Deiradh

That which follows is a brief introduction to the world of Deiradh, with hopes to entertain, illuminate, and provide information for a campaign using the 3.5 edition of the Dungeons and Dragons game system. Deiradh is a world very similar to the Earth of the 13th and 14th centuries. Most of the area under discussion here has until recently been covered by wild forests and unsettled grasslands. Civilization is still a novelty in much of this world, even the oldest of cities on the Bay of Berrani, or the founding of Summersedge, the greatest City-State of the World, are within the memory of the oldest living elves of Elvenhome. The people of these lands (including man, dwarf, elf, gnome, and halfling) are similar in mindset and advancement to the men of the 13th century. City-states are common, and nations on the increase as more of the wild lands are pushed back and gathered under a single king or government. Skills such as metalworking, farming, and craftindustry are common in the civilized lands, so that swords and heavy metal armor are all-too available to the warrior. Literacy and the quest for knowledge in on the rise, with the recent introduction of printed hand-bills in Berrani. The merchants-class is increasing in both wealth and power as more markets and resources open up. Faith, while not as dominant as in Europe of this period, is a major force in the lives of the people. There are great differences between that world and this as well. Great beasts and evil humanoids wander the wild (and not-so-wild) country of Deiradh. Ruins of ancient cities and towers may be found among the underbrush, old lands and names that are lost to memory and the past. And there is magic. Some indh3. ividuals of Deiradh have the ability to channel magical energies, allowing them to perform mighty tasks. Others receive such abilities with the blessing of extra-planar beings known as Powers. These magic-users and clerics can reshape the face of the world, and indeed have done so over the millennia. Hills and forests may appear where there have been none before, and mountains may move several miles. A great sandy waste has been moving further west in the heart of the land, matched by a sheet of ice, equally relentless, to its south. Neither of these may be the fault of nature alone, but the meddling of spell-casters, human and otherwise. Finally, Deiradh is a land of adventure, and therefore adventurers. It is the time of heroes, when one man of pure heart (or with a powerful artifact) may hold his own against enemy hordes, where legions of evil forces may muster and be destroyed by the actions of a few, where the nations rise and fall on magical tides which mere men can control. It is a time when the bold and the lucky may make their fortunes and gain great power over their worlds. The information presented herein is as known to myself, those about me in the lands north and west of the Sea of the Shadai, and those I have encountered in my travels. On my word as a sage nothing within these pages is false, but not all of it may prove to be true. All stories presented are as I have heard them and had them recorded, all information is checked as best as possible given the limited resources of an old man in a small town (even if that old man has the power to flatten mountains, mind you). As you adventure in this fantasy world, be warned that not all things are as they appear, and trust to your wits, your weapons, and your common sense in surviving and profiting in Deiradh.
As recorded by Llio, Scribe to the Sage NASAGAN OF LANDOVER, 29th day of Fireseek, 321 AE.

World of Deiradh