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
Link to originalThe Arcanian Priestess
The Tide Singer
Link to original
- Their tears have powerful purifying properties
- Communicates with sea creatures
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 |
---|---|
1-2 | A dryad appears, warning the party not to harm her grove. |
3-4 | The party stumbles across an ancient druidic ritual site. |
5-6 | A massive bear crosses their path, uninterested unless provoked. |
7-8 | Thick mist rolls in, obscuring vision and disorienting the party. |
9-10 | A goblin ambush party lies in wait behind the trees. |
11-12 | The party encounters a wounded elven ranger fleeing unseen pursuers. |
13-14 | A traveling bard has set up camp and invites the party to share tales. |
15-16 | The forest suddenly goes silent. Something dangerous is nearby. |
17-18 | A rare herb with magical properties grows along the path. |
19-20 | The party finds a hidden entrance to an underground cavern system. |
Desert
Roll (d20) | Encounter |
---|---|
1-2 | A sandstorm reduces visibility and hampers movement. |
3-4 | A caravan of merchants approaches, willing to trade or barter. |
5-6 | A giant scorpion ambushes the party. |
7-8 | A mirage confuses the party, leading them off course. |
9-10 | A wandering nomad shares cryptic wisdom about the desert. |
11-12 | The party discovers an oasis, but it is guarded by territorial creatures. |
13-14 | Buried ruins are partially uncovered by the shifting sands. |
15-16 | A deadly viper slithers into the party’s camp. |
17-18 | Tracks of a massive creature lead across their path. |
19-20 | A genie appears, offering a single boon for a steep price. |
Mountains
Roll (d20) | Encounter |
---|---|
1-2 | A rockslide suddenly blocks the path, forcing the party to climb or clear it. |
3-4 | A group of mountain goats charges through, startling anyone nearby. |
5-6 | An avalanche is triggered, threatening to bury the party. |
7-8 | A lone hermit living in the mountains offers cryptic advice or warns of danger. |
9-10 | The party spots a distant wyvern circling overhead, but it doesn’t approach—yet. |
11-12 | A narrow bridge over a deep chasm has collapsed, requiring ingenuity to cross. |
13-14 | A small group of bandits attempts to rob the party in the confined trail. |
15-16 | A blizzard reduces visibility and threatens exposure to the elements. |
17-18 | A mysterious figure carved into the rock emits faint magical energy. |
19-20 | The ground beneath the party gives way, revealing a hidden cave system. |
West lands
Roll (d20) | Encounter |
---|---|
1-2 | A traveling farmer invites the party to a village harvest festival. |
3-4 | A group of scarecrows animate and attack the party. |
5-6 | A field catches fire, and the party is asked to help put it out. |
7-8 | A farmer’s livestock has gone missing; the tracks lead into the woods. |
9-10 | The party encounters a group of pixies playing harmless pranks. |
11-12 | An unusually large boar rampages through the fields. |
13-14 | A helpful farmer offers a place to rest for the night. |
15-16 | A swarm of locusts threatens to destroy a farmer’s crop. |
17-18 | A mysterious figure is seen planting strange seeds in the fields at night. |
19-20 | The party finds a shrine hidden among the fields, dedicated to an old deity. |
East lands
Roll (d20) | Encounter |
---|---|
1-2 | The party stumbles across a field of cursed crops causing hallucinations. |
3-4 | A starving wolf pack prowls the edge of a struggling village. |
5-6 | A farmer pleads for help with a blight ruining their last crops. |
7-8 | A suspicious group of travelers is seen inspecting the fields at night. |
9-10 | A group of skeletons rises from an old, forgotten battlefield under the soil. |
11-12 | A mysterious druid offers to bless the land—for a price. |
13-14 | The party discovers an abandoned farmhouse rumored to be haunted. |
15-16 | A struggling village elder seeks aid to fend off raiders. |
17-18 | A small sinkhole reveals a buried cache of ancient artifacts. |
19-20 | The ground trembles, and a monstrous creature erupts from beneath the fields. |
Travel
Roll (d20) | Encounter |
---|---|
1-2 | A wheel on the wagon breaks, requiring repairs. |
3-4 | A group of bandits attempts to stop the wagon for a toll. |
5-6 | A herd of wild animals blocks the path, causing delays. |
7-8 | A mysterious traveler offers to accompany the wagon for safety. |
9-10 | A powerful storm forces the party to find shelter. |
11-12 | A group of farmers requests a ride to the next town. |
13-14 | A cursed relic is found hidden in the wagon, causing strange effects. |
15-16 | A runaway horse threatens to overturn the wagon. |
17-18 | A swarm of insects descends on the party, biting and stinging. |
19-20 | A roadblock reveals a trap set by kobolds. |