Getting Started in Partha
About Partha
Partha is, in essence, my love of fantasy brought to life. On the surface, this may seem like a typical fantasy world with magic and mayhem, but dive beyond the shallows and you’ll find a realm of people and creatures trying to make a home on a new frontier. This is because Partha isn’t an old realm. By the standards of the universe, Partha is very, very young. It was created by mistake, and is held together by string and paperclips.
In Earth's Nordic mythology, there was a tale of the World Tree, Yggdrasil, and the realms that man did not live. This was the closest people came to the truth.
There were originally four Realms that rotated souls through a cycle of reincarnation through the eons. A person on Earth would pass, their soul would move into an in-between space where it would have time to rest and recharge, then the soul would be reborn into the next realm.
However no machine is perfect, and eventually something went wrong. Slowly these four realms that rotated around one another met in an event called The Collapse. Like planets colliding in space, the four realms were shattered against one another, broken into pieces. However, at the center, one piece remained.
Stranded in the whirlwind of absolute chaos, a tiny piece of reality clung to existence. Broken and battered, littered with the remnants of the four realms, Partha came into existence. A nexus, the last remaining life after a massively apocalyptic event.
Despite the grim nature of its origin, however, Partha is and will always remain to be a hopeful story. The land, people, creatures, and magic of this world have collectively clawed their way out of certain doom to live on and forge their own path. Not everyone will always get along, and there will always be good guys and bad guys. But at its core, Partha is the story of people learning to live and build a world together despite any and all differences.
The Places
Erastur is the primary continent, comprised of six nations. It’s a generally temperate climate, which allowed life after the Collapse to stabilize itself. Of its six nations, there are two major and four minor which have split up the land.
The Wildlands: A massive continent that is almost entirely uninhabitable. Ruled by violent natural phenomenon, unstable magics, and wild storms. Only the most unique creatures can survive in these conditions, and expedition crews rarely return.
Agecia: The smallest continent, home to a mysterious race of people. The Agecians who live there are known to be highly xenophobic, and while not outright violent they will attack those who seek unapproved entry onto their land.
The Major Nations: The eastern coast of the main continent is home of Æ'ur, a nation of people who live with and rely on magic almost exclusively. The west coast is claimed and ruled by Sibrea, a much more diverse but chaotic nation that leans much more heavily on technology. The Minor Nations: Located on an island to the northeast of Æ'ur, Ghenna stands as a powerful and independent nation that embraces the sea and magic. To the south of Ae’ur, the Thel'esian Sands make for a harsh environment that only the strongest of people can thrive in through a life of war and mining. A small island to the west of the Thel’esian sands makes up the mysterious nation of Albeto, a place of craftsmen and strange combat tactics.
Eternia. There is a constant debate over whether to consider Eternia a major or minor nation, or if it can even be considered a nation at all! The Eternal Forest takes up the central area of Erastur, stretching up to the northern coast. Very little is known about this place, save that it is inhabited by the Fae, and the non-fae that wander into its borders rarely return.
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