The Wilds of Ardurach Wiki



The continent of Ardurach was once home to the empire of Velia. Centuries ago, a great cataclysm shook the very foundations of the world, bringing an age of chaos. Entire civilizations were destroyed, and the world was plunged into darkness, with only a handful holding onto the light of the past. These small redoubts of order were found on the small continent of Palagos, and over the centuries they grew into civilized kingdoms in their own right. For the past two hundred years, various wars and conflicts have divided them, but with the Darrio Accords of 652, ten years ago, peace has come to Palagos. With this new peace, a new age of exploration has begun. A few hearty souls have dared the long voyage to Ardurach, and have found a wild land, filled with danger. Ancient ruins lie scattered across an empty and broken land. Dusty plains stretching for miles are traversed by barbaric tribes of demihumans, savage and bloodthirsty. Dark and ancient forests, undisturbed for ages, are filled with monstrosities too numerous to count.

Facing all of this, a handful of brave explorers, adventurers, and treasure hunters have established a stronghold, the walled city of Amrun, the first city in the lost world. Amrun is a glorified mining town, with the nearby feygold deposit producing enough to more than pay for the entire operation. The walls stand as a strong barrier to the dangers of the world outside. And those dangers are great.

Vile creatures, known to the newcomers as "gnolls" (a halfling word meaning "to gnaw or bite") wander in packs, devouring any who are foolish enough to travel out into the lost world. Huge bands of scaled creatures, akin to the mighty dragonborn only devolved and pitiful, calling themselves "Kobolds" (or "The Mighty Ones" in their draconic tongue), tear apart any encampment they find outside the walls of the city. These creatures tinker and toy with the newcomers' technology (they seem to prefer dwarven crafts), creating new and ingenious means of destruction.

Goblinoids are also found out in the wilds, although in much smaller numbers. These demihumans are more civilized, and have been known to trade with the folk of Amrun, but even they are dangerous, and deeply distrusted by the newcomers. Those who have lived in the city since its inception warn those freshly arrived, "Play with fire, if you'd like." It is something of a local saying.Of course, these barbaric creatures are nothing compared to the dark beasts hiding deep within the forests of the new land, the scaled monstrosities that climb the broken peaks of the mountains, or the strange and horrifying aberrations that wander the ruins of the old cities. Few have even seen the cracked and ruined streets of this once great land and lived, and those who have tell tales not to be believed.

Despite all of these dangers, fresh faces arrive on the boats every year, hoping to find their fortune in this lost world. And there is fortune to be made. The empire of Velia was the grandest the world has ever known, and its riches and treasures are not all lost to the dust. A few lucky souls have returned to Palagos with items of immense power and wonder, artifacts of an age of magic and miracles. Perhaps their discovery is a sign of the return of such an age? Only time will tell.

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