Pax Romana Arcana
A Players Guide to Pax Romana Arcana
Powerful wizards and clerics on Atlantis, working in conjunction with other sorcerers, shamans, and magical creatures on the continent, invoked powerful rituals to spirit away the entire population of the island nation prior to its sinking. The ruling class of Atlantis attached their hopes and skills to the burgeoning Roman Republic, while its magical creatures and beasts, fearing a short-lived truce, fled to the wilds of Europe, North Africa, and the Middle East. Dwarves, elves, haflings, and gnomes live and work within the boundaries of this new Roman nation; while keeping their cultural and racial identities intact by forming large settlements of their own throughout the forests, mountains, and deserts of the Roman empires. Many splinter groups of Atlantians, who worked against the ruling families while living on Atlantis, also fled to new and remote locales and exerted their influence on the indigenous populations.
The Roman republic expanded at a faster than historical rate, buttressed by the skills and knowledge of their Atlantian immigrants. Magic and magical artifacts advanced Roman society (and territory) at an astounding rate. After 100 years of growth and expansion, the Romans were finally stopped by numerous barbarian tribes throughout the region buttressed by the magic and talents of the wilder denizens of Atlantis who fled the hybrid Atlantis/Roman rule 100 years earlier. Another 200 years of internal growth and change led to a split in the republic. While the original Roman empire split into Eastern and Western halves based on religion, in this world the empire split based on sources of magic: with divine clerics ruling the west, and arcane mages the east.
Most recently, the Western Roman theocracy and the Eastern magocracy face a number of external threats. The Fey Realms of northern Britannia, and the wood elves and their barbarian allies in Scandinavia, pressure the empire from the north. Attracted by the growing magic on earth, creatures and outsiders from the Far Realms, and their human/demi-human followers, settled in the remote jungles of Africa to threaten the empires’ prosperity from the south. The greatest threat to the empires however, comes from the East: Atillataxincladus, an ancient red dragon sorcerer who played a key role in the great magical migration 300 years earlier, has amassed an army of untold millions of goblinoids, orcs, dragon-born and their ilk. From their lairs in the Ural Mountains, his army has engulfed the vast plains of Russia, and forced the mighty legions of Rome across the mighty Dneiper River.
This campaign will use the 5e system. Additionally, the initial campaign will focus on a series of adventures that will take place on the Isle of Britannia. Protected from the Feywild in the north by Hadrian’s Wall, a growing flood of Roman citizens and nobles flock to the southern half of the isle in hopes of staking a fortune in a new land, similar to our own county’s rapid western expansion. Southern Britannia was never completely tamed however, and with the withdraw of its legions to fight Attila, Roman influence now resides almost exclusively within the walls and palisades of its small cities and towns, leaving the vast countryside in the hands of petty nobles, warlords, and bandits.