A'arde World Primer

A'arde is a strange world, Mortal. It was dragged from the edge of complete annihilation and tossed kicking and screaming into a new existence; one of magic and myth, of wonder and beauty... But also of dangers we had never before considered to be real. I suppose then the real question I have for you is...   What will you do with this existence given to you here?
  In this world of sword and sorcery, with its healthy dose of artifice and mystery for good measure, the Gods are capable of walking among the people, and on occasion do, but they seldom interfere in everyday life. Devils and Demons attempt to tempt Mortal souls into their dark coils, while Celestial beings bring light and hope in dark times. Monstrosities from beyond the Outer Reaches sometimes find their way to the Material Plane, while spirits of Nature and Elementalism are prominent in the untouched parts of the globe.  

Cosmology

A’arde sits as part of an overlapping series of cosmological Planes, where creatures of different origins dwell. These Planes can be accessed in places where the veils between worlds grow thin, or when doors are specifically constructed for the purpose. Some Planes are easier to access than others, and many of them are extremely dangerous for Mortals to enter. These Planes include the Lateral Planes (the Realms of the Fey), the Planes of the Immaterial, the Planes of the Primordial (Elemental), the Planes of Empyrean (the Gods), the Planes of Navia (Devils and Demons), and the Far Realm/The Nether.  

The Sun, Moons and Stars

A'arde has one yellow sun (also known as Haul's Chariot), and two moons, known as Selene (the larger moon) and Lune (the smaller moon). The moon Selene, also known as “The Watchful Gaze of the Healing Mother'' and the one most often referred to as "the moon", is a blue-white coloured moon surrounded by a halo of glittering dust, while Lune is more of a yellow colour, and features an almost permanent orange-red crescent of varying sizes, caused by the shadows of A’arde and/or Selene. The sun is associated with the God, Haul; Leader of the A'arden deities and God of the Sun, Order and Time. Selene is the Goddess of the Moon, Stars and Healing, while Lune, her son with Haul, is the God of Medicine, Herbology and Physicians. A third satellite, one significantly smaller than Selene and Lune, and referred to as an entity akin to a star, is known as Sibyl, the Veiled Blessed of Boone. It is said that it is named after Boone’s beloved wife, who did not survive the invasion of the Primeval Titans, and is a satellite that is often literally overshadowed by the presence of A’arde, Selene and Lune. It's appearance in the sky usually signifies the coming of a great event. Additionally, a small “comet” orbits A'arde, known as the Blessing of Maya. Maya is the Goddess of Pregnancy, Childbirth and Midwives, and its namesake is Selene and Haul's youngest child. The position of the Moons and comet are used in relation to other stars to determine the potential efficiency of rituals.   Additionally, there are five planets (celestial bodies) with significance; Animus (associated with Muse, Oron, Golduin and Shiron), Yen (associated with Veeda, Auster, Zulema and Olina), Enmity (associated with Evander, Fachnan, Helmer and Sezia), Chrona (associated with Boone, Zada, Cessair, Eislyn and the Scribes) and Finis (associated with Sychar and The Reaper). The positioning of these is said to influence Creativity, Love, War, Fate and Death, specifically.   The largest star in the sky can be seen from both hemispheres close to the horizon, and is known as Albrun, or Arcania's Beacon. For five days of the year, Albrun goes dark, bringing with it Eadar-Amail, the Transitioning, where the power of the Weave fluctuates. Major constellations include the Archer, the Chalice, the Dragon, the Altar, the Chisel, the Hound, the Horse, the Phoenix, the Watcher, the Scales, the Harp, the Bear, the Bull, the Anvil, the Shield, the Snake and the Maiden.  

The Year

Eadar-Amail makes up the first three and the last two days of the year. These days are marked as months 0.5 and 12.5 on the calendar. The rest of the year is broken up into twelve months of thirty days, bringing the total number of days to 365, and it features the four seasons of Spring, Summer, Autumn and Winter. These months are numbered 1 to 12 on the calendar, and each has a Common Name that relates to the theme or activity most associated with that month.  

The Lands

A’arde is made up of five continents: Eirinn, Duraloth, Cnuic Ghlainne, Karadal and the Silver Wastes. Eirinn, Duraloth and Karadal were named after pre-existing Moeda’arden continents, the names of which were passed down from the True A’arden Gods. The Silver Wastes earned its name from its relatively barren nature and unusual silvery rock colouration, while Cnuic Ghlainne was gifted to the Fey and named after its pristine waters before being bestowed upon the Elven Gods. Additionally, a subterranean realm, part magical and part material, known as the Chthonic Below stretches beneath most of the known landmasses, and the floating city state of Ustaf’vriel can sometimes be witnessed as it orbits within A’arde’s atmosphere.   The majority of Aelyrya's works within A'arde take place within, or feature heavily, the Country of Curtana, located in the West Eirinn Region of the Continent of Eirinn.  

The Aesthetics

The general aesthetic of A’arde is something of a merging between the Medieval-Renaissance and Victorian time periods of the Cosmological Realm of Earth, but twists of time often make appearances! Magic, traditional armour and martial weaponry are the go-to choices of Adventurers, mercenaries and Guards alike, but firearms are an entity that exist in a limited fashion within the world. Firearms are still relatively new, incredibly unstable, and incredibly expensive to craft, so they are not very common in the world, and are very expensive to maintain.  

The Gods

A'arde is multipantheonic, with the various Species bringing with them their own Gods and Spirits when they arrived within the World. While the primary Pantheon is considered to be the True A'arden Pantheon, numerous other Pantheons, as well as various solitary Deities, exist throughout the world. Gods in A'arde do not rely on worship for their power, and can turn up even in places where their existence is denied! But as with all things, there are limits to what Gods can do; this is in order to preserve the existence of A'arde itself. After all, the True A'arden Deities fought against an apocalyse to keep it safe! It would be a shame to see it fall due to the hubris of other Deities...  

Magic

Magic within A’arde has its costs and limitations, even amongst the Gods. As an example, Healing magic works well on exterior wounds that require little physical intervention, however, major injuries such as broken limbs or lost body parts require a degree of physical medical knowledge as well as magic. This is because limbs must be reset and parts either replaced or cauterised before healing can occur, otherwise they will not heal correctly. To further this example, a broken limb bone must be properly reset, lest it heal misaligned and cause a limp or decrease in dexterity. Some out there are frivolous with their magic and strength, which often lures unwanted attention their way, while others sequester themselves away in hidden laboratories and towers, choosing to ignore the outside world in favour of their own, quiet existence.  

Adventure

For those willing to seek it out, there is a great deal of adventure and excitement to be had within A’arde. Expansive deserts, lush forests, perilous swamps and soaring mountains are scattered throughout the world, filled with lurking bandits, varied locals, mighty creatures and hidden conspiracies. Ruins, caverns, tombs and doors to new worlds dot the landscape, hiding treasures of Races both living and dead, waiting for intrepid explorers to delve in and claim them. Or, perhaps, luring them in to die and feed the monstrosities that dwell within…   As a whole, those who take on the life of an adventurer are regarded with an equal mix of admiration, envy and distrust. While many believe that stalwarts willing to risk their lives on behalf of strangers should be lauded and rewarded, there is equal understanding that some individuals in this lifestyle engage in what they do for personal gain, with no thought for the consequences of their actions. Successful adventurers that amass wealth and status at such a fast rate may be viewed with alarm or jealousy, bringing negative attention to themselves, while even those who admire adventurers for their energy and valour may have misgivings. Who knows what horrors may be unleashed if explorers, knowing little to nothing of the dangers they face, stumble upon an ancient ruin or tomb and unleash an ancient evil back into the world?

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