Fiction Primer in Ara | World Anvil
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Fiction Primer

This page is to explain some general information regarding the setting and answer from questions. It is meant to give players and DMs an idea of some basic principles guiding my design of the world as well as provide links to further detail.  

Terminology

Here are some common words or phrases used throughout this wiki (and in-universe) and what they refer to. Due to the nature of my revisions, at this time, some of these names may be in a state of flux and may change in future.

Ara: The entire planet, consisting of three large continents (one which has since been shattered, see below), three ice sheets (two at the poles and one occurring roughly halfway between the south pole and the equator), and a large ocean which separates these features and contains many other small islands. The planet is roughly the size of Earth, but slightly larger. It has comparable gravity, day length, and climates. Its one notable difference is the presence of four "natural" moons and a fifth "moon" that appears and disappears seemingly at random. Whether or not this object is, in fact, a moon is open for debate. The average length of an Aran year is 360 days.

Arterra: Arterra refers to the only continent which is confirmed to have intelligent life. It is widely believed that Arterra was once a single continent before being broken into several smaller sub-continents and island chains. These sub-continents are Terre De Collines in the south, Karthland directly north of it, Arani to the east of Karthland, Kokouspaikka far north of Karthland, and Zemlya Sneg northeast of Kokouspaikka. The two major island chains are Éthnonakki to the southeast of Terre de Collines and Land's End located roughly in the middle of the five subcontinents. These landmasses are all separated from each other by oceans and are clustered roughly into two groups separated by several hundred miles. The southern continents, south-lands, or southern realms (and many other colloquial terms depending on the location) consist of Terre de Collines, Karthland, Arani, and Éthnonakki. The northern continents, northlands, or northern kingdoms consist of Kokoupspaikka and Zemlya Sneg. Land's End is generally not associated with either, but if it is, it's typically included with the northern continents. Because no known civilization (or life at all, in many cases) exists on any lands beyond Arterra, "Ara" often refers solely to these regions when spoken in-universe. On the wiki, I try to clearly distinguish between the two, but often mistakenly use Ara when referring to Arterra exclusively.

Arual: An ancient, largely unused, name for Arterra. Some scholars will use Arual to describe the single continent that was and Arterra to describe the collection of landmasses that currently exists, but this is not a universal colloquialism.

Continents, Mega-continents, and Subcontinents: There is significant overlap between the use of mega-continents, continents, and sub-continents (especially the latter two) both in-universe, and on the wiki. Mega continents only ever refers to Arterra as a whole (either as in its former state as a single landmass or as the collective smaller landmasses that remain), the other two large continents (on roughly the other side of the world) known as Irual or Orual, and the large ice sheet between the equator and the south pole, due to the fact that it is believed there is land under the ice, though nobody has ever found any proof. Similarly, "sub-continents" refers exclusively to the individual landmasses and island chains which comprise Arterra. However, continents may refer to either, both in-universe and on the wiki. Typically, if the word is used in the context of the planet as a whole, it is synonymous with mega-continents (though, sometimes it may refer to the Irual, Orual, and the individual landmasses of Arterra, but not Arterra as a whole). If the word is used in the context of Arterra only, it refers to the individual landmasses of Arterra, making it synonymous with sub-continent.

The Empire: The Agindun Empire, which arose roughly 1300 years ago and collapsed approximately 700 years ago. It spanned nearly the entirety of Arterra (which was the whole of the known world at that time) and incorporated many previously independent nations and peoples into a semi-cohesive whole. Though the Empire is no more, its effects can be felt today in the form of the Common language, the Imperial Pantheon, and standardized currency of gold, silver, copper, and platinum pieces. Numerous cities, roads, and forts also owe their construction to the Empire.

The Lords: A group of 7 powerful and malevolent entities shrouded in myth and rumor. The truth of their nature and identity, including whether they ever really existed at all, is hotly debated. Regardless, there are those who believe, and those who believe fervently enough draw magical power from somewhere; allegedly these beings. The Lords are known colloquially by their titles: War, Magic, Destruction, Fear, Deceit, Corruption, and Suffering. While cults dedicated to the Lords will sometimes work together, they are just as often seen working against one another, so the relationship between the Lords is also unknown.

The Hand of Ara: A group of legendary heroes said to have brought about the end of the Dark Age. Many tales number them seven and paint them as foes of the Lords, though the number and identities of the group are likewise unknown.

Old Races: A collective term for the group of mortal races which have lived on Arterra the longest. These races are the Humans, Elves, Dwarves, Trolls, Ogres, Orcs, Goblins, and Akki. It is believed that all eight of the Old Races share a common ancestor (some theorize it to be the Humans themselves). Evidence of the Old Races' origins is conflicting and sparse, but it is know that they have had settlements and have practiced agriculture on Arterra for at least 6,000 years. The Old Races cannot have children with any other mortals (there are rumors of the Old Races having children with dragons or outsiders, but it is unknown if this was accomplished without magic). Indeed, with the exception of Humans and Goblins which may have children with any of the Old Races, the Old Races cannot even have children with each other, only their own race.

Children of Ara: Also known as "Beast-Men" or "Animal Kin", the Children of Ara are a group of races who share strong physical resemblances to animals. There is no evidence of their existence on Ara prior to the Dark Age, but their origins are also a mystery. The Children of Ara seem to have no shared ancestor or culture, cannot produce offspring with any mortals other than their own kind, and all share the peculiar trait of being seemingly immune to rising as undead. Nobody has ever seen any ghosts, skeletons, zombies, or any other undead who were once the Children of Ara. This could be a coincidence due to the Children's relatively small numbers compared to the Old Races. The Children of Ara are the Togg, Gnoll, Nasir, and Hounanzu. It is rumored that the Khava and the wolf-like monsters in the Hunter's Forest may have some connection to the Children as well.

Goblinoids: A term used to describe the races that result from a pairing of Goblins and other Old Races. Goblinoids can breed true and the majority of their population comes from this, rather than Goblin/Old Race pairings, which do not often produce children. The Goblinoids (and their non-goblin parent species) are Bugbears (Ogres), Gnomes (Elves), Halflings (Dwarves), Kobolds (Akki), Hobgoblins (Orcs), and Niss (Trolls). While some Goblinoid species share traits with their parent species, most have little in common other than a slight physical similarity. They have virtually nothing in common with each other.

History Overview

While the history of Ara'a people spans at least 6 millennia, the point when "ancient history" becomes "classical history" in the vernacular of its people occurred roughly 1400-1500 years ago. This time period (whose exact date is unclear) is known as the Reformation and marks the end of the previous era known as the Dark Age. The Dark Age is a span of time of unclear length (commonly believed to be approximately 1,000 years) during which significant, even cataclysmic changes are believed to have befallen Arterra. Information regarding details or even specific dates of this era is virtually nonexistent. All that remains are tales or, if one is lucky enough to find them, fragments that hint at the truth, but never fully reveal it. Considering that older periods of history provide more examples of historical records and evidence, this complete lack of information (as well as rumors of researchers who investigate it disappearing) is baffling to the academic community. What is known is that the Dark Age took a massive toll on both the population of Arterra and its geography. It is estimated that anywhere from 60-90% of the people of Arterra were lost by the end of that era and it is widely believe that the one large continent of Arterra was shattered into the five subcontinents (and two large island chains) that are known today.

About 1300 years ago, Dallric Agindun, a Human from Terre de Collines arose, united the scattered Human tribesmen, and founded the Agindun Empire. Through diplomacy, economic pressure, or outright violence, Dallric and his successors united much of the known world under the banner of the Agindun Empire. The empire expanded travel and communication throughout Arterra, developed a common language, pantheon, and money system, among many other benefits. Roughly 700 years ago, the capital of the Empire was found mysteriously empty; the Emperor and all his family vanished along with the city's sizeable population. The remaining officials of the Empire tried to hold things together while they sought for the Emperor or decided on a new successor, but unrest within the Empire's provinces, hostilities on its northern borders in Kokospaikka and Zemlya Sneg, and internal jockeying for power in the wake of the Emperor's disappearance made it impossible to maintain order for long.

With the fall of the Empire, "Classical history" gave way to "history" and, eventually "modern history" in the following 700 years. Word soon got out of the tragedy at the capital and the Empire collapsed in a storm of foreign retaliation, desertion, internal power struggles, and rebellion. Much of this time is marked by instability as various factions and leaders jockeyed for power over the ever-dwindling remains of the Empire. Various factions held claim of being the "legitimate" remaining faction of the Empire or a "New Empire" in various part of the world. Some of them even lasted for several centuries, but all eventually collapsed. As the infrastructure put in place by the Empire slowly began to deteriorate with nobody to maintain it, travel and communication between the subcontinents again became rarer, more difficult, and less profitable, especially between the northern and southern lands.

Roughly a century ago the formation of the Samara Cartel, which specializes in moving goods and people across the sea, sparked a new era of travel and trade between the continents. Money is flowing, people are travelling, knowledge and ideas are spreading, organizations are collaborating, and many long-lost secrets are being unearthed as a result of this newfound interaction. But it's not all good. With cultures who have remained apart for centuries coming into contact again, some old grudges are bubbling to the surface. Melamrus, the Fifth Moon, long associated with great change and grave omens, appears in greater frequency and clarity as the decades go on. Rumors of ancient evils stir in the forgotten places of the world. Monsters are sighted ever closer to civilization. Magic grows and spreads, as do those who seek to harness it, for both good and evil. It would seem that the world is on the verge of a great change, perhaps rivalling that of the Dark Age itself, but no one can be certain of its nature.

For an overview of the eras which Arterra has gone through, see the following timeline.

Civilization

Arterra, as a whole, is largely claimed, at least the land area is. Nations' border tend to butt up against each other and most nations have at least small settlements throughout their borders. However, there are many areas of unsettled land, even in areas that are ostensibly claimed by larger powers. It is rare that a nation actually has reasonable control over the entirety of what is supposedly in their borders, unless they are very small. Within these wild lands are animals, monsters, and lairs, homes, or small settlements of intelligent (and not always benign) creatures who do not consider themselves members of the nation which has claimed the land they live on. Sometimes these settlements predate the nation in question, but are either unable or unwilling to forcibly contest the claims on their land.

Most of the civilized population dwell in small settlements which are fairly isolated. Such settlements will have contact with neighboring settlements and, sometimes, larger cities nearby, but most folk have no need or desire to travel too far beyond this. Contact they have with the wider world is typically second-, third-, or fourth-hand in the vein of "My cousin's, best friend's, sister-in-law saw an Elf once and said they're super crazy!". As such, most rural people are influenced more by superstition and rumors than by actual experience. These people are typically farmers, hunter-gatherers, or make a living harvesting some other kind of resource such as timber or ore. Because these settlements are smaller and often more remote, danger is more present here and folk are often required to take the defense of their settlements into their own hands. While they will likely be beneath the notice of things such as invading armies, they may find themselves easier prey for a roaming monster.

Larger cities do exist, however, especially along the coast and along important rivers. These port cities tend to become the largest cities, but settlements at crossroads or strategically important locations also grow. Such cities, especially those which are major trade and travel hubs, become a melting pot of various cultures and most urban residents have firsthand experience with things like magic, other races, and more advanced technology. While it's naive to assume there are no superstitious or prejudiced city-dwellers, such attitudes are rarer. While most cities have farms around them, those living in the city itself tend to be tradesmen, laborers, merchants, or politicians, if they work at all. While the people in cities are more likely to be wealthier than those living in the country, those who lack a means of employment (and aren't lucky enough to be born into a position that doesn't require one) haunt the slums and shantytowns, lacking the money to buy a comfortable life in the city and lacking the land and means to provide for themselves like the country folk do. The reasons why people stay in such conditions are varied. Many have simply given up. Others lack either the money, the courage, the knowledge, the skill, and/or the manpower necessary to make the trip into the surrounding countryside, claim a plot of land, and build their own home in a more rural area to fend for themselves. The threat of monsters and bandits also keeps many within the relative safety of the city. Most cities have walls, few rural settlements do. Finally, some simply believe they have a better opportunities in the city. The alluring image of the wealthy and nobility in the city is powerful and many believe that such a life is all but guaranteed to them if they're clever enough. If they can just get that break they need or can kickstart their toad-wax candle business, they'll make a fortune in the city, so why would they give up that chance to go live in the hinterlands?

In terms of economy, Ara varies significantly. Most nations have their share of banditry, slums, and desperate people, but, because many of its citizens farm or hunt their own food and necessities, there is not widespread starvation or homelessness in most parts of the world. There is a fairly pronounced gap between the upper and lower classes in most nations. This gap becomes more pronounced the wealthier each class becomes. Poor nations tend to have small gaps with both upper and lower classes struggling while wealthy nations tend to have a lower class that has food, housing, and security at least, with an opulent upper class.

Arterra's average technology level is roughly equivalent to the early Renaissance. Sailing ships are common, gunpowder exists, but is new and accurate firearms have not yet been developed. Some areas are behind the curve, such as much of Karthland. Others are ahead of the average development level, such as Zemlya Sneg which is just beginning to experiment with steam power. The technological level of the continents beyond Arterra is unknown.

Education is extremely variable and largely depends on a person's living conditions. Urban dwellers are likely to know how to read and write as well as have a basic understanding of math, history, geography, and a rudimentary grasp other scientific fields such biology. Rural folk typically lack any advanced knowledge of geography beyond what they can easily walk or ride to on horseback (typically a few days travel). They may know of neighboring kingdoms and provinces and could tell you what direction they are and roughly how far away, but do not have a clear understanding as they've never travelled there personally. Things like history are replaced with myth and legend, though local history may be more concrete for them. In other scientific fields, knowledge is virtually nonexistent.

That being said, exceptions do exist. Urban areas have people who are more likely to know more than the average and rural areas have some as well. Merchants, especially, are almost required to know enough about math to handle basic arithmetic to tally weights, measures, numbers, and money. Those who travel more, such as sailors and traveling merchants, are likely to have a better understanding of geography of the world at large or, at least, a much larger region than their sedentary neighbors.

Morality, Alignment, and Free Will

While many people are quick to assume that certain creatures (or other races of people) are nothing more than bloodthirsty monsters, conniving shysters, or unrepentant liars, the truth is typically far more complicated. Ara does not make use of an alignment system in any mechanical sense. You may wish to employ it as a roleplaying tool or guideline, but it does not have any in-game effect. The questions of morality, alignment, and free will are largely answered by the following tenants:
  • There are five chief classifications of things: sapient, bestial, autonomous, inert, and outsiders. These are not term which are commonly used in-universe, nor do they carry any mechanical significance. They are just for the purpose of this explanation. There are also examples of some entities which do not fall into any of these categories, but they are rare
  • No entity may transition from one of these categories to another without very specific (and often unlikely) circumstances
  • Sapient entities are living (or formerly living) creatures which are typically native to the material plane. They are intelligent, able to distinguish themselves, and are fully capable of making their own moral choices. Sapient entities include humanoids and some types of undead, such as vampires who are capable of acting on more than instinct and are not in thrall to another creature.
  • Bestial entities are living creatures who have varying degrees of intelligence, but lack the level of self-reflection necessary to understand the moral ramification of their actions. Beasts are bestial entities. Non-intelligent plants tend to straddle the line between bestial and inert as they are living, but do not make choices or act on their own.
  • Autonomous entities are typically not alive and only act within a (typically very narrowly defined) range of acceptable actions. Such actions are typically dictated by another, often sapient, entity. They may make very rudimentary decisions (such as deciding which intruder to attack first), but may not even be capable of this (for example, ALWAYS attacking the first intruder they see until it's dead). Even those that are do not experience true free will as their choices are constrained to a set of pre-determined options and almost always boil down to "how to perform the task assigned to me". Autonomous entities include golems and mindless undead.
  • Inert entities are not alive have no capacity to make decisions or act on their own in any way. Inert entities include things like rocks.
  • Outsiders are creatures typically native to planes other than the material plane. They are intelligent and capable of self-identity, but are only able to exercise free will within certain confines. While not bound by specific commands or drives the way autonomous entities are, Outsiders' natures are immutable and cannot change. The best example would be those creatures associated with various deities. For example, an agent of a death god can exercise free will in many ways, but could not violate the natural order of life and death. Such an act is literally unthinkable to such a creature. A demon of greed simply CANNOT be generous (unless it might serve to grant the demon a greater windfall in the long term). The inability to change is this class of entities' defining trait. While they can all learn new things and adapt somewhat with that knowledge, a warrior angel will never have a revelation and become a pacifist, no matter how many times they are shown the horrors of war. It is simply something they cannot conceive of.
Unlike older editions of D&D, Good, Evil, Law, and Chaos are not fundamental forces in the universe which infuse the essence of certain entities. They are choices made by those who are capable of doing so. Even outsiders are not bound by generic concepts such as "good", but rather to specific domains (in the case of celestials and fiends, those of their patron deity). Because of the wide variety of concepts and "domains" such entities can be bound to, it often gives the impression that such creatures have a varied and mutable morality system the way sapient creatures do, but this is not the case.

Violence and Murder in the World

There's no getting around the fact that Ara can be a dangerous place. Violence is by no means unheard of, both in large scale war and in small scale day-to-day life. Any party of players will not be too far from violence, in fact they will likely be embroiled in it. It's important to note that the player characters are exceptions rather than the norm. Most folk carry weapons with them and many have at least a basic understanding of how to use them, if not a lot of practice. However, few people actually commit murder in their life unless they are specifically in a profession that calls for it, such as a soldier or assassin. People carry weapons to fend off animals, brigands (who are willing to kill but typically prefer to earn their score through intimidation) and the occasional rowdy drunkard who won't stop trying to fight everyone.

Societies' response to violence varies. Most places will hardly bat an eye if a fight breaks out between two belligerents as long as nobody was permanently injured. In more rural areas, murder in self defense is generally accepted and folk are more inclined to trust each others' character. It's only once someone has fatally "defended" themselves several times that people begin to really question their motives. In urban areas, self-defense is usually an acceptable legal defense as well, but expect a much more thorough investigation and much more scrutiny. Larger settlements require everyone to feel safe within their boundaries and often take great pains to ensure that remains true, at least for the class(es) of citizens the government cares about.

Virtually everyone who live in rural areas know, or are, someone who has gotten into their share of fist fights. Many of them know of someone who has had to fend of a wild animal, a mugger or other petty criminal, a family rival, or the like. Sometimes these stories end in murder, though it is rare for someone to have more than one such story unless they are in a particularly dangerous or violent profession. For the people beyond the walls and guards of larger settlements, violence is just another, if uglier, part of life. They generally espouse a more "self-governing" style of justice as waiting on official channels could take weeks, if it's available at all. They will typically not think poorly of people accustomed to fighting; they may even respect them so long as they don't get the impression the person is looking for wanton bloodshed. Within the city, the general attitude is much more likely to be "let the guards handle it". People will defend themselves if necessary, but will typically avoid getting into pointless brawls, seeking physical revenge on rivals, or chasing down brigands themselves. That's what the city watch, or guard, or soldiers, are for. Attitudes toward people who accustomed to fighting but not employed in a relevant profession are mixed. Some view them as uncouth ruffians, others as dangerous criminals who simply haven't committed a crime yet (or haven't been caught). Some will appreciate, even envy, their level of personal autonomy and self-reliance. Just don't go causing trouble.

Adventurers in the World

Adventurers are something of an oddity. They are, at their core, almost all finely-honed fighting machines. Such people often find it difficult to fit into society and so seek a life of adventure and danger. Or perhaps, it is that lifestyle which hones the destructive potential of those who are reckless enough to follow its call but cautious or lucky enough to come home safely.

The concept of a party of people who delve into ancient ruins for wealth (as is common in many RPG settings) never really caught on in Ara in large numbers. The idea of wandering the world, risking life and limb to slay monsters, explore ruins, and dig up buried treasure isn't a lifestyle that appeals to most people other than the desperate, the isolated, those with nothing left to lose, and the slightly insane. Most people prefer to stay where they are comfortable with the people they care about and try to make ends meet with honest labor. That being said, they are not entirely unheard of. The Keepers often send members out into the field to follow up on leads. This is often mundane work of perusing old collections of knowledge, often with a very concerned owner looking over their shoulder so they don't damage anything. But sometimes, this means delving into hostile territory, exploring the remains of old civilizations, and plundering the hoards of monsters. The Keepers are not alone, either. The Farwalkers also make a habit of doing similar things, though their concerns are more broad than the academics of the Keepers. Similarly, the ambitious may search for lost secrets of power. Finally, there are a few people who are in it for the treasure and are just crazy enough to think that the risk is worth the reward. The world has gone through its share of disasters and there are many corners of the world that have been abandoned or forgotten with secrets just waiting to be uncovered by those brave, or foolish, enough to go looking.

However, most "adventurers" do not become so by a deliberate choice. They are normal people who are thrust into extraordinary circumstances and rise to the challenge to become larger than life figures. It is these sorts of folk that typically become the heroes and legends of future ages. Ara is no stranger to conflict and when it arrives, someone has to be there to meet it. It doesn't always take a legendary hero to deal with danger; the small gang of cutthroats may be an existential threat to the local farmers, but can typically be routed by a few well-armed soldiers, but some threats are so vast or so powerful that it takes a heroic character and no small amount of power to turn it away. Some believe these heroes were created to fill this role, others believe they are chosen by fate or the gods (Theophane is often associated with this), and others believe it to be the luck of being the right person in the right (or wrong) place and time. Some even believe them to be the pawns and pieces in some vast cosmic game played for inscrutable reasons by beings which surpass even the gods themselves. These people are typically viewed as lunatics.

Whatever the events which set a person on such a path, they are largely viewed with a fair degree of confusion and caution until they can prove themselves. Nobody is a hero by virtue of being an adventurer, they're just well-armed treasure hunters and there are plenty of malicious reasons one might seek out treasure or forgotten knowledge. Those who do show themselves to have the best interests of the world and its people at heart (or at least be willing to treat them with common courtesy despite the vast gulf in combat prowess) generally find themselves welcome in most places. People love to hear stories of far off lands and exciting adventures. They like to hear of fantastic beasts and ancient strongholds. Even if many people may not fully believe such tales, they are fun to listen to and share. It doesn't hurt that such adventurers are typically loaded with money by comparison to the average day laborer. Among the common folk only the most renowned and skilled craftsmen approach the wealth of a seasoned adventurer. So it is no wonder that folk will flock to these kinds of people in order to offer goods, services, or praise in the hopes that it may put the adventurer in a generous mood.

Those in power view adventurers very differently depending on how much trouble they cause. Those who abide by the laws and dump money into the economy are welcomed and encouraged to stay. These people may prove useful. The larger an area one controls, the more likely they are to have some problem which would be difficult, if not impossible to resolve with the people they typically have at their disposal. For the right price, many adventurers can be persuaded to risk their own life to solve these problems. If they succeed, great. If they fail, then the ruler's only real cost is the responsibility of a handful of vagrants dying on his or her request; a cost some view as much more expensive than others. Adventurers who cause trouble, however, are dangerous and must be removed immediately. Whether they threaten the citizenry, the government's rule, or the order which so many rulers strive to maintain, their presence causes unpredictable and often disastrous results. Murders, riots, destruction, revolutions, these are the sorts of things those in power want to avoid and will often go to great lengths to do so.

Much like magic, these sorts of people (whether you call them heroes, villains, adventurers, or other less savory things) come and go out of fashion. Sometimes they are rare and the conflicts throughout the world are mundane, localized, and/or fairly low stakes (from a global viewpoint). Other times, heroes and villains arise throughout the world and clash in climactic battles. Some link this, and the fluctuations in magic, to the fifth moon, Melamrus. None moreso than the Fifth Moon Seers. Many attribute bad luck and ill omens to Melamrus, but the Fifth Moon Seers believe it to merely be a herald of change and that its presence signifies the rise of conflict, magic, and legendary figures. Until recently, the world has been experiencing a dearth of such figures, just as it has been experiencing little magic. But in the last few decades, several events have brought increasingly larger-than-life figures to the fore. The Seers believe this will only increase. They predict a time of great conflict; a tipping point in the fate of the world, during which mighty heroes and villains will face each other in clashes which will decide the future of the world. Whoever emerges victorious, the Seers claim that the Fifth Moon will leave its mark on the world with these events.

Magic

Magic in Arterra seems to fluctuate. Legends tell of times when wizards wielded mighty spells and powerful artifacts were forged in the fire of dragons. Yet, at other times, histories and tales speak nearly nothing of magic in the world. Magic has never fully departed Arterra for as long as anyone can remember, but Arterra seems to be experiencing an increase in magic over the last 5 decades, following a long period of little magic. Sorcerers are becoming more common, wizards are finding it easier to learn and replicate powerful spells, clerics are finding themselves blessed increasingly more powerfully by their deities. Magical creatures are becoming more common.

In modern times, it is far from widespread, but it's on the rise. Powerful wizards are beginning to emerge and the art of Imbuement (binding magical properties into items) has recently been rediscovered and is circulating as it is being refined. Most of the elders who still live today grew up in a world where magic, even relatively low level spells, was a rarity. Many rural folk had never even witnessed cantrips throughout their entire life. In the cities it was more common, but still not very powerful. The most recent generation, though, are much more familiar with magic. While it is still more common in cities, even rural folk are likely to have met someone who can perform cantrips or low-level spells. Most larger towns have at least a few people who dabble in the mystic arts and can cast low level spells. Meanwhile, in the cities, the first generation of truly powerful magic-users are on the cusp of what one might call "venerable". They have spent their lives studying magic and are able to perform feats that have been virtually unseen in centuries. The younger generation of mages, wizards, and sorcerers show the potential for even greater heights of magic, though few have realized this potential yet.

Among divine casters, such as Clerics, Druids, and Paladins, magic has remained roughly the same in power, but the number of people called upon to take up the mantle of Cleric or Paladin has steadily increased from being a rarity to the point where most major Temples have at least a few Clerics blessed with power from their gods and goddesses. Druids are awakening to their connection with nature at an increased rate as well.

Powerful magic remains rare, however. While magic users are becoming more common, there simply aren't enough who achieve significant skill and power to fundamentally alter the world in serious ways. People have enjoyed greater health and better life expectancy, some construction projects benefit from magical aid, and a rare few places that have heavily invested in the study and implementation of magical infrastructure benefit from things like fuel-free lights and heating sources. Overall, though, most magic users never see power beyond the equivalent of a level 5 character. These spellcasters lack the knowledge to perform very substantial spells and, while they may aid locals, lack the reserves of magical power to perform many feats or "service" a large area. Powerful spellcasters' talents are in high demand and they are able to charge a premium for such talents, but they are rare and many are intentionally reclusive, eccentric, or simply busy with their own pursuits. The world is beginning to implement magic into society as spellcasters become more powerful and more common, but for now, magic's influence is typically felt in small radius's scattered throughout the world.

The Gods

The Gods in Arterra largely fall into one of seven Pantheons, The Northern, The Souther, The Eastern, The Western, The Central, The Wandering, and The Imperial, all believed to derive from a single "ancestor religion". Over time, the different pantheons diverged in the names and aspects of their deities, but similarities and connections are common enough to be able to link deities from different pantheons together. The Imperial Pantheon is the newest of the Pantheons, founding during the reign of the Empire, a few millenia ago. This Pantheon was deliberately crafted as a "neutral" state religion designed to unionize the various cultural groups the Empire absorbed. In the wake of the Empire, some nations, especially those not fully integrated into the Empire, reverted to their older, cultural Pantheons, but many retained worship of the Imperial Pantheon, or some combination of the two. There are other religions and other gods which do not have an analogue to these Pantheons, but they are typically fringe deities, worshipped by specific orders or cults, both evil and benign.

The existence of the Gods which comprise the seven Primary pantheons is in little dispute. Their followers are blessed with a share of their power, their servants can be called forth from realms unknown, the most powerful spellcasters can commune with the gods or even directly travel to their realms. Despite this, some argue that the Gods do not exist, at least not in the sense that most people recognize them. They view such followers as merely being able to manifest their will to cast spells the same way a Sorcerer might, not through divine favor. They view these "servants" as alien interlopers who may originate from other worlds, but who present themselves are divine messengers when they are anything but. Those who communicate with the Gods are merely communicating with some other entity posing as a god (if not outright lying themselves). Those who have travelled to the realms of the gods are incredibly rare and are either mistaken or liars. Even if they aren't, who among them can claim to have actually SEEN any of the Gods while within their supposed homes?

Most people, however, believe in the existence of the Gods, though there are countless different beliefs on their nature and level of involvement. There appears to be no clear evidence to suggest, which, if any, of the primary Pantheons represent the "true" nature of these deities. While the devout will claim that their pantheon represents the true nature of the gods, theories regarding the other pantheons vary. Some believe them to be simply "misguided" attempts at worshipping the true gods. Others believe that each pantheon represents various facets of each God (making all of the pantheons equally correct; that is, partially) but sometimes the nature of gods among these pantheons are contradictory. Still others believe that all of the pantheons represent different sets of similar, but distinct gods. There has never been a good explanation of why so many groups of Gods would be so similar, however. The Imperial Pantheon, known by scholars, historians, and theologists to be a Pantheon manufactured by mortal means also complicates matters. Everything that the followers of the other six Pantheons can demonstrate about their deities and their ability to interact with them and their messengers, Imperial followers can also demonstrate. The nature of Warlocks and their pacts with powerful, otherworldly entities also adds further confusion. Are these so-called patrons gods? Are the Gods patrons who simply have less structured contracts? It's the sort of topic that can very easily start a fight in the wrong tavern.

When it comes to involvement, beliefs also vary. It is generally accepted that the Gods themselves do not act overtly in the material world nor do they walk among mortals physically (though there are some sects who believe otherwise) except in very rare and special circumstances. Twain, and his other incarnations among the other pantheons, is noted to be a particular exception to this as he is believed to regularly travel amongst mortals, though he is careful to hide his true nature and it is still far from an everyday occurrence. Some people believe the Gods do not really pay attention to the mortal world, only answering when someone calls them (if even then). Others believe the Gods merely act by granting a portion of their power to their chosen followers and trusting them to further the deity's cause unguided. Still others believe the Gods actively work within the material world, but their influence is subtle and often checked by rival deities. Guiding and empowering their followers is the most direct method, but they are also believed to affect things within their sphere of influence. Anwen creates storms, Brand stokes bloodlust, Tolliver inspires craftsmen, Twain "adjusts" fortune, etc. These things are done for or against a variety of people, so long as the end result furthers the God's own design. The reasons for this lack of direct intervention are also highly disputed. The two most common schools of thought are summarized briefly as "can't" and "won't". The Gods CAN'T interfere with the mortal realm directly due to lacking omniscience, lacking the power to manifest or affect things beyond their sphere, or because of some innate property of either the material world or the gods that simply makes it impossible for them to directly interact with the world in overt ways. Alternatively, the Gods WON'T interfere with the mortal realm directly because they keep each other in check, they prefer to leave mortals largely to their own devices, doing so would be somehow counterproductive, they prefer to act through "pawns" as part of some game or self-imposed challenge, or because the mortal realm simply isn't their primary concern.

While all of these beliefs exist in various places and in various prominence throughout the world, the most common beliefs are as follows:
  • The Gods are real and divine
  • They exist in another realm that cannot be accessed without magic
  • They empower and guide their followers as well as manipulate the world within their spheres of influence
  • The Gods do not walk among mortals (except Twain, rarely) and do not directly intervene in mortal affairs
  • The Gods each seek to promote certain agendas or concepts within the mortal world
  • The Gods often work at cross purposes to each other, even those which are generally viewed as allies. This maintains the status quo of the mortal world and prevents any one deity from transforming it dramatically.
  • The Gods are not all-knowing (with the possible exception of Eldred or Osric and their other incarnations).
  • The Gods are vastly powerful within their own spheres of influence, but not every event is a direct result of their intervention. Some things happen on their own.
  • The Gods have little to no power outside of their domains.

Death and the Afterlife

Death in Ara is a more permanent event than in many other D&D settings. While it is POSSIBLE to bring the dead back to life, it's difficult to do and even more difficult to do completely. When a soul is brought back to its body, it's not uncommon that part of it is left behind and it becomes increasingly common the more time has passed. Few residents of Ara have any real understanding of why this is. Some learned arcanists and scholars have a basic idea, though. Upon departing the body, the soul travels to a realm where souls gather. On its journey, memories, bits of its personality, and identity are lost. The longer the time between death and the attempted resurrection, the fewer pieces remain, though nobody has found a reliable way to determine how long it takes someone to be fully "erased". Once enough of the identity and memories of the soul have been lost, resurrection becomes impossible either because the magic cannot locate the soul, the soul no longer feels any attachment to the body, or some other reason. When such souls are brought back, they have no memory of any afterlife. Whether this is because no such afterlife exists, or because they simply left their memory of it behind is unknown.

It is believed that especially pious individuals somewhat circumvent this process and travel to the realm of their patron deity. Whether called by their deity or guided by their own faith, they travel to their deity's realm and walk within it. However, even these souls do not last forever. Though the process is more poorly understood, these pious souls also become more difficult to resurrect the longer they remain dead. Some believe they simply grow attached to their new home, others believe they also lose their memories and identity, and others believe that the gods themselves forbid their return. When such a soul IS brought back, they often have vague memories of their time there, rumors exist of powerful spellcasters who travel to these realms and have witnessed such souls firsthand, and rarely will someone witness within one of a deity's otherworldly servants some familiar mannerisms or memories of a bygone friend or relative, all of which hint at the potential fates of souls who travel to their deity's realm.

For more information about the mechanics of death and resurrection in Ara, see the article for Physical Needs and Death under Rules and Mechanics.

 

Resurrection Magic

As mentioned above, Resurrection is a difficult thing in Ara. As such, several spell have their mechanics changed. For more detailed information about the mechanics of death and resurrection in Ara, see the article for Physical Needs and Death under Rules and Mechanics.

Necromancy and Undead

Necromancy is a known form of magic and its manipulation of vital life forces includes both harmful spells as well as healing. Because of this, most spells which deal necrotic damage, heal hit point, or provide temporary hit points are classified as Necromancy, in addition to the spells already classified as such. If there is doubt about a spell's classification, consult your DM for a ruling. Necromancy is generally known for its more destructive applications and most people uneducated in the finer details of magic are unwilling to accept that spells like Cure wounds are necromancy.

In many fantasy settings, Necromancy is also associated with the creation of undead. In Ara, that association is mostly the stuff of legends. The Undead in Ara form spontaneously in circumstances and areas of heavy emotional trauma and death. Ghosts and Revenants may arise from those who died with unfinished business and mindless undead may arise from the field of particularly horrific battles (especially sites were one army was rife with desperation or fury). Areas dedicated to evil entities, which were saturated with immense grief or other powerful emotions, or were cursed by evil gods or powerful magic may also cause undead to arise from the fallen there. It is even theorized that some rare places are "closer" to the spiritual realm and the barriers between worlds may occasionally weaken enough to allow a stray soul or two to slip through, at least partially, and inhabit a corpse in the material world. Similarly, some undead are created by others, such as Vampires. These are not the only ways in which an undead may arise, but they are the most common.

In most of Ara, the Undead are a rarity (with The Black March and its surrounding areas in Karthland being the chief exception) as the conditions necessary to create them are very difficult to produce and, even when they are produced, there's no guarantee that anything will come of it. Legends tell of ancient magic which could deliberately create undead, but if such magic ever existed, it is lost to time. As such, spellcasters may not learn spells which create undead such as raise dead without the DM's consent. Learning such a spell would represent a massive feat in the field of Necromancy and should involve something more narratively detailed than simply selecting such a spell upon leveling up. Similarly, magic items which contain such spells are ancient and exceedingly rare. Scrolls of such spells do not exist.

 

Mnemonic Shards

A phenomenon that many believe is tied to the undead is the existence of objects known as Mnemonic Shards. These are objects (or, much more rarely, locations themselves) which contain an imprint of s specific memory of an individual. Coming into contact with such a shard may trigger anything from hazy sensations to full-blown sensory visions which are indistinguishable from reality. The process by which these are created is not fully understood, but some trends have been documented. They are tied to an individual as the memories they contain are from that person's perspective and the object was on the individual's person or were nearby and had some physical or spiritual connection to them. Such objects are often of great significance to the individual, at least in the situation which is imprinted on them. Their memories are always of events which were rife with strong emotions for the individual they are tied to. They have remained undisturbed from their location for a very long time, with the strength of the visions seemingly tied to the age of the object. The oldest and strongest are thousands of years old. The youngest Shards found are still nearly a century old.

It is theorized that, in such a situation, rather than the person's body animating as an undead, whatever force would cause that animation is instead slowly absorbed into the Mnemonic Shard instead. Whether this force is a fragment of the individual's soul or memory is unclear. It is worth noting that an individual does not seem to have to die in order to form a Mnemonic Shard, however, due to the nature of such objects, it is impossible to be certain of an individual's fate beyond the point where their memory imprint terminates. Such objects do not register as magical by any known means of detecting magic such as the eponymous spell. However, particularly strong Mnemonic Shards may look slightly different than their inert counterparts under inspection via spells such as trueseeing. Mnemonic Shards always show the same memory and, if damaged or removed from their resting place, the imprint fades quickly over a matter of hours or days until the object becomes inert. It is this final property that is believed to makes them so rare. In situations which contain fear, anger, grief, and other strong emotions often associated with Mnemonic Shards, there is often a fair bit of confusion and chaos that causes such items to be disturbed and moved about before the process can even begin (and, of course, looters are always a possibility).

 

Cosmology

Few people know much about the universe beyond what they can see and visit via mundane means. Even among the practitioners and scholars of the arcane, the true nature of the cosmos is in debate. The most commonly held theories are as follows:
  • Ara resides in the Material Plane. This is the only fact on this list, as the plane Ara resides in is named the Material Plane.
  • There are either other worlds in the Material Plane or other Material Planes or possibly both. It is unknown if travel between such locations is capable without magic.
  • There exists at least one realm where Gods reside. They may all reside in the same realm which they've divided among each other or they may each have their own realm.
  • There exists at least some other planes tangentially related to the Material Plane but not as safe, such as the Elemental Plane. The number and nature of these planes is unknown.
  • There exists some plane where the souls of the dead go when they are not summoned by individual deities. The nature of this plane is unknown and there are no confirmed instances of someone visiting it and returning.
  • There is a vast, largely empty, plane known as the Astral Plane which consists almost entirely of loose magical energy which occasionally forms into solid objects temporarily. This plane is difficult to reach and believed to be the most "remote" of all the outer planes (except possibly the aforementioned plane of souls).
  • There exists at least one plane which "overlaps" the Material plane and allows for things like teleportation and becoming ethereal. This is typically called the Ethereal plane, but may also be called the Plane of Shadows, the Feldark, or the Feywild, assuming those are not separate places.
  • Travel between Planes is not possible without magic, barring extremely rare "natural" phenomenon which link two planes together temporarily.
  • Different planes have different physical laws, or no physical laws at all beyond the most rudimentary. Things like gravity, magic, air, and distance can all function differently than they do in the Material Plane so traveling to other planes is typically VERY dangerous.

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