Welcome!

When I discovered the glorious game of Advanced Dungeons and Dragons (AD&D) back in 1983 in high school, I knew right away that I wanted to run or Dungeon Master (DM) my own game. Not long thereafter, I realized that rather than use one of the commercially-produced worlds out there, I wanted to make a world of my own.

Thus sprouted the concept of Irith, which I began creating by mapping continents on graph paper using colored pencils. My pride and joy, Irith has evolved into a rich world upon which my games and fantasy fiction novels are based upon. Over four decades later, I'm still going and forward to the next batch of true adventurers who can help me add to Irith's tapestry. Along the way, I hope that readers of my fantasy books will find value in this site.

 I look forward to helping you enjoy Irith as much as I've enjoyed creating it.


What is Irith?

Irith is a world with many splendors to spark the imagination and dangers to destroy the body and corrupt the soul. Irith itself consists of five continents: Houress, Clorne, Drakiria, The Top of the World (Arctic North Pole) and Irith's Heel (Southern Arctic Pole).

Houress and Clorne are populated, largely civilized places. Next to nothing is known about Drakiria, a mysterious land some have journeyed to but never returned from. The Top of the World and Irith's Heel are cold, desolate, inhospitable places. Only a few rare tribes of humans and other humanoids live there and little is known about them, for those from the "civilized" continents choose to go there.

This is a single grayish moon that hangs in the sky above Irith. It is called by many names: Night Sun, Lunaria, Ithil, Cluthaau, Kr'Thur, etc. Most commonly it is referred to simply as "the moon."


 

**Ages of Man**

 

 


 

First Age


Little, if any, documentation exists regarding the First Age of Man, and nothing nothing survives from the era to give clues about the tragic period. This Age is commondly referred to by scholars and historians as the “Cleansing of the Light.” It was a time of pestilence and famine when the population had nearly reached extinction from a blight that suddenly came upon the world. It was a harsh time for Irith, and for nearly two-and-a-half centuries, the survivors fought to survive and repopulate.

 

But survive they did and began to thrive.

 

Ages Menu

Top

 


 

Second Age


The Second Age is mostly undocumented other than common references in bibles and other religious tomes that herald the return of the gods to the heavens to guide the Irith's lost sheep. It is also said that during the next thousand years, the gods took the world of Irith and seeded magic so that it would grow and proliferate. This led to the rise of magical creatures, as well as the different non-human races that began to grow and spread.


Various religious texts talk of how the gods sought to cleanse the world of past teachings that served only to corrupt the people and would eventually do so again.
 

The Second Age lasted nearly a half a millennium. It ended with the great War of the Word, where people loyal to the gods they worshipped pursued and conquered the surviving non-believers from the First Age, effectively destroying the last vestiges of a time the gods would have the people of Irith forget about.

 

Ages Menu

Top

 


 

Third Age


The Third Age of Man is known as Age of Expansion, and only a bit more historical documentation on the events of this time exist. As the beliefs of the gods in the heavens took hold over the populations of Irith, the people began to grow and prosper. The gods were aggressive in asking their followers to spread their word across the lands, which were fast lush and fertile again. Communities forged into countries and then kingdoms and empires. It was a slow process, for the repopulation of the world took many centuries. Wars raged constantly across the land. After nearly 800 years, humans established themselves firmly as the dominant race on Irith. At the end of the Third Age, a common calendar was developed with the agreed-upon year beginning at “1."

 

Ages Menu

Top

 



Fourth Age


The Fourth Age of man lasted about 748 years. The last century-and-a-half of the Fourth Age is stained by the rise of the dark Queendom of Varanady. Varanady dominated Southern Houress both by arms and influence. At the height of her power, the White Queen possessed eastern half of Southern Houress, her influence stretching far and wide to disrupt lands and people abroad. She declared that a new age had dawned and ordered her historians to document the event accordingly. But her empire was short lived. Soon after that, a determined alliance of her own people and outer kingdoms brought her down. Despite the fall of the queendom, her designation of a new age—to be called the “Fifth Age”--remained.

 

Ages Menu

Top

 


 

Fifth Age


The fall of Varanady brought a desire upon the people to forget about the White Queen and the grief and suffering she had caused. Nations were forged from the shattered lands and allies retreated home to lick their wounds and rebuild their populations. A time of relative peace settled upon Houress, which is where we find ourselves today.

 

The Fifth Age of Man is also referred to now as the "Age of Rebirth."

 

Ages Menu

Top

 


Home     Classes     Countries     DM     Gods     Links     Planes     Players     Contact

 

Copyright 2026 Curtis W. Berry