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A Player's Handbook for the Third Age
This guide is designed as an aid for players of my third age campaigns. It presents a series of articles on important aspects of my world in a consistent format. Each topic is divided into three sections: Common Knowledge, Expert Knowledge, and Hidden Knowledge. These categories contain (respectively) information that a common man would know, what a skilled expert would know, and what a skilled expert could know if he had access to all pertinent works on the subject. A fourth category, The Truth, exists, but is not mentioned in the articles as it is a fleeting and hard to establish beast.
Below, the topics contained in the handbook are listed in outline form. Each article covers a topic with a roman numeral and all numbered sub-topics under it. Only the major topic will contain the “Common Knowledge” category. Only the obvious information (if any) about the sub-topics will be known by the common person.
Note: Lines in italics indicate subjects which are not part of common knowledge. Characters must have an appropriate knowledge skill.
OUTLINE (Age III):
- Overview
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- Shadow
- Limbo
- Time
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- The Tale of Time
- The Tale of the Heaven Spire
- The Tale of the Transgression
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- The Calendar
- The Spire Kingdoms
- The Dark Mage and World War I
- The wizard Bar and the Great Map
- The Great Transgression
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- Elves & Orcs: The gems of Corellon and Gruumsh
- Dragons: The orbs of Dragonkind
- The Immortal Wanderers
- The Barbarians
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- Repair of the Heaven Spire and the Dark Mage
- Demonwraiths and Kelva
- Arral and Mana
- Auren Ilay, the Dark Mage, and World War II
- The End of the World
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- Scardore, Lord and Backbone
- Rota and Lowland
- Colonization
- Trouble Brewing (my early campaign)
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- World War III (The Good Party campaign)
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- Places
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- Pre-explosion
- Tundra
- Dark Bay
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- West Shore
- Plains
- East Shore
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- North Shore
- The Border Mountains
- The Southlands
- The West Shore
- The Dry River Basin
- The South Shore
- The Mountains (South and East)
- East Shore
- Miscellany
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- The Island of Fire
- The Lone Island
- The Grugach Islands
- The Northern Ice
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- People
- Humans
- “Civilization”
- “Savages”
- Sabit - Spindrift Islands
- Desert Nomads
- Dry River Nomads
- Dwarves
- The remnants of Glekdin
- Elves
- Orcs and Goblins
- Northern Continent
- Before
- After the Massacre
- Spindrift Tribes
- Eastern Continent
- Mountain Tribes
- Plains Tribes
- Main Continent
- The Border Mountains: Twelve Tribes
- The Southlands Tribes
- The Desert Tribes
- Other Races
- Gnomes
- Hobbits
- Mermen
- Northern Continent
- Spindrift Islands
- Giants
- Frost - Northern Continent
- Hill/Mountain - Border Mountains
- Fire - Underworld
- Religions
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- Backbone/Edric
- Desert/Dry River Nomads
- Norse - Rota
- Celtic - Spindrift
- Greek - Lowland
- Other Human Religions
- Babylonian/Sumerian - Resh
- American Indian - Plains, Eastern Continent
- Central American Indians - Southlands
- Plains Barbarians - ?
- Marsh People - ?
- Oriental Gods - Oriental
- Non-human religions
- Elf gods
- Dwarf gods
- Orc gods
- Gnome belief
- Hobbit belief
- Unworshipped deities
- The Elemental Lords
- Demon Lords
- The Lords of Chaos
- Parádoxa, the Time Lord
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- The Characters
- Artifacts and Legends
- Artifacts in possession of important people
- The Artifacts of Auren Ilay - Pelham
- Artifacts not owned
- The Heaven Spire (destroyed)
- The Goblet of Knowledge
- The Gems of Corellon and Gruumsh
- Legendary people and places
- Appendices:
- Languages and their interrelation
- Money throughout the world
- Equipment costs (general)