I know a lot of people build worlds off existing campaigns, settings, etc....but I want to talk to people who are building up everything from scratch. What made you decide to do it? Just raw Ideas that didn't fit? Wanted to just give it a go? Into making maps? Just curious what people think about and why.
I have no idea if I'll ever actually run a game with it, but I'm really proud of my world. The world itself it a sentient world that "listens" to other realms, so basically VERY open fantasy where it calls people to it by need. As long as races or classes aren't broken there's a reason anything from any sort of similar era could exist there. There's the main land of Lochalyn and then portals for other sorts of areas and settings, including on thats my own take on Lochalyn pulling people from Azeroth that's storyline will be a new sort of creation of the Alliance and Horde etc because I liked the WoW races.
I started it because I wanted more D and D in my life but at the time only played once a week and even that kept rotating, so nothing panned out anywhere. I had done a couple one to one campaigns as well that I really enjoyed playing in, so I wanted to build my own thing to "play" myself. I also think Clerics should pick a god they believe in and not just a domain that sounds cool. So in my world the gods were all human once, ascending to save the world and based on Alignment. They were pulled to a sentient world based on needs and fears.
Each god has its own story from when it was human etc and their own interactions within each other. Then I made a god that can bind souls together and a god that can rip souls apart. I thought it was unique and different and I think gods being based on alignment rather than specific domain could make things more interesting. You can be a different alignment but use that god as motivation to change, or just identify with the god you relate with the most.
To fill in my world I'm writing a "campaign" like a book, so that maybe someday somewhere I can put some part of my world out there. What's your favorite things about starting from scratch? What's your least favorite?
It isn’t necessarily DND but I’ve spent the last decade working on a massive setting for a fantasy book I’m planning on writing. There’s three essential areas, The Northern Kingdom, the Median Sea, and the Southern Desserts. The Northern Kingdom is where everything starts out, as the Monarchy is overthrown and slain by a mysterious cult known as the masses. It kinda has a Norse/Russian vibe to its culture. It’s mountainous and cold nine out of fourteen months of the years. I have a whole long, bloody history for this country. Then we have the Medians, which is just a massive sea dotted with tiny island city-states. There is no actual country here per se, more like a group of independent nations ruled by a common cultural code. Its culture, religion, and economy are obviously highly associated with seafaring. Finally we have the south, split into two countries - One in the middle of the desert with a merchant based economy and a severe government, religion, and culture, where one can be killed for the slightest insult. The second is hidden in the cliffs to the east, and has hit a Renaissance of intellectual development, yet remain hidden for the fear of the martial Strength of their neighbors to the west. This the stage onto which the world-spanning conflict with the nihilist Masses is set. It follows the story of a down and out, underdog, tortured beyond sanity marshal of the rebellion with a personal grudge against the hooded villains.
Rollback Post to RevisionRollBack
This is ItsNotAChest’s alternate, so no some random psychopath hasn’t stolen their storylines/posts. Or maybe I did. Who knows…
I am what happens when you write character concepts on a spice high
I mean ... I'd always preferred to use nameless, featureless worlds and focus just on the story, but now I realize that that's not a very immersive way to do it. I started making a "whole new world" in January this year, and I'm still working on it, even though my friend gave me a lot of help (he's the other DM in my campaign, which is set in my world). The world is called Reonith, and it is ... non-stereotypical. At least, in terms of "Monsters Are Rare And Dangerous" and "The World Is Young" -- 21,851 years old to be precise. Also, the gods aren't done creating it. There's a lot more, but I already detailed it on the thread I made for my campaign, which is here.
So they're kinda like dragon slayers in Fairy Tail? That's really cool I like that idea. Is Mistborn a book series or a tv show?
Book series, with a movie adaptation being worked on
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Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Mistborn: The Final Empire (Original Trilogy, midevil with the lord ruler)
Mistborn: The Alloy of Law (Wax and Wayne Tetralogy, 1800s wild west, can be read without 1st series, though it gives you a lot of context)
Rollback Post to RevisionRollBack
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
I started building a world (Arenstar) as soon as I decided to start DMing. The whole thing stemmed from a single (albeit colossal) building, and then I started making quest hooks, characters and mini-settings within the building, and then I started making places for the characters to have come from before they went there. Pretty soon I was drawing a map and assigning random place names as placeholders.
Then I ran the start of a campaign and added everything my players needed for their backstories. Suddenly I went from places on a generic map to a world where the dragons were slain long ago by a great hero, there's at least 2 wizard colleges, and there's at least 2 potential ways for the world to go into tumultuous upheaval.
Then I ran a second, solo campaign for my fiancee, and the Woods of Gwalor started to take shape. The town of Midwood has an entire sewer system and thieves guild because of her adventures.
Then a oneshot added the town of Steepfield and their cheese chasing festival (soon to be available on DMs guild, once I finish the art!).
Further oneshots added in the villages of Seedfall and Oldwood to the area, with their own unique lore and history.
The city of Ralnoris grew from the idea that some ancient dragons survived the cull of Olbanor the Traveller. Many features in the world are named after Olbanor the Traveller and his quests to save the woman he loved, including "Olbanor's Tears", a saltwater waterfall, and "Olbanor's Blade", the tallest, sheerest mountain in the land.
Naming the mountains made the "Cradle of the Moon", which happens to align with the moon as if it's holding it. This in turn has led to a story of an artificer who once tried to blow up the moon, but hit the mountain. This led to a full campaign which I am playing through with my fiancee.
The Wooden Mountain was created to house the Na'Ka'Cha'Ka, the woodlouse-folk of the world. They are the gret historians, and have all manner of creatures encased in resin which they mine from the roots of the world.
This in turn led to contemplations of how the world would have evolved, and I realised the birds look like they do because they evolved from Dinosaurs. But in the world of fantasy, we have Dragons, so this led to an ancient race of primal dragons being added to the history of Arenstar. The Dinosaurs were their creation, to serve them. They ended up revolting and fighting back against the dragons, which is why most dinosaur fossils in Arenstar have armour and weapons.
This led to a further conclusion that there is no reason for Birds to have evolved from Dinosaurs when there were already dragons (whch could fly) to evolve from. So Birds evolved from Dragons in Arenstar; they have 4 legs:
This in turn leads to logic like Magpies being effectively like small dragons which live in colonies, making them very dangerous and territorial. Raiding their nests is a sport which some use to test their mettle in the Orc clans. One Orc clan in particular (linked to one of the PC's in my campaign) have a specific ritual for choosing the next chief - a gold-clasped bloodstone is left out for the magpies, and the next day any hopefuls will quest into the woods to retrieve it from them. Whoever brings it back must surely be cunning, strong, and durable enough to lead them.
And that's where th etrail leads thus far! that's a brief summary of some of Arenstar! (there's about 150 A4 pages of it thus far, just in note form. Seriosuly, it's enough words for a medium sized novel!)
I know a lot of people build worlds off existing campaigns, settings, etc....but I want to talk to people who are building up everything from scratch. What made you decide to do it? Just raw Ideas that didn't fit? Wanted to just give it a go? Into making maps? Just curious what people think about and why.
I have no idea if I'll ever actually run a game with it, but I'm really proud of my world. The world itself it a sentient world that "listens" to other realms, so basically VERY open fantasy where it calls people to it by need. As long as races or classes aren't broken there's a reason anything from any sort of similar era could exist there. There's the main land of Lochalyn and then portals for other sorts of areas and settings, including on thats my own take on Lochalyn pulling people from Azeroth that's storyline will be a new sort of creation of the Alliance and Horde etc because I liked the WoW races.
I started it because I wanted more D and D in my life but at the time only played once a week and even that kept rotating, so nothing panned out anywhere. I had done a couple one to one campaigns as well that I really enjoyed playing in, so I wanted to build my own thing to "play" myself. I also think Clerics should pick a god they believe in and not just a domain that sounds cool. So in my world the gods were all human once, ascending to save the world and based on Alignment. They were pulled to a sentient world based on needs and fears.
Each god has its own story from when it was human etc and their own interactions within each other. Then I made a god that can bind souls together and a god that can rip souls apart. I thought it was unique and different and I think gods being based on alignment rather than specific domain could make things more interesting. You can be a different alignment but use that god as motivation to change, or just identify with the god you relate with the most.
To fill in my world I'm writing a "campaign" like a book, so that maybe someday somewhere I can put some part of my world out there. What's your favorite things about starting from scratch? What's your least favorite?
I'm making a world as part of an RPG I'm making... I won't say much more about that than the fact it's an optimistic desert setting littered with ruins. My fav. part of the setting is just how cool and unique it feels, the closest setting I know is Matthew Mercer's Marquet, and even that is worlds away from my setting. My least fav. part is that the entirety of any lore I make is conscripted to be presented as four A4 pages or less for the foreseeable future.
I constantly make more worlds, stories, and maps so I have come up with the answer that they are all overlaying demi-planes. This also handily means I can break physics and have a sometimes flat world in good conscience. An example from one of my seasonal worlds is a permanent desert in a sandstorm and another a world of irrepressible growth. That also makes plane shifting campaigns much easier.
I made a whole 13 planes system based on my homebrew and dnd lore.
Etherea is the culmination of all things. She is surrounded by four worlds. Materia where all the elements are in harmony and its opposite, the Elemental Chaos where the elements continuously battle. Feywild where there is abundance and Shadowfell, where there is only shortage.
Oblivion is Shadowfell to its extreme, where there is nothing. Neth is Feywild to its extreme where the plane itself is life. Mirror is Materia to the extreme where there is only harmony, and Far realm is Chaos to its extreme where there is only change.
If life meets change, you get Limbo, where evolution runs wild.
If Life meets harmony you get Inferno with its rigid bureaucracy of evil fiends.
If Harmony meets Oblivion you get Mechanus where there is only pure order.
If Change meets Oblivion you get Heaven, a plane of good where everything goes to ascend beyond.
Within this universe the main plane played on is Materia, specifically the Continent of Alvenheim:
Alvenheim
The first peoples on the Continent were the Elves, Giants and Fey like Centaurs and Satyrs. The Elves being the only of those races that's still one of the dominant races, means their name for the continent stuck. That is why it's called Alvenheim. Alvenheim is located in Materia.
Hellish Wastes
A wasteland of scorched land and invested with demons. Currently the Paladins of the Watchers alongside the Celestial Brigade is working with many Mercenary Companies hired by the nations of the world to fight off the hordes. Before the fiends arrived, this place was the original home of many of the races like Leonin, Humans, Halflings, Gnomes and Goblins.
The Frozen North
The Frozen North is the original land of the Loxodon, Minotaurs and Dragonborn. Many of the True Giants fled from the South to the North after being beaten by the humans, causing a reverse migration from the North to the South of these races.
The Eastern Desert
The Eastern Desert is the great barrier between Alvenheim and the Far East. Many monstrosities have made their way through the desert, as well as such races as the Gnoll, Tabaxi and Orcs. This became such a problem that the Paladins of the Watchers created the Fort of Watchtown to protect the main pass through the mountains.
Simland
Simland is a dirt and swamp land that gets a lot of floods. Many of the races that live here are semi-aquatic like the Grung, Bullywug, Sea Elves, Locathath and Kuo-toa. Other races that originate from here seek shelter in the mountains like the Aarakocra, Goliath and Vedalken. The large city of Simia has recently seen the development of people who combine themselves with sealive to better protect themselves from the fiends that are still very close. These beings are called Simic Hybrids.
Westsands
Westsands is a dangerous land to traverse as it is where the purple worms live. It used to be a lush land that was inhabited by the Tortle, Lizardfolk, Kobolds and Verdan, but these races have since fled the area as the Purple Worms have turned what was once a jungle into a desert. The only hold-out is the great Yuan-Ti capital of Sandthorn. The only group that still thrives here are the Thri-Kreen, though their once great cities are gone.
Imperial Basin
The Imperial Basin is the old heartland of the Latsian Empire. An Empire ruled by Humans before the fiends destroyed it. The last remainder of this once mighty empire is the old Capital of Latsia. Latsia still acts as if it's an empire with a claim on all of Alvenheim, but many of the other city-states ignore this. The Basin itself is infested with Gnoll Warbands, Bandits and Shifter Clans. The other city in the Basin is Nightfall City, which is prized as a haven of equality by many in the former empire, but even here there is still the social preference for Humans.
Southlands
The Southlands are the four city-states that managed to hold out against the hordes of fiends during the initial conquest. They used to be a part of the Latsian Empire, but have since broken free and act as independent nations. They are the main suppliers for the Paladins of the Watchers and the Celestial Brigade. Most of these cities are led by Human nobility, with the exception of Orestan which has been taken by the Dwarves.
Dwarfhome
Dwarfhome is the origin of the dwarves. Where the dwarves came from is a well-kept secret, though it is rumored that they are a species evolved from the underdark Duergar that integrated with the surface species. Dwarves integrated well with the Human Empire and the Dominant Elves, and as such are well respected.
Isle of Hope
The Isle of Hope is the Bastion of the Elves. Errandil belongs to the High Elves, while Feycircle belongs to the Wood Elves. This is the source of their power. As they were never involved with the Fiends, their armies are some of the strongest in the world.
Mount Dragonbreath
Mount Dragonbreath is a Volcanic Island that is the home of the Kalashtar. It is a mysterious island as not many travel to it and survive. Kalashtar claim that the spirits of the volcano do not allow those without a connection to them to set foot there.
Valling Forrest
Valling Forrest is the old home of the Giants, it is currently overrun by many dangers, though two remaining giant races known as the Firbolg and the Cyclopses are rebuilding their clans in the forest. These two giant races seek cooperation with the humans, rather than the wars of the old True Giants. The forest is named after the First king of the giants named Valling, who misspelled Forest as Forrest.
Wood of Woe
The Wood of Woe is a dark place rumoured to be infested with everything that crawls in the night. There are rumours of ghosts, undead hordes, abandoned constructs and vampires. It is also said that many of the fiends from the war never left. The Wood of Woe, is a magical forest that brings those connected together as it feeds on the drama. The lay-out of the forest also constantly shifts and changes.
Errenwood
Errenwood is a holy place, said to be the place where the first gods touched upon the land. It is a beautiful forest protected by the Paladins of the Ancients. It has however had a tough time dealing with infestations from the East that invade through the mountain passes. This led to an offshoot of the Paladins of the Ancients, named the Paladins of the Watchers, being formed with the goal to keep the hordes at bay.
Triton Straight
The Triton Straight is the most important sealane in Alvenheim. It is home to the Tritons and Merfolk. But it also serves as a route for trade between the North and Southern cities. It also allows ships from the west to go towards the east without going through the pirate-infested Sea of Thieves.
Embracing Mountains
The Embracing Mountains are the natural protection that keep the Purple Worms and Eastern Monsters out of the Imperial Basin. These Mountains are home to many passages into the Underdark as well as Harpies and Dragons.
Kyo
Kyo and its surrounding areas are the home of the Samurai, a clan of warriors that held out against the Fiends with the help of the old Monk Temples that used to exist in the far south that have now settled in the city.
I dont know Toril personally but do you have the new race you made posted somewhere? I didnt see it on the link
So kinda like the Time Bureau in Loki lol. Except not secretly robots
So they're kinda like dragon slayers in Fairy Tail? That's really cool I like that idea. Is Mistborn a book series or a tv show?
It isn’t necessarily DND but I’ve spent the last decade working on a massive setting for a fantasy book I’m planning on writing. There’s three essential areas, The Northern Kingdom, the Median Sea, and the Southern Desserts. The Northern Kingdom is where everything starts out, as the Monarchy is overthrown and slain by a mysterious cult known as the masses. It kinda has a Norse/Russian vibe to its culture. It’s mountainous and cold nine out of fourteen months of the years. I have a whole long, bloody history for this country. Then we have the Medians, which is just a massive sea dotted with tiny island city-states. There is no actual country here per se, more like a group of independent nations ruled by a common cultural code. Its culture, religion, and economy are obviously highly associated with seafaring. Finally we have the south, split into two countries - One in the middle of the desert with a merchant based economy and a severe government, religion, and culture, where one can be killed for the slightest insult. The second is hidden in the cliffs to the east, and has hit a Renaissance of intellectual development, yet remain hidden for the fear of the martial Strength of their neighbors to the west. This the stage onto which the world-spanning conflict with the nihilist Masses is set. It follows the story of a down and out, underdog, tortured beyond sanity marshal of the rebellion with a personal grudge against the hooded villains.
This is ItsNotAChest’s alternate, so no some random psychopath hasn’t stolen their storylines/posts. Or maybe I did. Who knows…
I am what happens when you write character concepts on a spice high
#ForeverAlone
#ForeverDM
I mean ... I'd always preferred to use nameless, featureless worlds and focus just on the story, but now I realize that that's not a very immersive way to do it. I started making a "whole new world" in January this year, and I'm still working on it, even though my friend gave me a lot of help (he's the other DM in my campaign, which is set in my world). The world is called Reonith, and it is ... non-stereotypical. At least, in terms of "Monsters Are Rare And Dangerous" and "The World Is Young" -- 21,851 years old to be precise. Also, the gods aren't done creating it. There's a lot more, but I already detailed it on the thread I made for my campaign, which is here.
pm me the word "tomato"
she/her
Look up Outcast on homebrew races.
I am an Arachpriest, Cat Cultist, Sauce Monk, Angel of Death, and First Spinjitzu Master.
I play Thirteen the necromancer elf, Timber the tabaxi child, and more at the tavern. Hope you like yams!
Oh yeah, don't forget to be kind and loving and stuff. Not on during weekends.
Book series, with a movie adaptation being worked on
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Dream of Days Lore Bard 9/Wizard 4 Baulder's Gate: Descent to Avernus (In Person/Over Zoom)
Saleadon Morgul Battle Smith Artificer 11 Tyranny of Dragons (In Person/Over Zoom)
Hurtharn Serpti Ghostslayer Blood Hunter 7 Spelljammer (Over Zoom)
Ex Sig
I'll have to look into it. Whats the first book?
Mistborn: The Final Empire (Original Trilogy, midevil with the lord ruler)
Mistborn: The Alloy of Law (Wax and Wayne Tetralogy, 1800s wild west, can be read without 1st series, though it gives you a lot of context)
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Dream of Days Lore Bard 9/Wizard 4 Baulder's Gate: Descent to Avernus (In Person/Over Zoom)
Saleadon Morgul Battle Smith Artificer 11 Tyranny of Dragons (In Person/Over Zoom)
Hurtharn Serpti Ghostslayer Blood Hunter 7 Spelljammer (Over Zoom)
Ex Sig
I started building a world (Arenstar) as soon as I decided to start DMing. The whole thing stemmed from a single (albeit colossal) building, and then I started making quest hooks, characters and mini-settings within the building, and then I started making places for the characters to have come from before they went there. Pretty soon I was drawing a map and assigning random place names as placeholders.
Then I ran the start of a campaign and added everything my players needed for their backstories. Suddenly I went from places on a generic map to a world where the dragons were slain long ago by a great hero, there's at least 2 wizard colleges, and there's at least 2 potential ways for the world to go into tumultuous upheaval.
Then I ran a second, solo campaign for my fiancee, and the Woods of Gwalor started to take shape. The town of Midwood has an entire sewer system and thieves guild because of her adventures.
Then a oneshot added the town of Steepfield and their cheese chasing festival (soon to be available on DMs guild, once I finish the art!).
Further oneshots added in the villages of Seedfall and Oldwood to the area, with their own unique lore and history.
The city of Ralnoris grew from the idea that some ancient dragons survived the cull of Olbanor the Traveller. Many features in the world are named after Olbanor the Traveller and his quests to save the woman he loved, including "Olbanor's Tears", a saltwater waterfall, and "Olbanor's Blade", the tallest, sheerest mountain in the land.
Naming the mountains made the "Cradle of the Moon", which happens to align with the moon as if it's holding it. This in turn has led to a story of an artificer who once tried to blow up the moon, but hit the mountain. This led to a full campaign which I am playing through with my fiancee.
The Wooden Mountain was created to house the Na'Ka'Cha'Ka, the woodlouse-folk of the world. They are the gret historians, and have all manner of creatures encased in resin which they mine from the roots of the world.
This in turn led to contemplations of how the world would have evolved, and I realised the birds look like they do because they evolved from Dinosaurs. But in the world of fantasy, we have Dragons, so this led to an ancient race of primal dragons being added to the history of Arenstar. The Dinosaurs were their creation, to serve them. They ended up revolting and fighting back against the dragons, which is why most dinosaur fossils in Arenstar have armour and weapons.
This led to a further conclusion that there is no reason for Birds to have evolved from Dinosaurs when there were already dragons (whch could fly) to evolve from. So Birds evolved from Dragons in Arenstar; they have 4 legs:
This in turn leads to logic like Magpies being effectively like small dragons which live in colonies, making them very dangerous and territorial. Raiding their nests is a sport which some use to test their mettle in the Orc clans. One Orc clan in particular (linked to one of the PC's in my campaign) have a specific ritual for choosing the next chief - a gold-clasped bloodstone is left out for the magpies, and the next day any hopefuls will quest into the woods to retrieve it from them. Whoever brings it back must surely be cunning, strong, and durable enough to lead them.
And that's where th etrail leads thus far! that's a brief summary of some of Arenstar! (there's about 150 A4 pages of it thus far, just in note form. Seriosuly, it's enough words for a medium sized novel!)
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
I'm making a world as part of an RPG I'm making... I won't say much more about that than the fact it's an optimistic desert setting littered with ruins. My fav. part of the setting is just how cool and unique it feels, the closest setting I know is Matthew Mercer's Marquet, and even that is worlds away from my setting. My least fav. part is that the entirety of any lore I make is conscripted to be presented as four A4 pages or less for the foreseeable future.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
I constantly make more worlds, stories, and maps so I have come up with the answer that they are all overlaying demi-planes. This also handily means I can break physics and have a sometimes flat world in good conscience. An example from one of my seasonal worlds is a permanent desert in a sandstorm and another a world of irrepressible growth. That also makes plane shifting campaigns much easier.
I made a whole 13 planes system based on my homebrew and dnd lore.


Etherea is the culmination of all things. She is surrounded by four worlds. Materia where all the elements are in harmony and its opposite, the Elemental Chaos where the elements continuously battle. Feywild where there is abundance and Shadowfell, where there is only shortage.
Oblivion is Shadowfell to its extreme, where there is nothing. Neth is Feywild to its extreme where the plane itself is life. Mirror is Materia to the extreme where there is only harmony, and Far realm is Chaos to its extreme where there is only change.
If life meets change, you get Limbo, where evolution runs wild.
If Life meets harmony you get Inferno with its rigid bureaucracy of evil fiends.
If Harmony meets Oblivion you get Mechanus where there is only pure order.
If Change meets Oblivion you get Heaven, a plane of good where everything goes to ascend beyond.

Within this universe the main plane played on is Materia, specifically the Continent of Alvenheim:
Alvenheim
The first peoples on the Continent were the Elves, Giants and Fey like Centaurs and Satyrs. The Elves being the only of those races that's still one of the dominant races, means their name for the continent stuck. That is why it's called Alvenheim. Alvenheim is located in Materia.
Hellish Wastes
A wasteland of scorched land and invested with demons. Currently the Paladins of the Watchers alongside the Celestial Brigade is working with many Mercenary Companies hired by the nations of the world to fight off the hordes. Before the fiends arrived, this place was the original home of many of the races like Leonin, Humans, Halflings, Gnomes and Goblins.
The Frozen North
The Frozen North is the original land of the Loxodon, Minotaurs and Dragonborn. Many of the True Giants fled from the South to the North after being beaten by the humans, causing a reverse migration from the North to the South of these races.
The Eastern Desert
The Eastern Desert is the great barrier between Alvenheim and the Far East. Many monstrosities have made their way through the desert, as well as such races as the Gnoll, Tabaxi and Orcs. This became such a problem that the Paladins of the Watchers created the Fort of Watchtown to protect the main pass through the mountains.
Simland
Simland is a dirt and swamp land that gets a lot of floods. Many of the races that live here are semi-aquatic like the Grung, Bullywug, Sea Elves, Locathath and Kuo-toa. Other races that originate from here seek shelter in the mountains like the Aarakocra, Goliath and Vedalken. The large city of Simia has recently seen the development of people who combine themselves with sealive to better protect themselves from the fiends that are still very close. These beings are called Simic Hybrids.
Westsands
Westsands is a dangerous land to traverse as it is where the purple worms live. It used to be a lush land that was inhabited by the Tortle, Lizardfolk, Kobolds and Verdan, but these races have since fled the area as the Purple Worms have turned what was once a jungle into a desert. The only hold-out is the great Yuan-Ti capital of Sandthorn. The only group that still thrives here are the Thri-Kreen, though their once great cities are gone.
Imperial Basin
The Imperial Basin is the old heartland of the Latsian Empire. An Empire ruled by Humans before the fiends destroyed it. The last remainder of this once mighty empire is the old Capital of Latsia. Latsia still acts as if it's an empire with a claim on all of Alvenheim, but many of the other city-states ignore this. The Basin itself is infested with Gnoll Warbands, Bandits and Shifter Clans. The other city in the Basin is Nightfall City, which is prized as a haven of equality by many in the former empire, but even here there is still the social preference for Humans.
Southlands
The Southlands are the four city-states that managed to hold out against the hordes of fiends during the initial conquest. They used to be a part of the Latsian Empire, but have since broken free and act as independent nations. They are the main suppliers for the Paladins of the Watchers and the Celestial Brigade. Most of these cities are led by Human nobility, with the exception of Orestan which has been taken by the Dwarves.
Dwarfhome
Dwarfhome is the origin of the dwarves. Where the dwarves came from is a well-kept secret, though it is rumored that they are a species evolved from the underdark Duergar that integrated with the surface species. Dwarves integrated well with the Human Empire and the Dominant Elves, and as such are well respected.
Isle of Hope
The Isle of Hope is the Bastion of the Elves. Errandil belongs to the High Elves, while Feycircle belongs to the Wood Elves. This is the source of their power. As they were never involved with the Fiends, their armies are some of the strongest in the world.
Mount Dragonbreath
Mount Dragonbreath is a Volcanic Island that is the home of the Kalashtar. It is a mysterious island as not many travel to it and survive. Kalashtar claim that the spirits of the volcano do not allow those without a connection to them to set foot there.
Valling Forrest
Valling Forrest is the old home of the Giants, it is currently overrun by many dangers, though two remaining giant races known as the Firbolg and the Cyclopses are rebuilding their clans in the forest. These two giant races seek cooperation with the humans, rather than the wars of the old True Giants. The forest is named after the First king of the giants named Valling, who misspelled Forest as Forrest.
Wood of Woe
The Wood of Woe is a dark place rumoured to be infested with everything that crawls in the night. There are rumours of ghosts, undead hordes, abandoned constructs and vampires. It is also said that many of the fiends from the war never left. The Wood of Woe, is a magical forest that brings those connected together as it feeds on the drama. The lay-out of the forest also constantly shifts and changes.
Errenwood
Errenwood is a holy place, said to be the place where the first gods touched upon the land. It is a beautiful forest protected by the Paladins of the Ancients. It has however had a tough time dealing with infestations from the East that invade through the mountain passes. This led to an offshoot of the Paladins of the Ancients, named the Paladins of the Watchers, being formed with the goal to keep the hordes at bay.
Triton Straight
The Triton Straight is the most important sealane in Alvenheim. It is home to the Tritons and Merfolk. But it also serves as a route for trade between the North and Southern cities. It also allows ships from the west to go towards the east without going through the pirate-infested Sea of Thieves.
Embracing Mountains
The Embracing Mountains are the natural protection that keep the Purple Worms and Eastern Monsters out of the Imperial Basin. These Mountains are home to many passages into the Underdark as well as Harpies and Dragons.
Kyo
Kyo and its surrounding areas are the home of the Samurai, a clan of warriors that held out against the Fiends with the help of the old Monk Temples that used to exist in the far south that have now settled in the city.
I am also here.
Am snek.