I've always gotten a kick out of teaching others to play D&D, and showing them my homebrew creations. You guys may like to as well! So please, tell us about your homebrew worlds!
My homebrew world of Del'nasra is what we use in my Wednesday night games on Twitch. It is made up of six continents. These are Anundiel, Dragon's Beard, Esselvyre, Felrynthus, Ipshire and Sylgur.
Below is the main pantheon in Del'nasra, although other deities and "gods" are worshiped by the inhabitants of the world. These other groupings are known as The Lesser Deities and the World Breakers. Most of the deities and figures of worship in these groupings are usually spoken about in secret, or considered illegal to worship and punishable by death in regards to The World Breakers.
Armathnan - God of Life; Lawful Good
Cronus - God of Time; Chaotic Neutral
Deltoreth - God of Law; Lawful Neutral
Fungalial - God of Nature; Neutral
Lolth - God of Spiders; Lawful Evil
Mortranias - God of Death; Lawful Neutral
Reichtum - God of Riches; Lawful Neutral
Selrenas - God of Light; Lawful Good
Tiamat - God of Dragons; Chaotic Evil
Armathnan
Armathnan also known as The Lord of the Dawnlife is the God of Life on Del'nasra and is worshiped by healers, and Life Clerics all across Del'nasra. Armathnan is usually called upon for blessing when a new child is born and is considered the main form of religion on the continent of Anundiel.
His main temple, The Halls of Eternal Life are in Anundiel and the temple is said to be nearly half the size of Anundiel Keep (where the queen rules and resides). At a time, hundreds of worshipers visit the temple to seek guidance in their daily lives.
Cronus
Cronus also known as Cronus the Magnificent is the God of Time and was once a half-elf man who by some strange manipulation in the time magic he had been trained in, bent reality and destroyed all versions of himself across reality, including being destroyed himself by this reality bending incarnation. The incarnation was eventually imprisoned, but broke free and was split into a light-half and a dark half. The dark-half was destroyed and the light-half remained to ensure no one else would bend reality and time to their will again.
He created his domain set within a massive palace which has been displaced between two moments in time, becoming impossible to travel to by mortals. From this palace he founded an order of knights who can bend time slightly to their will to aid him in keeping reality in check. These knights are called Temporal Wardens.
Deltoreth
Deltoreth also known as The Lady of Hammers is the God of Law on Del'nasra and is usually called upon to pass judgment on those deemed guilty. She is usually worshiped by Order Domain Clerics and those whom are employed by the monarchy on the various continents of the world.
Her guidance is also usually called upon during executions by the monarchy and other noble family lines.
Fungalial
Fungalial is the God of Nature and has domain over the entirety of the Feywild. He goes by the names of Psilofyr by the myconids, and is considered the creator of the Fungian (homebrewed tiny mushroom humanoid) race. He's a slightly tricky fellow, but has a deep love and care for the wilds and nature of the Feywild and realms beyond.
Lolth
Lolth, also known as The Queen of Webs is the God of Spiders on Del'nasra and is the prime goddess of the Drow. Numerous temples and shrines are built to her on the continent of Dragon's Beard, and every year the people's of Dragon's Beard come together and voluntarily sacrifice themselves in her honor.
She is also responsible for the creation of spiders on Del'nasra.
Mortranias
Mortranias is the God of Death and works alongside Armathan to keep balance between the forces of life and death. Numerous fiends, and devils are employed in his service and are only released into the Material Planes should the need be dire. Clerics of the Death Domain find themselves praying to him in the numerous catacombs of the world in which some of his temples have been built into.
He ferries the souls of the dead into their respective afterlives.
Reichtum
Reichtum is the God of Riches, also known as the Gold Patron. He is usually worshiped by merchants and traders and has a vast reputation among archaeologists and people of trade on the continent of Sylgur.
Selrenas
Selrenas is the Goddess of Light, and is known by her worshipers as The Mother of Conflagration. She is worshiped by Light Domain Clerics and a huge following of elves on Del'nasra.
Tiamat
Tiamat is the mother of all dragons, the God of Dragons and one of the numerous gods worshiped by those who take thrills in war, conflict and murder. She and her Chromatic Dragons were responsible for the destruction of the continent of Felrynthus. She vanished along with the dragons of the world not long after Felrynthus was wiped out.
Rumors have arisen again that she may be returning.
Continents
Anundiel
It is the largest continent and is ruled over by Queen Essilirya Von Restolan, a human renowned for her compassion, generosity and for being the first ruler of Anundiel to garner the love of most of the people and thrust the continent into a time of prosperity and peace.
It is the western most continent of Del’nasra and is made up of numerous cities and settlements hailing to a plethora of races and beliefs.
Dragon's Beard
A frozen, wasteland of a continent that was once ruled by the Drow before they discovered the Underdark and fled down there when the titans of the continent awoke 2,000 years ago during the sealing ceremony of Cronus, the God of Time. It is a vast land of freezing cold winds, snow and ice and the landscape is dotted with the bodies of those who freeze to death daily while traversing the plains and roads of this land. There is no ruling system on this continent, and instead those who prove strong and capable of surviving the harsh colds of this land generally rule the settlement they dwell in.
It is the northernmost continent of Del’nasra.
Esselvyre
A continent constantly in the midst of thunderstorms, fog and horrific nightmarish creatures. It is the birthplace of the Blood Hunter Order on Del’nasra. It was ruled and overseen by The Order of the Skull which were a group of nine Necromancers governing over the laws of all of Esselvyre, unbeknownst to the mayors of the settlements on the continent. Resurrection magic was illegal and outlawed on the continent, unless under the express permission of the Order of the Skull which were eventually disbanded and eradicated by one Baxter Ornstein Von Huxley IV and his companions. The continent is mostly known for the village of Blutfelsen where a terrible curse was trapping the souls of the dead to feed to a deadly, spiritual entity but was stopped, but eventually became the birthplace of The Fungal Lich.
It is the south-western most continent of Del’nasra.
Felrynthus
Also known as the Ashen Expanse, it is a continent that had been devastated and wiped out three thousand years ago by Tiamat and her Chromatic Dragons, and has been considered a dead, devastated continent since then. Rumors speak of people still living there, but these rumors have never been founded due to the fear of possibly awakening Tiamat once more. It is a wasteland of ash, and death.
It is the central continent of Del’nasra.
Ipshire
A continent made of a series of islands split apart to make a massive island chain and is notorious for piracy. It was once ruled over by King Moreaux and his naval forces of the Scarlet Banner. The capital is Dawnbreak Cove which is ran by the noble family known as the Montsozas. The natives of Ipshire generally don’t involve themselves with the affairs of the other continents, but also serve as a massive trade-partner for the other continents as the islands hold some rare materials, foods, creatures, etc not found elsewhere in the world. It is full of dense jungles and monstrous deep-sea creatures, with rumors speaking of a massive, calamity bringing entity known as the Sunken Lord dwelling deep beneath the tide of this continent.
It is the southernmost continent.
Sylgur
Is a vast, desert-like continent taking vast inspiration from Egypt and its history, but also egyptian horror. It is the oldest continent, and money has no value over here as the natives prefer to use gems and ancient artifacts as their form of currency. It is sparse in its settlements as the continent is dominated by a vast desert dotted with ancient tombs and pyramids, the biggest of which being the Great Pyramid of Ameen made of pure obsidian. The continent is severely hot, and outsiders generally don’t fare too well with the heat here and quite prone to collapsing and dying while traversing the deserts of Sylgur.
Calendar of Del'nasra
A Del'nasrian year lasts 274 days over the course of 9 months. Each day is 24 hours in length and the 7 days of the week are named Lianden, Yuden, Forenden, Cthalden, Xorden, Malden, and Thuulden.
Spring begins around the middle of Relmfesk, officially starting on the 14th with the Festival of Calming.
Summer begins on the last day of Tribend during the Dawn Night on the 39th.
Autumn begins late in Nightwent during the Eve of Hallows on the 59th day.
Winter begins near the end of Tidelorne during the winter celebrations of Weihnacthen on the 15th day.
Month
Days
Holidays
Xiln
45
Moon Birth (1)
Relmfesk
25
Festival of Calming (14)
Tribend
39
Day of Sundering (10)
The Dawn Night (39)
Nightwent
65
Reunion of Glades (15)
Conjunction (30)
Eve of Hallows (59)
Harvest's Grasp (65)
Coldwen
23
Harvest's Cull (20)
Bluuden
21
Heartfell Festival (5)
Day of Forgiving (13)
Ebbon
15
Ebbon's Gate (3)
The Cycling (13)
Tidelorne
23
The Festival of Foraging (12)
Weihnacthen (15)
Frosteve (23)
Celthe
18
The Glimmerfaire (13)
Moon Death (17)
Holidays
Moon Birth: This is the first day of the year and is the celebration of the previous year's moon being renewed. Anundiel City celebrates the event by hosting a winter faire in the city where the residents can take part in games, and city-wide snowball fights and culminates in a massive feast in Anundiel Keep put on by the royal family.
Festival of Calming: Major cities all around Del'nasra celebrate this holiday by putting on massive feasts for residents of the town to indulge in as a day where you step away from your daily work and spend time with friends and loved ones. This also marks the start of Spring, and the end of Winter.
Day of Sundering: A day made to celebrate the end of Tiamat's reign on Del'nasra and to remember those lost when her and her Chromatic Dragons destroyed the continent of Felrynthus. Many a folk make the voyage to the remnants of the continent and pay their respects and leave tokens and gifts for all of those lost that day. The day culminates with magical lanterns sent off into the skies of the major settlements around the world in the hopes of reaching out to those who've perished.
The Dawn Night: A celebration for the start of summer all around Del'nasra. People flock to the tropical islands of Ipshire to get away and indulge in the fineries of the continent. Dawnbreak Cove on Ipshire holds the annual Wine Tasting Festival in which peoples from all around the world gather in the Montsoza Estate vineyard and try out the new types of wine being made from the family, as well as showing off their own homebrewed wines. It is officially the first day of Summer and the end of Spring.
Reunion of Glades: People travel to the wildnerness with friends and loved ones to commune and spend time away from civilizaton. The devout worshippers of Pipshin head deeper into the wild and commune with their deity by playing pranks on one another, commonly in massive games of hide-and-seek. Rumors speak that sometimes Pipshin appears and whisks his devout believers into the Feywild for continued shenanigans for the day.
Conjunction: The nights begin to get much longer and colder, and the Ethereal Plane and the Material Plane are much closer connected than any other time of the year. People speak of loved ones returning from beyond the grave and spending the day recounting old memories and tales with their families and friends.
Eve of Hallows: The celebration of the first day of autumn in which Del'nasrians take part in small little celebrations all around scaring their friends and family. Some people hand out treats to children who go door to door in costumes, while others hold parties for more adult audiences. Small little theatre troupes also travel throughout the major cities of the world, putting on small plays with an emphasis on horror. It is the first day of Autumn and the last day of Summer.
Harvest's Grasp: The first day of the harvest in which families all around Del'nasra get together and have massive feasts in celebration of a successful harvest. These massive meals are eaten daily until Harvest's Cull, and everyday people give gifts of food to those who cannot afford it.
Harvest's Cull: The final day of the harvest and when the people of the world begin preparing for winter. Remnants of the years harvest are donated to the smaller settlements on each continent, and people celebrate in Anundiel City by seeing who had grown the biggest pumpkin that year, and every member of the city comes together for a festival where everyone contributes to a massive meal.
Heartfell Festival: A day where the people of the world celebrate and honor their loved ones. Wedding ceremonies are usually performed on this day and the various places of worship around Del'nasra see a significant increase in patrons and people visiting their sites.
Day of Forgiving: This day is usually seen as a day where you set aside your diffirences with those who had wronged you during the previous year and attempt to make ammends.
Ebbon's Gate: A day where the people who've settled out of the Underdark spend the entirety of the day trekking down into the Underdark to honor the ascent and struggles of their ancestors. Once in the Underdark they celebrate their travels with massive parties usually filled with drunken debauchery. A precious and respected holiday for the Drow, Duergar and Mind Flayers of Del'nasra.
The Cycling: The day where the people's of the world watch as the moon begins to wither and begin it's slow death. It's considered a somber holiday with most people wearing gowns of pure black with masks in the shape of the moon. Some people hold parties, while others prefer to use this day to reflect on themselves over the past year. The temples of worship around Del'nasra offer free funeral services on this day.
The Festival of Foraging: A festival in which the major cities of Anundiel hold festivals where people gather and eat meals of purely foraged foods from the wild. The festival usually begins at the break of dawn with hundreds of teams of five venturing out into the wilderness and spending the entire day collecting food from the wild. At dusk, the teams return to their respective capitals and hand over their "catch". The ruler of each capital chooses a winning team who is honored with a seat at the head table and a variety of small prizes.
Weihnachten: The first day of Winter and the end of Autumn. It serves as a celebration of the year and a day where loved ones get together and exchange gifts with one another. The streets of numerous settlements are decorated with magical blinking lights and trees are filled with decorative ornaments. People roam the streets singing merry tunes and drinking excessively with friends and family.
The small village of Hollyshire on Anundiel celebrates this holiday year-round.
Frosteve: The longest and coldest night of the year on all the continents but Ipshire and Sylgur. The rest of the world is blanketed with an entire day of night and most people stay indoors keeping warm by fires and telling stories. Some folk also roam the wilds during this event to find the rare vegetation that sprouts only once per year on this day.
The Glimmerfaire: A company known as The Glimmerfaire leave the Feywild and travel all across Del'nasra with their numerous carnivals and set up extravagant carnivals in the major settlements of the world. These carnivals include a variety of activities such as Wizard Fights and rifts to other planes of existence that paying customers can experience safely for a brief few moments.
Paying customers can also access the numerous portals at these carnivals and step into the Feywild for more chaotic events.
Moon Death: The current year's moon finally withers and perishes turning into dust that shimmers across the entire world, sending the world into night for an entire two days, but the glimmering moon-dust illuminates the world giving it an ethereal, otherworldly feel.
Peoples all across Del'nasra celebrate by giving up things and bad habits such as excessive drinking and violence and pledge to be better people in the following year.
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DM/Founder for Mimics & Monstrosities, a D&D network.
dwarves and elves have hidden away from the rest of the races. During this time, the elemental planes are forged by mystics and the best dwarven Smiths into crystals with power. They are hidden through out the world after and incident killing 4 million dwarves. The gems are protected by the gem keepers. Only giving them to the worthy.
I'm working on a campaign set in a world heavily borrowing from the Eidos video game series 'Thief', and have been slowly adding lore ideas to a google doc my players can all refer to when needed. I was actually hoping for ideas or feed back on it :)
My homebrew takes a steampunk approach to the Forgotten Realms and one of my characters comes from a family that holds the monopoly on the K-12 textbook publishing market on the Swordcoast. This parallels the HBJ hold on text books down in Texas (namely Dallas-Ft. Worth) from when I was an elementary student. Also, it's a partial satire on what female characters consider appropriate clothing. In my version of Kara-Tur, female monks are looked down upon because they were sumptuous bikinis, as opposed to the fully armored female samurais. When my female monk arrives in Waterdeep, she is mistaken for a high class courtesan. It should be noted the monastery where she trained was started and run by retired Imperial concubines.
My world (one continent) is called Solas. The south is the only fertile area, with the middle being the Tombstone Desert, the east being the Eastridge Mountains, and the north being the icy Frigid Lands. Most nations live in relative peace, save for the kingdom Massai, which is slowly pushing back the orc/goblinoid empire of Ort; and the two kingdoms of Nox and Lux, locked in a war between light and darkness that has lasted for millennia. In Solas, different gods don't have different planes, instead they have domains of the mystical plane known only a 'the Other'. The Other was originally Chaos, until the first three gods- Reality, Below, and Mystic- brought order into the world. These three gods tried to make other creatures, but they failed and were each sundered into two parts. From them, the rest of the gods were sired, and they eventually created other beings, along with a world for them- the birth of Solas and the Great Elves.
my latest homebrew is a group of small continents, each with a cultural "flavor". The northwest one (where the players start in the game I'm running) is europe-inspired with tundra, mountains, forest, 2 big big cities, the works. the southwest one, home to the third-biggest city and not much else, is a chult-inspired dragon-infested jungle. To the east is a mostly desert place with not much interesting, unless you like kobolds, gnolls, and ruins. Sahara inspired. Way in the northeast is a japan-ish inspired place -- I'll work out the details once the players get withing 100 miles. I forgot to mention that the goblinoids are all on a crescent-shaped huge island, right across some sea from one of those big, "european" cities. I made more story and lore and locations, as well as a whole freakin, ground-up pantheon for it. Tell me you want more about this and I can go into more detail.
My current campaign is a swashbuckling, pirate-themed game, so the setting is loosely inspired by the Golden Age of Piracy. The world itself does not currently have a name (I really need to come up with one), but the campaign is set almost entirely within a group of islands known as the Starkarrow Isles. It's sort of based on a combination of the Caribbean and Central America during the eighteenth century, but there's also a perhaps surprising amount of influence from Greek Mythology, as my basic story concept was inspired by (not based on) the Odyssey.
My one concern is that my geography is probably way too closely tied to real world geography, in that most countries in this world do have a real world equivalent and are in a geographically similar location. The two primary colonial powers in Starkarrow are Wellbyrn (England) and Marcia (Spain). The France equivalent in this world has been more or less driven out of the Isles by Wellbyrn, and Marcia is just barely holding onto its influence.
Humans, halfings, and gnomes are the most common races among the colonies, and humans and halfling are also both native to the region. Tabaxi, lizardfolk, and aaracockra (among others) are also native to the region.
Dwarves and elves are fairly uncommon. The elves tried colonizing an island known as Lathal centuries ago, and were successful for a while, but then all of the elves got trapped on the island permanently, and so elves have more or less avoided the Isles ever since. The Dwarves tried to colonize the Isles at one point, hoping to establish a mining operation, but quickly found that there simply was not much to mine, and so they set their sights further to the west of Starkarrow, where they were much more successful.
Genasi are actually surprisingly common in the Isles, as the Isles have a very strong connection to the elemental planes. Although some Starkarrow genasi are the offspring of genies, most of them are simply mortal children touched by an influence from the inner planes.
Tieflings are no more or less common than they are in standard fantasy settings, although they are set apart in that the tiefling population of Starkarrow is more or less self-sustaining at this point. Some are related to a fiendish influence, but most are just the children of at least one tiefling.
Orcs are very rare in Starkarrow, but half-orcs are actually quite common, often serving as heavy labor at docks and aboard ships.
Finally, Goliaths and Dragonborn are rather rare in the world at large, and are almost unheard of in Starkarrow. This is because the biggest thing that I think sets Starkarrow apart from certain other settings is this: It is the age of humanoids. Humanoids are the dominant races in most campaign settings, but in many of them they are often subservient to greater creatures such as dragons, giants, fiends, celestials, fey, or aberrations. Humanoids run the world, but they live in fear of powers beyond their control. In Starkarrow, that's not as much of a thing. The creatures of the Far Realm have yet to really set their eyes on this world, fey and celestials almost always exert their influence from a comfortable distance, the feywild is usually pretty subtle in its influence on the material plane, and, most significantly, the dragons and giants are going extinct. Part of this is due to hunting, but mostly it's just because they're dying races who no longer really serve the purposes they used to. Most of the dragons and giants have retreated to various planes of existence, though the gold dragons and storm giants have stayed behind on the whole, choosing to stay hidden much as they always have.
EDIT: I have a name now: Alemel. Also, I should have mentioned: Because it's sort of a golden age of piracy type game, gunpowder is relatively common. Most naval ships have cannons and, although guns are expensive, you can legally purchase them in most major cities.
I've been running my current homebrew setting campaign for about two and a half years now. We started in 3.5e and moved into 5e after a little while. The setting is the world of Falthorn and so far our action has centered around the southeast of a single main continent. I recently heard about and started using World Anvil and I am slowly moving all my collected notes and scraps of paper into their system to organize it and to avoid losing things. Not to mention its much easier to find things. I'll throw the link in at the end of this post so anyone curious can take a look.
The current campaign started with mysteriously disappearing caravans and has spiraled in to something halfway between Rise of Tiamat/Hoard of the Dragon Queen and The War of the Lance from the Dragonlance setting. We have four current players, unfortunately one of our initial newbie players dropped out and was replaced. It has been a great time teaching three new players with their first real D&D game and having a couple of experienced players to help give some guidance.
A world where Omnics (robots) and humans live together, but there is a lot of conflict between the two. Overwatch creates a new strike team to fight Talon (evil organization that wants there to be a conflict between the two) and Null sector (roque omnics). the goal of the campaign will be to either gain world peace or to fight against omnics (depending on choices).
I recently started this and create it every week before the sessions.
every hero has it's own abilities and ofcourse ultimate.
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I've always gotten a kick out of teaching others to play D&D, and showing them my homebrew creations. You guys may like to as well! So please, tell us about your homebrew worlds!
I have no personality.
Not entirely homebrew, but my campaign is set in Bilgewater, Runeterra from League of Legends. It's super fun.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
My homebrew projects:
Clam Island: https://homebrewery.naturalcrit.com/share/By3s5Uqqf
Frostglade Tundra: https://homebrewery.naturalcrit.com/share/SyZ_4eEyKE
These are more like "default settings" or small add-ons to Faerun setting.
My homebrew world of Del'nasra is what we use in my Wednesday night games on Twitch. It is made up of six continents. These are Anundiel, Dragon's Beard, Esselvyre, Felrynthus, Ipshire and Sylgur.
Below is the main pantheon in Del'nasra, although other deities and "gods" are worshiped by the inhabitants of the world. These other groupings are known as The Lesser Deities and the World Breakers. Most of the deities and figures of worship in these groupings are usually spoken about in secret, or considered illegal to worship and punishable by death in regards to The World Breakers.
Armathnan - God of Life; Lawful Good
Cronus - God of Time; Chaotic Neutral
Deltoreth - God of Law; Lawful Neutral
Fungalial - God of Nature; Neutral
Lolth - God of Spiders; Lawful Evil
Mortranias - God of Death; Lawful Neutral
Reichtum - God of Riches; Lawful Neutral
Selrenas - God of Light; Lawful Good
Tiamat - God of Dragons; Chaotic Evil
Armathnan
Armathnan also known as The Lord of the Dawnlife is the God of Life on Del'nasra and is worshiped by healers, and Life Clerics all across Del'nasra. Armathnan is usually called upon for blessing when a new child is born and is considered the main form of religion on the continent of Anundiel.
His main temple, The Halls of Eternal Life are in Anundiel and the temple is said to be nearly half the size of Anundiel Keep (where the queen rules and resides). At a time, hundreds of worshipers visit the temple to seek guidance in their daily lives.
Cronus
Cronus also known as Cronus the Magnificent is the God of Time and was once a half-elf man who by some strange manipulation in the time magic he had been trained in, bent reality and destroyed all versions of himself across reality, including being destroyed himself by this reality bending incarnation. The incarnation was eventually imprisoned, but broke free and was split into a light-half and a dark half. The dark-half was destroyed and the light-half remained to ensure no one else would bend reality and time to their will again.
He created his domain set within a massive palace which has been displaced between two moments in time, becoming impossible to travel to by mortals. From this palace he founded an order of knights who can bend time slightly to their will to aid him in keeping reality in check. These knights are called Temporal Wardens.
Deltoreth
Deltoreth also known as The Lady of Hammers is the God of Law on Del'nasra and is usually called upon to pass judgment on those deemed guilty. She is usually worshiped by Order Domain Clerics and those whom are employed by the monarchy on the various continents of the world.
Her guidance is also usually called upon during executions by the monarchy and other noble family lines.
Fungalial
Fungalial is the God of Nature and has domain over the entirety of the Feywild. He goes by the names of Psilofyr by the myconids, and is considered the creator of the Fungian (homebrewed tiny mushroom humanoid) race. He's a slightly tricky fellow, but has a deep love and care for the wilds and nature of the Feywild and realms beyond.
Lolth
Lolth, also known as The Queen of Webs is the God of Spiders on Del'nasra and is the prime goddess of the Drow. Numerous temples and shrines are built to her on the continent of Dragon's Beard, and every year the people's of Dragon's Beard come together and voluntarily sacrifice themselves in her honor.
She is also responsible for the creation of spiders on Del'nasra.
Mortranias
Mortranias is the God of Death and works alongside Armathan to keep balance between the forces of life and death. Numerous fiends, and devils are employed in his service and are only released into the Material Planes should the need be dire. Clerics of the Death Domain find themselves praying to him in the numerous catacombs of the world in which some of his temples have been built into.
He ferries the souls of the dead into their respective afterlives.
Reichtum
Reichtum is the God of Riches, also known as the Gold Patron. He is usually worshiped by merchants and traders and has a vast reputation among archaeologists and people of trade on the continent of Sylgur.
Selrenas
Selrenas is the Goddess of Light, and is known by her worshipers as The Mother of Conflagration. She is worshiped by Light Domain Clerics and a huge following of elves on Del'nasra.
Tiamat
Tiamat is the mother of all dragons, the God of Dragons and one of the numerous gods worshiped by those who take thrills in war, conflict and murder. She and her Chromatic Dragons were responsible for the destruction of the continent of Felrynthus. She vanished along with the dragons of the world not long after Felrynthus was wiped out.
Rumors have arisen again that she may be returning.
Continents
Anundiel
It is the largest continent and is ruled over by Queen Essilirya Von Restolan, a human renowned for her compassion, generosity and for being the first ruler of Anundiel to garner the love of most of the people and thrust the continent into a time of prosperity and peace.
It is the western most continent of Del’nasra and is made up of numerous cities and settlements hailing to a plethora of races and beliefs.
Dragon's Beard
A frozen, wasteland of a continent that was once ruled by the Drow before they discovered the Underdark and fled down there when the titans of the continent awoke 2,000 years ago during the sealing ceremony of Cronus, the God of Time. It is a vast land of freezing cold winds, snow and ice and the landscape is dotted with the bodies of those who freeze to death daily while traversing the plains and roads of this land. There is no ruling system on this continent, and instead those who prove strong and capable of surviving the harsh colds of this land generally rule the settlement they dwell in.
It is the northernmost continent of Del’nasra.
Esselvyre
A continent constantly in the midst of thunderstorms, fog and horrific nightmarish creatures. It is the birthplace of the Blood Hunter Order on Del’nasra. It was ruled and overseen by The Order of the Skull which were a group of nine Necromancers governing over the laws of all of Esselvyre, unbeknownst to the mayors of the settlements on the continent. Resurrection magic was illegal and outlawed on the continent, unless under the express permission of the Order of the Skull which were eventually disbanded and eradicated by one Baxter Ornstein Von Huxley IV and his companions. The continent is mostly known for the village of Blutfelsen where a terrible curse was trapping the souls of the dead to feed to a deadly, spiritual entity but was stopped, but eventually became the birthplace of The Fungal Lich.
It is the south-western most continent of Del’nasra.
Felrynthus
Also known as the Ashen Expanse, it is a continent that had been devastated and wiped out three thousand years ago by Tiamat and her Chromatic Dragons, and has been considered a dead, devastated continent since then. Rumors speak of people still living there, but these rumors have never been founded due to the fear of possibly awakening Tiamat once more. It is a wasteland of ash, and death.
It is the central continent of Del’nasra.
Ipshire
A continent made of a series of islands split apart to make a massive island chain and is notorious for piracy. It was once ruled over by King Moreaux and his naval forces of the Scarlet Banner. The capital is Dawnbreak Cove which is ran by the noble family known as the Montsozas. The natives of Ipshire generally don’t involve themselves with the affairs of the other continents, but also serve as a massive trade-partner for the other continents as the islands hold some rare materials, foods, creatures, etc not found elsewhere in the world. It is full of dense jungles and monstrous deep-sea creatures, with rumors speaking of a massive, calamity bringing entity known as the Sunken Lord dwelling deep beneath the tide of this continent.
It is the southernmost continent.
Sylgur
Is a vast, desert-like continent taking vast inspiration from Egypt and its history, but also egyptian horror. It is the oldest continent, and money has no value over here as the natives prefer to use gems and ancient artifacts as their form of currency. It is sparse in its settlements as the continent is dominated by a vast desert dotted with ancient tombs and pyramids, the biggest of which being the Great Pyramid of Ameen made of pure obsidian. The continent is severely hot, and outsiders generally don’t fare too well with the heat here and quite prone to collapsing and dying while traversing the deserts of Sylgur.
Calendar of Del'nasra
A Del'nasrian year lasts 274 days over the course of 9 months. Each day is 24 hours in length and the 7 days of the week are named Lianden, Yuden, Forenden, Cthalden, Xorden, Malden, and Thuulden.
Spring begins around the middle of Relmfesk, officially starting on the 14th with the Festival of Calming.
Summer begins on the last day of Tribend during the Dawn Night on the 39th.
Autumn begins late in Nightwent during the Eve of Hallows on the 59th day.
Winter begins near the end of Tidelorne during the winter celebrations of Weihnacthen on the 15th day.
Day of Sundering (10)
The Dawn Night (39)
Reunion of Glades (15)
Conjunction (30)
Eve of Hallows (59)
Harvest's Grasp (65)
Heartfell Festival (5)
Day of Forgiving (13)
Ebbon's Gate (3)
The Cycling (13)
The Festival of Foraging (12)
Weihnacthen (15)
Frosteve (23)
The Glimmerfaire (13)
Moon Death (17)
Holidays
Moon Birth: This is the first day of the year and is the celebration of the previous year's moon being renewed. Anundiel City celebrates the event by hosting a winter faire in the city where the residents can take part in games, and city-wide snowball fights and culminates in a massive feast in Anundiel Keep put on by the royal family.
Festival of Calming: Major cities all around Del'nasra celebrate this holiday by putting on massive feasts for residents of the town to indulge in as a day where you step away from your daily work and spend time with friends and loved ones. This also marks the start of Spring, and the end of Winter.
Day of Sundering: A day made to celebrate the end of Tiamat's reign on Del'nasra and to remember those lost when her and her Chromatic Dragons destroyed the continent of Felrynthus. Many a folk make the voyage to the remnants of the continent and pay their respects and leave tokens and gifts for all of those lost that day. The day culminates with magical lanterns sent off into the skies of the major settlements around the world in the hopes of reaching out to those who've perished.
The Dawn Night: A celebration for the start of summer all around Del'nasra. People flock to the tropical islands of Ipshire to get away and indulge in the fineries of the continent. Dawnbreak Cove on Ipshire holds the annual Wine Tasting Festival in which peoples from all around the world gather in the Montsoza Estate vineyard and try out the new types of wine being made from the family, as well as showing off their own homebrewed wines. It is officially the first day of Summer and the end of Spring.
Reunion of Glades: People travel to the wildnerness with friends and loved ones to commune and spend time away from civilizaton. The devout worshippers of Pipshin head deeper into the wild and commune with their deity by playing pranks on one another, commonly in massive games of hide-and-seek. Rumors speak that sometimes Pipshin appears and whisks his devout believers into the Feywild for continued shenanigans for the day.
Conjunction: The nights begin to get much longer and colder, and the Ethereal Plane and the Material Plane are much closer connected than any other time of the year. People speak of loved ones returning from beyond the grave and spending the day recounting old memories and tales with their families and friends.
Eve of Hallows: The celebration of the first day of autumn in which Del'nasrians take part in small little celebrations all around scaring their friends and family. Some people hand out treats to children who go door to door in costumes, while others hold parties for more adult audiences. Small little theatre troupes also travel throughout the major cities of the world, putting on small plays with an emphasis on horror. It is the first day of Autumn and the last day of Summer.
Harvest's Grasp: The first day of the harvest in which families all around Del'nasra get together and have massive feasts in celebration of a successful harvest. These massive meals are eaten daily until Harvest's Cull, and everyday people give gifts of food to those who cannot afford it.
Harvest's Cull: The final day of the harvest and when the people of the world begin preparing for winter. Remnants of the years harvest are donated to the smaller settlements on each continent, and people celebrate in Anundiel City by seeing who had grown the biggest pumpkin that year, and every member of the city comes together for a festival where everyone contributes to a massive meal.
Heartfell Festival: A day where the people of the world celebrate and honor their loved ones. Wedding ceremonies are usually performed on this day and the various places of worship around Del'nasra see a significant increase in patrons and people visiting their sites.
Day of Forgiving: This day is usually seen as a day where you set aside your diffirences with those who had wronged you during the previous year and attempt to make ammends.
Ebbon's Gate: A day where the people who've settled out of the Underdark spend the entirety of the day trekking down into the Underdark to honor the ascent and struggles of their ancestors. Once in the Underdark they celebrate their travels with massive parties usually filled with drunken debauchery. A precious and respected holiday for the Drow, Duergar and Mind Flayers of Del'nasra.
The Cycling: The day where the people's of the world watch as the moon begins to wither and begin it's slow death. It's considered a somber holiday with most people wearing gowns of pure black with masks in the shape of the moon. Some people hold parties, while others prefer to use this day to reflect on themselves over the past year. The temples of worship around Del'nasra offer free funeral services on this day.
The Festival of Foraging: A festival in which the major cities of Anundiel hold festivals where people gather and eat meals of purely foraged foods from the wild. The festival usually begins at the break of dawn with hundreds of teams of five venturing out into the wilderness and spending the entire day collecting food from the wild. At dusk, the teams return to their respective capitals and hand over their "catch". The ruler of each capital chooses a winning team who is honored with a seat at the head table and a variety of small prizes.
Weihnachten: The first day of Winter and the end of Autumn. It serves as a celebration of the year and a day where loved ones get together and exchange gifts with one another. The streets of numerous settlements are decorated with magical blinking lights and trees are filled with decorative ornaments. People roam the streets singing merry tunes and drinking excessively with friends and family.
The small village of Hollyshire on Anundiel celebrates this holiday year-round.
Frosteve: The longest and coldest night of the year on all the continents but Ipshire and Sylgur. The rest of the world is blanketed with an entire day of night and most people stay indoors keeping warm by fires and telling stories. Some folk also roam the wilds during this event to find the rare vegetation that sprouts only once per year on this day.
The Glimmerfaire: A company known as The Glimmerfaire leave the Feywild and travel all across Del'nasra with their numerous carnivals and set up extravagant carnivals in the major settlements of the world. These carnivals include a variety of activities such as Wizard Fights and rifts to other planes of existence that paying customers can experience safely for a brief few moments.
Paying customers can also access the numerous portals at these carnivals and step into the Feywild for more chaotic events.
Moon Death: The current year's moon finally withers and perishes turning into dust that shimmers across the entire world, sending the world into night for an entire two days, but the glimmering moon-dust illuminates the world giving it an ethereal, otherworldly feel.
Peoples all across Del'nasra celebrate by giving up things and bad habits such as excessive drinking and violence and pledge to be better people in the following year.
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The world of stormfoot
dwarves and elves have hidden away from the rest of the races. During this time, the elemental planes are forged by mystics and the best dwarven Smiths into crystals with power. They are hidden through out the world after and incident killing 4 million dwarves. The gems are protected by the gem keepers. Only giving them to the worthy.
I'm working on a campaign set in a world heavily borrowing from the Eidos video game series 'Thief', and have been slowly adding lore ideas to a google doc my players can all refer to when needed. I was actually hoping for ideas or feed back on it :)
https://docs.google.com/document/d/1KYalmNzgUT4VGuORl3IbyrMuE6RIQr75uIoeq4NUhyA/edit?usp=sharing
My homebrew takes a steampunk approach to the Forgotten Realms and one of my characters comes from a family that holds the monopoly on the K-12 textbook publishing market on the Swordcoast. This parallels the HBJ hold on text books down in Texas (namely Dallas-Ft. Worth) from when I was an elementary student. Also, it's a partial satire on what female characters consider appropriate clothing. In my version of Kara-Tur, female monks are looked down upon because they were sumptuous bikinis, as opposed to the fully armored female samurais. When my female monk arrives in Waterdeep, she is mistaken for a high class courtesan. It should be noted the monastery where she trained was started and run by retired Imperial concubines.
My world (one continent) is called Solas. The south is the only fertile area, with the middle being the Tombstone Desert, the east being the Eastridge Mountains, and the north being the icy Frigid Lands. Most nations live in relative peace, save for the kingdom Massai, which is slowly pushing back the orc/goblinoid empire of Ort; and the two kingdoms of Nox and Lux, locked in a war between light and darkness that has lasted for millennia. In Solas, different gods don't have different planes, instead they have domains of the mystical plane known only a 'the Other'. The Other was originally Chaos, until the first three gods- Reality, Below, and Mystic- brought order into the world. These three gods tried to make other creatures, but they failed and were each sundered into two parts. From them, the rest of the gods were sired, and they eventually created other beings, along with a world for them- the birth of Solas and the Great Elves.
There is no dawn after eternal night.
Homebrew: Magic items, Subclasses
my latest homebrew is a group of small continents, each with a cultural "flavor". The northwest one (where the players start in the game I'm running) is europe-inspired with tundra, mountains, forest, 2 big big cities, the works. the southwest one, home to the third-biggest city and not much else, is a chult-inspired dragon-infested jungle. To the east is a mostly desert place with not much interesting, unless you like kobolds, gnolls, and ruins. Sahara inspired. Way in the northeast is a japan-ish inspired place -- I'll work out the details once the players get withing 100 miles. I forgot to mention that the goblinoids are all on a crescent-shaped huge island, right across some sea from one of those big, "european" cities. I made more story and lore and locations, as well as a whole freakin, ground-up pantheon for it. Tell me you want more about this and I can go into more detail.
Proud poster on the Create a World thread
My current campaign is a swashbuckling, pirate-themed game, so the setting is loosely inspired by the Golden Age of Piracy. The world itself does not currently have a name (I really need to come up with one), but the campaign is set almost entirely within a group of islands known as the Starkarrow Isles. It's sort of based on a combination of the Caribbean and Central America during the eighteenth century, but there's also a perhaps surprising amount of influence from Greek Mythology, as my basic story concept was inspired by (not based on) the Odyssey.
My one concern is that my geography is probably way too closely tied to real world geography, in that most countries in this world do have a real world equivalent and are in a geographically similar location. The two primary colonial powers in Starkarrow are Wellbyrn (England) and Marcia (Spain). The France equivalent in this world has been more or less driven out of the Isles by Wellbyrn, and Marcia is just barely holding onto its influence.
Humans, halfings, and gnomes are the most common races among the colonies, and humans and halfling are also both native to the region. Tabaxi, lizardfolk, and aaracockra (among others) are also native to the region.
Dwarves and elves are fairly uncommon. The elves tried colonizing an island known as Lathal centuries ago, and were successful for a while, but then all of the elves got trapped on the island permanently, and so elves have more or less avoided the Isles ever since. The Dwarves tried to colonize the Isles at one point, hoping to establish a mining operation, but quickly found that there simply was not much to mine, and so they set their sights further to the west of Starkarrow, where they were much more successful.
Genasi are actually surprisingly common in the Isles, as the Isles have a very strong connection to the elemental planes. Although some Starkarrow genasi are the offspring of genies, most of them are simply mortal children touched by an influence from the inner planes.
Tieflings are no more or less common than they are in standard fantasy settings, although they are set apart in that the tiefling population of Starkarrow is more or less self-sustaining at this point. Some are related to a fiendish influence, but most are just the children of at least one tiefling.
Orcs are very rare in Starkarrow, but half-orcs are actually quite common, often serving as heavy labor at docks and aboard ships.
Finally, Goliaths and Dragonborn are rather rare in the world at large, and are almost unheard of in Starkarrow. This is because the biggest thing that I think sets Starkarrow apart from certain other settings is this: It is the age of humanoids. Humanoids are the dominant races in most campaign settings, but in many of them they are often subservient to greater creatures such as dragons, giants, fiends, celestials, fey, or aberrations. Humanoids run the world, but they live in fear of powers beyond their control. In Starkarrow, that's not as much of a thing. The creatures of the Far Realm have yet to really set their eyes on this world, fey and celestials almost always exert their influence from a comfortable distance, the feywild is usually pretty subtle in its influence on the material plane, and, most significantly, the dragons and giants are going extinct. Part of this is due to hunting, but mostly it's just because they're dying races who no longer really serve the purposes they used to. Most of the dragons and giants have retreated to various planes of existence, though the gold dragons and storm giants have stayed behind on the whole, choosing to stay hidden much as they always have.
EDIT: I have a name now: Alemel. Also, I should have mentioned: Because it's sort of a golden age of piracy type game, gunpowder is relatively common. Most naval ships have cannons and, although guns are expensive, you can legally purchase them in most major cities.
I really enjoy the work you put into this setting. I have always enjoyed that game series and it is very cool to see it in use ase a DND setting.
I've been running my current homebrew setting campaign for about two and a half years now. We started in 3.5e and moved into 5e after a little while. The setting is the world of Falthorn and so far our action has centered around the southeast of a single main continent. I recently heard about and started using World Anvil and I am slowly moving all my collected notes and scraps of paper into their system to organize it and to avoid losing things. Not to mention its much easier to find things. I'll throw the link in at the end of this post so anyone curious can take a look.
The current campaign started with mysteriously disappearing caravans and has spiraled in to something halfway between Rise of Tiamat/Hoard of the Dragon Queen and The War of the Lance from the Dragonlance setting. We have four current players, unfortunately one of our initial newbie players dropped out and was replaced. It has been a great time teaching three new players with their first real D&D game and having a couple of experienced players to help give some guidance.
https://www.worldanvil.com/w/falthorn-mithrandir12508
Overwatch DnD,
A world where Omnics (robots) and humans live together, but there is a lot of conflict between the two. Overwatch creates a new strike team to fight Talon (evil organization that wants there to be a conflict between the two) and Null sector (roque omnics). the goal of the campaign will be to either gain world peace or to fight against omnics (depending on choices).
I recently started this and create it every week before the sessions.
every hero has it's own abilities and ofcourse ultimate.