Realm of Alera Wiki

## **Welcome to the Realm of Alera Wiki**

This is the wiki page for the homebrew Dungeons & Dragons setting of Alera.

General gameplay will be centered around the continent of Alera, one of the five commonly known continents in the realm, with the others being Canea, Calcis, Adua and Midcury.

The continent of Alera is an oligarchy controlled by the nobility. The country is divided into six separate ranges, each governed by their own high-lord who answers only to the First Lord of Alera through a delicate power balance. Each range, in addition to their geographical resources, differentiate themselves through their dissimilar weather patterns, population expertises, religious beliefs and laws or political agendas.

Alera is almost solely inhabited by humans depending on where in the country you look, but other races are occasionally met, especially in larger cities. Trading is a large part of the Aleran culture – previously this was done over land in caravans but with the roads growing increasingly unsafe, the transportation has turned to sea, allowing piracy to bloom.

## **The World**

**Choices are unlimited, consequences are mandatory. The world is your adversary, I am simply the narrator.**

A long fought mage war against witchcraft has just drawn to an end, marking a dark era. However, the darkness it brought has chosen to linger and a shadow has fallen over Alera as a result. The nights have grown colder, darker and longer, the fields seems to wither and die for no apparent reason, fungus has begun sprouting in the before rich green forests, which now are harrowed sights with the green foliage turning a bleak brown. The crossroads have turned unsafe as thugs, thieves and creatures of the night have taken up residence in the past illusion of safety. Secure walls of a Steadhold, build from bedrock, the very heart of the earth, now seems frail and insufficient to keep the darkness at bay.

### **Gamestyle:**

Get an understanding of the pace and the game style before exploring further, especially if you are new to D&D.

If something seems dangerous it is because it is and you should gather intel before getting yourself killed. - The entire world does not revolve around the players and encounters may not be tailored to your 'level'. If you pick a fight with a lord baron or a wizard in a flying tower at level 1, you WILL die. Meaning places are as dangerous at it makes sense for them to be based on the location and circumstances. Don't expect to safely discover the Feverborn Jungle, circumnavigate the Circled Sea, nor make an expedition into the ice ranges to the north at lvl 3.

**Dungeon Masters do not kill characters. Players get their characters killed. DMs just file the paperwork.**

## **The Realm of Alera and its continents**

The following is mostly common knowledge most inhabitants of Alera are familiar with, as play-sessions progress and more information is uncovered, additional info will be added.

**Get to know the world you populate, it may spark some ideas for backstories.**

* **Alera:** The country, its cities and the political rank of the people.
	+ The people of Alera
	+ The military - ranks and overall military structure
* **Canea**
* **Calcis**
* **Adua**
* **Midcury**

## **Magic of Alera**

### Spellcasting and Conjuring

* Overview of witches, wizards, drafters, crafters and the likes.

### ~~Potion Making~~ - ended up being too complex when we tried to balance it

* ~~Potions, how to make them and their intrinsic effects.~~

### ~~Gods and Domains~~

* ~~Churches, saints, Gods and their domains.~~

## **Character Creation**

### Character Creation

* How-to steps on creating a character fitting for the Realm of Alera.

### Former and Present Characters

* People met throughout the course of different adventures.

### Languages

* Languages - common, coded and exotic, found throughout Alera.

### Expanded Adventuring: Gear and Services

* Transport times, services, costs and gear for any occasion.

## **Other Things**

### House Rules

* Alterations to already existing systems. A growing list made with or by players when a RAW rule just doesn't seem right or breaks immersion.

### Homebrew

* Added features; Favor system, new races, feats etc.

### Gambling and Game Traditions

* Rough rules to the most prominent games in the Realm of Alera.

### The Thieves District

* Guilds, special locks, thieves cant and forgery.

### Downtime

* Adventurers are not always on the roads or fighting malevolent creatures.

### Excess Gold?

* Is your coin purse overflowing and feeling a bit too heavy, no?, well anyway here's what you can dream of spending a dragons hoard on.

### Exotic Materials

* Magical items are not indestructible nor last forever. Maybe some Spark Glass or Blightsteel would liven up or repair that broken trinket.

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