Details on the
Lost Realms of Perditia
See this page for a map of Perditia.
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.
2.1 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
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
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
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
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
any of the above, mostly Kynthexian
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.
any of the above, mostly Thelarion
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.
Orcs of the Chaos Wastes
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.
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.
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
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.
Dwarves of Hwordal
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.