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After Winter Dark RPG: Codex Of Aihrde

After Winter Dark RPG: Codex Of Aihrde

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Part 1 The Almanac: The Almanac introduces you to the world of Aihrde, from the cosmological stand point, the world itself and its many diverse peoples, and then at last to the Lands of Ursal, called the Cradle of the World for here humans first mastered the Arcane. It consists of six chapters:

  1. Ordering of The Cosmos
  2. The Divine Orders (over 50 gods outlined)
  3. Peoples of Aihrde (dozens of peoples, including dwarves, elves, halflings & gnomes)
  4. The Kingdoms of the Ursal in Aihrde (30 realms will all relevant data)
  5. The Lands of Ursal in Aihrde (all terrain defined with adventure hooks)
  6. The Guilds and Orders of Ursal in Aihrde (a dozen or more guilds for immediate play)

Part 2 The Andanuth: Here we learn the story of Aihrde, from its uttermost beginning to the present age, over 100,000 words of mythological and historical content that gives Aihrde a foundation like no other campaign setting.  It follows the journey of the All Father, the creation of the gods and the world. We learn who the gods are and how they interact long before the coming of the dwarves and man. The story covers the creation of these people and more and all their long journeys and travails from their arrival to the realms of the day. The Andanuth is generously sprinkled with stories and tales of gods and men, dwarves and goblins, war and peace. You'll not wonder what happened before...you'll know. 


It consists of Seven Orations, or chapters. They are as follows:

  • First Oration: Days before Days, where we learn of the creation of the gods, of good and evil, all in the uttermost Void. Here a dark thought of the All Father rose until the other gods drove it to the Uttermost Deeps. And the gods learn who they are.
  • Second Oration: Of the creation of the world of Aihrde and the first wars of the gods, the creation of the planes and the Homeless House, the coming of the dwarves, giants, trolls, and humans. 
  • Third Oration: The Songs of the Dwarves. Here the first realms are built by the dwarves and the 13 tribes of humans that wander in the wilds until they found their own realms. The coming of the goblins. The second war of the gods and the reign of Ornduhl and the creation of the 
  • Fourth Oration: The goblin dwarf wars that consumed all the kingdoms of the dwarves but for three in the lands of Ursal.
  • Fifth Oration: Of the fall of dwarf and goblin and the rise of the Kingdoms of men, far and wide but a focus on the Aenochians and Ethrum, for they fell to the tutalage of the gods and both benefited and suffered from it thereby.  This is an age of magic when sorerers rise to the fore.
  • Sixth Oration: Of Trigal's summoning of the dark thought of the All Father (from the first Oration) and it is named Unklar. How he comes to conquer all the world of Aihrde and rule it for a thousand years called The Winter Dark!
  • Seventh Oration: The rise of the peoples of AIhrde, led by an unlikely alliance between dwarf and goblin. The fall of Unkar and the rise of the Young Kingdoms. (this is where you take over and make the world your own.

Appendices: Several Appendices cover extra material such as a detailed time line, calendar, weather patterns, languages, and flora of Aihrde.


GAMING NOTE: The time lines here are of particular interest to game masters and players alike, for HERE, because the timelines extend 12000 years, it allows you to develop your character's story by placing them firmly in the history of the world.

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