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There are tales of ghouls and the dead rising along the Eastern Allir Reaches. The Templar chapter based of Allria has gone to investigate the matter... and perhaps bring to an end to whoever is at the root of this evil...

Interested? Find out more here.

A necromancer seems to be ravaging the Eastern Allir Reaches(near the spine). Some of the Templars are trying to stop him/her. Feel free to join in as a survivor, a passerby, maybe the necromancers servant!

  1. Core Lore
  2. The World of Arethil

The world is named Arethil, so called by scholars long past or perhaps still lingering. There are three known major continents, two explored and one barren to all but those who dare brave it. Islands dot the seas, some frigid, some tropical. There are many species in the world, and although many think they know how it came to be, none know the real truth.

Much of the world's history has been lost, but a few bits and pieces survive through various cultures. The longest-lived species, of course, know the most, but most of the world has seen a standard back and forth between species. Sometimes the Orcs conquer, a few times the Dwarves have burst from their mountains, once even the Humans reigned supreme. Several species bear grudges against one another due to these ancient histories, but truth be told everyone has struck everyone else more than once.

Currently, the species enjoy a certain amount of balance.

Several cultures hold territories and cities across Arethil, the continents being quite diverse in all areas. Some kingdoms are inter-species, holding no real distinction between human, elf, or anything else. Others are xenophobic and foster a distinct hatred of anyone that might come from the outside. Natural barriers most often divide these territories from one another.

The Age of Chronicles

The Age of Chronicles is the current Age in Arethil.

In the last several years, the recording of history has drastically increased. In addition, knowledge of the past and history has improved. Because of this, the Elbion Timekeepers named the contemporary age as the Age of Chronicles. They predict that this Age will be full of discoveries and changes.

The current year is 369.

Below is the known history of the Age of Chronicles:
  • 364 - The Elbion Guild of Timekeepers and Historians declared the beginning of a new age – the Age of Chronicles.
  • 365 - Eastern Falwood experienced wildfires. There were claims that towers of smoke could be seen from Alliria.
  • 367 - After severe flooding in the Iuk-'u Delta, an ancient temple of an unknown religion was unearthed by the receding water.
  • 369 - The current year. The Catographers' Guild of Alliria published an updated map of Arethil.
You are able to work around this year as you like, as it is just for the overall setting and major events.
  • To learn more about the past Ages, please see The Ages Article

Common Species

  • Humans: Humans are without a doubt the most wide-spread and prolific species in the world. There are many hundreds of different races, inhabiting anything from forests to deserts to plains, and everything else in-between.
  • Elves: Elves are one of the cornerstones of Arethil. For as long as anyone can remember, the Elves have existed. For this they have always held a certain amount of influence among other species. Though not as prolific as the Dwarves, Humans, or even Orcs, there seem to be dozens of different Elven races and cultures found all over the world.
  • Orcs: Orcs are the intimidating warrior people of Arethil. To many, they seem savage and uncivilized; to others, they are one of the last beacons of what it means to live with the land. They consist of uncounted tribes scattered around the world, each with their unique customs and traditions.
  • Dwarves: The Dwarves – or Arragoth, as they are known in their native tongue – are a short stocky folk of great reputation. The species has been a fixture throughout many lands and ages, living both in merchant cities and fortresses buried deep in the mountains. They are generally an accepting, if gruff people, renowned as great smiths and artisans as well as warriors.
  • Kivren: These mysterious aquatic beings are xenophobic in nature and are a rare sight close to the mainland. They are surrounded by tales of siren-like creatures that have led many sailors to a watery grave.
  • Naga: A species of aggressive, snake-like sentients that live on an isolated island just south of the Iuk-'u delta. They are hostile, bellicose raiders whose native language has yet to be translated.

World Building in Arethil

At ChroniclesRP we love and share in the creation of new fantastic stories and locations. You are free to invent new species, magical arts and locations. However, the primary means of world building is the forum, not the wiki. Articles posted to the Folklore wiki should already have been established in roleplay threads. This will not only help flesh out your creation, but will also allow people a better view into the small piece of your story you are creating.

Technological level

With Worldbuilding in mind, the technology level of the World of Arethil is that of typical Medieval Fantasy. This means that this is not a medium or high tech level world, and instead focuses on the typical melee and range weaponry of the sword and bow.

Some arcane wonders such as airships and golems still remain, but these items are incredibly rare and nearly beyond the comprehension of most people. We would prefer to keep the technology level low or have it be rare relics of a lost age that their creation is still unknown.

There might be a few rare alchemical creations such akin to Greek Fire. Black powder, for example, is a rare and expensive alchemical creation. Thus there are there are no ball and musket weapons or other advanced weaponry or technology available. If you have a question on a particular piece of technology and if it fits to the setting, please feel free to ask the staff.


The World of Arethil is a medium magic fantasy setting with a few guidelines on use.

Magic is a profound power to affect the world with one’s mind. There are multiple definitions of the term magic and explanations of the source of magical power. Some view it as another form of energy natural to the world. Some see it as a gift from the gods. It would take ages to cite them all and examine them. Yet regardless of who wields magic, there are some truths that have never been broken...
  1. The Danger of Magic: Magic has a price. The price is always some type of energy - mystical, natural, divine, or otherwise. The higher the price, the higher magical power, and vice versa.
  2. Magic's End: Magic has an end. In time and without intervention, a spell's effect fades. Could be seconds, years, centuries - but things such as a curse or enchantment never last forever. Only the physical scars of its power will remain.
  3. The Sanctity of Time: No one has ever reversed, stopped, or quickened time itself without the cost of one’s own life in the attempt. It remains the domain of gods.
  4. Thread of Mortality: Life is finite. Nothing is immortal. Death has never been undone without life as a payment.
  5. The Trouble with Distance: Instantaneous travel is impossible without a Portal Stone. History's greatest mages have only managed to "blink" their bodies a few feet - and with a small but noticeable delay in time.
These Five Laws of Magic are absolute and their consequences cannot be avoided. The First Law is what kills the most mages, though. Magic has a price. Mages - novices and experts - forget this too often. When a mage fails to pay the price needed or, knowingly or not, invokes one of the Laws - the invisible Herald of magic intervenes to bring balance...

Portal Stones

No one knows who built the portal stones found around Arethil. With a touch of magic, or with a key available from a magician in most cities one can travel great distances almost instantly.


Major Cities

  • Alliria: A grand human metropolis that bridges the strait of the Allir reach.
  • Bhathairk: A large orc stronghold, rich in trade.
  • Cerak At'Thul: An ancient fortress located deep within the crescent of the Black Bay inhabited by slavers.
  • Elbion: A wealthy trading port and merchant city with a renowned magical college.
  • Fal'Addas: An ancient elven city. Difficult to find, but welcoming of travellers.
  • Vel Anir: An imposing human fortress city ruled by a king.
  • Find all: settlements


The night sky of Arethil is typically broken up into constellations, but these are completely different from species to species. Even different tribes of orcs have different stories for the patterns they see in the sky.

At certain times of the year aurora can be particulary bright in the night sky, all the way to the equator. There are many explanations for this phenomena within different cultures. A wizard of Elbion once claimed that he would use a powerful artefact of flight to reach the aurora and harness its magical power. He was last seen floating high above the city.

Arethil has two moons. The scholars of Elbion document them as Lessat and Pneria and most humans in Liadain know them by these names. Lessat is the larger of the two, blue and green in colour. On a clear night white bands and faint white rings can be seen across the orb. Pneria is much smaller moon and appears rusty orange on a clear night, with dark patterns crossing its surface. Lessat, Pneria and the Sun all follow the same path across the sky.

Pneria crosses the sky twelve times in a solar year. The full moon of Pneria is used as the start of a month in several calendars. A Pnerian month is the time it takes for the moon to go through one cycle, which takes thirty days. It follows a traditional lunar cycle where it transitions from a full moon to complete darkness, and then back again. Notably Pneria also changes size throughout the month – when full it is nearly twice its smallest size.

Lessat is several times larger than the Sun on the sky. It takes three cycles of Pneria for Lessat to move across the sky. During this time its rings seem to wobble slowly. Pneria will cross in front of its face every month and a half. Once every four months, Lessat catches and swallows the Sun.

Three times a year when Lessat catches the Sun Arethil is plunged into total eclipse for a day. The Sun slowly disappears behind the moon. During this time the rings of Lessat seem to become brighter, even seeming to grow a wider halo, though the light still isn't enough to keep the world from becoming cold and dark for the day. This event has great significance in a number of cultures – the elves of Falwood believe this is a constant cycle where the Sun dies and the light around Lessat is given off for its rebirth.

Another feature of the night sky are the Blood Stars, most often visible in the north during early winter evenings. They are a tightly packed constellation of clearly red stars that stand out, especially on a very dark and clear winter's night when a faint red aura can be seen around them.


Arethil goes through traditional seasons with the northern and southern hemisphere experiencing them at opposite times in the year.
There are thirty days in a Pneria cycle (i.e. month).
There are twelve Pneria months in a year.
There are three Pneria cycles in a Lessat cycle.
Lessat eclipses the sun for a whole day, three separate times per year.

Recent Events

Any major recent events. Current political landscape

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