Pronunciation: Ar-KAY-zhah (Arcasia)
(Also known historically as “Arcalith” in ancient texts.)
Arcasia is a world shaped by cycles of wonder and calamity, where civilizations rise, shatter, and rise again upon the ruins of ages past. It is a land of two moons, shifting empires, mythical peoples, drowned kingdoms, and magic that ebbs and floods like the tides.
Across its five known continents—each scarred or blessed by past Ages—heroes are forged not by destiny, but by the pressures of a world still healing.
Ancient powers stir beneath the waves. Storms churn with forgotten magic. Nations struggle to define themselves in a time after empire. Every road leads toward mystery, conflict, and choices that matter.
This is Arcasia: a world on the cusp of its next Age.
Arcasia is vast and diverse: frozen Auborea in the north, the fertile and politically tangled Eastern Continent (Faenas, Dwellomel, Zareem), and the wild, storm-lashed Western Continent of Westbroon and Tilçanhu. Beneath the waves lies Chelonia, a drowned golden-age continent that rises once every 3,000 years, drawing treasure-seekers and war fleets alike .
Two moons rule the sky and the flow of magic:
Their rare alignments shape prophecy, ritual, and supernatural phenomena.
Magic in Arcasia flows from three Wells:
Arcasia holds many ancestries, each with ancient roots and shifting homelands :
Once elite imperial protectors, the Kurai judged the First Empire weak and attempted a coup. Defeated, they were exiled to their island of Sukoku. Now they stand as a disciplined, martial society of oaths, honor, and silence, feared and respected in equal measure .
The pantheon is divided into:
Religious orders—such as the Lunar Synod, Tidemother’s Cloister, Verdant Circle, and Order of the Stalwart Star—shape law, culture, oaths, and regional politics .
Across five great Ages, Arcasia has seen:
You adventure in a world where:
This world is full of shifting power, rising threats, and opportunities for heroes bold enough to seize them.
Arcasia thrives on adventure hooks and dramatic tensions, all perfect for Daggerheart:
The world is vast, dangerous, and brimming with opportunity. Your heroes help decide which Age Arcasia will become.
Arcasia’s landmasses echo the scars and triumphs of its history:
A land reborn from the fall of the First Empire. Kingdoms of the Free Peoples now stand beside remnants of imperial glory. The exiled Kurai Shogunate occupies their ancestral island of Sukoku, watching the mainland from across the waves.
A realm of dramatic contrasts:
• Westbroon in the north—plains, swamps, deserts, and frontier kingdoms.
• Tilçanhu in the south—towering jungles, ancient temples, crystal archipelagos, and vibrant living magic.
Once the pinnacle of ancient civilization. Now drowned.
Below the waves survive the Merfolk of Chelonia, guardians of the Great Pearl, a source of arcane power coveted and feared across the world. The Chelonian Atolls rise only once a year, invoking awe—and danger.
The mountainous domain of the dwarves, tunnel networks older than recorded history, and hidden forges that channel the strength of the earth.
Land of roaming clans, giant-kin, frozen reaches, and primordial spirits. Zareem’s nomadic tribes wander the shifting golden seas of desert and steppe, shaped by harsh winds and long memory.
Arcasia is home to a vibrant spread of ancestries, each with deep roots and histories:
• Wolfen — Rare, lupine folk, often shunned yet found in all corners of the world.
• Merfolk of Chelonia — Amphibious heirs of a sunken golden age.
• Clanks — Constructed beings whose first designs emerged in Chelonia’s twilight era.
• Dwarves — Stonebound artisans of Dwellomel.
• Giants — Enduring titans of the northern wastes.
• Galapa — Tortoise-folk of the Chelonian Atolls.
• Kurai — Wolfen-descended warrior culture exiled to Sukoku.
• Free Peoples of Faenas — Kingdoms and city-states rising from the ashes of empire.
• Nomads of Zareem & Auborea — Wandering clans shaped by storms, spirits, and shifting sands.
• The Hidden Realms of Tilçanhu — Jungle kingdoms steeped in ancient, living magic.
Arcasia’s history is marked by five great Ages, each defined by triumph or disaster: