Numina III · The Age of Works

Numina

A live-action roleplay campaign in the world of Aeledd — where Fortune's Bend has appeared once more, and heroes gather to shape history.

New player? Start here Enter the world

New to Numina

What a weekend feels like, what to pack, how to try NPCing, and the story so far.

Lore

The world of Aeledd — its sixteen nations, peoples, faiths, history, and the realms beyond.

Mechanics

The rules of the game — safety and etiquette, character building, skills, and crafting.

Search

Find any rule, nation, or term across the whole site.

Aluvair — A vast alluvial plain of fertile soil, crossed by rivers and defined by its floods. Aluvair Dovenost — An aloof land that settled happily into isolation and built a rich culture of its own. Dovenost The Mists of Eltiel — The shrouded remains of the great nation of Eltiel, the Skyways — its fall unexplained. Eltiel Mists The Five Duchies — Hearty, steadfast, iron-forged folk of five independent industrial locales, each led by a Speaker. Five Duchies Kindaria — A remote land of vast wilds shot through with deep chasms, home to some of the world's largest and strangest creatures. Kindaria Konnigstrava — A kingdom in ruins, once a prosperous feudal monarchy of benevolent kings and queens. Konnigstrava L'Dahn Linenation — A people of great patience, knowledge, and understanding, raised to a life of service and found traveling all nations. L’Dahn Melluria — "The mines give to me so I give back to them; no one stands alone" — a nation bound to its shifts in the mines. Melluria Merrigor — A land of aristocrats and master artisans, where serving Merrigor even through death is celebrated. Merrigor Myos Islands — An island nation at the convergence of Lattice Nodes known as the Sea Gates, ringed by storms that rarely touch the isles. Myos Republic of Ophrailes — A democratic republic balancing power between the Crown, the Legislature, and the Judiciary. Ophrailes The Principalities of the Reach — Not a name adopted by any nation — a frontier of freedom to build, to rule, and to do as one chooses. The Reach Rues — The land of legend, returned to the world stage after centuries of isolation behind a magical barrier. Rues Spyndelmere — A storybook land of green hills, enchanted forests, crumbling towers, and gallant heroes. Spyndelmere T'barris, the Serpent Kingdom — The Serpent Kingdom, where people live in balance with the Arcanis — the great magical beasts of the world. T’barris Vale of Scyllina — A small nation resting in grassy, mist-prone hills around an offset inland sea. Scyllina
The nations of Aeledd (placeholder geography — select a nation to read its chapter)