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Well, traveler, you have stumbled from the wilds of the Internet into a medieval fantasy world I am building for some future novel and d20 v3.5 game module (under the terms of the Open Gaming License) that may or may not come into existence. Open game content appears in italics; I reserve copyright protections for everything else here.
The world and its wonders are still developing in my imagination, and but I don’t want to wait until I think I’m finished before I start writing it down. This is very much a work in progress, but here is what I have so far:
Numenaria is an Earth-like world criss-crossed by magical ley lines, the intersections of which form devils’ triangles, fairy rings, “high places” and dimensional gates to other planes of existence. Humans occupy only the small corner of the world that they have managed to clear of monsters and magic. They plant, harvest, build cathedrals and repair their water mills relatively unmolested by the supernatural horrors that they (often rightly) believe lurk in the wilderness. A monotheistic religion that worships Gob the Almighty fills the spiritual void left when the ancient heroes (and villains) banished the evil witches, sorcerers and demons from the northern realms of Darrilhin, Thoeststrand, Lumartia, Ryeldden, Lourdril and the Dreagar Confederacy.
East of these kingdoms lies ruins and wilderness occupied by nomadic horsemen; the lands beyond the horsemen are unexplored and wild. Ruined cities, haunted castles and demon gates populate a dangerous wilderness that prevents the denizens of scattered Free Cities and kingdoms from spreading across the world.
The ley lines and portals are both a blessing and a curse for Numenaria. The sentient inhabitants who are able to risk the unpredictable backlash can harness magic and use it as they will, but they risk falling prey to invaders from other dimensions who want to hold this singular world and its nexus of portals.
Most people in the Northern Kingdoms never leave the area protected by the nearest castle or stronghold; many die before their second birthday of diseases that are preventable in the pagan empire of Kyrishia to the south. Those who survive their first harsh winter or lean harvest could very well die in their first military engagement. Because of the enormous amount of effort and organization required to actually break open a castle, rival nobles usually simply destroy each other’s means of production – the land, peasants, livestock and buildings – and then offer terms of peace. Chivalry is only for the nobility, and peasants are perfectly legitimate military targets. In fact, they are the preferred targets in a military campaign. Killing peasants is safer for the relatively small feudal armies than engaging in pitched battle; it also achieves the military objective of forcing an opposing noble to the bargaining table by disrupting his source of income.
Numenaria is a world of dangerous magic and high adventure. The luckiest and bravest can strike out for the wilderness and carve out a kingdom for themselves–or die in the process.