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Two Orcs from The Fang find themselves separated from their clan in a raid gone wrong and make their way in the dangerous open grasslands that stretch away from The Grey Mounds towards the swamps and Obin’s Sorrow…

Four young lizard folk sneak away from their tribe to quench their curiosity and explore the myths of Obin’s Sorrow…

A young half-orc’s master dies leaving him to fend for him self on the boarder of Frost Giant territory. He leaves his home of 15 years to wonder the mountains finding an unusual companion, a lone halfling barley alive in a small room hidden in the mountain…

Three halflings leave the safety of The Halfling Hills to seek out their fortune in the wilds of the human lands, only to take shelter from a storm in a small cave, the home of a very strange bear…

Welcome to Aneeria, a land of adventures.

The World Is a Fantastic Place. Magic works, servants worship supreme beings and wield divine power, and fire giants build strongholds in active volcanoes. The world is be based on reality, but it’s a blend of real-world physics, cultures, and history with a strong dose of fantasy. For the game’s purposes, it doesn’t matter what historical paladins were like; it cares about what Paladins are like in the fantasy world. At the same time magic is semi rare but not so rare that it is openly hated or discouraged, more looked on with suspicion or jealousy.

The World Is Ancient. Empires rise and fall, leaving many places touched by their grandeur. Ruin, time, and natural forces eventually claim much of the Empires, leaving the world rich with places of adventure and mystery. Ancient civilizations and their knowledge survive in legends, magic items, and the ruins they left behind, but chaos and darkness inevitably follow an empire’s collapse. Each new realm must carve a place out of the world rather than build on the efforts of past civilizations.

The World Is Mysterious. Wild, uncontrolled regions abound and cover much of the world. City-states of different races dot the darkness, bastions in the wilderness built amid the ruins of the past. Some of these settlements are “points of light” where adventurers can expect peaceful interaction with the inhabitants, but many more are dangerous. No one race lords over the world although humans have a strong foothold.  Vast kingdoms are rare. People know the area they live in well, and they’ve heard stories of other places from merchants and travelers, but few really know what lies beyond the mountains or in the depth of the great forest unless they’ve been there personally.

Monsters Are Not Uncommon. Monsters of the world are as natural as uncommon animals of earth.  Monsters inhabit civilized parts of the world although they are much more common in the wild areas of Aneeria. A Griffon rider might patrol the skies over a dwarf city, or a domesticated behemoth could carry trade goods over long distances.  Although monsters are not uncommon they are exception, not the rule. Most humans still ride horses, most pack animals are houses and mules, but you never know what you might find…

The Civilized Races Band Together. The good and intelligent races of the world tend to work together, especially when pressed by evil.  That’s what makes them the civilized races—they’re the ones found living together in the towns and cities of civilization. Goblins, orcs, gnolls, and kobolds—along with plenty of other races have never been part of that human empire. Some of them, such as the militaristic hobgoblins, have cities, organized societies, and kingdoms of their own. These are islands of civilization in the wilderness, but they are not found working together often and almost never cooperate with the civilized races of good.

Magic Is Not Everyday, but it Is Natural. Some are superstitious about magic.  Magic use is not trivial. Practitioners of magic are as rare, more then warriors or fighters. People might see evidence of magic once in a while, but it’s usually minor—a fantastic monster, a visibly answered prayer, a wizard flying by on a griffon. Powerful and experienced practitioners of magic are far from commonplace.

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