Aemere

Aemere began as a map. Drawn on a sheet of blank paper, with carefully detailed mountains, trees, rivers and marshes. It became a bunch of maps, then a continent.

My interest in Celtic mythology, art and history led it to an iron-age celtic theme, and we played a 2e campaign in the world of “Celtic” for about a year.

“Celtic” eventually fell apart, but an interesting game-world remains. I’d like to run a 4e game in the land of Aemere. This game is primarily for my old gaming friends from University, but I would consider additional players.

For this campaign, the lands of Aemere are closely tied to the Feywild. It is a mountainous, forested wilderness with few civilized settlements – much like my beloved BC interior.

The main humans who live here, the Gwyll, are farmers, herders, hunters and prospectors, carving out small settlements, called Cantrevs. They are tough, able folk, who live lives of hardship and danger. Other races of men include the Varnar, who build their villages and halls along the rocky seashores and dark mountains of the northern coast, and the Ahltenmen, who travel the prairies south of the mountain lands with their cattle and horse herds.

Alongside the races of men, the bearded Dwarves mine and prospect the high mountain country, and build their own halls and fortresses in the hills. They often trade with the mighty Goliath, who occupy the high mountain slopes and treed upland valleys.

The elven races, known as the Tuatha de Danaan and their woodland cousins, the Silyane de Danaan, inhabit the sprawling forest and wildlands of Aemere, as do the elusive Gnomes. Years of contact and trade between the Gwyll and the Danaan has also produced a fair number of Half-elves, who generally inhabit the shifting borderlands or wilderness.

Other races in the land include the primitive Fomorian Orcs, barbarian Cruathadhi human tribes, wolf-headed Gnolls, mysterious Deva and strange Tieflings.

In addition to being a fierce wilderness, the lands of Aemere are filled with powerful spirits, ghosts, elementals and entities. The people of the lands use these spirits as sources of power, tapping into their energies, binding them to magical items or totems or making pacts with them to gain powers.