Map

History

Named after the house of Arca the capital of Mystara lies at the center if this continent. Connected to Memberia via the city of Ironshore and Onyxia via the city of Riverport

Royalty

Once ruled by the royal house of Minli the results of the Devine War caused the deaths of several royal branches to go extinct, either in battle or as collateral from the devastation.

Many houses were left to lead this new continent, the new Monarch was picked by finding the one next in line. Many didn’t favor this approach but were out numbered by the ones favoring tradition.

With the dust settled the Arca family took the mantle of leading.

The house of Arca

Having been deemed the rightful heir of the kingdom the head of the Arca (Rondli Arca) whom deemed it to be that this new continent should be named Arcanum and that by this the kingdom of Arcanum would be born.

Relation

The former King of the Kingdom of Mysta (Xon Minli) had 3 children. His youngest had another 2 the oldest of which then had 3 of her own. Where the middle child married into the “peasant” merchant line of Arca and had 2 children, the oldest of which was the head of house Arca (Rondli Arca)

History

The Arca used to be a peasant family with no last name, it was only once the first Arca decided to become a traveling merchant that (after many years) relations and trades were made with the then King of Mysta that a last name for distinction was needed, the merchant decided to take the name of his company (Arca trading co) and thusly became the first of house Arca

Re-Settlement

The early settlements of what was now Arcanum, were focused on getting the coast operational for easier access to food such as fish, while farmland was being recultivated.

Trade ports were quickly established with Memberia via Ironshore and Raven’s Watch Trade with Onyxia however took a while to establish via Riverport and Bayshore Trade with Luminia goes through Onyxia

Godwound Ritual

Tide Sealing

  • Performed at the edge of their deepest ocean trench
  • Uses sacred pearls charged with moonlight throughout the year
  • Failure results in massive tidal waves and sea creature attacks
  • Requires cooperation between multiple coastal temples

The Arcanian Priestess

The Tide Singer

  • Their tears have powerful purifying properties
  • Communicates with sea creatures
Link to original

Link to original

Reputation

  • Reviled (-2): Banned from cities, magical detection wards alert authorities to your presence
  • Distrusted (-1): Followed by scrying sensors, denied service from official establishments
  • Neutral (0): Allowed entry to public areas, no special treatment
  • Acknowledged (+1): Access to basic facilities and public workshops
  • Respected (+2): Ability to purchase rare magic items
  • Esteemed (+3): Access to advanced facilities, rare spell components at cost, teleportation circle access
  • King’s Call (+4): Personal crystal communication device, partial access to restricted knowledge

Nature

Environments

This continent consists of several environments:

  • Plentiful Forests
  • A Desert to the north
  • Mountain ranges
  • The poorer west lands
  • The richer east land

Environment

Encounters Tables (Examples)

Forests

Roll (d20)Encounter
1-2A dryad appears, warning the party not to harm her grove.
3-4The party stumbles across an ancient druidic ritual site.
5-6A massive bear crosses their path, uninterested unless provoked.
7-8Thick mist rolls in, obscuring vision and disorienting the party.
9-10A goblin ambush party lies in wait behind the trees.
11-12The party encounters a wounded elven ranger fleeing unseen pursuers.
13-14A traveling bard has set up camp and invites the party to share tales.
15-16The forest suddenly goes silent. Something dangerous is nearby.
17-18A rare herb with magical properties grows along the path.
19-20The party finds a hidden entrance to an underground cavern system.

Desert

Roll (d20)Encounter
1-2A sandstorm reduces visibility and hampers movement.
3-4A caravan of merchants approaches, willing to trade or barter.
5-6A giant scorpion ambushes the party.
7-8A mirage confuses the party, leading them off course.
9-10A wandering nomad shares cryptic wisdom about the desert.
11-12The party discovers an oasis, but it is guarded by territorial creatures.
13-14Buried ruins are partially uncovered by the shifting sands.
15-16A deadly viper slithers into the party’s camp.
17-18Tracks of a massive creature lead across their path.
19-20A genie appears, offering a single boon for a steep price.

Mountains

Roll (d20)Encounter
1-2A rockslide suddenly blocks the path, forcing the party to climb or clear it.
3-4A group of mountain goats charges through, startling anyone nearby.
5-6An avalanche is triggered, threatening to bury the party.
7-8A lone hermit living in the mountains offers cryptic advice or warns of danger.
9-10The party spots a distant wyvern circling overhead, but it doesn’t approach—yet.
11-12A narrow bridge over a deep chasm has collapsed, requiring ingenuity to cross.
13-14A small group of bandits attempts to rob the party in the confined trail.
15-16A blizzard reduces visibility and threatens exposure to the elements.
17-18A mysterious figure carved into the rock emits faint magical energy.
19-20The ground beneath the party gives way, revealing a hidden cave system.

West lands

Roll (d20)Encounter
1-2A traveling farmer invites the party to a village harvest festival.
3-4A group of scarecrows animate and attack the party.
5-6A field catches fire, and the party is asked to help put it out.
7-8A farmer’s livestock has gone missing; the tracks lead into the woods.
9-10The party encounters a group of pixies playing harmless pranks.
11-12An unusually large boar rampages through the fields.
13-14A helpful farmer offers a place to rest for the night.
15-16A swarm of locusts threatens to destroy a farmer’s crop.
17-18A mysterious figure is seen planting strange seeds in the fields at night.
19-20The party finds a shrine hidden among the fields, dedicated to an old deity.

East lands

Roll (d20)Encounter
1-2The party stumbles across a field of cursed crops causing hallucinations.
3-4A starving wolf pack prowls the edge of a struggling village.
5-6A farmer pleads for help with a blight ruining their last crops.
7-8A suspicious group of travelers is seen inspecting the fields at night.
9-10A group of skeletons rises from an old, forgotten battlefield under the soil.
11-12A mysterious druid offers to bless the land—for a price.
13-14The party discovers an abandoned farmhouse rumored to be haunted.
15-16A struggling village elder seeks aid to fend off raiders.
17-18A small sinkhole reveals a buried cache of ancient artifacts.
19-20The ground trembles, and a monstrous creature erupts from beneath the fields.

Travel

Roll (d20)Encounter
1-2A wheel on the wagon breaks, requiring repairs.
3-4A group of bandits attempts to stop the wagon for a toll.
5-6A herd of wild animals blocks the path, causing delays.
7-8A mysterious traveler offers to accompany the wagon for safety.
9-10A powerful storm forces the party to find shelter.
11-12A group of farmers requests a ride to the next town.
13-14A cursed relic is found hidden in the wagon, causing strange effects.
15-16A runaway horse threatens to overturn the wagon.
17-18A swarm of insects descends on the party, biting and stinging.
19-20A roadblock reveals a trap set by kobolds.