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The Kingdom of Altesia

Long ago, the land of Altesia was divided by conflict and strife. In these times, the three nations of Arland, Dravos and Euric were locked in ceaseless combat – not just against each other, but against the very wilds themselves. For the wilderness of Altesia is home to more than just nature and beasts, ancient magicks flows through the land itself. These rivers of magic, known as ley lines, ebb and flow seemingly at random. Their immense power infusing the land and those poor creatures who reside upon it.

At their most beneficial, these ley lines keep vegetation lush and wildlife spirited with the energy of life. A true boon for these lands. At their worst, when the ley lines are out of balance, arcane energies crash and swell within the land causing disruptions to the natural order. These swells of magic can cause plants and animals to transform into vile monsters, making even the safest of woodlands hostile.

While ley lines exist across all , the continent of Altesia seemed particularly vulnerable to ley lines imbalance. Monsters are rampant in these lands, and for a time it looked as though they would overrun the three nations. That was until the leader of Arland, the Griffin King, sought the gods’ aid to protect his kingdom against the monstrous threat. As a paladin of Soliel, The Dawn Queen, he devoted himself to her prayer. Day and Night he pleaded to the goddess – Eventually, she heeded his words and granted the Griffin King a drop of pure sunlight and instructions to use the sundrop to construct a monolith in her honor. The King followed her guidance without question, and in the center of his kingdom he built a monument to Soliel, the towering . The sundrop made the white lime bricks of the monolith a beautiful gold, and radiant light shone ever burning at its zenith.

The divine blessing of the protected the Kingdom of Arland as it banished evil from their lands. The wicked monsters born of the ley lines dare not approach the kingdom for fear of being burned by the Sunstone’s light. This protection saved Kingdom of Arland and ushered in an era of prosperity. The Griffin King did not stop there. He spread Soliel's light to Dravos and Euric. Through the construction of more s, he unified these broken lands under a single banner. A united Kingdom of Altesia.
 

Verdigras

Our story takes place in the port town of Verdigras on the eastern coast of Altesia. This quiet harbor has dwelled in obscurity for years as one of the smallest of Altesia's ports. Although small, Verdigras is one of the few ports in the Dravos province of Altesia, and is the closest ports to the in-land mountain city of Dun Morghan.

When Verdigras isn't fulfilling its role as trade docks for traversing goods too and from Dun Morghan, it makes its name as a tourist hub. The emerald grass hills and crystal clear waters of this temperate region make it a popular vacation destination. Given the recent appearance of the Tower of Ascension, Verdigras has seen a large influx of travellers. Adventurers, scholars, merchants, and crafters have flooded to their town to make a name for themselves and seek their fortunes.
   

Time Period

 
It has been nearly 300 years since the the time of the Griffin King, and his descendants still rule Altesia from Altesia's capital of Arland. Given the high fantasy and cartoonish nature of the campaign, direct comparison to real world time periods is difficult. Ultimately, technology in the campaign is medieval in nature. Though the existence of magic has allowed for unique advances in technology such as the clockwork creations of tinkerers, or magically infused clothing and items. While Swords, spears, bows and crossbows are them most common weapons, firearms and cannons do exist, though they are much more expensive. Travel by land is most often achieved via carriages pulled by Axe Beaks Travel by sea is achieved via sailboats, be they sloops, brigantines, or galleons.
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