Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
ÄRAM: Wake of Fallen Empire
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="mikeg" data-source="post: 3827468" data-attributes="member: 39640"><p><strong>ÄRAM: Wake of Fallen Empire</strong></p><p></p><p> </p><p><strong>GEOGRAPHY </strong></p><p></p><p></p><p></p><p><strong>Äram: Seats of Power and Wild Lands (The East) </strong></p><p></p><p>Alfaad</p><p>The name itself suggests the source of all things. <em>Alfaa</em> - the first rune of the Teulan alphabet. <em>Alfai</em> - one of elvenkind. Also known as Alfheim on the Continent, Alfaad is the island home of the elven clans. The term can designate the single landform itself, or refer to the entire cluster of elven isles in the vicinity. While Alfaad is home to the clans of Cleddyf o Gweundir and the Hwyldugoch, it is the ancient clan of the Teulu Mawr who achieved prominence and established the Empire on the Continent. Today, the clan chieftains tenuously share power and have withdrawn from Continental affairs. The body of Imperial knowledge has become fragmented as smaller warlords jealously guard ancient libraries. Magical and mathematical learning is done either in secret or within massive oaken strongholds. The Doma is allowed to practice although most inhabitants have shed their religious affiliation in exchange for the older secular values of communal responsibility. The Teulan Motherhood maintains its genealogical records and arranges most marriages in pursuit of its millenarian aims.</p><p></p><p>Lephthra and Nerfyrda</p><p>These two main islands between Alfaad and the Continent to the north have enjoyed a large share of autonomy granted by the earliest Teulan emperors. Their subsequent isolation has kept many of their ancient customs intact. The few coastal trading towns give little clue as to the densely forested interior. Tales abound of a fierce cult of darkly stained warriors, fueled by mead, mushrooms and hyperventilation. The few missionaries of the Doma who have returned from travels upriver speak of megalithic sanctuaries devoted to the Earth Mother and the Horned God, giants who tame wyrms, and a wilderness dense with dark magic.</p><p></p><p>Ayr</p><p>One of the oldest Teulan provinces on the Continent, Ayr is now an autonomous monarchy and among the most cosmopolitan centers of the known world. The southern reaches across the strait from Nerfyrda host the last elven communities on the Continent. Ayr's position at the eastern end of Äram places it within the warm Madratic current and affords it a generous agricultural surplus. The kingdom spans a narrow strait to the north, watching over all traffic between the sea of Moth Gar and open water. Its fertile hills support wide ranges for sheep, making it the chief exporter of wool since ancient times. The cities of Ayr are at the nexus of maritime and overland trade, and are great exchange centers of knowledge and culture. Many adventurers start their careers among the many opportunities of the Ayrish coast.</p><p></p><p>Holdrid Isles</p><p>This rocky archipelago extends east from southern Ayr and Lephthra. It has never supported large communities or agriculture. No crown lays claim to the area, and the few inhabitants depend upon the spoils from derelict vessels run aground. Besides the occasional warped hermit, the inlets afford some protection to human marauders and gangs of goblinkind. The moderate level of danger and intrigue gives fledgling adventurers a chance to test their mettle.</p><p></p><p>Homar</p><p>North of the Holdrids and across the channel from Ayr, Homar is the gateway to the north. The people of Homar were at one time ferocious adversaries threatening the northeastern reaches of the Teulan Empire. Though much of their past glory was entombed in the high hanging valleys of the interior, among the burial grounds of forgotten chieftains and kings. The people of Homar now produce ivory, rare leathers and whale oils for much of the Continent by way of Ayrish merchants. Although within the past generation, fierce fighting has periodically erupted between Ayr and Homar over coastal trading rights. It is not uncommon for noblemen on either side of the channel to have spent a year or two of their youth as hostages, maintaining a fragile peace.</p><p></p><p>Gallume</p><p>West of Ayr sits the wide expanse of the Kingdom of Gallume. A checkerboard of powerful fiefdoms rival the supremacy of the Galls Crown, but a prosperous economy curtails any latent threats of secession. Nearly constant small scale combat among nobles and a prevalent overland trade support a class of men-at-arms serving in free companies at the service of the highest bidder. Whereas Ayr has its feared longbowmen, Galls swordsmen are among the best in the known world, and most universal training drills stem from the teachings of the Galls master Baierbecq in the early 2nd century. The rolling plains of the north and center of the country give way to the steep mountain ranges of the south, the spine of the eastern Continental arm which was never fully tamed by the Teulan Empire. Today's inhabitants of the mountains speak a host of old languages and share the gorges and hollows with lesser bandit kingdoms. Forgotten mines pierce the mountains, harboring the remnants of persecuted magic schools and mystical orders who attempt the summons of darker beings to strike at the heart of the Doma farther south.</p><p></p><p>Der Vernerlands</p><p>During the height of the Teulan Empire, the wheat and barley of the entire northern coastal plain passed through the mills and shipyards of this small province on the south shore of the Moth Gar. Der Vernerlands still accommodate a great deal of the bulk shipping through the Moth Gar, and much of the imperial lading technology survives to make this home to the most efficient ports of call on the Continent. Old mercantile houses have consolidated textile concerns to produce fine cloth from Ayrish wool and now Western cotton. The web of corrupt relationships between merchants, shippers and spinning houses has left the urban centers of Der Vernerlands ripe for secret crime syndicates, and the towns can periodically erupt in waves of bloody vendettas.</p><p></p><p>Vione</p><p>Home of the Basilica of the Sun, and the Most Prior Synod, Vione is the heart of the Doma and the source of religious direction for much of the Continent. The royal house claims much of the coast west of southern Ayr and the massive peninsula extending into the Madratic as its own. But the wealth and influence of the Doma rivals that of the crown, and the relations between the two can be explosive. Nobles of the peninsula exploit the tenuous balance when possible, leaving the land in a tangle of shifting alliances and warring factions. Elsewhere on the Continent, the Doma may coexist with other sects of Ben Duín and older cults. But on the peninsula the Doma anoints military orders of the faithful, whose fanatical zeal and intolerance spread terror to rival the elven genocide two hundred years before.</p></blockquote><p></p>
[QUOTE="mikeg, post: 3827468, member: 39640"] [b]ÄRAM: Wake of Fallen Empire[/b] [B] [/B] [B]GEOGRAPHY [/B] [B]Äram: Seats of Power and Wild Lands (The East) [/B] Alfaad The name itself suggests the source of all things. [I]Alfaa[/I] - the first rune of the Teulan alphabet. [I]Alfai[/I] - one of elvenkind. Also known as Alfheim on the Continent, Alfaad is the island home of the elven clans. The term can designate the single landform itself, or refer to the entire cluster of elven isles in the vicinity. While Alfaad is home to the clans of Cleddyf o Gweundir and the Hwyldugoch, it is the ancient clan of the Teulu Mawr who achieved prominence and established the Empire on the Continent. Today, the clan chieftains tenuously share power and have withdrawn from Continental affairs. The body of Imperial knowledge has become fragmented as smaller warlords jealously guard ancient libraries. Magical and mathematical learning is done either in secret or within massive oaken strongholds. The Doma is allowed to practice although most inhabitants have shed their religious affiliation in exchange for the older secular values of communal responsibility. The Teulan Motherhood maintains its genealogical records and arranges most marriages in pursuit of its millenarian aims. Lephthra and Nerfyrda These two main islands between Alfaad and the Continent to the north have enjoyed a large share of autonomy granted by the earliest Teulan emperors. Their subsequent isolation has kept many of their ancient customs intact. The few coastal trading towns give little clue as to the densely forested interior. Tales abound of a fierce cult of darkly stained warriors, fueled by mead, mushrooms and hyperventilation. The few missionaries of the Doma who have returned from travels upriver speak of megalithic sanctuaries devoted to the Earth Mother and the Horned God, giants who tame wyrms, and a wilderness dense with dark magic. Ayr One of the oldest Teulan provinces on the Continent, Ayr is now an autonomous monarchy and among the most cosmopolitan centers of the known world. The southern reaches across the strait from Nerfyrda host the last elven communities on the Continent. Ayr's position at the eastern end of Äram places it within the warm Madratic current and affords it a generous agricultural surplus. The kingdom spans a narrow strait to the north, watching over all traffic between the sea of Moth Gar and open water. Its fertile hills support wide ranges for sheep, making it the chief exporter of wool since ancient times. The cities of Ayr are at the nexus of maritime and overland trade, and are great exchange centers of knowledge and culture. Many adventurers start their careers among the many opportunities of the Ayrish coast. Holdrid Isles This rocky archipelago extends east from southern Ayr and Lephthra. It has never supported large communities or agriculture. No crown lays claim to the area, and the few inhabitants depend upon the spoils from derelict vessels run aground. Besides the occasional warped hermit, the inlets afford some protection to human marauders and gangs of goblinkind. The moderate level of danger and intrigue gives fledgling adventurers a chance to test their mettle. Homar North of the Holdrids and across the channel from Ayr, Homar is the gateway to the north. The people of Homar were at one time ferocious adversaries threatening the northeastern reaches of the Teulan Empire. Though much of their past glory was entombed in the high hanging valleys of the interior, among the burial grounds of forgotten chieftains and kings. The people of Homar now produce ivory, rare leathers and whale oils for much of the Continent by way of Ayrish merchants. Although within the past generation, fierce fighting has periodically erupted between Ayr and Homar over coastal trading rights. It is not uncommon for noblemen on either side of the channel to have spent a year or two of their youth as hostages, maintaining a fragile peace. Gallume West of Ayr sits the wide expanse of the Kingdom of Gallume. A checkerboard of powerful fiefdoms rival the supremacy of the Galls Crown, but a prosperous economy curtails any latent threats of secession. Nearly constant small scale combat among nobles and a prevalent overland trade support a class of men-at-arms serving in free companies at the service of the highest bidder. Whereas Ayr has its feared longbowmen, Galls swordsmen are among the best in the known world, and most universal training drills stem from the teachings of the Galls master Baierbecq in the early 2nd century. The rolling plains of the north and center of the country give way to the steep mountain ranges of the south, the spine of the eastern Continental arm which was never fully tamed by the Teulan Empire. Today's inhabitants of the mountains speak a host of old languages and share the gorges and hollows with lesser bandit kingdoms. Forgotten mines pierce the mountains, harboring the remnants of persecuted magic schools and mystical orders who attempt the summons of darker beings to strike at the heart of the Doma farther south. Der Vernerlands During the height of the Teulan Empire, the wheat and barley of the entire northern coastal plain passed through the mills and shipyards of this small province on the south shore of the Moth Gar. Der Vernerlands still accommodate a great deal of the bulk shipping through the Moth Gar, and much of the imperial lading technology survives to make this home to the most efficient ports of call on the Continent. Old mercantile houses have consolidated textile concerns to produce fine cloth from Ayrish wool and now Western cotton. The web of corrupt relationships between merchants, shippers and spinning houses has left the urban centers of Der Vernerlands ripe for secret crime syndicates, and the towns can periodically erupt in waves of bloody vendettas. Vione Home of the Basilica of the Sun, and the Most Prior Synod, Vione is the heart of the Doma and the source of religious direction for much of the Continent. The royal house claims much of the coast west of southern Ayr and the massive peninsula extending into the Madratic as its own. But the wealth and influence of the Doma rivals that of the crown, and the relations between the two can be explosive. Nobles of the peninsula exploit the tenuous balance when possible, leaving the land in a tangle of shifting alliances and warring factions. Elsewhere on the Continent, the Doma may coexist with other sects of Ben Duín and older cults. But on the peninsula the Doma anoints military orders of the faithful, whose fanatical zeal and intolerance spread terror to rival the elven genocide two hundred years before. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
ÄRAM: Wake of Fallen Empire
Top