Welcome to Arshmunnu: A Realm of Magic and Legend
An Overview of Arshmunnu
Arshmunnu is a world where the arcane and the mundane intertwine, a land shaped by ancient deities, legendary heroes, and vibrant cultures. The central continent, Exelia, serves as the heart of this world, encompassing a diverse range of regions, each with its own unique geography, culture, and economy.
Geography and Regions of Exelia
Szewia
Szewia is characterized by its rugged terrain and harsh winters, divided into several key regions:
- Ruden Kingdom: The ruling kingdom and the political center of Szewia. It houses the capital, Miasto Szewin, and is known for its dense forests and rich mineral resources.
- Polia/Polen Kingdom: Known for its fertile plains and agricultural output, Polia is closely controlled by the Imperial government.
- Chechy Kingdom: Less fertile but rich in culture, Chechy enjoys a degree of autonomy. Its people are known for their craftsmanship and trade.
- C'aras Irus Duchy: A coastal duchy with significant autonomy, known for its naval prowess and maritime trade.
- E'endemath Duchy: Situated to the north of C'aras Irus, E'endemath is another autonomous region, known for its strategic importance and strong defensive capabilities.
- East Frontia Duchy: A historically significant area, often a battleground due to its strategic location.
Frontia
Frontia is known for its vast forests and diverse wildlife. It is divided into several subregions, each with its own unique characteristics and cultural significance:
- Satsu Forest: A mystical forest protected by legendary figures like Sid Greenwatch. It is a hub of ancient magic and natural beauty, known for its dense woodlands and magical flora and fauna.
- Greenhaven: A small village known for its woodlands and healing herbs. It is the birthplace of Sid Greenwatch and is renowned for its herbal remedies and connection to the natural world.
- Xavier Forest: An enchanting forest, Xavier Forest is famous for its dense canopy and hidden magical creatures. It is often explored by adventurers and scholars seeking to uncover its secrets.
- Duchy of Magnus Irimatus: A significant duchy within Frontia, known for its powerful nobility and historical importance as the gathering area of the confederative duchies and basically the capital of the first confederation. The duchy has a reputation for its strategic military prowess and ancient castles.
- Siren Landing: A coastal area renowned for its hauntingly beautiful coastline and the legend of the Sirens who are said to inhabit the waters. It is a popular destination for those seeking the allure of the sea.
- Bay of Satsu: A picturesque bay that serves as a vital maritime route and a center for trade and fishing. The bay is known for its clear waters and abundant marine life.
- Duchy of Propesinus: Known for its fertile lands and agricultural output, this duchy is a breadbasket for Frontia, providing much of the region's food supply.
- Duchy of Caliabur: A duchy famed for its artisans and craftspeople. Caliabur is a hub of creativity, producing some of the finest goods in Frontia.
- Other Minor Frontian Duchies: Numerous smaller duchies each contribute to the rich tapestry of Frontian culture, each with its own local traditions and specialties.
Alodia
Alodia is a land of revolution and cultural renaissance, known for its vibrant cities and intellectual centers:
- Imviagrad: The political and cultural heart of Alodia, known for its grand libraries and universities. It is a center of learning and culture, attracting scholars and artists from across Arshmunnu.
- Alodian Desert: A vast and arid region known for its harsh climate and nomadic tribes. Despite its inhospitable environment, it holds many ancient ruins and secrets waiting to be discovered.
- Coast of Amala: A bustling area known for its ports and trade routes, connecting Alodia to the rest of Exelia. The coast is vital for commerce and is dotted with lively towns and markets.
- Abicumian Islands: A group of islands known for their beautiful landscapes and strategic importance. The islands are home to a diverse range of cultures and serve as important waypoints for maritime travel.
Imvien Islands
The Imvien Islands are known for their maritime importance and diverse cultures. Each island has its unique environment and societal structure:
- Abyylia: Known for its harsh and hellish environment. Close to Armorica, it holds strategic importance. Its native people are demons, making it an unyielding stronghold that has resisted human conquest even after Lunaria wars.
- Avilon: A rich island with a strong tradition of scholarship and artistry. Located in the strategic Boque Bay, it is known for its beautiful landscapes and cultural heritage.
- Tus: Known for its fortified city and strong military tradition. Tus is a bastion of strength and defense in the Imvien Islands.
- Seredina: An island famed for its lush forests and serene landscapes. It is a place of tranquility and natural beauty, often visited by those seeking peace and reflection.
- Falcatores: Known for its skilled falconers and bird handlers. The island has a long tradition of training birds of prey, which are used in hunting and as messengers.
- Corvus Albus: An island named after its native white ravens, which are considered sacred and believed to possess magical properties. The islanders hold numerous festivals celebrating these mystical birds.
- The Peaks: A rugged island known for its towering cliffs and mountainous terrain. It is sparsely populated but holds many hidden treasures and ancient ruins.
Aridia
Aridia is a land of extremes, with vast deserts and lush oases:
- Aridian Desert: A harsh environment known for its unfriendly and infertile environment.
- Aridian Mines: The only livable lands of Aridia, its resources supplied by other Imvien islands. Mines are given in return by Aridians.
Armorica
Armorica is a land of knights and chivalry, with a rich tradition of martial prowess:
- Elderglen: The capital, political and cultural center, known for its grand tournaments and knightly orders.
- North Duchies: A fertile plateau known for their agriculture and beautiful landscapes.
- Finistère: Southwest end of the South Exelia, a very important trade post for maritime trade.
- Verdentia and Armorican Flats: Countryside of the capital region of Elderglen, including the great forests of Verdentia and Crestwood. Between two forests lies the Armorican flats.
- Lunden: Northeast of the Warcisław Mountains, one of two only not deserted lands after the Warcisław Mountains until Xavier forest.
- Warcisław Mountains: Mountains that divide Armorica into three parts, stretching in a T-shape. The west, near the ocean, is fertile, while the east is arid.
- Amenmaris: Southeast of the Warcisław Mountains, one of the only fertile regions on the eastern side of the Warcisław Mountains.
- Granwa Desert: Eastern uninhabitable lands of Armorica.
- Abyssal George: Southeastern Armorican lands, granted to the demonish people who chose to stay in the overworld after the peace treaty with humanity.
Chamalia
Chamalia is a region rich in ancient history and magical traditions:
- Chamalian Island: The heart of Chamalian culture and magic, an island of ancient temples and ruins. Also the holy papacy of the Zephyrians.
- Heartlands: Known for their high mountains and the windy plains to the north to Chamalian desert to the south. With mystical creatures, these lands are steeped in legend.
Gothia
Gothia is a region of stark contrasts, with a powerful military tradition and complex political landscape:
- Dark Forest: A dense woodland known for its strategic importance and legendary battles. Its magical, hard-shelled, and unblazable trees make it an impregnable barrier, preventing trade or transport between Chamalia and Gothia by land.
- Crack of the World: Said to be where chaos first entered the world, killing Sin, the leader of the first humans. Now a pilgrimage site, guarded by the Blackshield Duchy.
- Gramen Delta: The most fertile land in Gothia, vital for agriculture.
- West Forest: The only forestry area, crucial for wood production, with a passage between Karunia and Ásturia cut by the Lake of the Dead.
- Liberationis Mountains: L-shaped mountains separating Karunia from Ásturia, difficult to pass due to their rugged terrain.
- Boque Bay: Main trade port, providing sea access to Chamalia, Armorica, and Avilon.
- Ásturian Steppes: Uninhabited steppes near the Crack.
- Blackshield Duchy: A protective duchy and pilgrimage site located between the Liberationis Mountains and the Crack.
- Guarde Fractura: Near the only passage to the Crack, a vital duchy central to Gothian history.
- Windigo Duchy: The passage between Karun and Ásturia, known for its constant winds.
- Karun Desert: Northwestern desert region.
- Karuniria City: Settled around the Oasis of Karuniria, a key city and historical capital of the Karun Emirates.
Cultures of Exelia
Szewian Culture
Szewian culture is deeply rooted in traditions of honor and resilience. The Szewians are known for their strong community bonds, martial prowess, and rich folklore. Festivals celebrating the changing seasons and historical events are common, reflecting their deep connection to their land and history.
Frontian Culture
Frontians are a paradoxical people, known for their protective nature and a complex social hierarchy. They are characterized by a strong sense of freedom and individualism, yet their society is deeply stratified with rigid class distinctions. Machiavellian tactics and backstabbing are not uncommon in their political and social interactions, as power and influence often dictate relationships and alliances. Despite this, they place a high value on personal freedom and the autonomy of their communities, creating a unique blend of freedom-loving Machiavellianism. This dual nature makes Frontia a land of both opportunity and treachery, where trust is a rare and precious commodity.
Alodian Culture
Alodia is a beacon of intellectual and artistic achievement. Known for its revolutionary spirit, Alodians value innovation, freedom, and education. The Alodian Renaissance has led to advancements in art, science, and philosophy, making it a center of cultural and intellectual exchange.
Imvien Culture
The Imvien Islands are a melting pot of cultures, influenced by their maritime connections and strategic location. Each island has its own distinct traditions, but all share a common respect for the sea and its bounty. Maritime festivals, trade fairs, and scholarly pursuits are common across the islands.
Armorican Culture
Armorica is a land of chivalry and honor, with a culture deeply rooted in martial traditions. The Armoricans celebrate their knights and heroes through grand tournaments, feasts, and tales of valor. Loyalty, bravery, and honor are the core values of Armorican society.
Chamalian Culture
Chamalia is a region steeped in ancient magic and traditions. The Chamalians have a rich cultural heritage, with a deep reverence for their ancestors and the natural world. Rituals, ceremonies, and festivals are central to Chamalian life, celebrating their connection to the mystical and arcane.
Gothian Culture
Gothia is known for its complex political landscape and strong military tradition. The Gothians value strength, strategy, and loyalty. Their culture is marked by grand feasts, military parades, and intricate political maneuvering, reflecting their storied history of conquest and governance.
Languages of Arshmunnu
- As'hikan Vulgar (High Imperial): The prestigious language of the ruling elite and educated classes within the As'hikan Empire.
- As'hikan (Low Imperial/Common): Commonly spoken among the general populace of the As'hikan Empire.
- Szewish: The primary language of the Szewian people.
- Chamalian Vulgar (Ancient Reptilian): Spoken by the ancient reptilian humanoid inhabitants of Chamalia.
- Gothian: The primary language of the Gothian people.
- Languages of the West (Old Centur Tribe): Spoken by various tribes in the western regions of Arshmunnu.
- Draconic: The language of dragons and those who study or worship them.
- Latin (Language of Gods and Angels): The sacred language used in religious texts, rituals, and communication with the divine.
- Imvien Native Languages: Spoken by the inhabitants of the Imvien Islands.
- Elvish: The language of the Elves, known for its lyrical quality and intricate grammar.
- Dwarish: The language of the Dwarves, characterized by its strong, consonant-heavy sounds and runic script.
- Undercommon (Corrupted Latin): A corrupted form of Latin used by chaotic entities and monsters.
History of the As'hika Empire
Foundation and Golden Age (0 AA - 580 AA)
The As’hika Empire was founded by Emperor Achilleus I, who established a period of territorial and cultural expansion. The empire flourished under subsequent rulers, with significant advancements in diplomacy, military strength, and cultural achievements.
Century of Strife (580 AA - 680 AA)
A century-long civil war, primarily between the House of Julian and the House of Avilon, marked this period. The conflict arose from succession disputes and power struggles over strategic regions.
Decline and Fall (680 AA - 760 AA)
The empire began to decline under Emperor Cassius II, who struggled with the aftermath of the civil war. Subsequent rulers faced increasing instability, leading to the eventual fall of the empire under Empress Octavia I.
Religions of Arshmunnu
Zephyrian Faiths
The Zephyrian faiths center around the worship of Amen, the Eternal Composer. These faiths are known for their emphasis on harmony and order, with a strong influence on the arts, particularly music. The Zephyrian Orthodox Church is the most prominent branch, led by the Papacy, which serves as both the spiritual and administrative heart. Other sects within the Zephyrian faith include the Bifurcate Zephyrites, who also revere Yer’shalem, and the Triumvirate Ascendancy, which integrates the worship of Emperor Achilleus Chliarinos as a divine figure.
Cacophonic Sects
The Cacophonic sects embrace chaos and creativity, opposing structured doctrines and celebrating the spontaneous nature of the divine. These sects lack centralized scriptures and capitals, favoring decentralized and ever-changing locations for worship. Zealous Cacophonics are often seen as radicals, advocating for spontaneous and anarchic expressions of faith, while Amicable Cacophonics promote individual freedom in pursuing divine chaos, often supporting artistic communities and avant-garde expressions.
Key Institutions of Arshmunnu
- Lundenford Academy: A premier institution for magical and academic learning, Lundenford Academy is renowned for its rigorous curriculum and esteemed faculty. It attracts scholars and magicians from all over Arshmunnu, providing a diverse and stimulating environment for intellectual and magical pursuits.
- The Papacy: The spiritual and administrative center of the Zephyrian Orthodox Church, the Papacy oversees all orthodox religious activities. It is a hub of maintaining religious traditions.
- Phoenix Association: An influential organization dedicated to the study and preservation of historical and magical artifacts. The Phoenix Association plays a crucial role in uncovering and safeguarding the ancient knowledge and relics of Arshmunnu, contributing significantly to the understanding of its rich history and magical heritage.
- Chamber of Chronicles: The Chamber of Chronicles is the main repository of Arshmunnu’s historical records and lore. It serves as an archive and research center, preserving documents, manuscripts, and artifacts that chronicle the world's history. Scholars and historians frequent the Chamber to study its vast collections and contribute to the ongoing documentation of Arshmunnu’s past.
Comments
Author's Notes
Note: I and my friends are having dnd 5e - and we started our first pathfinder 2e campaing in 2024 January - campaigns in arshmunnu, we have some homebrew rules mainly about magic because it is very different from normal magic, for further explanation look to the magic system, the world is divided to 5 different continents and the main focus is on the middle continent Exalia, uh I did not write the rules and other things For rpg sorry