Ancient and Forgotten
Ertha is far older than the maps suggest. Its lands stretch beyond the known, where the past lingers in shadows and whispers. The road less traveled leads into forgotten spaces, abandoned ruins, and remnants of civilizations that once flourished but have since faded into legend. Hidden deep within the fabric of reality, ancient pathways weave through the seen and unseen, revealing realms untouched by time.
The Cartographers of House Ebron-Varoon dedicate their lives to mapping Ertha’s secrets, but even their charts barely scratch the surface of what is out there. For every known road, there are a hundred lost to time. Among them are the *pocket worlds*—floating like leaves on a celestial wind, drifting untethered between what was and what remains. These uncharted realms offer peril and promise in equal measure, containing mysteries only the boldest explorers can hope to uncover.
This is why House Ebron-Varoon exists: to rediscover what was lost, to bring knowledge back from the brink of oblivion, and to chart the spaces in between.
Echoes of Time
Ancient civilizations shaped Ertha in ways that still resonate today. Their roads remain beneath the soil, their structures buried beneath layers of history. Yet, their influence persists, murmuring in the wind and encoded in the forgotten tongues carved into ruins. Some of these paths lead to hidden doorways, passages locked to all but the children of the old gods. To find these places is one challenge; to unlock them is another. House Ebron-Varoon maintains that these floating remnants—these pocket worlds—are the last traces of those who came before. In them are the remnants of an era untouched by the corruption of the Cataclysm, a time before the darkness swallowed knowledge whole. To step into one of these lost domains is to walk in the echoes of time itself. Imagine the thrill of being the first to set foot in a forgotten city, the first to decipher a language not spoken for millennia, the first to rediscover what has remained hidden since the First Age.
Fragments of the First Age
Very few records remain from the First Age, and those that exist are safeguarded in the libraries and archives of larger cities. This era was one of great exploration—a golden age where knowledge flourished, and the guilds first took root. The Cartographers Guild was among the first of its kind, tasked with charting not just the land but the spaces between. In this enlightened age, cultures thrived, and knowledge was freely shared. The First Age was defined by discovery. But, as with all things, it came to an end.
The Great Shift into Darkness
The Cataclysm ended the First Age with fire and shadow. Entire civilizations collapsed into ruin. Some were swallowed by the earth, others simply vanished. Knowledge was lost, and in its place, fear took hold. The records of this period speak of a civilization from beyond the night sky, seeking refuge on Ertha for reasons lost to history. Legends describe them as both above and below, neither fully part of the world nor separate from it. Some say they were the first beings, predating even the known ages. Whether truth or myth, the echoes of this lost civilization persist. Some believe they built the hidden roads that crisscross Ertha, leading to destinations unknown. House Ebron-Varoon seeks these roads, hoping to uncover what remains of their knowledge.
Rediscovering the Abandoned
The Cartographers Guild has long been at the forefront of discovery. They have mapped the forgotten roads, unearthed long-buried cities, and documented ruins that had faded from memory. And yet, they know that much remains hidden. The fear of the unknown keeps many at bay, but for those who dare, the rewards are limitless. Few have braved the abandoned city on the far side of the world—the last recorded outpost of the First Age. Those who ventured there never returned. Their fates remain unknown, and their final maps remain unfinished. Still, the call to adventure persists. To uncover these ancient and forgotten places is to piece together the true history of Ertha. The past is waiting, etched into the bones of the land, sealed behind doors only the worthy can open. Will you be the one to uncover its secrets?
GM Tips:
For Game Masters running a *Dicesongs* campaign, the concept of ancient and forgotten spaces provides a wealth of opportunity. Here are some ways to integrate these themes into your game:
The Call to Adventure: Introduce rumors of a lost civilization, an ancient city, or a hidden map fragment that leads to an uncharted region. Let the players decide whether to follow the clues or ignore the call.
The Road Less Traveled: Create multiple paths to a lost location—some safer but longer, others perilous yet direct. Let the players weigh risk versus reward.
Echoes of Time: As players explore, have them uncover remnants of the First Age—artifacts, journals, or messages left behind. These can provide lore or even magical abilities tied to Ertha’s past.
The Lost Guilds: The Cartographers Guild is always seeking adventurers to aid in their quests. Offering contracts for exploration or artifact recovery can provide ongoing plot hooks.
The Unfinished Map: Give players an incomplete map that hints at a lost city, but requires further pieces to reveal the full picture. The more they uncover, the closer they get to an ancient truth.
The Price of Knowledge: Not all knowledge is meant to be found. Some forgotten places were abandoned for a reason. Introduce dangers that make players question whether uncovering these lost secrets was worth the risk.
The road less traveled is not for the faint of heart. It is for those who crave discovery, who seek what others fear to find. And in the world of Dicesongs, those who walk it may shape the future as much as they uncover the past.