Lore Primer in East Marches | World Anvil

Lore Primer

What is Idriell?

  Idriell is a small continent, once only thought to be a legend and fabled as the Cradle of the Gods. It is largely unsettled except for a handful of frontier towns and the remnants of an elven civilization. It is a land of legends and will be sure to attract treasure hunters, seekers of knowledge, mercenaries, aspiring heroes, and many more to its shores. Most of those travelers make landfall in Vareholm, the heart of a small network of towns.  

History of Idriell

(Excerpt from a larger volume)

Draconic Age

The first being to create civilizations on the continent of Idriell were dragons, and the first of these dragons was the Platinum Dragon Hamarut. Hamarut created the Kingdom of Existimantur, which prospered for many thousands of years. This period stretched for so long that even more powerful dragons began to emerge; ancient dragons became Wyrms, and Wyrms became Great Wyrms. After this age of plenty, the Great Wyrm Pikyr managed to kill Hamarut. Over time, other Great Wyrms were either killed or sealed away, leading to the eventual collapse of the Kingdom.   At some point in the Draconic Age, Pikyr made a Wish that affected the next millennia: "I wish that only I could Wish."
 

Oshran Empire

A vast and unmeasured time period separated the end of the Draconic Age and the founding of the elven Oshran Empire, It ruled for at least several thousand years, and fell when internal cults dedicated to entities such as El-Ren and Tharizdun.   The only remnant of the Oshran Empire that avoided destruction was the city of Mym Dorei, which shunted itself many thousands of years into the future.  

The Adventurers and the Calamity (Beginning of the server)

When adventurers arrived in Idriell, they soon heard whispers of El-Ren. As they recovered more information and began collecting artifacts relating to them, El-Ren's plan to eat the world began. Thanks to the protection of the barrier around Vareholm, the adventurers avoided the worst of what happened to the world, a period of devastation called The Calamity. During this time, people all over the world began to turn into El-Ren's monsters; horrific beings of bone and muscle. Most of the world was devastated by it.     Meanwhile, the adventurers of Vareholm were sent three years into the future, and emerged from the barrier with a weapon capable of defeating El-Ren. After a long battle, El-Ren was banished to the Far Realm, and the Calamity came to an end.  

Post-Calamity and the Slaying of Pikyr

After the defeat of El-Ren, the adventurers went back to life as they knew it. Several years past, before the looming threat of Pikyr began to grow on the minds of everyone. As more history was uncovered, their involvement in both the collapse of the Kingdom of Existimantur, as well as the initial summoning of El-Ren thousands of years ago, became clear. It was decided that Pikyr needed to be taken out for the continued safety of the world.
  It was an undertaking several years in the making, involving further traveling through time to speak with Hamarut himself, the aid of one of the few remaining wyrms from the Draconic Age called The Osmium King, and all the power that Vareholm was able to muster.   Pikyr and the adventurers clashed a short distance from Ril Annon Ost. The fight itself had several ramifications for the whole world:   During the battle, Pikyr cast a Wish: "I wish everyone in the world could see how the heroes of Vareholm failed to save their precious world!" In that instant, the sky filled with scrying orbs, as everyone on the Material Plane was forced to watch the end of the fight.   Annoyed at the adventurers for thwarting their Wishes with counterspells, Pikyr set a trap for Mystra, the god of magic, to appear, by attempting to cast forbidden magic. When Mystra stepped in to intervene, Pikyr wished for her to die. With the incredible magical strength that Pikyr had built up, the Wish was successful, and the whole world lost magic for a few brief moments while Pikyr was able to continue using their own. Magic returned for everyone shortly after, when a new god of magic was appointed (see Myst below).   Pikyr's arrogance became their downfall, and instead the world watched the heroes of Vareholm save them once more. Pikyr fell, and their soul was claimed by the Umbral Court, a mysterious remnant of the Oshran Empire bent on enacting justice on those that led to the Empire's fall, so that they may never return.   Things have begun to settle since the death of Pikyr. The ability to cast Wish has been restored to the world, the marked area of the map grows with every outing, and new arrivals seek to be counted among the legendary adventurers of Vareholm.  

What does all of this mean for your character?

  1. All characters can be expected to have some relationship with this Calamity, whether it be a terrible tragedy that changed their views on city life forever or a footnote in a hermit’s secluded lifestyle.
  2. If your character was on the material plane during the battle against Pikyr, then they witnessed the heroes of Vareholm slay Pikyr .
  3. The goddess Mystra no longer exists, and has been replaced (see below).
  4. We accept characters and backstories that relate to just about any setting. Your character can be from the Sword Coast, Ravnica, Eberron, or even a setting of your own creation.

Any other unique setting elements in EM that I should know?

   

The Barrier

Vareholm and a handful of settlements are protected by powerful, invisible arcane fields known as Barriers. These Barriers prevent the entry of monsters, undead, and other dangers, while also stopping criminal activity by anyone within them.  

Unique Gods

There are three homebrew gods in East Marches who regularly influence the course of events. You may feel free to create your own homebrew god for you characters to worship; Idriell is a land of known and unknown gods.  

The Wanderer

A changeling god of performers, travelers, and revelers who walks the world in the guise of a mortal. Her symbol is that of a winding path or goblet, and worshipers of the Wanderer give hospitality to all travelers and pay homage at roadside shrines that are public-use stockpiles.  

Galloran

Galloran is also a god of travelers, though his domain is the sea. He sees no difference between creatures and his symbol is an anchor. Worshipers of Galloran offer their prayers to the sea for either safe passage or for Galloran himself to guide them to the afterlife should they perish under the waves.
 

Myst

Mystra, god of magic, was slain in the fight against Pikyr. A mysterious entity named Myst took her place shortly afterwards, allowing the Weave to continue functioning.

Deep Speech

When creating your character, consider carefully the decision to learn this language. Great mystery surrounds this tongue, which has no written form.