It has been two hundred years since the collapse of the Bright Empire and onset of the Dark Years. Mutinous legions of orcs and barbarian raiders from distant lands laid waste to the glory that was the Bright Empire and slaughtered its citizens.
The only bulwarks of civilization to survive were the fiefdoms huddled for protection around the towers of the Wizard-Kings and Sorcerers. Known as “Autarchs”, these powerful spellcasters preserved knowledge and learning through the centuries and slowly gathered power to form the patchwork of baronies and domains which exist today.
But as the realms slowly rebuild, the Autarchs form alliances and wage war against each other in an attempt to conquer their competitors and rule over a new Empire. Meanwhile, the Barbarian Kings and remnants of ancient demi-human realms jostle for control against the Autarchs.
In this age, the balance of power can be shifted by the actions of bold adventurers who have accumulated fame, wealth, & glory and now seek to put a permanent mark on their world…
My newest campaign is based on the two-word concept “Wizard-Kings”.
But not weird Wizard-Kings (like ASE); more like “traditional D&D” or “faux medieval-fantastic” Wizard-Kings. I’m going to lean heavily on the Stronghold & Domain rules from the Adventurer Conqueror King System (ACKS) and try to dabble in large-scale battles and high-level rulership.
The Age of Autarchs campaign is set in Minaria. The map is swiped from the Divine Right board game, but other than location names I’m not using that game’s implied setting. Instead, I’m coming up with my own ideas.
Most events will take in the Kingdom of Muetar:
- The Kingdom of Muetar: Ruled by the “mad” Wizard-King Malakis.
- The Wind-Swept Downs: Realm of the Warlock Kalinoth.
- Feathergale Barony: Merosska and the Feathergale Knights.
Here are posts about other locations in Minaria:
- The Free City of Sephir: Sephir, Stubstaff Keep, and the Black Knight.
- The Sunken City of Parros: Former capital of the Bright Empire.
- Tyrvo March: Example of a “typical” domain.
And here are miscellaneous posts that provide information about the setting:
- Wizards: Powerful spellcasters who memorize arcane formulas.
- Schools of Magic: The eight traditional wizard specialisations.
- Sorcerers: Powerful spellcasters with inborn magical ability.
- Orcs in Minaria: Grotesque beastmen cross-bred from humans and boars.
- Firearms in Minaria: Gunpowder in the Age of Autarchs.
- Languages: Revised language and literacy rules.
- Giant Riding Birds: Horse replacements in Minaria.
You can also also scroll through all my Minarian posts for additional thoughts & details.