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Welcome to Etharis

“Only a few warriors remain. Defenders of humanity against the horrors of the dark. Their numbers dwindle with every new moon. You see, this world belongs to the darkness, and darkness will not give it up easily.”

Darkness and Obscurity

Large swaths of Etharis are shrouded in darkness, supernatural and otherwise. In the farthest north the sun is hidden half the year in the natural progression of seasons. It’s no surprise, either, that the deep halls of the dwarves are plunged in darkness. But the darkness shrouding the land of Ostoya is more sinister and magical in origin, and in the forests of the Charneault Kingdom, the dense mist that covers the land is the work of benign spirits—or at least spirits that bend to the will of mortals, for good and evil. The people of all these lands have adapted to a hostile environment. Punishing storms are frequent across the land, foreshadowed by howling winds and then drenching rain. Where the sun never dries the ground, mud is a constant fact of life. The crops that grow are strange and bitter. For most people, there is no safety outside the radius of a torch’s glow.

The Land is Dangerous

Civilization dot through the land as islands of light surrounded by the unforgiving terrain of shadowy forests, rough mountainscapes, and sinking bogs. Travelers are often met with suspicious gazes by locals who have never left the isolation of their home village. Relentless threats assault humanity. Vicious creatures hunt wandering children and armed travelers alike, many of whom are never heard from again. Sinister forces seek to twist mankind’s nature to their whims, leaving them forever changed. Travel is a perilous endeavour, especially at night (in lands fortunate enough to enjoy a sunlit day). Armoured columns of merchant caravans transport goods, nervously guarded by mercenaries who refuse to deviate from known roadways. Travelers caught in the dark are forced to lodge at the remote roadside inns for extortionate prices. Local guards are quick to leave them in the dark if they do not have the coin to pay.

A Lost Pantheon

Many believe that the gods abandoned a forsaken world or never existed in the first place. The only remnants of their reign are their surviving lieutenants—the Arch Seraphs and Arch Daemons—and the forces they control. Arch Seraphs overlook the world with a righteous zeal, granting powers to a select few who fight in their crusades. Separated from their deities for so long, many of them have deviated from what they once represented, twisting their ideals into whatever suits their cause. Arch Demons take delight in a world overrun by shadow and decay. Freed from the deities’ power, they relish opportunities to feed their appetites. They take keen interests in mortal lives, often living among them, making deals and twisting fate to ensure threats to their existence are destroyed.

A Sickening Plague

Sickness and malnutrition are common and expected throughout the land of Etharis. However, there is one illness that is feared above the others. The Weeping Pox is widespread across the western coasts of the continent and frequently strikes harbours and coastal settlements. Distinguishable by the deep red lesions it creates in the skin of the infected, the disease is a death sentence for most. The few who can cure the plague guard their secret closely and extract the highest prices for their intervention. The price of deliverance, for those with the choice, may be a noble estate, eternal service to the Arch Seraph of Mercy, or something far more precious.

Fear of the Arcane

Superstition and prejudice run deep. In most towns and villages across Etharis, magic is seen as both wondrous and frightening. Whether understood or not, the arcane is mistrusted and often blamed for problems ranging from the failure of a season’s crops to the success of a rival’s business. Many innocent people have been caught on the wrong end of superstition. The fear of magic runs deeper in some parts of Etharis than others. In the southern region of Castinella, this fear has manifested into an organized crusade against the arcane: the Arcanist Inquisition. The inquisitors are dedicated to destroying the arcane and anyone who stands to defend it.

Glimmers of Hope

Etharis as a campaign setting is not meant to be relentlessly bleak and depressing, or to wallow in cruelty for its own sake. Small victories become heroic when they take heroic effort to achieve. No one in Etharis is safe by default, so any safety the characters win or give to others is a true blessing. No one in Etharis is good by default, so moments of genuine grace are worth celebrating – and can come from unexpected places. Amid profound darkness, even the smallest lights have value.

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