# Campaign Primer
This section can help get you up to speed with where the world of [[Terafen]] is as it currently stands. Follow any of the links to dive deeper on any topics that interest you!
## The Goal
The goal here is to have a setting that is familiar and comfortable but that we can consider our own, so that we can break it and change it. If you're reading this, that's probably because we've invited you to break it and change it with us. There are actually two wikis for Terafen. The one you're reading now, the "Player Wiki" and a hidden wiki, the "GM Wiki". The GM Wiki is much, much, larger than this one but most of it is thoughts and plans. Nothing is canon until it happens at the table. Then, it's recorded here where it becomes real.
We hope that when you read some of the pages on this wiki you get a spark of inspiration for a character that wants to make an impact. One who wants to conquer, explore, or build.
## A Brief Introduction of Terafen
This world takes loads of inspiration from traditional Dungeons & Dragons campaign settings and tries to put its own twists on much of it. Technology is still that same silly mix spanning a thousand years of human history, plus the [[Tinkerspire Unification]] brings us some fun if... unreliable magitech!
### Sources of Power
One of the themes of Terafen are the sources of power. In fantasy this can be taken very literally. In Dungeons & Dragons, where this game is based, there are three sources of power.
#### Arcane
Arcane magic is a source of power that permeates all things. It was here before the gods, and is not controlled by them. When a sorcerer throws a ball of fire, or a wizard animates a suit of armor they are using arcane, or eldritch energy.
#### Divine
Divine magic is a source of power controlled and granted by the gods or, sometimes, through pure righteous belief in a cause. When a cleric heals the blind, or a paladin smites an evil foe they are using divine magic.
#### Primal
Primal magic is the magic of life and created by the existence of life. Those who draw on primal power for magic draw on the world around them. When a druid changes into a bear, or a green knight calls forth entangling vines, they are using the primal magic.
### Everything Changes
Another theme of Terafen is change. Nothing is permanent except for the past (maybe... I don't know... magic... man) and nothing stands still. Cities can be erased, and borders can be redrawn.
Part of realizing this theme is ensuring that powers of the world are active. There are threats still unknown to those of Terafen that press forward with their own agendas. Their paths are set. However, the heroes of Terafen are special in that the threads of fate do not affect them. Should they deem to, and have the ability, they can change the course.
### Magic is Everywhere
In Terafen, magic is everywhere. There are four planes of existence that directly overlap one another - the [[Feywild]], [[Shadowfell]], [[Ethereal Plane|Ethereal]] and [[Material Plane|Material]] planes all exist directly on top one another only separated by a thin veil of magic. Powerful gnomish trains called [[Eldritch Engine|Eldritch Engines]] fueled by raw arcane energy pound across the lands. [[Leyline|Leylines]] crisscross the landscape, and at their intersections [[Arcane Spires]] rise into the skies forming the [[Aurora Arcana]].
### Ruins Upon Ruins
In this region, and many others empires and kingdoms have risen and fallen. Some through mundane means and others through the supernatural. Over time, settlers came and started their own civilizations atop those ruins and this cycle has continued for untold years. The calendar starts four-hundred years ago, but much time has passed before that. One such civilization, [[Xentir]] has ruins that are plainly visible throughout the eastern portions of the region. Strange smooth-stoned places with staircases to nowhere.
### The Gods Are Real
You may not be an active follower, but there can be no doubt that the gods are real and they are active. Even the ever-cynical magi of the [[Magus Regnum]] can not deny that Clerics, Paladins, and others draw their power from some immensely powerful source. Something wholly different from the pacts that Warlocks draw upon. In addition, there are multiple first-hand records within their own great libraries discussing beings of immeasurable power having walked the lands of Terafen before.
## The Active Region
Terafen, much like our own world, is a large place filled with many people. It would be impossible to explore all of it at once and the story would get spread thin. So instead, we choose one relatively focused region of the world and start there. As time goes on, we might expand our world view and begin to consider our neighbors but for now this is the focus.
![[odessa_celestia_region.jpg]]
## Powers of the Region
The area of [[Terafen]] we are currently focused on has several major kingdoms. For a slightly more detailed summary you can check out the [[Kingdoms]] page.
### Great Powers
These are the forces with the collective power for great change. When they make moves, the lines on the maps need redrawn.
[[Celestia]] - An old and powerful theocratic kingdom with disdain for arcane magic
[[Odessa]] - A kingdom ruled over by the same immortal king for over 300 years
[[Tinkerspire Unification]] - A kingdom of inventive gnomes combining magic and technology
[[Grimgar]] - A kingdom of goblinkind ruled over by the [[Iron Monarch]], a line of Ogre Magi
[[Ironheart Confederacy|Ironheart Confederacy]] - A confederation of dwarven clans in the [[Ironheart Mountains]]
[[Magus Regnum]] - A kingdom of Magi ruled over by Archmages, one for each school of magic
### Minor Powers
While not as large in scope as the great powers of the region, these minor powers must still be respected and still hold sway.
[[Shattered Thrones]] - A collection of kleptocratic kingdoms constantly vying for control
[[Tabaxi]] - Catfolk that wander the lands haggling and swapping tales
[[Goliath]] - Descendants of giants call the harshest climates their homes
[[Elf - A5E|Elves]] - Distrusted creatures deeply in tune with the magic of the world and the land
[[Eladrin]] - Denizens of the [[Feywild]] that act as liaisons between the realm of the Fey and man
## Conflict
There are many conflicts happening and more brewing yet to be revealed. If you want to get into the thick of where things are happening, look here.
### Grimgar Wages War
In [[001 - Ambush at Promise Keep|recent events]] Grimgar laid a sudden and brutal siege upon [[Promise Keep]], an important strategic location held by [[Ironheart Confederacy]].
### The Last Ember
[[001 - Leaving Farharbor|Strange]] [[002 - The Missing Septum in Stoneford|events]] as of late have been occurring in the [[Shattered Thrones]]. Recently it's become clear that these have to do with someone called the [[Last Ember]].
### Control the Arcane
[[Celestia]] has a long history of [[Timeline#^7e7ab2|trying to keep arcane magic under control]] and more than once that has come to a head. The [[Arcane Watch]] have taken to covertly finding and abducting wizards practicing forbidden magic in other kingdoms.