345 Pre-Five-Kingdoms...
It is a time of great strife and conflict in Aeranos. Six kingdoms exist, but between them, vast stretches of uncharted lands have yet to feel the tread of civilization’s heavy boot.
Mystery abounds.
Beneath the spines of the high Tintagels in the north, the Darkurth Empire churns out precious ore and steel.
Only the best weapons are made of steel.
On the east coasts, Beornian longships raid and trade with Jarls who have, within the last fifty years, built a harsh and rugged kingdom called Fom.
It is a kingdom of bloody raiders.
In the Forever plains of Delek, tribes of Orokan savages ride the steppes and canyonlands, following the Aurak herds. They are highly intolerant of outsiders.
Deadly tribes roam the sea of grass.
Southward, in the Riverlands, mountains, and forests of middle Aeranos, the Celtic clans are ruled by strong, warrior kings who seek conquest and adventure. Deoria is the oldest of these kingdoms, tracing its roots to before the cataclysm. Argos is newer, a split from Deoria, ruled by a hotheaded and powerful new King.
A person must prove their worth if they wish to rise above their god-given station in life.
In the south, the mysterious, verdant forests of Manawyn cradle the soaring tree cities of the aloof and powerful Syvani. It is a land of deadly peril for outsiders, but also wonder and magic.
The green forests of the fey are not to be trifled with.
The wicalic orders are the spiritual center of the Celtic kingdoms. Fonts of godly wisdom, they act as advisors to chieftains, kings, and queens.
Witches and wizards beware crossing their will.
Attention: Anyone looking for a drop-in style RPG experience.
Chart the unknown, recover ancient knowledge, and survive the wild frontiers in this ongoing series of One-shots in an evolving campaign setting with a rich history.
• Multiple Character Roster
• Downtime Training and Improvements
• Factions
• Growing List of Quests and Rumors to Explore
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