Erda is the central planet of the Cosmos. It is the chosen world of the Master of Creation, a mysterious being named
Aür, and the physical location of
Arbormündi, the Tree of Life.
The largest continent on Erda is
Edoria, home to
Elves,
Dwarves,
Gnomes,
Halflings,
Humans , and other sentient races.
Humanity is now the dominant race in
Edoria, but previously, the land was dominated by the
Elves and their continent-spanning kingdom, the
Kingdom of Eruidór.
Before
Elves and
Humans, in Erda's ancient past, Dragons ruled as tyrants over the races of Erda. Although Dragons still exist and are fearsome and powerful beings, they are diminished in number and stature. Evidence of this time still exists in the form of ancient temples and monuments raised by the thralls of Dragons.
In addition to the ancient ruins of Dragon temples, other, less ancient ruins from previous eras and lost races are also common throughout Erda. Much of Erda is wild, untamed, and filled with dangerous beasts, savage peoples that worship dark Gods, and unnatural monsters summoned through dark magics from distant worlds and planes, either during the Civil War of the Elves or the
Dark Age of Magic.
Adventuring in Edoria
Because of these dangers, travel is difficult for most common folk. Regardless of the borders drawn on maps, most rulers do not control much land beyond their cities, castles, and the roads their forces can patrol. Due to these difficulties, adventurers are common across Edoria, either as individuals, parties, or organized guilds, such as the Adventurers Guild.
The Adventurers Guild operates across Hyporia, the northwestern region of Edoria. Rulers, organizations of all kinds, and commoners rely on adventurers to complete dangerous tasks in the wilds or solve other problems suited to the particular talents of adventurous types.
The Collegium Magorum
Due to the horrors unleashed during the Dark Age of Magic, magic is tightly controlled across the civilizations of Edoria. The Collegium is a very influential and powerful organization that stretches across Edoria. Those who wish to practice magic within the law must do so through the Collegium while adhering to strict oaths.
The Magicae Inquisitionis is another powerful organization, having split from the Collegium Magorum around 500 years ago. Members of the Inquisitionis zealously pursue those who abuse magic or practice it outside of the strictures of the Collegium .
The founding of the Collegium Magorum allowed the current Human civilizations of Edoria to grow from the ashes of previous ages and safely use magic for the good of all without those who wield it becoming tyrants. This event was so pivotal that many civilizations, such as those in Hyporia, count the years from the founding. The current year, according to this reckoning, is 2796 AF (After Founding). Events prior to the founding are often counted backward from the founding and assigned the suffix BF (Before Founding).
The Elves, such as the High Elves of Ithorëa, count the years from their return to Erda after their time in the Feywild during the Age of Dragons. According to this reckoning, the current year is 11013 SR (Since Return).
The Other Lands of Erda
The other lands outside of Edoria were mapped and partially explored by the Elves during the Age of Joy. The island of Ithorëa, which surrounds the sacred isle of Aertol, is the home of the High Elves and the place the Elves first inhabited upon their return to Erda. The maps of Erda created by the Elves show Aertol at its center.
To the east of Aërtol and Ithorëa lies Edoria. To the south of Edoria is the land of Ardoria, the ancient homeland of the Humans. Ardoria is known across Edoria as a dangerous land filled with deadly beasts, diseases, and strange savage races that worship dark Gods.
To the south of Aërtol is the frozen land of Heldor, a vast frozen wasteland that the peoples of Edoria know and care little about.
Far to the west of Aërtol is Dundoria, a large, diverse continent populated by strange races. During the Age of Joy, Elves explored much of the land and even set up trading outposts. Although travel to Dundoria is not impossible, it is a long and dangerous voyage that few have made since the days of the Elves.
Despite this, it is not uncommon to meet the unusual denizens of Dundoria, such as Tabaxis, in the great cities or adventuring guilds of Edoria.