The realm of Imlar:
a setting for classic adventures
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The Creation of the world Imlar lies on the world of Vaedz’Eb. In ages past on a different world called Aratsym, there lived a devout cleric named I’crenhellem. She was a faithful and ambitious servant of the immortal Terra, and ascended into immortality herself with Terra as her patron. Driven to create a place that both paid homage to and improved upon the world from which she came, I’crenhellem devoted all of her time to gaining power so that she could create her new world, and its own plane in which to reside.
When she was ready, I’crenhellem spent a week bringing forth her new world. On the First Day she created the Sun, Solnah, to light her creation. On the Second Day she created the Moon, Gaelah, to give the Sun a companion. On the Third Day she created Water, from which life springs. On the Fourth Day, she created the Winds, on which her love could soar. On the Fifth Day she created Vaedz’Eb, the firmament upon which her creations could live and thrive. On the Sixth Day, she created Fire, which gave the spark of life to the plants and to Men, Elves, Dwarves, Halflings, and all good creatures of the world. Finally on the Seventh Day she rested, and it was during this rest that Orcus planted the seed of Chaos upon this new world giving birth to the Goblins, Trolls, Dragons, and all other vile beings of evil. This world has existed now for 5,923 years. The "gods" Similar to the plane from which I’crenhellem comes, there are no “true” gods here. There are instead beings known as Immortals. The two most powerful are of course I’crenhellem (of the Sphere of Matter) who created this world, and Orcus (of the Sphere of Entropy) who marred the world with his taint at its creation. While neither of these beings have ever revealed their true selves, both of these Immortals have presented themselves as “gods” to the mortals of the realm.
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I’crenhellem manifests in three main ways to the good folk of Imlar. First and foremost, to the Humans and Halflings she appears as the goddess of life and creation, Erm. I’crenhellem appeared as Erm often during the first five generations of Men, to guide them in living fulfilling lives and celebrating the world in which they live. She still will manifest from time to time, but generally anymore her presence is known and felt through her clerics and their ability to use magic.
To the Elves, she appears as great Tree Spirits. Most tribes of Elves will have a sacred tree they revere, around which they’ve built their communities, and I’crenhellem communes with the sylvan beings in this manner. Finally, to the Dwarves and Gnomes I’crenhellem communes through Grazdad Stonefather, a god which is an amalgamation of their ancestors. Though to these folk believe they’re celebrating their ancestors, most fail to realize that in doing so they’re celebrating the being who brought their ancestors into creation. Orcus has presented to the mortals of Vaedz’Eb in many different guises. He has and does appear as “himself,” in the sense that he has followers who worship what they know as a goat-headed “god” of undeath whom they call Orcus. He has never revealed the true nature of Immortals (and thus himself), though. Some of the other known presentations of Orcus are as the serpent-god R’aht-Amómn, the ancestor worship of the orcs, and the goddess of death Sra’ha, whose worship was briefly integrated into the Church of Erm before being outlawed in the year 159 PS. I’crenhellem’s original vision of a realm built perfectly around Matter was ruined when Orcus invaded during her rest. Because of this, she has allowed Immortals of the spheres of Energy (Thor), Time (Ordana), and Thought (Odin, Frey, and Freya) into her realm, so as to balance all things instead of fighting against Orcus’ Entropy all on her own. While Ordana rarely interacts with the mortals of Vaedz’Eb, when she does it is in a guise similar to I’crenhellem’s Tree Spirits. Odin, Thor, Frey, and Freya are regularly worshiped as gods by the people of Skorradalr, a kingdom across the sea to the east of Imlar. |
gEOGRAPHYThe interfluve where Castle Imlar is located was the first area of Vaedz’Eb I’crenhellem populated with Humans. Seven-hundred and nine years ago, those Humans founded the Kingdom of Imlar. Since then the kingdom has grown from occupying only the open fields between the Corkorran and Imlarian rivers, to now spanning the entire region between the Imlarian and Pinehurst rivers. Located in the northwestern section of the continent of Eucheon, one of three continents on Vaedz’Eb, Imlar is bordered by the Wyrmcrag Mountains to the north, the Heart Sea to the south, to the east and west it is bordered by the Pinehurst and Imlarian rivers, respectively. The Eagle Peaks, a small branching ridge of the Wyrmcrags, stand proudly in the center of the kingdom with the Seredina river flowing along their eastern edge. In the northernmost reaches of the kingdom, nestled snugly in the Wyrmcrag Mountains, is the Valley of Karaccia through which two other rivers flow. One is the Fallflow, which only runs for a short while from its source before it merges with the larger Corkorran, which flows out of Karaccia under the Eagle Peaks and eventually meets with the Imlarian. In the northwestern corner of the kingdom is a small pine forest called the Sapwood. Three other smaller mixed woods can be found in Imlar: Brinkwood and Stonedurn Grove in Karaccia, and the Shimmerstand along the southern coast between Harborton and Eaglestorm. Dwarfing those are the Autumngrove Chase in the center of the kingdom, and the Pinehurst in the east. The land to the east of the Pinehurst river is considered free land by its residents (who call the area, aptly, Frilanda), and it is recognized as such by Imlar. Skorradalr views it differently, however, as this region was originally a colony of that kingdom to the east. These cold, windswept lands, lacking the protection the trees of the Pinehurst provide, have bred fierce folk over the generations (even by the standards of Skorradalr). This is a large part of the reason why the settlements of Brenna, Brimnesskogar, Grund, and Leikskalar are usually left to their own devices by the Skorradalr crown. Though the Imlarian river is the “official” western border of the kingdom, functionally its border is the Great Western Shelf, a massive cliff that spans from the Wyrmcrags almost all the way down to the sea. Colloquially known as the Cliffs of Insanity, this natural border provides relatively good protection from the marauding, savage tribes of orcs, hobgoblins, bugbears, and gnolls who inhabit the wild, uncivilized lands to the west. |
tIME AND THE
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tHE PEOPLE OF
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When I’crenhellem created the Humans of Vaedz’Eb she conceived them as four distinct groups, representative of the four elemental forces she used in creating her world (Water, Wind, Earth, and Fire).
The fjords along the eastern shore of what’s now the kingdom of Skorradalr are where I’crenhellem placed the first Water-folk on Eucheon. These fair skinned Humans tower over most others, with their men averaging 6’6” and their women 6’. They generally have blonde or red hair, with sky blue or icy grey eyes. The Water-folk are generally artistic and imaginative, they are very loyal, and are compassionate people. However, this can lead them to being moody and taking slight at the wrong things. The Wind-folk first appeared in the grassy steppes in the far east of Eucheon. They have hair that at first appears pure black, but will have an undertone of crimson, navy, or indigo when lit. Their skin is a soft sandy hue, with eyes usually lavender, indigo, or black, and they are slight in frame. The Wind-folk are sharp thinkers, acting with logic rather than emotion the vast majority of the time. This can cause them to seen aloof to other, especially the Water and Earth folk. They generally worship Ordana, through veneration of the natural world around them. The lands in which I’crenhellem placed the Fire-folk on Eucheon are now known as the great Fir-A’gir (Fiery Expanse) desert, which is nestled in a circular range known as the Red Ring Mountains. This land was once a lush, fertile wetland which allowed them to thrive. These stocky, dark complected folk at one point had a civilization which rivaled any to since exist on all of Vaedz’Eb. However, they long ago turned to the worship of R’aht-Amómn and a catastrophe 1,709 years ago transformed the land into the harsh wasteland that it is today. The Fire-folk are passionate and charismatic, and often come off as confident and bold. They also can quickly turn aggressive, selfish, and vain as is wont with those who worship Orcus (whether outright or indirectly through gods like R’aht-Amómn). Finally, the stock from which the Imlarian people come are those of the Earth. I’crenhellem nestled populations of the Earth-folk along the southern border of the Wyrmcrag Mountains like in Imlar, as well as along the northern border of the Red Ring Mountains in what is now the kingdom of Prywyndd. Taller than the Wind- and Fire- folk, though still about a half foot shorter than the people of Water, the Earth-folk have ruddy complexions, hair that is brown, blonde, or red, and hazel, green, or blue eyes. Men average 6’ in height and 180 pounds in weight, while women stand 5’8” and weigh 130 pounds. They are patient, practical, and loyal folks who tend to appreciate fine food and drink, often to a fault. Their loyalty can also turn into stubbornness. Culturally and technologically, Imlar is not dissimilar to Europe around the 11th century. Of course there is magic, but while not unheard of it certainly couldn’t be considered commonplace. Your players’ characters of course will run into magic on a relatively regular basis, but that does not mean that their experience is one of the common man. Few people are called to become magic-users, fewer still live to reach any level of significance, and those who do most certainly don’t spend their time flooding the world with cheap magic items and enchanting everything under the sun to replace some modern amenity. Likewise, while the vast majority of Humans belong to the Church of Erm and are faithful to the goddess, few are called to actually serve the church, and of those who do fewer still become classed clerics. Those who do become clerics often only rise to a high enough level to help heal their congregation and as such, they generally only reach around 6th level since access to cure light wounds, cure blindness and cure disease can take care of most mundane issues. So, there is often less disease and suffering in Imlar compared to medieval Europe. However, even when a cleric of higher level is available, the casting truly miraculous, life-altering magic the likes of raise dead, raise dead fully, or using a wish to bring someone back from the dead is strictly forbidden by the Church (see the following section, “The Church of Erm”), so other than fewer visits to the doctor, the impact of the more common magic of clerics is still fairly subdued. One form of magic that could be considered common, however, is, alchemy. Potions are generally easy to procure, depending on the size of the market one’s searching. And, unlike those often hawked by the unscrupulous type in medieval Europe, those found in Imlar work (usually…). Common dress for men is a linen tunic with a wool overcoat, linen underpants with wool or leather breeches, and leather boots or shoes. Hair is usually worn shoulder length and tied back, though styles run the gambit. Women generally wear a linen smock under a wool kirtle, with leather shoes. Hair is usually worn long, parted in the center and braided, with a veil covering the top if the woman is married. Of course, women who are adventurers will likely dress for their job, and not for the court. The most common colors for clothing in the region are grey, black, red, and green. Quality blue dye is extremely rare in this region and must be imported, so it is almost exclusively worn by nobles and royalty. Player Characters Players may make characters of almost any race or class from the Castles & Crusades Player’s Handbook, with the following exceptions.
Half races do not exist on the world of Vaedz'Eb, be they the relatively mundane half-elf, or the abominations known as half-orcs. The good races (Dwarves, Elves, Gnomes, Halflings, and Humans) are distinct, and are genetically incompatible with each other for creating offspring, and the idea of Erm’s beautiful creations being capable of breeding with the vile races created by Orcus is laughable at best. Also, monks are extremely uncommon in Imlar, if not completely absent altogether. The monasteries and sects which produce monk-classed characters are almost exclusively located far to the east, in the lands of the Wind-folk. |
“Look, and see the world I have made for you! Walk with me to that tree, and rejoice in the comfort of the grass on your feet! I made this all for you for I love you, more than you can ever understand child.
Behold the fruit of this tree. This one is green, and is bitter and unripe. But this one which is purple is sweet and sustaining. Now look to the fruit which has fallen. Do you see how the unripe fruits which fell have turned purple in their rot? Though they appears as ripe fruit, they are decayed and will make you ill. Such it is with undeath; beware always, my child, the lure of the evil one, Orcus!” -Lessons of the Mother, Book 3 The morning on which the Earth folk awoke upon the face of Vaedz’Eb, they were greeted by the Mother of Life, Erm. The Blessed Mother appeared as a magnificently beautiful women with radiant ivory skin, glowing golden hair which flowed down to her waist, shimmering sapphire blue eyes, and clothed in fluid robes of white and deep forest green. When she spoke, her voice sounded like music, and her smile gave off the warmth of the sun on a summer day. She taught them of the world she created for them, how to farm, how to hunt, how to build and craft what they needed from the materials She provided around them. How to care for their family, how to care for their neighbors, how to care for the world in which they lived. Since the beginning, Erm has been close to the Humans of Imlar and as such, they have been close to her. Though the worship of Erm has been with the people from the beginning, the Church of Erm as it exists today was founded in the year 3 AI. Prior to this, although the worship of Erm was the common religion there was no central church, and methods of prayer and ritual could vary wildly from one village to the next. The first king, Imlar Elmson, realized that his people would be stronger and more unified if he were to bring them together in the worship of their Blessed Mother. So, beginning almost immediately after assuming the crown, he gathered holy men from all the villages across the region, those who had joined the kingdom and those who hadn’t yet, and over the course of a year they debated holy texts, compared prayers and rituals, and compiled the doctrine which would establish the official, unified Church of Erm. The Church believes that all acts against life are sins; abuse, assault, torture, murder, and the like are all considered to be delivered upon the goddess in addition to the victim. As such, punishments generally are swift and harsh. The Church believes that all life should be celebrated and cared for, as life is a direct and powerful gift from the Blessed Mother. However, it also believes that the evil races and creatures are a mockery of Erm’s gift, and should be snuffed out. The Church, above all, reviles the undead and those who worship the Prince of Undeath, Orcus; these vile beings should always be sought out, and destroyed when found. In the year 23 PS, after the discovery of what was thought to be a sacred text, the Church of Erm incorporated the worship of a second goddess, one of death, Sra’ha. According to the text, Sra’ha was the sister of Erm, and venerating her became part of funerary rituals. Over 100 years later, in 159 PS, it was discovered that in fact Sra’ha was no more than a manifestation of Orcus; everything from the “sacred” text to the appearance of Sra’ha herself was a ruse by the Prince of Undeath to trick Erm’s faithful into worshiping him. Resurrection magic is strictly forbidden by The Church. For thousands of years, the spells raise dead and raise dead fully weren’t even known to the clerics of the world, be they followers of Erm, Odin, Thor, Frey, or Freya. The spell wish is only known to have been used thrice in history by the faithful of Erm to try and bring back someone from the dead, but all three times it ended with unintended results and after the third time Erm herself appeared to decree to her followers that though done with good intentions this manner of trying to cheat death was an affront to her gift of life, as death is a natural part of life. Thirty-nine years ago, in 229 PS, an archbishop of the Church succumbed to the allure of power Orcus promises after finding old, hidden relics and texts related to Sra’ha. While he knew he’d be unable to revive the worship of Sra’ha within the Church, he found another way to subvert Erm’s faithful. During his studies, Orcus revealed to the archbishop the spells raise dead and raise dead fully. He began teaching the spell to clerics of Erm, under the guise of having been revealed the spells by Erm herself. Most regarded the spells as miraculous. Unlike the magic of wish, these spells seemed to bring the dead back to life without any horrific side effects or consequences. And, after almost forty years of these spells being used, Erm never appeared to tell her followers otherwise. Only very recently was the archbishop revealed for the evil man that he’d become, and was it learned why Erm never put a stop to resurrection magic. The Church has since quickly put an end to its use. (See the module MECC3 – The Knaves of Nefford for more information on this). The vast majority of Humans and Halflings belong to the Church; adherents may be lawful or neutral, clerics must be lawful. However, though the population of the Church is numerous, only a rare few find they have been blessed with the gifts required to act as actual clerics. And, although most settlements in Imlar are ecclesiarchies, most head priests are priests strictly in the religious sense. Those few who are clerics are rarely higher than 6th or 7th level. “Foul, horrible abomination,” hissed the valiant priestess Eilonwy. “May this stake pierce you as your fangs pierced the innocent!” The vampire howled in agony. “I’ve lived long enough to expect much… but I never expected… the Imlarian Investigation…” Nicolae Lacusta, who had sown evil for the last 328 years, was finally dead. -The Investigation of Chaos |