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ARDANIA Ardania is a largish island (about the size of Ireland) which lies north and west of the largest known continent (Alusia). Although sitting at a cold latitude, the weather is moderated by warm ocean currents. Year-round the weather is cool and damp, but rarely freezing. Most of the countryside is green and fertile. ALUSIA Alusia was once the home of the Western Kingdom, an empire which stretched nearly half way around the world -- encompassing not only the Alusian Continent, but Ardania and the Isles as well. If Ardania is Ireland, Alusia is the Eurasian Continent. CARZALA The Duchy of Carzala (formerly the Barony of Carzala) was one of the Confederated Baronies... a group of city-states on the western coast of Alusia which survived the fall of the Western Kingdom. The massive wealth and power of the Duchy can be traced to two powerful guilds... the Navigators Guild and the Adventurers Guild. The Navigators Guild is the only organization possessing the ships and magical resources necessary to pierce the Veil and conduct trade with the Isles. The Adventurers Guild profits from its discoveries throughout the world, and from the lofty commissions it charges for Guild services. The players will begin the game at the Guild Headquarters, south of New Seagate, on the River Sweetwater. Moored at docks in Old Seagate is the Moonwind -- one of the ships commissioned by the characters for the trip to the Isles. THE ISLES The Wizards Archipelago, better known as the Isles, lies more than a 1000 miles to the west of Carzala. There are many thousands of islets and rocks sticking out of the waters of the archipelago, but the actual number of islands of any size is in the hundreds, and the number of islands large enough to support communities is only a few dozen. The Isles run northeast to southwest, looking on the map -- as one cartographer put it -- as if the Creator had thrown some paint down with a single motion. THE VEIL The Veil (Mannanan's Ban) is an unbelievably powerful spell raised by the Elves a thousand years ago, following the end of the Great War, to keep humans from looting the powerful magics and artifacts in the now empty Wizards Towers, and to prevent humans from sailing further towards the Elvish lands in the west. It is thought that the Elves lost so many warriors in the War that they no longer possessed the resources to hold the archipelago militarily, and resorted to a magical solution to buy themselves time and breathing space. Whatever the source, the Veil is a singular creation. It is a magical wall that prevents ALL westward traffic between Alusia and the Isles. No one has ever explored far enough to determine if either end of the Veil has a terminus -- but it is certain that exploring either would involve travelling thousands of miles. Traffic can pass eastward easily. Only in the last 200 hundred years have magical researches developed the means to pierce the Veil in briefly -- long enough to allow a single ship to pass through. This secret is guarded jealously by the Guild of Navigators. | ||
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