowledge Worldwide
The information below is what can be gathered from the general populace. Spending enough time and talking to enough people will get you the information below. Adventurers can be assumed to know this information without any special background or training.

There are four major governments known to the world.

-The Krieghold Empire
-The Fursten Alliance
-The Queens of Dunnoth
-The Draakan Empire

There are two major continents, Aberghast to the north and Ettar in the south. Krieghold and Fursten lands dominate Aberghast. Dunnoth and Draaken lands are a small portion of the south, a majority being the untamed Wild lands.

The Silver Forest is a massive woodland that forms the northern portion of Aberghast.

Common Knowledge Krieghold Empire
-Sigheim is the capitol and one of the largest cities in the world.
-Krieghold gets its name from the mighty Krieg river that runs the length of it from the Silver Forest to the Outer Sea.
-Kriegian military drafts and training are required for all adults within one day's travel of a palisade town.
-Krieghold's current emperor is Tristan V, just celebrating his fifth year on the throne.

Update: Kriegian, the language of the gentry and military of Krieghold.

Common Knowledge Silver Forest
-Any large force that dares it vanishes.
-Known to house uncounted barbarian tribes that descend to raid the northern lands.
-Krieghold claims the forest as its territory.

Common Knowledge Fursten Alliance
-Fursten cities combined own the largest fleet of tradeships, and warships, in the world.
-The cities are all democratic and citizenship is earned through service.
-The four major cities of the Alliance are Sulverin, Exermise, Freeport, and Kask.
-The War of the Twelve Cities won the Fursten Alliance independence from Krieghold after a terrible and extremely bloody decade.

Common Knowledge Queens of Dunnoth
-It is the land of the undying Savannah Queens.
-Anyone can hire Dunnoth undead mercenaries if they have enough coin.

Common Knowledge Draaken Empire
-It is the homeland of the dwarves and most of the population is such.
-Origin of some of the best arms and armor outside Sigheim.
-No one is allowed outside the trading ports, save dwarves.

This message was last edited by the GM at 00:36, Sun 22 Oct 2017.

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Sat 17 Dec 2016
at 20:06
Regarding Races in Arathia
Listed below are the major attitudes towards the different races and any difference from standard in terms of mechanics.

-These are your plain, if occasionally extraordinary, humans, no different than you or me. No differences.

Often treated with little difference from humans. More rural areas might harbor suspision, but human and elf-kind has lived together for millennia. There are two major subraces:

High Elf- Standard as per PHB and SRD. By far the more common.

Silver Elf- Hailing from the Silver Forest, these pale skinned cousins rarely venture far from their tribal lands. Easy to spot and hard to forget, Silvers are becoming more common as more of the Silver Forest is tamed.
        Ability Score Increase. Your Dexterity score is increased by 1, your Wisdom score is increased by 1, or your Charisma score is increased by 1.
        Elf Weapon Training. You have proficiency with the scimitar, throwing glaive, warglaive, shortbow, and longbow.
        Survivors of Nature. You gain resistance to poison damage.
        Wild Wanderers. You gain proficiency with two skills from Animal Handling, Nature, Stealth, or Survival.

Usually held with respect, if slightly due to reputation more than anything. Often members of exiled clans from the Draaken Empire that have been wandering for several generations. Strong mercantile tradition that has served them well in exile. Often establish wayinns or trading posts once a prime location is found that is unclaimed. City market districts often act as the local dwarf district as well. Beards not required.

Hill Dwarf- Represents the generations of exiles that have established themselves outside the Draaken Empire. No changes from the PHB and SRD.

Draaken Native- A current citizen of the reclusive nation or a fresh exile.
       Ability Score Increase. Your Strength score
                 increases by 2.
       Dwarven Armor Training. You have proficiency with
                 light and medium armor.

A nomadic people, halflings have the reputation and vagabonds and troublemakers. Mostly mistrusted and often ignored, they have lived on the outskirts of society for as long as they have been around. No changes from the SRD and PHB.

Depending on the region they were raised in, they have no real difference in society. No changes from PHB and SRD.

Considered their own race by any standard in most societies. They have established a thriving culture of their own in the major cities and only receive real trouble in rural communities. They have filled the role of skilled laborers and are considered to have an excellent work ethic. No changes from PHB and SRD.

A surprisingly growing race, they have traditionally been treated as outcasts and a subrace in both dwarf and human communities. They have established themselves as superb workers and usually fill out the role of sailors and dock workers.
           Ability Score Increase. +2 to Strength or Constitution.
           Tunnel Vision. You can see in dim light within 30ft of you as if it were bright light and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
           Tireless. When you finish a short rest you may remove a level of exhaustion and regain half your maximum hit points. You canít use this feature again until you finish a long rest

Ogres are almost exclusively found in the Silver Forest or Krieghold. They are commonly thought to be humans cursed by ancient magics. They appear as overly large humans with powerful builds and squat heads. Simple, deliberate, stubborn, and hulking, they have been adopted into the Krieghold armies as effective shock troopers.

         Ability Score Increase. Your Strength and Constitution increases by 2.
         Age. Ogres age slightly slower than humans
         Alignment. Ogres can be of any alignment.
         Size. The smallest ogres is larger than all but the largest of humans. Your size is Medium.
         Speed. ogres have a base walking speed of 30 feet.
         Long-limbed. Ogres arms are longer than other humanoids of the same height. When you attack with weapon wielded in one hand, its reach can be extended by five feet, however you inccur disadvantage on these attacks.
         Imposing Stature. You have advantage on intimidation checks made against Medium or smaller humanoids.
          Languages. You speak, read, and write Common and Giant.
          Wild Ingenuity. You are proficient with improvised weapons and unarmed strikes. Your unarmed strikes deal 1d6 bludgeoning damage.
          Slow Wit. Since you are ogre, you are not as quick-witted as other races. You have advantage on saving throws against fear, however, you suffer disadvantage on Intelligence ability checks.

Uncommon Races
Half-orcs are greeted with a practical caution, but tieflings are the subject of supernatural fear. The evil of their heritage is plainly visible in their features, and as far as most people are concerned, a tiefling could very well be a devil straight from the Nine Hells. People might make warding signs as a tiefling approaches, cross the street to avoid passing near, or bar shop doors before a tiefling can enter.

 Itís easy to assume that a dragonborn is a monster, especially if his or her scales betray a chromatic heritage. Unless the dragonborn starts breathing fire and causing destruction, though, people are likely to respond with caution rather than outright fear.

      Goblins have found a niche as unskilled laborers and errand runners. They are often employed as personal servants and couriers, becoming fiercely loyal to the family or business they serve. They are mostly found in the city, where their services are wanted, rather than in the more rural areas where they are attacked in confusion of their more primal cousins.

Ability Score Increase. Your Dexterity score increases by 2.
Size. Goblins average between three and four feet in height and are lightly built, typically weighing less than 50 pounds. Your size is Small.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to a life in the shadows, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You canít discern color in darkness, only shades of gray.
Crafty. You have proficiency with artisanís tools (tinkerís tools), and can use these to create traps using the materials available in the environment.
Trap Cunning. You have advantage on Wisdom (Perception) checks to spot traps and hazards. When disarming traps, you are considered proficient and add double your proficiency bonus in place of your regular proficiency bonus.
Languages. You can speak, read, and write Goblin and one other language of your choice. Goblins speak the most basic version of their tongue, which is harsh, hard, and full of sharp consonants.

      Hobgoblins are regarded as prime soldiers and city guards. Most tribes have established themselves in major settlements as the entire city watch. They are considered trustworthy and honorable folk, so long as they are on duty. They have a seedy underside to society that hearkens back to their more barbarous days.

Ability Score Increase.
Your Constitution score increases by 2,
and your Strength score increases by 1.
Size. Hobgoblins average five-and-a-half to six feet tall, and have a lean, athletic build, weighing around 175 pounds. Your size is Medium.
Darkvision. Coming from goblinoid stock, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You canít discern color in darkness, only shades of gray.
Speed. Your base walking speed is 30 feet.
Formation Fighting. You are trained to fight in close formations where each soldier is responsible for the defense of those around them. When you are wielding a melee weapon and arenít incapacitated, allies within five feet of you gain a +1 bonus to their AC.
Hobgoblin Training. You have proficiency with light and medium armor, longswords, shortswords, and spears.

You can speak, read, and write Goblin and one other language of your choice. The hobgoblin dialect is short and sharp, but allows for more complexity than basic Goblin. Many hobgoblins also speak Common in order to better serve their city.

  Bugbears are a common enough sight in settlements. They have adopted the role of bouncers and bartenders for many shops, evolving little from the brutes they started out as. They are common enough not to turn heads in the big cities, but not much can be seen of them outside these places. They have a quite wisdom that belies their appearance.

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
Size. Bugbears average around six-and-a-half to seven feet tall, and are bulkier than humans, weighing just over 200 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to the shadows of dark forests, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You canít discern color in darkness, only shades of gray.
Brutish. Once per turn, you can add your proficiency bonus to a damage roll with a melee weapon you are proficient with.
Hidden Mysticism. You gain proficiency in the Stealth skill, and in your choice of the Medicine, Nature, or Religion skills.
Hunting Trick. You can throw your voice, making any vocal sound you can ordinarily produce appear to emanate from a space of your choosing within 30 feet.
Languages. You can speak, read, and write Goblin and one other language of your choice. The bugbear dialect of goblin is softer, emphasizing and drawing out the vowel sounds.

This message was last edited by the GM at 01:46, Wed 03 Jan 2018.

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Sun 18 Dec 2016
at 18:45
Religion in Arathia
Currently the history of the gods is a mystery to most, but what is known is preached widely.

When the universe was young, the Primordials emerged from the chaos. Wild and unfocused, they clashed against each other for untold millennia. From these primal elemental forces grew the Progenitors. This race of epic beings sought to bring order to the chaos. The Progenitors spent eons carving out power from the Aether and challenging the primordials for dominance of the universe. Lacking any organization, the Primordials were defeated by the Progenitors and trapped within the very Aether that had spawned them.

With their power secure, the Progenitors began to seek outlets for their energy. Worlds and planes were created for the sole purpose of pleasing those who had created them. Races of beings rose and fell across countless worlds and some even traveled between them. The Progenitors were pleased and many fell into deep, restful sleep, unmarred by the passage of time. Three of the Progenitors, however, fought in a rivalry that none know the origin of. On the small battlefield of one planet, they fought each other in a proxy war.

This is how the gods of Arathia were born. Cronus, the Starlord, created the first gods from an elemental forge on the top of a mountain. Born of fire and sky, Zeus emerged as the first god of Arathia and claimed the mountain, Mount Olympus, as his domain. From there, he began to expand power, creating the rest of the Olympians and fathering the Elven race.

It was the creation of Zeus that pulled Ymir, the Cold One, from his peaceful slumber in Valhalla. Seeing his fellow Progenitor create a being of immense power, Ymir thought to do the same. Ymir symbolically removed one of his own eyes and molded it into Odin. Odin set about to continue in Ymir's footsteps and seeks Ragnarok so that he may join his father in Valahlla.

Lastly, intrigued by the concept of gods, the enigmatic Ulitoth created the race of dragons, far more numerous than the gods of Olympus and the Norse. They were, however, less powerful. For reason unknown, she sacrificed the rest of her power and thus was born another race of gods in the great grass savannahs and jungles. The Egyptian gods, reserved like their Progenitor, created a society much different than the warlike gods of the northern lands.

As the war for Arathia raged, new races, legends, and heroes were born. Crusades and dynasties rose and fell like seasons. Now is an age not seen in millennia. The world is at peace and the gods have called a truce after the decimation of the dragon race. It is an age of adventure and forgotten legends. It is an age of heroes.

This message was last edited by the GM at 01:58, Wed 14 June 2017.

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Thu 22 Dec 2016
at 15:21
Organizations in Arathia

The Eyes of Yggdrasil
Agents: Watchers
Patron Diety: Hiemdall and the Norns
The Eyes of Yggdrasil are a group of mortals dedicated to preventing the occurrence of Ragnarok. Though the mighty, all-seeing god keeps watch, he has seen that the doom of the gods can be averted or delayed through acts in the mortal world. A fall from tradition, the breaking of importance of kinship and brotherhood, and hedonism in the populace are all early signs that Ragnarok is coming. This is where the Eyes of Yggdrasil step in. Acting as mortal agents, they seek to rout out corruption, evil, trickery, and tyranny wherever it lies. The Watchers, as the individuals call themselves, wander the land searching for signs in emulating their patron god. They care not for glory, save for what might grant them entry to Valhalla, so that they might focus on the task at hand. For when the signs point to doom and despair, The Eyes of the World Tree shall stand firm to avert it.

Knightly Orders of Krieghold
The Krieghold Empire's military is based around its knightly orders, of which there are many. These military units form the core of the landed nobility in Kriegshold. Each order has a senior member that is part of the Knights Council. They are the governing body for all the knightly orders and are givers of quests. They are also the closest thing that Krieghold has to a military generalship. In times of true war, each of the knightly orders acts as a unit of heavy cavalry. The council determines who gets what battles, as to spread the glory and experience. Only the council can command the knights to war, when they are in turn commanded by the Emperor alone. They also deem a knight errant worthy of full knighthood.

A Knight needs to be as inspirational as s/he is forceful.  They need to adhere to a code of conduct that holds them above the rank and file troops.  To that end, every squire must undertake a quest before being knighted.  During this trial, they are dispatched into the world, where they are expected to achieve something notably heroic whilst adhering to the knightly tenants.  For this purpose, they are given a medallion that they must wear and display at all times.  The medallion lets the people of Krieghold know who the squire is and what s/he is doing. From it they know to report his/her behaviour, good or bad, back to the Knightly Orders.

We are currently working on who the different knightly orders actually are and their respective roles in the Krieghold Empire.  We know is that in this world knight means the medieval ideal, not the symbolic title that it is today. We also know that the each order is dedicated to its own ideas and/or oaths. That at least one, if not all, serve as 'witch hunters' (for lack of a better description).

We are not yet sure whether a Knight is trained for a specific order, or if they are assigned based on individual skills and personalities.  There is also the question of what happens to squires that fail their trial, or die during it.

A list of the most renown of the orders:
The Helmets of the Rose- There are only four known members of this order, however they are likely the most well known. Four former adventurers, saviors of Krieghold in days past, vowed to protect the Emperor against all threats. It is said they were able to carve a bloody swath through a Fursten Phalanax unsupported and end an invasion where it broke through. They have the symbol of a rose, now considered a token of good luck to the people.

The Spring Order- When not actively engaged in battle, these knights have forsaken the lands bestowed upon them. Instead, they operate as guardians of the common folk. They slay monsters and imbue the goodwill of the Emperor in return for food and shelter. They have the symbol of a flowering tree.

The Guardians of the Quill- An enigmatic order, they are dedicated to the collection and protection of knowledge. Wherever a place of learning is, these knights form a guard around it. Thus far, no tome has been lost under their watch. Their symbol is a golden quill.

The Dragon Legion- A boisterous and brave collection of knights, they are also one of the largest is sheer size. Members of this order call themselves Dragoons, a moniker of pride earned in battle as a small number of their founding members rode wyverns to battle. Their symbol is a dragon head.

The League of the Golden Thread- Direct descendants of the hero Jason, they are named for the famed golden fleece he returned with. They have kept the tradition of naming themselves Argonauts and are protectors of those who explore the world at large. It is said that an Argonaut will never refuse their home to a traveler. Their symbol is a ship.

The Ashen Order- The Ashen Order has a history fraught with terror and despair. They were wiped out to the man during the siege of Sulverin in the War of the Twelve Cities, the war that won the Fursten Alliance cities independence. It was their horror to learn that foul, necromantic magic had turned the Ashen order to undead minions to serve in the mercenary hordes. Now known as Witch Hunters, the Ashen Order tracks down and eliminates evil mages in the Empire. They are rightly feared by the populace and have adopted a skull and hourglass as their symbol.

The Custodians of the Coin- The most somber of the orders, the Custodians have the dubious honor of collecting the medallions of fallen knights that are lost. Every year, during the annual knightly census, they mark those not present and search for them. Many a Knight Errant has had their coined returned to the catacombs by a Custodian. They are afforded great respect and legend tells of great expeditions of Custodians launched to recover the medallion of a great hero if their final resting place is located. They have no symbol, only a ring of recovered medallions by their side.
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Mon 6 Feb 2017
at 06:13
Magic and Magical Items in Arathia
Magic is both a boon and curse in Arathia. Outside of the Krieghold Empire, it is little more than a novelty to the common folk. The Fursten Alliance cities often bolster their ranks with magic users. The Draaken see few, if any true magic users outside the artisan Guilds. In the Krieghold Empire, the Ashen Order has ensured magic is treated at best as suspect and at worst as something that should be immediately eradicated.

Arcane Magic
The rarest type of magic within the world of Arathia, the arcane has long interested the common folk. Great wizards of old are told of in legends and evil scorcerers are often the boogeyman in many a bedtime stories. But the common folk across Arathia rarely seen true magic. Occasionally a mage of some fashion will use their abilities to gain some profit or earn room and board, but that is a rarity.

Most learned mages reside in the massive Obsidian Tower of the Magi. This structure has stood for thousands of years, created by the gods as a neutral ground for learning. Not even the Ashen Order dare step within a league of the isolated tower for fear of godly intervention. Located near Last Haven, near the base of the active volcano Mount Crestfire, a small village caters to the would-be applicants of the Tower.

Divine Magic
By and large the most common magic, divinely inspired gifts can be found easily in most towns. With so many gods and entities vying for supremacy, they are eager to add to the ranks of soldiers and scholars that are devoted to spreading their dogma. It also means that clerics have become picky in regards to offering aid. Certain gods hold no such stigma to the common folk, but many churches have taken on aspects of their deities. It is not uncommon for tributes to be asked of the Greek pantheon clerics while Norse gods demand favors and tasks to prove worthy of aid.

That said, most towns follow a single diety, if not for faith then out of convenience and safety. Patron gods of farming settlements are not uncommon and big cities will have several churches of different pantheons to call upon. Most clerics never rise above simple spells and it takes a truly faithful and strong person to draw the attention of the gods.

Magic Items
Somewhat of a misnomer, most magic items that are encountered in Arathia are actually the product of rune magic. Rune magic is comparatively cheap to produce, offering enhanced sharpness or  simple elemental effects with bound runes. Truly magic items are incredibly rare and treasured. The last well known true magic item was the Horn of Valhalla, able to call forth mighty warriors from the afterlife to aid in a battle.

Uncommon Items- Consider these the product of rune magic and thus can be found in most large market areas.

Rare Items- True magic items that are the stuff of stories and legend. These are extremely expensive if they do come to market and are the subject of much interest to the Ashen Order due to the power they can bring to bare.

Above Rare- These are items that have passed from stories to legend. Named items are what mighty knights and powerful wizards used to carve a swath through Arathia. Consider these items not for sale and many are lost to legend and ruin.

This message was last edited by the GM at 02:43, Wed 22 Feb 2017.

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Tue 27 Jun 2017
at 19:51
The History of the World (Part 1)

When asked about Kriegholdís motto, some will tell you it was created by the famous bard BjŲrn Larsson, others will claim it was first spoken by Jarl Sig himself, while even others will have their own theories about its origin. One thing that everyone agrees on, however, is that it originated from the time Krieghold itself was born. Before Krieghold existed, the lands around the Krieg and Haverun used to be ruled by different clans, each with their own jarl. These clans had been waging war amongst each other for as long as people remembered, and it wouldíve continued unchanged were it not for the arrival of a threat greater than ever before: a dragon.

It came from the east, terrorizing everything in its wake. The Haverun clans were the first to fall, as its people were preyed on and their towns were burned. As the dragon slowly traveled north along the Haverun, refugees started to pour into the other clansí towns. Jarl Sig, whose clan occupied the region where the Haverun splits form the Krieg, called out to every other jarl in the land. The jarls met and for the first time in recorded history they were united to a common goal.

Every clan provided men and materials, each brought their specialties, and within weeks an army was formed. Warriors that were previously bashing in each otherís head, were now training side by side. Scouts continuously reported the dragonís position and direction, and the jarlsí combined force prepared for the final battle. It was on the banks of the Krieg that the dragon and the army clashed. That fire met steel. The dragon arrived in the afternoon, and the battle lasted throughout the night. At last, in the early morning light it became clear that the people had emerged victorious. They had held the Krieg.

The combined effort had shown that the jarls and their people were not so different from each other, and that collaboration can be fruitful. Not long after their victory, the jarls joined in a union called the Krieghold. Jarl Sig was elected leader, and his town (Sigheim) became the capital. It is said that each jarl received an item made from one of the dragonís teeth, and that even today these artifacts are passed down the original jarlís bloodlines

Krieghold is an empire blood, steel, fire, and courage. With over twelve centuries of history, Krieghold has traditions that span generations, died, and then were revived. She is a land of bold people, cunning warriors, and little reservation in the use of violence. As the stories go, she was founded by Jarl Sig and has prospered ever since. Sighiem is considered by many to be the largest city in the world by far. With close to a million inhabitants in the city and surrounding area, they are right.

Krieghold has long been the power house of the world, safe from the Wild Lands and empires of the southern continent by the stormy seas and safe from the larger world by way of geography. After the felling of the last great dragon lord, the jarls swept across Aberghast with a will. Jarl Sig died trying to tame the Silver Forest, some say in battle with a Fey Queen, and his son took up the mantle and his dragon sword. Rather than lead another host into the forest, Jarl Kind looked west and began to conquer the vast grassy plain and scrublands of western Aberghast. Kind would not see the western shore, nor would his son. For two centuries the jarls of the line of Sig drove west until they could not go further.

By that time, the lands around Sighiem had been tamed and the entire area known for the massive armies sent west. Since all armies started at the old lands of Jarl Sig, the name Krighold, old words for war fortress, became common. In time, as jarls became earls, dukes, counts, barons, and princes, Krieghold became the word for the lands of the old jarls and what they conquered. The line of Sig became emperors and kings. The lands of Krieghold were never at peace, as many attempts to tame the Silver Forest were conducted or a rebellion in the western lands needed to be squashed.

Sighiem became a center of trade and war, with armies leaving every year to go off and conquer upstarts or fight a horde from the Silver Forest that challenged their might. Sighiem was ruled by the syndicates that formed to ensure their own survival. Politics became a form of warfare, with the Emperor being little more than a military leader and figurehead. That all changed with the War of the Twelve Cities (detailed in Fursten Alliance).

With her lands cut in half, Krieghold has struggled in the last century. Fueled by the shame of his great-grandfather for losing the west, Emperor Tristan the Fifth has been rumored to gathering power unlike anything seen since the jarls. Armies are massing and they only have two direction to go, west to reclaim Fursten or south to tame the Wild Lands. None are sure which way they will go.
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Tue 27 Jun 2017
at 20:38
The History of the World (Part 2)
The Fursten Alliance

The emergence of the loosely associated city-states that would become the Fursten Alliance dates back a century and a half to the War of the Twelve Cities. Back then, the cities were young and developing a culture that was distinct from Krieghold in the east. Over centuries of conquest by Krieghold legions, they had become self-sufficient. Outposts became villages, villages became towns, towns became cities and cultured thrived under the watchful gaze of the Philosophers, prophets and thinkers inspired by the ideas of the Olympians. For centuries the western cities prospered and grew distant from their Krieghold masters.

It was during the rule of Tristan the Second, that the twelve largest cities; Sulverin, Exermise, Freeport, Kask, Mallia, Asrathi, Pergeze, Thermea, Pellilene, Onchioch, Baragra, and Epeleum; met to discuss a confederacy. They wanted to talk trade routes and tariffs, but the meeting turned against Krieghold rule. It was in those meeting that the Twelve Cities declared that they served no foreign emperor and declared the cities of the west free cities.

Tristan II was furious and sent two full legions to quell the rebellion. Anticipating this and with much effort, the Twelve Cities convinced many tribes of the Silver Forest to attack the legions as they marched past on their way west. Ten thousand men of the Krieg were lost to the ambush and it was a great victory for the cities. Unbeknownst to the city leaders, however, Tristan II had sent three legions by ship to invade from the southern shores.

Without a united army, the cities fell one by one and their armies forced back until only Kask, Asrathi and Baragra remained. Forced into desperation, the last living leaders of the rebellion struck a deal with the savannah queens of Dunnoth. In return for gold, slaves, and land, the queens sent a massive undead army led by the millennia old wight king Fursten the Calm. Kriegian forces were suddenly faced with a foe hat did not need logistics, sleep, or motivation. Fursten's vast experience, skill with magic, and ceaseless campaign tore the Kriegian legions to pieces.

After the siege of Sulverin, in which the Ashen Order, then known as Free Marchers, were wiped out to a man and resurrected as undead, Tristan II ordered the remaining forces to pull out of the west. The cities declared the war for their independence a success and called their new confederacy the Fursten Alliance after the savior warlord. Fursten moved his army to Asrathi and claimed the city as payment for service. It has been turned into a necropolis and Dunnoth colony for the wight kings of that land.

The war still rages on the land border of Fursten and Krieghold, but no real effort has been made to press the border either way. Kriegian emperors have feared of fighting another undead army and the Twelve Cities do not have the armies to challenge Krieghold without paying for Dunnoth mercenaries. The stalemate has raged and border skirmishes are common, but most know that it cannot last forever and both powers stand on the edge of the bloodiest conflict that they have known.

The Twelve Cities
Brantrea - The City of Silver

Exermise - The City of Mirrors

Freeport - The City of Ships

Kask - The City of Dragons

Mallia - The City of Marble

Asrathi - The Necropolis

Pergeze - The City of Sin

Thermea - The City of Wonders

Eskend - The City of Coin

Onchioch - The City of Mountains

Leimbeg - The City of Thieves

Damhland - The City of Chains

This message was last edited by the GM at 15:30, Sat 01 Dec 2018.

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Tue 27 Jun 2017
at 20:56
The History of the World (Part 3)

It is said that Dunnoth is both the cradle and grave of Man. The tribes that initially formed after Ulitoth forsake her power to give birth to the gods of Egypt are among the oldest in the world. For untold generations people have lived and died on the great savannas of Dunnoth. From these tribes grew a matriarchal tradition. Mothers became elders, elders became seers, seers became queens. These queens were forced to wage war to keep power and thousands at a time died in their names. War became a game for them and threatened to eradicate them all.

That was until they learned the secrets of unlife. The queens became undying beauties that viewed politics and war as grand games. They raised armies from the bones of those long dead and life held no real value. Their kings were granted a twisted form of the same unlife as wight kings. Now these wight kings wage war for the only thrill that they can experience. They seek it in every moment and sell their services as mercenaries.

The Savannah Queens care not for the trivial wars of others and seek to further their own agendas. They are content to let the world age around them and seek to elevate themselves to gods. It is a magical arms race that the outside world does not see. ll they know is that for enough coin and a promise of battle, Dunnoth mercenaries cannot be beaten.
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Tue 27 Jun 2017
at 21:04
The History of the World (Part 4)
The Draaken Empire

The mysterious Draaken Empire dominates the northern portion of Ettar. Fiercely insular due to their caste nature and cautionary look at other races, Draaken dwarves a loathe to interact with any non-dwarf. That said though, they have produced a rich culture that bleeds into the trading ports that they allow outsiders to inhabit. Elaborate pagodas and intricate woodwork betray a love for art not usually found in those dwarves outside the Empire.

Those that have lived in the Draaken Empire tell of craftsmanship that is of a level all but unknown in other lands. Rune magic fuels a vast trade network and can be found in the hands of almost every town in Aberghast. Adventurers often find themselves with a Draaken weapon in hand or protected by runic armor. While not magic in the truest sense, runes have become ubiquitous across the world for magic.

Their culture is one that has evolved much but strayed little from its origin. Draaken family line are often long, unbroken, and filled with a rich history. A rigid caste system is in place and everyone from the lowest slave to highest family head knows their place in it explicitly.

A curious oddity that is pervasive among the Draaken Empire and even the exiles far from home, is the worship of the Goddess Fuji. She is worshiped as a singular goddess, not part of any known pantheon. Fire and beauty are her tenants. Dwarves admire the symbolism of the mountain she represents, and due to the dwarves often living in the depths of lofty peaks, the religion of Fuji spread rapidly throughout dwarven culture. As such, Fuji-worshiping clerics of the dwarven race are prolific in many parts of the world.

This message was last edited by the GM at 18:42, Thu 04 Jan 2018.

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Tue 27 Jun 2017
at 22:08
Slavery in Arathia
While not a pleasant topic in real world society, slavery has existed since the dawn of time in some fashion. I will not expand in detail the nature slavery in my world, save for the fact that it exists in a good portion of society. Below are single sentence statements designed to reflect the common views within each of the major kingdoms.

-Slavery is a dirty business, but all debt can be worked off and forgiven.

Fursten Alliance
-There are two roles all men fill in society at some point; the Citizen and the Slave.

-Those that serve in life also serve in death and how they serve matters little.

-Those below know their place and should remain content that they still have a place.
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Fri 1 Sep 2017
at 06:00
Astronomy, Seasons, and Ages
Astronomy is a simple subject for most people. The four moons are in various phases throughout the year and during one month they are all synced in the same phase. The common names for the moons in the civilized world are Barnumi, Denerac, Tennic, and Tarric.

Barnumi is the largest and considered to be the winter moon. It has a faint blue glow to it.
Denerac is the second and the moon of summer. It is white when full.
Tennic and Tarric are the twin moons, representing spring and autumn respectively. They both glow slightly purple. Tarric has a deep scar running across the face.

In general, most people don't really pay attention to the exact date or even the weekday. Most are content with referring to the current time by the season and how long it has been into the season (Mid-Winter, Early Spring, etc.). Most historians, however, use the Draaken Calendar for its ease of learning and wide spread use since the Draaken Empire has been around since the Second Age.

The Draaken Calendar has 390 days, based on the cycle of the four moons. Each month is named after the moon in which it starts and completes one cycle of phases. The last month occurs all four moons start in the same phase. They do not stay in sync, however.

The new year begins in Tennic and has traditionally started the planting season

Years blend together for many small folk and most count by the number of New Year's festivals or winters they have experienced. Educated folk in the civilized world generally use a local dating method for years, but all agree on the Ages of the World. These are split into three broad terms.

The First Age - The Age of Gods

The Second Age - The Age of Strife

The Third Age - The Age of Empires(Current)

Most historians agree that the Third Age started with the founding of the Kriegian dynasty. The current year is 1356 TA.
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Wed 20 Sep 2017
at 10:26
Xaril, the Cursed City
The ruins of Xaril lay to the east of the Brokentail mountains. Though there has been many debates as to what brought about its destruction, there is no doubt that the city was a force to be reckoned with while it was in power. The ruins are known to hold powerful magical artifacts and knowledge, yet many who risk going inside the blighted walls never return. Those who have survived rarely speak of what they saw. Rumors of undead, lycanthropes, and all manner of unnatural entities entice the imagination. There is no official stance on the city from the Krieghold government, but no emperor has dared risk an incursion. All that is known is if someone was to explored the city and find the root of the trouble, they could go down in the annals of history.
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Wed 18 Oct 2017
at 23:18
Special Materials
The world of Arathia is filled with interesting and mystical substances. Many of these have long been used in various capacities throughout history. Below is a list of the more, relatively speaking, common materials.

This extremely dense, tough metal is notoriously hard to work. Those that master the technique are well paid for their troubles, however. Adamantine is nearly indestructible and this property is used to great effect.

Weapon- Adds +1d4 damage but gains the Heavy quality; Weapons with Heavy become Two-Handed as well; Versatile weapons must be used with two hands.

Armor- You are immune to critical hits

Cost- +400g to weapons, +750g to armor

Mithril has long been the opposite of Adamantine. Impossibly light for its strength, the silvery metal has long been favored by adventurers. Armor is the favored use for the metal, as chain and scale made from it can equal a knight in plate.

Weapon- Looses Heavy attribute; Gains Light if it does not have it; Does not supersede Two-Handed

Armor- If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesnít; Otherwise adds +1 to the Dexterity allowance of metal armor.

Cost- +400g to weapons, +750g to armor

Sky Iron
Falling from the heavens in streaks of fire, sky iron is a mysterious substance that is not really understood. While theories abound, one thing is clear about this metal, it severely affects anything with a strong connection to magic.

Weapon- Weapon gains Magic Bane, causing any undead, fey, or demon to take a DC10 Constitution save. On a fail, all attacks for one round at at advantage against them

Armor- Any undead, fey, or demon suffers disadvantage on melee attacks.

Cost- +1000g to weapons, +1500g to armor

Deep Quartz
This purple-blue crystal is found in the mines of the mountains in the Draaken Empire. While used mostly for decoration, in the hands of a Draaken Master Runesmith, they can be carved with potent runes. Applied to armor, Deep Quartz can add protection against the arcane.

Armor Only- Grants +2 vs spell effects

Cost- +1200g