Antrica at a Glance
Antrica is a world of little differences, and yet these small changes make it a world unlike any other. With the exception of very broad, general topics or those hard to qualify with in-game terms, all articles will be added in character, as noted by the quotation marks preceding and following each statement as well as the note beneath the text indentifying its contributor. A wise listener may choose to be selective in what they take to heart out of the knowledge gleaned from here, as not every source may be as credible as one might hope…
There are four main eras of Antrican history, and they are each distinguished as follows:
- The Enlightenment, where young races attempt to expand their knowledge of the world they inhabit. The most notable features of this era are a lack of large permanent settlements, a large and unruly orc population, and inhabitants with a connection to the Dream Weave.
- The Expansionist Era, where the most prolific and adaptable humanoid races stake their claims. The most notable features of this era are the discovery and implementation of Ley Lines, the founding of several major cities such as Calibishan and other places of interest, the founding of the Dryforks Guild and the introduction of Anthropomorphs to Antrica.
- The Age of Darkness, a twelve-year period in which Zilkesh the necromancer managed to amass the amount of power, resources, and underlings necessary to claim lordship to all but the furthest corners of the campaign world, enforcing a reign of terror that could only be ended by a powerful army of good led by Var’El, the first Ascendant. Little else is known about this period.
- The Age of Defiance, in which the majority of Antricans openly denounce their faith, churches are raized and clerics held in contempt, all due to the indifference of the cold and uncaring Faerunian gods. The most notable features of this era are the increased importance of the Ascendants, the exploration of the outer planes, and the activation of the Artifact, which leads to the migration to the Antrican Pantheon.
- The Inquisition, where the return of Zilkesh brings with it the omnipresent threat of increasingly difficult to detect undead, throwing suspicion unto all. The newly appointed head cleric of Var’El’s Calibishan temple leads the effort to find and expunge all threats of undead and Zilkeshian sympathizers.
Antrica is a place all of its own, and certain facets of its operation and composition must be noted:
- Being a land frought with peril and teeming with magic, Adventurers are not an uncommon sight in virtually any part of Antrica and tend to fill whichever role in society they find best suited for themselves, whether it is for good, for ill, or for their own self and sake.
- The Gods of Antrica are perhaps its most notable difference, as up until the Age of Darkness, people chose to worship the gods of the Fae’runian pantheon due largely to the ignorance of there being any alternative. It was only during the Age of Defiance that all connection to Fae’run was severed and Antrica found itself with entirely new sources of divine might and wisdom.
- Having a different topography and historical context, the Races found in Antrica have been said to have slight regional differences than those known to travellers from realms reported to be outside all known planes within the sphere, who claim familiarity with humanoids nearly identical to the elves, halflings, and dwarves found in most large societies.