Arensea

Arensea
Arensea's Homepage: http://www.arensea.com

Welcome to you traveller... have a seat and an ale (or something more watery for you tea totaller folk) and we will lay before you a small taste of what we have to offer.

Imagine if you will a snow globe. Inside is a land of adventure - shake it and you get various sorts of weather, but peer inside when calm and you will see things of wonder.

There is before you the land of Arensea, created from a specially created continental map so that each place nestles seamlessly up to its neighbour and each has a unique feel and look that is always being added to and updated with thought and care.

Yes this is a young world you can see... it is just over three months since adventurers began to properly roam it after months of planning, but it carries a history built on centuries of conquest, hardship, colonisation, development, conspiracy, friendship and times good and bad. A thousand years of history forges the ideas around which the world sits, but there is no time like the present to see what that history has produced.

More than fifteen races and subraces roam the lands and each is unique to the world. Elven races, Dwarves, the corrupted Hurak, the proud Drakaanak, all have a place and yet room to expand. And if these races gaze to the heavens they might see the great pantheon of deities gazing down upon them, Gods for races and alignments, Gods of those that love and those that hate, Gods of justice and mischief, gazing down on the mortals and smiling at the growth they see.

For if this was a snow globe you were looking in, it is a growing one. What you might have held in a single palm only six months ago now would take you and a friend to lift it up. History, lore, stories, myth and legend are constantly being added to make the areas breathe with life. And this is not just a ready made world, this is one where you can contribute your own histories and develop and work on those already in place. This is not just a place you can step in, it is a place where you can help make where that next step might take you.

But for those everydays when developing the universe is too large a task, there are things to see and do to delight every sort of character. Guilds can be formed and new members gained for an alliance, good or bad. The tradeskill and craft system is in place and you will often find the people of the lands chipping away at gems, picking plants, harvesting and cutting and then travelling to the forges, ovens, spell shops, breweries and jewellers to craft fine items to keep and sell. And when they have made a little coin, or the weight of a pack gets too much they can deposit their goods and money alike in the great bank, whose branches sweep the continent.

And for those with no urge to make things but one to test themselves there are places to explore, deep spider caves where webbed beings drop from above, goblin lairs, strange towers where mages weave spells of hate and fear, ettercaps lurking in the shadows, undead waiting in the unearthly crypts and amongst the graves of the fields of the lost. There are ogres and monsters of every hue, there are vast swamps where crocodiles snap at the unwary and huge serpents slither.

And when adventuring is done, characters can relax in one of the many inns (and stay the night, for a fee, in some), shop for artworks, magic items or visit the forges and smiths. They can stop for an ale and a chat at Stegâ€™s bar in Ycinthe's Market District, trade their goods at the pawn shop (or with the shady sorts who lurk the streets in dodgy Ironside), or visit the tourist information centre for guides and advice. They can admire the architecture of the various cities, all with their own distinct feel. They might tour the countryside taking in the sights of the farms and pastures. They can relax by the water at the port or the great lake or roam into the high mountains where the views have to be seen to be believed and lava and water run from the rocks in steaming rivers. They might visit the Government buildings to see Courts in session or spend an evening at the Opera. And more is being added all the time to new and existing areas and lands.

Making all this seem even more real and adding to the experience the team of dungeonmasters exist, playing NPCs and the Gods, telling stories, hearing stories and making stories come alive.

But all this is merely the icing on the cake, for at the core is roleplay. In just a short time the world has gained some great role-players who have bought into the experience on offer and added to its growth. In the world and on its forums the fruits of this new group can be clearly seen. Regular meetings in the meeting area within the world gain ideas from all and encourage people to take roles and bring forward ideas.

And the stories they tell and are involved in are growing and being nourished..there are strange plots involving those who would control dragons, rumours of goblins that can converse, magic shop owners with the world in their hands, revolutionary plots and ambitious Senators who will stop at nothing to gain the one they love or the things they desire.

This is a young world, but already it has caught the imagination of those who, after peering inside as you are doing, took a step within.

There is room for more. There is room for imagination, vision, roleplay and adventure. Room for those that want to write history, or simply make it.

Thereâ€™s room for you.

Welcome to the land of Arensea. Stay a while. We think you will like what you see.

The Arensea Team.