Age Of Monsters

The Age of Monsters was a time when

Age of Monsters Timeline

Lands of the Age of Monsters

Lands of the Dhakaani Empire

Lands of the Orcish Tribes

Lands of the Dragonborn Kingdoms

Lands of the Goliath Tribes

Races of the Age of Monsters

Without any of the Sarlonan races (determined as those with major populations in modern Sarlona) the list of appropriate races in an Age of Monsters campaign is as follows.

  • Goblins, hobgoblins, and bugbears: These races are native to southern Khorvaire and make up the dominant race of the campaign. They are one of many important races in the early era but by the Daelkyr War they occupy more than half of the continent.
  • Orcs: Another important race, the orcs come into their own after they are introduced to primal magic by the green dragon Vvaraak. They live primarily in northwestern Khorvaire in the areas now occupied by Aundair, the Eldeen Reaches, the Shadow Marshes, and parts of Droaam.
  • Dragonborn: Originally from the Talenta Plains and the Blade Desert, they were pushed east during the Talentan Wars and into Q'barra. Later they established their own kingdom which covered most of the eastern coastline of Khorvaire until that too was destroyed by the goblins.
  • Dwarves: Though unknown through most of the Age of Monsters, the dwarves came to the Ironroot Mountains in -12,000 YK well after the fall of the dragonborn kingdom of Q'barra. They are present through the Daelkyr Wars but most goblins consider them a dangerous unknown on the edges of the empire and some even suspect them of aiding the daelkyr in their conquest.
  • Elves: Establishing their empire and government as the Dhakaani Empire forms, the elves area mysterious people from the south. They have powerful magic, bizarre customs, and a harsh (if well-earned) xenophobia. There are no half-elves in this period.
  • Gnomes: Emmigrants from the feyspires in southern Khorvaire, the gnomes are rapidly hemmed in by goblin forces during the rise of Dhakaan. They occupied a fraction of the territory of modern Zilargo and fought fiercely to repel goblin slaving raids. Despite this resistance, many were enslaved and forced to serve mighty Dhakaan.
  • Goliaths: This race originated in Xen'drik where they were kept as slaves though they faired poorly in captivity. Many more live in Khorvaire than Xen'drik even in this period and most lived in the western reaches of the continent alongside the druidic orcs. Some were later forced into servitude by the Dhakaani Empire as guards, though with similar results as the giants.
  • Halflings: Living in the Talenta Plains in nomadic family groups that would be recognizable even to modern Khorvairians. Some are kept as slaves during the Dhakaani Empire and both the goblins and the orcs consider them irrational savages.
  • Lizardfolk: The native race of Q'barra, they trade with the goblins even before the dragonborn arrived in the jungle peninsula. During the days of the kingdom of Q'barra they are valued allies to the dragonborn and after this they return to their tribal existence.
  • Kobolds: Another scaled race, the kobolds exist on the outskirts of empires throughout the Age of Monsters. They trade with, raid, and are enslaved by the goblins and they are a perpetual thorn in the side of the orcish kingdoms in the north. They have a brief period of legitimacy during the days of Q'barra but they scatter once more when that nation falls.

Adventures in the Age of Monsters

There are many different time periods to set campaigns during the Age of Monsters. Of necessity, the time periods created by Khorvairian historians are biased towards events in the [[Dhakaani Empire]]. This is the culture with the most detailed historical record and it dominated the continent during this long age both militarily and economically. Even dragonborn and orcs who had never seen a goblinoid were affected by the great empire, in much the same way that a tribal halfling or half-orc villager in the marshes in modern Khorvaire is affected by the political realities of the Five Nations in subtle ways that he may not even perceive.

Orium War Campaign

The six goblin kingdoms in southern Khorvaire erupted into three centuries of war after the discovery of orium. This is a time of strife and mistrust as well as volatile frontiers and experimental magic making it a setting ripe for adventure.
Nations: In southern Khorvaire there are six powerful goblin kingdoms who are discovering magic and using the new resource of orium to create the most powerful magical items that Khorvaire has seen to date. The orc nations are in a nascent state, still recovering from the backlash of chaos following the introduction of primal magic by Vvaraak while the goliath tribes in modern-day Droaam enjoy a time of uncontested autonomy. In the east, the lizardfolk hold Q'barra uncontested and the dragonborn live as nomadic tribes in the Blade Desert and in ringed hill-forts alongside the halfling tribes of the Talenta Plains.

The Six Kingdoms


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