World: Aarde Destinies Past
Home-brew campaign notes - reviewed, renewed and turned to stories
Image by Johannes Plenio - Schwangau
Hello readers and thank-you for being here!!! (flourishing bow)
I’d like to introduce you to a home-brew world I designed originally for a group of friends back in 2019. I had just been re-introduced to DnD via 5e and my first thought… What better way to start back into the hobby than… idk… DM A HOME-BREW AS A 1ST TIME DM?!?! Jk jk… mostly….
Though it was a good bit more work, I’m glad I created a home-brew world as my first.
And was a bit interesting an experience as this ended up being a 2 year campaign and spanned over the 2020 pandemic period.
For this first post on this, I’ll share and introduce my world from my original notes. Then attempt to turn the campaigns logs into narrative form. Though ultimately, I’d like this to lead to designing S02 of the home-brew of Aarde and updating the world with the changes made by the party over the campaign. And who knows, give opportunity for new stories, home-brews and other creative ideas to rise.
I invite your ideas, input and if this is a kind of game you’d like to play, maybe we could setup a roll20 game?
So without further ado…. I introduce you to Aarde Destines Past -
World - Aarde
The world is broken up into two known nations and three continents.
The continent of Zenar, in the nation of, Aluem is where our adventure begins. Aluem is a thriving nation who is governed by an emperor and 3 major factions. The Association, The Guild and The Foundry. Magic in the nation of Aluem is varied and widespread. It is a part of everyday modern society. They use magic in every aspect of their lives from food preparations and growing crops to Magical Travel and Military Operations. Most young adults will often join one of the 3 guilds in order to start to build experience and report. Each faction specializes and governs a different portion of the Nation of Aluem. And each faction gives their members different perks and benefits to aid in their efforts in the hopes of furthering their faction’s influence.
Falor, the continent south of Aluem is home to the nation of Calare. This nation is a Theocracy. The whole nation follows the god, Sylvanin. The nation is wholly loyal to nature for better or worse. Unlike Aluem, Calare is run by an ancient circle of druids. Their nation is mostly peaceful and they keep to themselves. They have been known to be welcoming to outsiders but will fiercely defend their great forests should anyone or anything threaten it. The inner-workings of their society are known only to the Guild who must keep on good relations with them.
Xenoar, the continent across the sea, to the west of Aluem is a wild and unexplored land. The Guild from Aluem has a few small settlements on the coast but have yet to begin exploration of the new and strange continent.
Aluem Factions:
The Association manages and regulates the use of Magic. All magic practitioners are required to register with the Association. They ensure the distribution of Arcane knowledge and power is equal and fair throughout the nation. Each city has an Association representative to enforce and ensure the correct use of magic and prevent it’s abuse. They are also called upon by the government and the people to safeguard towns and settlements, train and educate new talent. They also act as the standing military of Aluem. Much of Aluem’s military power is seated in the Association.
The Guild manages the commerce and economy of Aluem. All trade routes, taxes, tariffs and contracts must have the Guild’s seal of approval. Guild reps can be found anywhere where there is money to be had. They run the banks, fund the cities, and also serve as the interpreters of the law.
The Foundry comprises the majority of the craftsmen/guildsmen of Aluem. They control and regulate all the material goods. They are farmers, craftsmen, artisans and masters of many crafts. Like the other factions, there are many sub-organizations within which help run and regulate the production and quality control of goods.
Our story follows a group of adventures brought together by chance circumstance but bound by Destiny. In our next post, we'll introduce the first member of our party, Simon Ward.