Details
on the Lost Realms of Perditia
- Background
- Realms
- Races
- Faiths
- Tradegoods
restriction
See this page
for a map of Perditia.
1. Background
Perditia is
a small group of islands that lie far into the great ocean west
of the Midlands. It's existence and location is unknown to the inhabitants
of Arthia. There are myths and rumors aplenty in the Midlands though
about the terrible dangers, such as giant sea serpents and magical
storms, that await any ship captain foolish enough to venture into
that vast ocean. Indeed, a great vortex of magical energy does surround
this archipelago, causing currents and winds strong enough to inexorably
suck in anything traveling through the immediate vicinity. Worse
yet, once caught inside here there is no escape, not by mundane
or magical means, so incredibly strong is the force that draws and
keeps everything in.
Many a brave
expedition to discover the lands beyond the sea has found its premature
end here. Survivors of the stranded ships colonized the islands
and built small civilizations as imitations of their homelands,
yet never again were they to return.
2. Realms
2.1 West &
East Thelarion
These two kingdoms,
formerly part of a single empire, are considered have the oldest
origins in Perditia. The original empire, Thelarion, was founded
about 900 years ago by the survivors of a flotilla from the ancient
Meglatic Empire traveling westwards in search of the legendary treasures
of the fabled Golden City of the West. After becoming shipwrecked
here the expedition's leader, Thelarius Magnificus, then became
their first king, after which the fledgling realm was thereafter
named. The first city founded was 'Arenslatia' (28/11) on the east
coast of the main island, which is now the capital of East Thelarion.
The other major city of note here is the capital city of West Thelarion,
'Porta Occidentis' (20/10).
Note: The names
of people and places here will be like real-world Latin
People Name:
Thelarion
Language Name: Meglatic
Dominant Faith: Church of Light (traditionally: Meglatic Pantheon)
2.2 Kynthex
Only 100 years
after the founding of Thelarion the crew of a ship from druidic
Anblia that was destined for the Bardic Isle got lost on the high
seas and was washed ashore here. Finding the misty forests of the
central mainland to their liking and still uninhabitated they settled
there. Shortly thereafter the ruins of an ancient elven civilization
were discovered here. But what had finally become of these people
remains a mystery to this day. It is not even certain, so it is
said, if they were also trapped here by the vortex.
Although Kynthex
is formally reigned by a king from the capital city of 'Nywhoghwic'
(22/16), it is the powerful druids, in direct lineage from a druid
onboard of that fateful ship from Anblia, who actually rule the
land. It is rumored that they derive much of their power and knowledge
from the secrets they unveiled through the examination of the elven
ruins.
Note: The names
of people and places here will be like real-world English or
Old English
People Name:
Kynthexian
Language Name: Anblian
Dominant Faith: Followers of Jhia
2.3 Arran
This realm with
its capital of the same name was founded 300 years ago by a group
of religious zealots and sectarians of the archaic Church of Light
in the Holy Akhian Empire that became stranded here. They too had
set off in search of the Golden City of the West but were driven
by the erroneous belief that this was the place where the saints
spend their afterlife. They named their new kingdom and city after
their religous leader at home, Abbot Heinrich Aran. Although their
descendants became more moderate and tolerant in their religious
beliefs over time, they still hold their faith to be the truest
and have tried with some success to convert the other nations. They
are also the fiercest opponents of Lord Vile.
Note: The names
of people and places here will be like real-world German
People Name:
Arran
Language Name: Akhian
Dominant Faith: Church of Light
2.4 Chrysidion
During the civil
wars of the great Thelarian schism many slaves and convicts escaped
into the mashes of the western mainland. Here, free from further
pursuit, they managed eek a living off the barren lands and founded
the sovereign kingdom of Chrysidion with its only city (13/13) of
the same name. Whenever there was a crop failure though, which happened
often enough, they were forced to raid the bordering lands to survive.
This brought them the not entirely false reputation of being a nation
of thieves and robbers. Only their open support for Lord Vile in
recent times though has finally and irrevocably made them enemies
to all the peoples of the civilized lands.
Note: The names
of people and places here will be like real-world Latin
People Name:
Thelarion
Language Name: Meglatic
Dominant Faith: none
2.5 Madhare's
Domain
Formerly a conglomerate
of city-states of the most recent immigrants to this island group
that were easily subjugated by a mighty couple of a sorceror and
a witch only a decade ago. After their expansion had been checked
by the intervention of neighboring Kynthex, the sorceror in his
insatiable greed for more power decided to have the witch killed.
With her dying words she managed to lay a curse on her traitorous
companion, transforming him to a man-sized hare. Over the last few
years the existence in this humiliating shape and the fruitless
attempts to return to his original form have driven the sorceror
into madness. His occasional maniacal rampages are the dread of
his subjects and foes alike. He recently had his capital city renamed
to 'Maximopolis' (26/22).
Note: With only
a few exceptions the names of people and places here will be like
real-world English or Old English
People Name:
any of the above, mostly Kynthexian
Language Name: Anblian
Dominant Faith: none
2.6 Isle of
Despair
This is the
realm of the Vile Elflord, also known as Lord Vile. There are many
speculations amongst the wise of the civilized lands on who this
archvillain is and where he came from. It is believed that he has
been here long before the first Thelarians became shipwrecked here.
Some even believe he is the last of the elvenkind who left these
islands many centuries ago, possibly even being purposely left behind
by his kin because of his evil ways. It is widely known for certain
though that he has many of the arcane powers and knowledge of the
elvenkind. It is assumed then that for a long time he avoided any
contact with mankind and just secretly observed their doings. Then
about a hundred years ago he started gathering followers after anouncing
that he had found a way to escape through the vortex. He settled
them on the previously little inhabitanted western island of the
archipelago, founding the city of Annost (3/8). Many became blinded
by his glorious promises of leading them to the wondrous lands of
their ancestors and persecuted anybody who dared raise doubts on
their leader's ability to do this. Soon enough he had many fanatical
servants willing to do anything for him. Thus Lord Vile as he shortly
became known thereafter began a campaign of bloody wars against
the civilized world. He rules his regime of terror from his citadel
'Valbarad' in the 'Gloomtop mountains' in the midst of this island.
Note: Since
this realm has only recently arisen the names of people and places
here are not uniform.
People Name:
any of the above, mostly Thelarion
Language Name: any of the above, mostly Meglatic
Dominant Faith: Lord Vile's Zealots
2.7 Chaos Wastes
These dry and
barren lands are populated by semi-nomadic orcs whose origin is
uncertain. The orcs themselves claim they arrived on a ship from
the west. The sages of the human nations oppose this idea though
arguing that such despicable creatures could not originate from
where the fabulous Golden City of the West is assumed to be. Nor
even could they have, with their primitive ways, made a ship seaworthy
enough to carry them this far. The learned men therefore support
the theory that the orcs must have been galley slaves aboard the
Meglatic ships. Through trickery and bribery Lord Vile has brought
nearly all orc clans to his side and he uses them to conduct raids
into the human territories. Recently, great numbers of foul creatures
very much unlike orcs and vastly more dangerous have been sighted
in the Chaos Wastes. Indeed, even several raids by these monsters
that caused great paths of destruction have been reported from the
border regions. Rumor has is that these are the most foul creations
of Lord Vile himself.
Note: The names
of people and places here will be of an orcish tongue of our own
creation. The words have few vowels, using mainly the dark vowels,
and many sharp and guttural consonants. Examples: Zkrattp, Ashk,
Sptak, Urgar, Monor, Dg gnart usz! (these words have specific meanings!)
Players who wish to give their orcish characters fitting names are
invited to construct words that are similar but not exactly the
same as these examples.
People Name:
Orcs of the Chaos Wastes
Language Name: Ashtanar-Orcish
Dominant Faith: Orcish Gods
3. Races
There are only
three civilized races of which the 'humans' are by far the most.
Orcs only live as groups in the Chaos Wastes. The dwarves live only
in a single region in the mountains near Kynthex. Although they
recognize the King of Kynthex as their sovereign they are in fact
nearly autonomous. They keep the knowledge of their origin to themselves,
but most sages speculate they arrived on the ship from Anblia.
Players who
purchase an estate, habitation or group as part of their setup will
have their setup area restricted as mentioned above according to
the race they select. In this module the race of the main character
and any population or soldiers purchased must be the same.
race
standard attributes:
|
race
name
|
human
|
dwarf
|
orc
|
|
size
|
3
|
2
|
3
|
|
charisma
|
3
|
2.5
|
2
|
|
intelligence
|
3
|
3
|
2
|
|
supernaturalism
|
3
|
2
|
3
|
|
willpower
|
3
|
4
|
2.5
|
|
consistency
|
3
|
3.5
|
2.5
|
|
agility
|
3
|
3
|
3
|
|
beauty
|
3
|
2
|
1
|
|
constitution
|
3
|
4.5
|
4
|
|
life
|
3
|
3
|
3
|
|
quickness
|
3
|
2
|
3
|
|
strength
|
3
|
4
|
4
|
travel
speeds (in areas per day):
|
race
name
|
human
|
dwarf
|
orc
|
|
walking
speed
|
2
|
1.5
|
3
|
Note: The travel
speed while mounted on a horse is 3 areas per day. Additional information
on how units move can read here.
In addition
to these "civilized" races there are of course many 'monster' type
races in Perditia. These appear only as individuals though. Whether
or not these beings arrived here before the vortex is as yet unclear.
4. Faiths
Players are
advised to choose a faith fitting to the region where they intend
to be setup.
4.1 Church of
Light
Due to the fervor
of its followers the (archaic) 'Church of Light' is the most widespread
faith in Perditia. Being the only faith in Arran, very widespread
in West and East Thelarion, and having at least a minority of followers
in Kynthex and Madhare's Domain. Naturally, its center is the city
of Arran (23/4) where the Archbishop resides. Although this religion
recognizes the existence of other gods it considers only the god
of light and creation, known as 'der Einzige', 'Magnum Unum' or
'the Great One', to be worthy of worship, even rejecting other so-called
"good" gods. Often the sun is used to symbolize this god.
4.2 Meglatic
Pantheon
The immigrants
from the Meglatic Empire also brought their own religion to Perditia,
being a whole pantheon of various gods. Nowadays although, the worshippers
of these ancient gods have become a minority in Thelarion. Some
of the most prominent gods from this pantheon are Artos, the virtuous
warrior, Natura, goddess of nature, and Ticia, goddess of justice
and law.
4.3 Followers
of Jhia
The majority
of inhabitants of Kynthex on the other hand still hold on to the
faith of their ancestors, being a religion that recognizes a spirit
in nearly every living being with the goddess Jhia, as creator of
life and keeper of the natural order, as the highest being. She
is often symbolized by the moon.
4.4 Orcish Gods
The orcs worship
their own protector-god, known as Huruk, the invincible warrior.
Yet for some strange reason they also recognize the god of death,
Golmonor, as his superior, but never direct any prayers to him and
also have no symbol for him or an idea of his appearance.
4.5 Lord Vile's
Zealots
The most devout
follower's of Lord Vile worship him as a god incarnate and have
created a religion surrounding this worship. They despise the followers
of any other gods or religions, barely tolerating atheists.
4.6 Dwarven
Worship
The few dwarves
in the mountains east of Kynthex exclusively worship their own protector-god,
called Petraxtor, preserver of the earth's riches.
5. Special
Regions
5.1 Hwordal
A long, deep
valley amidst the highest mountains of Perditia stretching from
west to east and almost reaching the coast at its eastern end. This
is the region that nominally belongs to Kynthex where the dwarves
live. The capital city of Hworstead (27/17) lies up in the highest
mountains and is built into a steep, rocky slope. The path meandering
up to the gate is narrow and treacherous. In the centuries of its
existance Hworstead was never successfully taken by force. The surrounding
region is a fertile valley where some of the dwarves grow bountiful
crops. The focus of the dwarven industriousness and the source of
their wealth though stems from the numerous mines dotting the landscape
here. This is one of the few regions in Perditia where gold and
gems can be found and it therefore is jealously guarded by the dwarves.
At its southeasterly extension, just outside the actual valley lies
the port of Kevatchnar (28/18), the only coastal settlement of the
Perditian dwarves, which actually is inhabited by a mix of dwarves
and humans. This is one of main trading routes out of the valley
to the outside world. Another being the King's Road leading out
of the northwestern end of the valley and through the great forest
to Nywhoghwic.
People Name:
Dwarves of Hwordal
Language Name: South Dwarven
Dominant Faith: Dwarven Worship
5. Available
Tradegoods
Due to the relatively
small size of Perditia, not all common
tradegoods are available for this module.
Tradegoods that
are NOT available are: incense, silk, porcelain, spices
This is the
description of the calendar that will
be used in this game.
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