Arekhan: Realms of Swords & Sorcery
I originally created the Realms of Arek for my AD&D campaign, then fleshed it out in much greater detail when I converted it to GURPS. The version you see here coincides with its resurrection for D&D 4th edition. My goal is to keep most of the standard assumptions for a ‘generic’ fantasy world, so players know what to expect, and can concentrate on playing the game instead of all the strange names and unusual societies. I also want to bring it closer to its roots in myth & legend – stripping away some of the unfortunate aggregation of self-referential RPG fantasy tropes. I strive to make it seem more like what real history would be if the monsters & magic they believed in really existed, while still leaving enough room for the high fantasy elements of a strange & magical world.
In particular, I don’t want magic to be so commonplace as to become unremarkable. Nor do I want a cacophony of races, monsters, gods & magical abilities to clutter the landscape for no apparent reason. This is not the politically correct fantasy for sensitive young readers found in so many contemporary D&D sources, but neither is it the grim & hopeless desolation of dark fantasy. Hopefully, it evokes the spirit of the wondrous realms of fantasy literature shown to us by J.R.R. Tolkien, Robert E. Howard, Fritz Lieber, L. Srague de Camp, Ursula Le Guin, Michael Moorcock, George R.R. Martin, and others.
Categories in the Wiki:
- Archetypes (classes)
- Social Classes
- House Rules
- Dramatis Personae: LINK
- Borderlands Campaign Log: LINK
- Player’s Handbook 1 & 2
- Monster Manual 1 & 2
- Adventurer’s Vault
- Martial Power
- Arcane Power
- Divine Power
- Others on a case-by-case basis.
Please leave your comments on this site. More of my RPG information can be found at the CyberDungeonLINK.
Page added: 2009.01.04 – Updated: 2009.07.25