A Wedding in Axebridge Preview Excerpt

Copyright Chris Seal and Iron Crown Enterprises Ltd © 2017

Edited by Peter Mork for The Guild Companion

"The Aeden Isles are a realm in which humans have become dominant, driving the elvish people who originally inhabited the Isles to the brink of extinction and seeding an ongoing conflict that taints the relationship between these races."

The Setting

A Wedding in Axebridge is set in the Aeden Isles, located off the coast of the Tyrisian lands, the most remote of the Shatterings in the world of Mithra. The Aeden Isles and the Tyrisian lands have had little contact with the outside world and the Royal Road that leads to the Tyrisian lands is tainted and fraught with danger, thus not well traveled.

The Aeden Isles are a realm in which humans have become dominant, driving the elvish people who originally inhabited the Isles to the brink of extinction and seeding an ongoing conflict that taints the relationship between these races. Whilst players may choose to play elven characters, they should be aware that they will be mistrusted by most common folk.

The lands that A Wedding in Axebridge are set in have recently been converted to the church of Caerwyn, Lord of All. Caerwyn, the name given to the Tyrisian god Caelumn in the Aeden Isles, is a generally benevolent god and the church in the Isles has yet to be infected with the backstabbing and politicking that makes up the church in Imperial Tyrisia.

Due to the recent conversion of the Aeden Isles, the faith rests uneasily in people ’s hearts and minds and many folk revere the old gods of the Gael, whilst following the word of Caerwyn.

Peoples of the Aeden Isles

Several distinct peoples inhabit the Aeden Isles, each with their own cultural beliefs and taboos. These include:

  • The Gael: the original humans that arrived in the Isles and displaced the native Sidhe. Human statistics with either an Urban or Rural culture should be used to represent the Gael.
  • The Southmen: hardy humans from the frozen lands south of the Aeden Isles. Human statistics with an Arctic, Rural or Nomad culture should be used to represent the Southmen.
  • The Tyrisians: the largest ethnic group of humans occupying the continental mass of the southern-most Shattering. Human statistics and Nomad, Rural or Urban culture should be used to represent the Tyrisians.
  • The Karamin: a race of magically altered humans, closely resembling halflings that live a nomadic lifestyle. Halfling statistics with a Nomad culture should be used to represent the Karamin.
  • The Valkyr: a race of magically altered humans with great wings that allow them to fly. Valkyr live in a highly structured society with a strongly ingrained caste system.
  • The Umli: nomadic dwarves that live along the edge of the Antarctic polar ice. Dwarven statistics and an Arctic or Nomad culture should be used to represent the Umli.
  • The Sidhe: an elven people driven from their homes by the arrival of the Gael. Elven statistics and Nomad, Sylvan or Rural culture should be used to represent the Sidhe.

Whilst the adventure is set in the Aeden Isles, it is designed to be able to be dropped into any setting with minimal alteration. The god Caerwyn can be replaced by any good deity that fits within the GM’s setting. Similarly any nature deity, especially one inimical towards the mortal races, can be used in place of Cernous. Finally, the references to the Sidhe language can be replaced by any elven language that fits within the GM’s setting.

Scholars in the Aeden Isles refer to the flows of magic that permeate the land, allowing spellcasters to manipulate reality, as the Ethereum Arcane and any reference to such should be replaced by the equivalent term used in the GM’s setting.