Table of Contents

Back to start page

Outline

This guide is designed as an aid for players of my third age campaigns. It presents a series of articles on important aspects of my world in a consistent format. Each topic is divided into three sections: Common Knowledge, Expert Knowledge, and Hidden Knowledge. These categories contain (respectively) information that a common man would know, what a skilled expert would know, and what a skilled expert could know if he had access to all pertinent works on the subject. A fourth category, The Truth, exists but is not mentioned in the articles as it is a fleeting and hard-to-establish beast.

Below, the topics contained in the handbook are listed in outline form. Each article covers a topic with a roman numeral and all numbered sub-topics under it. Note: Lines in italics indicate subjects that are not part of common knowledge.

I. The World

Full Article: world

While the common man assumes the world to be flat, scholars are in agreement that it is, in fact, slightly convex. On the outer edge is "The Wall", an endless waterfall that stands (by most accounts) 1,000 feet tall. The oceans then flow generally toward the center of the world's disc, where they drain down a massive whirlpool known as "The Well". Why the seas flow “uphill” toward the center is cause for much debate, however, most who have studied the issue believe it has something to do with the flow of Mana, the energy that powers magic.

A. Places

Full Article: places

There are three continents, known popularly as the Main, Eastern, and Northern continents – though their ancient names are Thentao, N'Galt, and Immenri. The Northern continent is primarily tundra and contains no population centers. The Eastern continent has on its western shore the great kingdom of Rota – which remains relatively unscathed from the recent world wars. The main continent has numerous population centers – though the northern shore kingdoms were either abandoned or destroyed during the wars.

  1. Places
      1. Pre-explosion
      2. Tundra
      3. Dark Bay
      1. West Shore
      2. Plains
      3. East Shore
      1. North Shore
      2. The Border Mountains
      3. The Southlands
      4. The West Shore
      5. The Dry River Basin
      6. The South Shore
      7. The Mountains (South and East)
      8. East Shore
    1. Miscellany
      1. The Grugach Islands
      2. The Northern Ice

B. People

Full Article: people

  1. People
    1. Humans
      1. “Civilization”
      2. “Savages”
        1. Sabit - Spindrift Islands
        2. Desert Nomads
        3. Dry River Nomads
    2. Dwarves
      1. The remnants of Glekdin
    3. Elves
      1. Pleven (High)
      2. Larinday (Grey)
      3. Wisewood (Sylvan)
      4. Farflen (East)
      5. Aglarlad (Aquatic)
      6. The Underdark (Dark)
    4. Orcs and Goblins
      1. Northern Continent
        1. Before
        2. After the Massacre
      2. Spindrift Tribes
      3. Eastern Continent
        1. Mountain Tribes
        2. Plains Tribes
      4. Main Continent
        1. The Border Mountains: Twelve Tribes
        2. The Southlands Tribes
        3. The Desert Tribes
    5. Other Races
      1. Gnomes
      2. Hobbits
      3. Mermen
        1. Northern Continent
        2. Spindrift Islands
      4. Giants
        1. Frost - Northern Continent
        2. Hill/Mountain - Border Mountains
        3. Fire - Underworld

1. Languages

Full Article: languages

2. Economy

Full Article: economy

C. History

Full Article: history

      1. The Tale of Time
      2. The Tale of the Heaven Spire
      3. The Tale of the Transgression
      1. The Calendar
      2. The Spire Kingdoms
      3. The Dark Mage and World War I
      4. The wizard Bar and the Great Map
      5. The Great Transgression
      1. Elves & Orcs: The gems of Corellon and Gruumsh
      2. Dragons: The orbs of Dragonkind
      3. The Immortal Wanderers
      4. The Barbarians
      1. Repair of the Heaven Spire and the Dark Mage
      2. Demonwraiths and Kelva
      3. Arral and Mana
      4. Auren Ilay, the Dark Mage, and World War II
      1. Scardore, Lord and Backbone
      2. Rota and Lowland
      3. Colonization
      4. Trouble Brewing (my early campaign)
      1. World War III (The Good Party campaign)
      2. Shadow and Chaos (The Voyager campaign)

D. Religion

Full Article: religion

    1. Backbone/Edric
    2. Desert/Dry River Nomads
  1. Norse - Rota
  2. Celtic - Spindrift
  3. Greek - Lowland
  4. Other Human Religions
    1. Babylonian/Sumerian - Resh
    2. American Indian - Plains, Eastern Continent
    3. Central American Indians - Southlands
    4. Plains Barbarians - ?
    5. Marsh People - ?
    6. Asian(Chinese) Gods
  5. Non-human religions
    1. Elf gods
    2. Dwarf gods
    3. Orc gods
    4. Gnome belief
    5. Hobbit belief
  6. Unworshipped deities
    1. The Elemental Lords
    2. Demon Lords
    3. Parádoxa, the Time Lord

E. Artifacts & Legends

Full Article: artifacts

  1. Artifacts in possession of important people
    1. The Artifacts of Auren Ilay - Pelham
  2. Artifacts not owned
    1. The Heaven Spire (destroyed)
    2. The Goblet of Knowledge
    3. The Gems of Corellon and Gruumsh
  3. Legendary people and places

II. The Cosmos

Full Article: cosmos

A. The Planes

B. Magic

III. The Game

Full Article: game

A. Campaigns

In addition to the campaign pages (above), I have a (partial) summary of many of my old AD&D adventures.

B. Characters

Full article: player characters

  1. The Characters
    1. Player Characters
      1. The Good Party (aka “The Chosen”)
    2. Non-player characters
      1. Associated people
        1. Queen Rathwyn
        2. King Norwood
        3. Edric and Tacey (deceased)
      2. Casual acquaintances
        1. King Galin of Rota
        2. Pelham, the Quiet Wizard
        3. Aladar and his family

Back to start page