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The World of Erath: Kingdom of Inaria

The Year of Fealty

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Background   In the beginning was the world, Erath, and on the world were the progenitors. They were titanic, powerful, foundational. They are gone now, splintered and shattered by the gods into the many races of Erath: elves, dwarves, humans, gnomes, halflings, orcs, goblins and hundreds of other races.   As the people populated the land, the elves and dwarves were the first to create civilizations. The elves hewed their lands from wood and sky, and the dwarves carved stone cities out of earth and fire. Each created great wonders and cities and magic, and turned their will towards greater and greater efforts, expanding their lives in the process, but stagnating their growth as they did so. In time, even the great knowledge and power of the civilizations of the elves and dwarves could not compete with the speed of growth, the hunger for knowledge and power, and the eager discovery of the humans. Eventually an equilibrium was reached, but it did not last long.   Five thousand years ago, a cataclysm occurred that broke all the structures of the world above. The champions of the people were assembled, but even with their heroic efforts, the world and the peoples above would have been lost, were it not for the sacrifice of the gods of Erath, who exercised their power directly in the conflict in such a way that they were always set away from the world, removed to only interact through their clergy.   In time, the world began to organize itself anew, and it is the humans--eager to learn, hungry for power, and because of this, generally accepting of all peoples--that generally own the governmental structures in the world today. Feudalism is the primary system of government, with elves and dwarves content to live under these conditions and environments since with their long lives they know that however oppressive one noble might be, they needn’t wait long before another one--either through inheritance or conflict--takes their place. Other races are also content, since the feudal system provides some level of stability in environment and safety from the even more tribal and warlike orcs and goblinoids.   Some racial strife still exists though, tieflings and dragonborn are not trusted and are in some places, outlawed or at least shunned. Otherwise, most groups create their own families and clans within and around the growing human societies.   Politically, the great empires and civilizations of the past are no longer. Their cities and ruins dot the lands all over Erath. The ascendency of humans has begun, with feudal kingdoms rising, colliding, flashing, and falling like the waves on a stormy sea. Conflict and struggle, clashes and politics are rife, with adventuring and discovery (rediscovery) of ancient wonders a primary source of income and power for those starting from the ground up.   You are adventurers. Mercenaries and entrepreneurs that live on your wits, strength of arms, magic, and willingness to risk it all. For some the motivation is the gold and items; for others, they seek the forgotten and the lost; others wish only security; and others still want to grasp at the wisp ends of power in this chaotic time. Opposing you are other adventurers, the dangers of the world and its past, and other grasping groups.   Great evil is rare. Great good is rare. But a strong self-interest is amazingly common, and no one seems to be working on building beyond what they might achieve for themselves in this lifetime.   This is a time of great opportunity. How will you make your mark?

Campaigns

The Inn of No Hope

Dungeons & Dragons 5e

Adventures in and around Inaria City

Private
Adventures of the Inn of No Hope

Dungeons & Dragons 5e

Join Inaria's Adventurer's Guild and solve the kingdom's ills.

Looking for Players
Wolverines of Death in Haranshire

Dungeons & Dragons 5e

Wherein the Wolverines adventure in Haranshire

Characters