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Eratia

The Age of Sail

The World of Eratia

Part of a grand cosmos, Eratia is known by the gods as the land of mortals, whose forms exist separate from their souls. It is a finite land of reaching mountains that look over vast oceans and swooping valleys.

A Realm of the Mighty

The lands of Eratia are diverse, ranging from scorching deserts and frozen tundras, and is split into the five continents, all different and immense, with mythical beasts and civilizations both young and ancient.  

Hivalia

 

Morreheim

 

Stormhold

 

Varheld

 

Voruk'Hir

   

The Three Peoples

Largely being populated by the three main races - feykind, man and dwarf - Eratia has a complex history that tells of both tragedy and wonder.   The eldest are the dwarven people, forged from stone and metal in the depths of the earth by Smedhelwar, the Father of Smiths, inside the Hearth of the Mountains. The dwarves believe that they are his children and they follow their father's ways and revere those who create, in any form. Over the centuries they have learnt to master the mountains where they were born.   Next came man. Who were shaped and built up from beasts and guided through the world by Egeria, the Knowledgeable One, and their followers, they grew wise and built great works in honour of their gods, but also they learnt cunning and ambition. They were originally from the hot lands of Varheld and were the first to put ink to parchment, and to tame the seas.   And last came the feykind, spirits from the faerie lands who became trapped or were banished onto the plane, it is not known which. They claimed the monuments of nature and guard them vigilantly. These are the Isil, the Folk in their tongue, united by similar langues, which are based of the song of the faeries. They are the masters of the wild and it bows to them.   Many other races have been born, some died out, and others still prosper in small communities, ruled by or hidden away from the three great races.

Eratia has 1 Followers

Campaigns

Stormhold 551

Dungeons & Dragons 5e

In the year 551, novice arcarnists and the mercenaries assigned to guard them set out to earn wealth, power and glory - as well as to pass their exams

Characters