Introduction

Introduction

It is always the adventurers who do great things, not the sovereigns of great empires.

In an age on the cusp of two great empires discovering one another, a world of peace hangs in the balance. Will it descend once more into conflict and end in spectacular annihilation, or will the world maintain it’s era of peace and prosperity?

At this moment, a handful of heroes-the player characters in your campaign- hold the fate of the world in their hands.

This is a world that holds dark secrets behind its facade of peace, intrigue behind a seemingly civilized Atheia tempered by bloody warfare, and mysteries stretching beyond the nearly finished barrier wall dubbed “The Spine” in the monstrous south.

Five Important Facts

What makes the world of Empires unique? Here are five key pieces of information about the world to bear in mind.

1

If it exists in the D&D world, then it has a place in Empires. Empires is all about using core elements of the D&D world in new ways and interesting combinations, with some unique elements thrown in. It’s still a D&D setting, so anything that appears in another D&D book should fit right into your Empires campaign.

2

Tone and attitude. Empires takes a distinct look at two tonal settings. In the “civilized” north we have an age old empire that rules over Humans, Elves, and Halflings alike with an iron fist. It’s ancient histories fill the land with intrigue and ruined battle sites. In the “monstrous” south we have a newly formed alliance of Dragonborn, Gnolls, Orcs, Goblins, Minotaurs, Goliaths, and Trolls. Each nation of monsters has its own customs and histories.

3

A world of magic The setting supposes a world that developed not through technological advances but magical ones. Arcane and Divine magical sources are very active in the warmer northern continent, leading way to the Dwarves with their Psionic mastery in the arid wastes of their home, and finally to the primal power that the icy southern lands hold in great abundance. Magical ley lines run throughout the world allowing for fast travel if tapped. In the north mages are not an uncommon sight in even smaller villages, and shamanistic tradition reigns supreme in much of the south.

4

A world of adventure. While civilization stretches across most of the western world, many areas in the east are nearly untrodden by civilized feet. From the mysterious Godwood in the north to the sprawling Ice in the south, to the sun blasted valleys and canyons of the dwarven wastes, Empires is a world of action and adventure. Through the use of magical transportation, heroes can reach a wider range of environments during an adventure and thus deal with a diverse assortment of monsters and challenges.

5

A world of intrigue. Peace and prosperity have flourished across the world for hundreds of years. Ancient threats linger, however, and the world desperately needs heroes to take up the cause. Nations in the south compete on many levels,-econimic might, political influence, territory, primal power- each looking to maintain or improve its status by any means short of war. Espionage and sabotage services create big business in certain circles. In the north a long peace of empiricism may be close to an end. Many groups of people eye the throne of Atheia enviously and may attempt to claim it through force.

What else do you need?

You’ll need a copy of the D&D Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. Of course you can also draw from any other D&D core rule books and supplements to enrich your world.

Introduction

Empires Tiraleth Tiraleth