Encyclopedia
Nereolm is the world where our Adventures take place. You can use this information to help you create your character. We'll update this encyclopedia as we get the time—but some cards we'll keep close to the vest.
Nereolm is the world where our Adventures take place. You can use this information to help you create your character. We'll update this encyclopedia as we get the time—but some cards we'll keep close to the vest.
The mountainside site where the Empress’s ark, along with several others, landed from the sky following the Exodus. The settlement established there became the Imperial capital for over two decades while St. Wyren was constructed, and by AA 195 the enormous citadel at Arkfall remains an important symbol of the Empire and its lineage, serving as a spiritual second capital.
Also called "The Exodus".
The Arrival was the event during which the dwarves, elves, halflings, humans—as well as their few remaining dragonborn and tiefling defectors—joined their gods (the Oesythem) to flee their homeworld, Oereolm, in fleets of massive arks. They passed through the divinely-created portal at the Mountain of the Gate and arrived in a new world, Nereolm. They soon turned to claim and conquer Nereolm from its original inhabitants, including the peoples now called Orcs.
Formally the Imperial Circle of St. Wyren. Founded AA 4 as an association of arcane magic users, ostensibly as a sort of guild to protect and advocate for them, but also as an arm of Imperial power to bend magic use to Imperial will.
Functionally, the Circle took on basic duties for the Empire, including as a messenger service across the vast expanse of Sunshealem. As a monopoly the Circle was able to charge extortionate rates for increasingly poor service (and the knowledge that any important message would be read by the wizards for their own purposes), which eventually led to the founding of the Messenger Society.
The Circle is explicitly secular. They believe in the gods but do not seek their power from them, especially after Oesythem's Doom. Some suspect the Circle of killing the gods. There is consistent hostility between priesthood and wizards.
Structure
There are many chapters of the Circle, called “Degrees”, each devoted to a particular area of study or administration. Each Degree is led by an Archmage. The Circle itself is led by a Grand Archmage. Other ranks include Elder Mages and Archons. Archons are responsible for particular regions, often alone, and assigned with a tower and great leniency.
Dragonborn are a unique humanoid species—they usually are the size and shape of humans but with scaly skin and a dragon-like head. Dragonborn are from Oereolm, from which humans, halflings, elves, dwarves and tieflings also come. But like tieflings, there are fantastically few of them. Many centuries ago, the dragons of Oereolm—with their dragonborn offspring—joined with the Uldefelis (the "Great Enemy"). However, some dragonborn defected to the side of the gods and other humanoid species and fought against their old masters. Some of these dragonborn managed to come to the new world, Nereolm, where our campaign takes place.
If you choose dragonborn, you would be a descendant of these settlers.
One of the species of Oereolm that fled to Nereolm in the Arrival and Exodus.
Ember Range is offshoot of mountains from Althura’s Spine in Nereolm, which is the world in which our Adventures take place. It takes its name from the bard Indaigo, who once wrote:
I stood in the prairies east
And the sun rose behind me;
Thus turned the mountains west
To embers lighting the world to be.
It is a range well-known for journeys of transformation and personal discovery, as the western and eastern slopes are geographically and culturally distinct. Site of the crucial Battle of Howls on its western slopes in AA 114, which ostensibly concluded the Wars of Conquest.
One of the dominant species in Oereolm, from which very few traveled to Nereolm during the Exodus and Arrival. The elves fought against the Uldefelis since time immemorial.
Officially, "The Hallowed Empire". A major political entity formed in 77 BA in Oereolm as a collection of warring states and cities that banded together under Emperor Hace I to face the existential threat of the Uldefelis. Originally centred on the Peninsula of the Hand, the Empire became known for its military prowess and ambitious campaigns, including the failed Fjordland Campaign (72-55 BA). Facing inevitable defeat, the Empire constructed a massive armada of flying ships powered by magical crystals and fled to the new world of Nereolm in 1 AA, where only 37 ships out of thousands survived the journey. In Nereolm, the Empire established its new capital at St. Wyren and embarked on the Wars of Conquest (19-114 AA), defeating the indigenous clans and becoming the predominant power across the continent of Sunshealem.
The Empire maintained several key organisations including the Imperial Circle of St. Wyren (focused on magical study), the Order of Shards (warriors and knights), and later dealt with the rise of the Messenger Society.
Following the catastrophic events of Oesythem's Doom in 180 AA, the Empire lost significant territory during the Year of Chaos but was eventually rallied by the long-lived Empress Althura, though it has not yet recovered its former dominance.
Full name: Faenri diya Eveneyer. Literally in Teereven: "Children of Knowledge", usually referred to as just the Faenri.
An upstart monastic order formed after the Doom, the Faenri is a secretive, strict and, until recently, inconsequential monastic order whose origins are shrouded in mystery. Some believe its roots go back to Oereolm in the ancient crusader kingdom of Teeryenath and to a brief but vain movement at the time towards knowledge and understanding as a means to defeat the Uldefelis. Whether actual members of the Faenri traveled on the arks to Nereolm, or settlers reconstituted the order based on books and second-hand knowledge, the order formed a small, veiled presence on the new continent soon after the Exodus and Arrival.
After Oesythem's Doom the Faenri emerged almost out of nowhere as a major force in the western half of Sunshealem. Its surprising number of highly-trained and obedient monks, often skilled in the art of combat and war, took charge of scores of temples, libraries and monasteries that had suddenly fallen out of the reach of the Empire. They had been waiting for their moment, and they took it.
The clerics of the five remaining deities and the Circle of St. Wyren lost the most to the Faenri, which saw themselves not only as the guardians of a certain kind of religious practice, but also as the stewards and propagators of knowledge, which had been monopolized for so long by the Circle. Those breaking free of the yoke of Imperial power, such as the great trading cities on the Bay of Bells, saw an opportunity in the Faenri to wrest both knowledge and spiritual authority from the rigid old regime.
While the core beliefs and tenets of the Faenri are difficult even for its own monks to pin down, generally they believe in submission of the self to the discipline of art, which is unveiled through study, practice, experimentation, and discovery. Monks of the Faenri typically believe that the prayer itself—its structure, form, vessel, shape—is where faith and enlightenment is derived, not to whom or what the prayer is directed. Thus, the death of the gods did not seem to affect their view of the world. Some of the Faenri believe in shedding material possessions to bring their art into closer reach. While most monks of the Faenri study the martial arts, no artform is excluded: poetry, music, painting, sculpture, etc., are all studied and revered by the Faenri, never for the product but rather for the process and practice. In other words, enlightenment is built on hard work, not granted by wishful thinking.
Goliaths are indigenous to Nereolm.
Goliaths are indigenous to Nereolm.
One of the species of Oereolm that fled to Nereolm in the Arrival and Exodus.
Also called the Teerofeal: literally in Teereven, "the blood of Teer".
The elven-human lineage of ancient Teeryenath in Oereolm. Most half-elves are nobles in Nereolm, desperate to preserve their long lives by intermarrying with other half-elves—though their lineage continues to fade.
If you choose half-elf as your species, you may use the 5th edition (2014) rules. Disregard ability scores: backgrounds now provide your Ability Score Increases. And apply a 5.5e (2024) Background and Origin Feat.
The dominant species of Oereolm and the Empire.
The Messengers, also known as "The Society of Messengers". Founded in AA 87 as an alliance of couriers who presented an alternative to delivering messages and other mail to the monopolistic and nosy Circle of St. Wyren and the profoundly corrupt and notoriously slow Imperial Post. Closely aligned with the rising merchant and business class, including until recently the Thousand Star Guild.
The Messenger Society grew quickly and became an institution of the Empire, recognized widely by its Knot & Needle symbol and its professional riders and guards. By the time of the Doom, the Messenger Society could already call itself a sizeable paramilitary force, with thousands of well-armed, well-trained Messengers on the payroll, as well as a navy. While the Empire was suspicious of the Society’s growth, especially its seaborne power, it acquiesced to it, especially after the Pirate War when the Society’s ships were indispensable.
The Year of Chaos and subsequent years have been a time of aggressive expansion for the Society, as it has established itself across borders with “Posts” in most major towns and all cities. The Society has turned to underhanded practices, such as impressment, to recruit new mercenaries as its services are in demand in every corner of the continent.
Literally in Teereven, "new world".
The world of our campaigns. Nereolm has many other names, and is the original home of giantkind, goliaths, orcs, leonin and gnomes.
Literally in Teereven, "old world".
Oereolm is the homeland of dragonborn, dwarves, elves, halflings, humans and tieflings. In BE 0 / AA 1, the remnants of these species fled Oereolm for a new world, Nereolm. This event is called the Exodus, or Arrival.
Literally in Teereven: “old congress”. Also called, the Nine. In Teereven: Esyavda.
One (Ludica) was killed before the Exodus (in the Fjordlands, BE 56). Four (Bared, Maellen, Paln, Solus) died during the Exodus. Four (the Esnelda: Cayendra, Iona, Magenthus, Zaelfraus) died at Oesythem’s Doom, AA 180.
In Oereolm the gods took mortal form to turn the tide of the Eternal War. When they failed and recognized the War could not be won, and Oereolm was mere decades from doom, they inspired the plan to find a new home. Some died during the Exodus, with their domains being subsumed by their surviving peers. At Oesythem's Doom, all surviving deities died.
For each deity, the Common name precedes the Teereven name.
God of competition, hunting and war. Died before the Arrival in Nereolm. Bared took the mortal form of a grizzled old human male: frank, domineering, and excitable. Bared wore half-plate armour and wielded a flail and battleaxe in each hand.
Symbol: crossing sword and axe.
Domains: War.
God of birth (literally the god of maternity), rebirth, renewal, fertility, and spring. Died at Oesythem's Doom. Cayendra took the mortal form of a female human teenager, arguably the most pristine and innocent-looking of the gods: soft, temperamental, and enthusiastic. In battle she wore no armour and wielded a quarterstaff.
Cayendra died at Oesythem’s Doom.
Symbol: a tree.
Domains: Life.
Assumed Domains: Nature.
God of art, love, and writing. Died at Oesythem's Doom. Iona took the mortal form of an older halfling female, equipped with a sharp tongue and wicked wit. Iona wore leather armour in battle and wielded a crossbow that doubled as a lute.
Symbol: a harp.
Domains: Light, Twilight.
Assumed Domains: Tempest.
God of justice, mercy, fairness, and summer. Died in the Fjordlands, BE 56. Ludica took the mortal form of an ageless elf female: calculating, serious and almost aloof. She wore chain mail and wielded a shield and longsword.
Symbol: a sun.
Domains: Order, Peace.
Assumed Domains: Forge.
God of crafting, trade, and cities. Died before the Arrival in Nereolm. Maellen took the mortal form of a dwarf male: stocky, good-natured, and organized. He wore plate armour and wielded a two-handed warhammer.
Symbol: a hammer.
Domains: Forge, Knowledge.
God of the forbidden, magic, and mazes. Died at Oesythem's Doom. Magenthus took the mortal form of an ancient male elf: wise, calm, inquisitive. In battle he wore flowing robes and wielded a rod and book in each hand.
Symbol: a dense lattice with several deliberate imperfections.
Domains: Arcana, Knowledge.
Assumed Domains: War.
God of death and decay. Died before the Arrival in Nereolm. Paln took mortal form, but was never seen without a heavy black cloak: mysterious, quiet, but vengeful. In battle they wielded a black scythe.
Symbol: a skull.
Domains: Death, Grave.
God of the wild, storms, and the sea. Died before the Arrival in Nereolm. Solus took the mortal form of a very young female dwarf: shy, untethered, and quick to anger. She wore hide armour and wielded a bow.
Symbol: a bolt of lightning.
Domains: Nature, Knowledge, Tempest.
God of luck and chance. Died at Oesythem's Doom. Zaelfraus took the mortal form of a shadowy middle-aged male halfling, the likes of which you'd meet at the card table in a disreputable pub: clever, multidimensional, and mercurial. In battle Zaelfraus wore concealed leather armour and wielded a seemingly-endless supply of daggers.
Symbol: a face with two sides.
Domains: Trickery.
Assumed Domains: Death, Grave.
Occurred on 20 Agentaral AA 180. The remaining Oesythem, called the Esnelda (Cayendra, Iona, Magenthus, Zaelfraus) gathered at Arkfall to ascend to the celestial domain and rule over Nereolm from their long-intended place, following over two centuries in mortal form. Thousands from across the Empire joined in the sacred city of Arkfall to witness the event. Many towns and villages sent their elders and leaders.
On the date in question, Arkfall came under attack. Many were killed. Within the mountain at Arkfall, the gods are murdered, and the mountain entrances were sealed, shrouding the event in mystery. Beginning of the Year of Chaos.
Orcs are indigenous to Nereolm, and called "orcs" by the settler species from Oereolm. Prior to the Arrival, orcs were a prosperous and peaceful people in the continent of Sunshealem—but during the Wars of Conquest became into a warlike people, many of whom are now bent on vengeance.
Founded in AA 182 beyond the Empire after the Order of Shards retreated to the Imperial heartlands.
The Order of Anydar is a recently-formed organization of knights, some former Shard Knights, that operates mostly in breakaway states from the Empire. The Knights of Anydar are not tied to any state, and they believe in returning to core knightly principles, uncorrupted by politics. While a Knight of Anydar is not prohibited from the Empire, per se, the Order of Shards and other Imperial authorities view the new order with suspicion, contempt and sometimes even open hostility. The symbol for the Order of Anydar is an outstretched hand.
Formally, the Imperial Order of Shards. Inducted members are known as Shard Knights. The symbol for the Order of Shards is a lozenge-shaped crystal surrounded by a circle.
The Order of Shards has a confusing mix of responsibilities and agendas. On the one hand, it is an organization of knights—like a union—some of whom might operate totally independent from the whole. It enforces the Code, ensures the oaths are followed, and protects its members. On the other hand, it is an arm of Imperial power: fielding whole armies against the Empress's enemies, enforcing Imperial law, and even acting as a (reluctant) police force when required.
These two functions are contradictory, and looking at the Order from the outside can be confusing. This is partly because of how the Order originated and evolved over time. One Shard Knight might live in a village on her own, defending it against threats from the Wilds. Another might serve with a whole company of knights in the Seven Lakes, defending the castle, obeying the lord, and leading excursions against hobgoblins. Still another might be assigned as an administrator at the Order's headquarters, the Pyramid, in the Imperial capital of St. Wyren.
When the peoples of Oereolm realized they would have to flee their world, many ventured off to find as many powerful cryssai—shards—as they could. These magical conduits were used to power the arks that would bring the peoples over sea, land, and finally through the Mountain of the Gate to Nereolm. For over 50 years these shard hunters—the cryssotenai—sought and found thousands of crystals from across the world, most of them deep within enemy territory. In BE 44 the shard hunters formally established an organization in part to loosely coordinate their efforts, but also to protect their members from an overbearing Hallowed Empire and the Saundelven Remnant.
The Order of the Shard Hunters—the cryssotencordat—grew in influence and power. Eventually, the Order became consumed with guarding the crystals already found for the Empire. Because many of its members had been knighted by the Emperors or their vassals, the Order became more and more tied to imperial power. By BE 9, it became simply the Order of Shards. In AA 4, the Order was formally incorporated into the Empire as a chivalric organization, adding "Imperial" to its name.
After Oesythem's Doom, the Order found itself submerged in activity, with more pleas for its help—and Imperial orders for its service—than it could possibly answer. It is spread very thin, but Shard Knights can be found across the continent of Sunshealem. Ironically, its power waned within the Empire itself, in part due to the Order forming a de facto independent state, Lakesmarch, in the Seven Lakes region, which is increasingly viewed by the Empire as an act of disloyalty.
The Initiated (members in training)
Page
Esquire
Warder (more commonly called a Sharder)
The Inducted (full members of the Order)
Knight
Knight Commander
Knight Marshal
The Invested (full members who are also Imperial noble lords)
Lord Commander
Lord Marshal
Lord Seeker
Lord High Seeker
A continental corporation engaged in trade, mining and manufacturing. Until the end of the Wars of Conquest, the Guild was a loose collection of businesses and merchants, operating more as an alliance and common advocacy group. The original name, thousand stars, was meant to refer to its diversity of interests, rather than its later size. However, the Guild began to take monopolistic shape as the Empress intended to bind the far reaches of Sunshealem closer together.
Without check, the Guild has gobbled up many smaller entities, making it the only game in town in many cities and regions. Until AA 188 the Guild was closely allied with the Messenger Society, but has since broken ranks because of the Society’s overbearing military power. Since then, the Guild has been working feverishly to build its own communications network and paramilitary.
Since the Doom it has continued to operate and even thrive, trading weapons and supplies to the far reaches, and forcing many merchants to come under its banner.
Tieflings are a unique humanoid species, originally from Oerelm—they usually are the size and shape of humans but with horns and tail. But like dragonborn, there are fantastically few of them. The lineage of tieflings is shrouded in mystery. Some believe they were humans or elves corrupted by the demonic factions of the Uldefelis, and granted both their special abilities and appearance. Some tieflings defected to the side of the gods and other humanoid species in the final years of the Eternal War, and fought against their old masters. Some tieflings thus managed to come to the new world, Nereolm, where our campaign takes place.
If you choose tiefling, you would be a descendant of these settlers.
Literally in Teereven, "worst enemy". Commonly called "alldeath".
First mentioned in the elven histories in BE 1282. A powerful alliance of dragons, demons, and other forces bent on dominance of Oereolm and the overthrow of its gods. During the Eternal War, the Uldefelis ultimately succeeded—forcing the gods and its followers to flee Oereolm in the Exodus.
In Teereven: drunganoen. A period of nearly one year that followed Oesythem's Doom, during which the Hallowed Empire collapsed, the old clans attacked the settlers on nearly every front, the ancient dead rose again, and darker forces surfaced. When Empress Althura re-emerged, she restored the Empire and rallied its forces to reclaim lost lands and establish some sense of order. The Empire was left to rule over less than a quarter of the continent.