Campaign Crash Course

History and Geography
The land of Erendahl has been shaped by the mighty empires that lived before it, and for the first time in an Age, gain their first taste of freedom. The humans and dwarves have joined forces to cast down the powerful elven empires, and are in the midst of an unprecedented time of prosperity. The Twin Kingdoms of Sommerlund and Draygonia both vie to gain control of the West and the East, respectively, while the dwarves expand northward, building strongholds along the Serpent’s Spine and even into the threatening Adarkar Wastes. In the south, the Free Cities have reign over the sea trade and transport to the mysterious continent of Jamuraa.

Everybody hates elves. That’s not to say they’ll be attacked on sight, but they’ll always get shafted in dealings, get denied access to inns and taverns, and so on. Most elves are thus rare outside of their homeland. Dwarves and humans generally get welcomed when they are in each other’s settlements, and are liked by most other races (except elves, natch). Halflings are relegated as second class citizens, usually wandering from city to city in semi-nomadic, extended travelling families. Gnomes are fairly rare and keep to themselves; most other races don’t quite know what to make of them and so regard them with a bit of wonder. Half breeds (elves and orcs) are third class citizens at the very best, and most laws don’t protect them. They are typically pitied or hated, depending on alignment/societal influence. Draygonia is very Roman in style and Lawful Neutral with a slight side of Evil in their dealings with others. Sommerlund is your typical slice of DnD Medievalia with a mostly Chaotic Good bent (they are very freedom minded and led much of the fight against the elves). The Free Cities are a loose confederation of city states and island kingdoms and thus vary from place to place.

There are, of course, plenty of new races. Dar’kahdrin, sometimes known as darklings, were human once, but a pact made in the past with a force of darkness has cursed them. They now bear bone spurs and strange markings, and are all born with the knowledge of their own death. While some of them serve the forces of evil still, many choose to ally themselves with good in an effort to redeem their people. The rohaine are descended from outcast giants, and through the long years have slowly shrunk to their still impressive but smaller size. They are a reclusive bunch, given to scholarly pursuits and a life in the wild.

Due to the prevalance of arcane magic under elven rule, there has been a massive backlash against its use. The few remaining wizards who haven’t been cleared by the Inquisition have fled far to the east, past the shattered ruins of the old Cornerian kingdom, and dwell in secrecy. Sorcerers, long regarded as folk heroes, have found themselves hiding their abilities for free of reprisal by ignorant commoners. Divine magic, which has been slowly leaking from the world, seems almost used up. Many street preachers call for a return to old ways, or to new ways, and even the greatest clerics are unsure of how to proceed, as the gods do not return their prayers.

There are three major religions in Erendahl. The Houses of Light and Dark are a familial pantheon of gods and goddesses, not unlike the old gods of Greece. The Church of the Master is a monotheistic religion dedicated to the Master of All. Finally, the Way of Virtue is more philosophy than religion, and many follow it in addition to one of the other churches.

The Knights of the Lion
Bound by an ancient pact that no one dares refute or deny, the Knights of the Lion act as roving peacekeepers and lawbringers for the common folk and nobles alike. While they take no part in conflicts between nations, the strange blackpowder weapons they use appeared in more than one set of dwarven hands. Their impregnable fortress has stood for over a thousand years.

Campaign Crash Course

The Tapestry Chronicles CallMeCaptain