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Table of Contents:
Locations – Bularia:
Pirates Port
Temple of the North

House Rules

The Basics:
The lands of Aneereia tend to be semi civilized with mid sized town and cities that are clustered together but not close to other clusters. The rest of the areas of the world are wild and uncivilized by humans. Monsters are far more common as well as other organized non-humans with there own settlements, groups, tribes and town.

Aneereia Is a Fantastic Place. Magic works, servants of the gods wield divine power, and fire giants build strongholds in active volcanoes. The world might be based on reality, but it’s a blend of real-world physics, cultures, and history with a heavy dose of fantasy. For the game’s purposes, it doesn’t matter what historical paladins were like; it cares about what Paladins are like in the fantasy world. At the same time magic is semi rare but not so rare that it is openly hated or discouraged, more looked on with suspicion or jealousy.

Aneereia Is Old. Empires rise and fall, leaving many places touched by their grandeur. Ruin, time, and natural forces eventually claim much of the Empires, leaving the world rich with places of adventure and mystery. Ancient civilizations and their knowledge survive in legends, magic items, and the ruins they left behind, but chaos and darkness inevitably follow an empire’s collapse. Each new realm must carve a place out of the world rather than build on the efforts of past civilizations.

Aneereia Is Mysterious. Wild, uncontrolled regions abound and cover parts of the world. Citystates of different races dot the darkness, bastions in the wilderness built amid the ruins of the past. Some of these settlements are “points of light” where adventurers can expect peaceful interaction with the inhabitants, but many more are dangerous. No one race lords over the world although humans have a strong foothold. Vast kingdoms are rare. People know the area they live in well, and they’ve heard stories of other places from merchants and travelers, but few really know what lies beyond the mountains or in the depth of the great forest unless they’ve been there personally.

Aneereia Are Not Uncommon. Monsters of the world are as natural as uncommon animals of earth. Monsters inhabit civilized parts of the world although much more common in the the wilderness areas. A Griffon rider might patrol the skies over a dwarf city, or a domesticated behemoth could carry trade goods over long distances, a yuan-ti empire could hold sway a few hundred miles from a human kingdom. Although monsters are not uncommon they are exception, not the rule. Most humans still ride horses, most pack animals are houses and mules, but you never know what you might find…

Adventurers Are Fairly Exceptional. Player characters are the pioneers, explorers, trailblazers, thrill seekers, and heroes of the D&D world. Although nonplayer characters might have a class and gain power, they do not necessarily advance as much as PCs do. Not everyone in the world gains levels as PCs do. An NPC might be a veteran of numerous battles and still not become a 3rd-level fighter; an army of elves is made up of soldiers, not fighters. However some NPCs ,especially ones who are constantly exposed to PC like situations will be very similar to PCs.

The Civilized Races Band Together. The good and intelligent races of the world tend to work together, especially when pressed by evil. That’s what makes them the civilized races—they’re the ones found living together in the towns and cities of civilization. Goblins, orcs, gnolls, and kobolds—along with plenty of other races in the have never been part of that human empire. Some of them, such as the militaristic hobgoblins, have cities, organized societies, and kingdoms of their own. These are islands of civilization in the wilderness, but they are not found working together often and almost never cooperate with the civilized races of good.

Magic Is Not Everyday, but it Is Natural. Some are superstitious about magic. Magic use is not trivial. Practitioners of magic are as rare, more then warriors or fighters. People might see evidence of magic once in a while, but it’s usually minor—a fantastic monster, a visibly answered prayer, a wizard flying by on a griffon. Powerful and experienced practitioners of magic are far from commonplace.

Gods Are Distant. Gods exist, though most of them maintain a distance and detachment from the everyday happenings of the world. Exarchs act in the world on behalf of their gods, and angels appear to undertake missions that promote the agendas of the gods they serve. Gods are extremely powerful, compared to mortals and monsters, but they aren’t omniscient or omnipotent. They provide access to the divine power source for their clerics, paladins, and other prayer-using followers, and their followers pray to them in hopes that they or their exarchs will hear them and bless them.

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Aneereia Ravean