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Amerige

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The world setting is an alternative version of medieval Earth, set near the end of the 13th century. There are a few key differences. Numerous additional intelligent species share the world with humanity, as well as countless creatures only dreamed of in our reality. The human-looking races – elves, dwarves, gnomes, halfings – are accepted universally. Tieflings, Dragonborn, and half-orcs are discriminated against. Some churches hunt such “witches” and other unnatural things. Nothing is quite so loathsome however as the natives that stalk the colonists….   The colonization of Amerige – the New World – started three centuries early. Approximately a hundred years ago, the first colonists arrived in Amerige. The history of the Amerige colonies is tragic, with many colonies collapsing into haunted, tragic things; emptied by misfortune or by native attacks. The natives of Amerige – derisively called “Abos” by colonists – are belligerent towards the colonists. Fear and apprehension are common given the precarious nature of life. The rich use their wealth to pretend things are perfect. All in all, however, the economic opportunities are endless and lucrative….   Magic and religious miracles are real but rare. Magic is regarded with suspicion among the civilized folk of the Old World. Miracles are the sole purview of the “new church”. While it is nearly outlawed back home, in the New World, magic is accepted in an awed and hushed way. Those with magic flourish but walk a razor’s edge. A spiteful word to the local constable and you can find yourself suddenly under investigation. But these new lands seem positively steeped in magic, with legends of the First People – the original inhabitants of Amerige –before even the Abos – wielding tremendous and terrifying magics. Inhabitants, the legends tell, destined to one-day return….   Three significant (mostly) human settlements serve as ports along the sea board. The chief of these is Cabotsport – a thriving merchant town with a mixed reputation for vice and virtue. The other two are Innsmouth to the southwest, known for its artisans and horse breeders. And Minuit to the northeast, known for its fledgling college of magic. The dwarves have ventured inland to the Smoking Mountains, establishing a Lodge, and seeking riches in the earth. The elves live even further north in Faesreach, though their secretive nature means few know their goals or intentions….   The world of Amerige is largely unexplored. The colonies attempt to push back the wilderness. While primitive maps have been hobbled together, they have been copied a thousand times; their accuracy dubious at best. In their place, rumors and tall-tales abound of savage Abo tribes and Goblinoid invaders from the mountains. The Aesir sweep south on raiding expeditions and pirates from Iberia and elsewhere ply the water to take merchant travelers unawares. Explorers, pirates, and magicians of all sorts thrive here. Yet above all are the legends of the First People, destined to return….   Gods exist but are distant and erratic. Christianity is sweeping the Old World and, with it, notions of xenophobia and human-centric ideals are beginning to dominate. Science and technology are in their infancy, but already provide reliable solutions to many problems, discrediting and depowering magic in the Old World. Amerige enjoys more freedom religiously, and many cults and other lesser faiths flourish here. Magic seems to hold sway and many feel the Gods are closer here than anywhere else. For simplicity, consider that the pantheons of the Old World have been much slower to disappear.

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