Table of Contents
World
The North
Fertile, crowded and rapidly industrialising, the Northern continent is a land of significant ongoing conflicts. The north east is covered by a great forest, the traditional home of the Northern Elves (also known as high elves). South of the Elven Lands are the Asgathic and Callelan nations, remnants of old empires.
The continent is bisected by a mountain range. The mountains themselves are disputed territories, the harsh terrain making them difficult to control by governments based on flatter land. The mountains are home mostly to small settlements of giants and their kin, while underneath the mountains, dwarves have built their cities and forges.
South of the mountains, along the southern coast are a collection of particularly small nations. A selection of them have been grouped into the Lamixian Electorates, a selection of tiny nations under the sway of a powerful magocracy.
The South
The top parts of the southern continent are largely desert, interrupted by mountains. The northeast is one of the most prosperous regions in the world, characterised by magical innovation and significant mineral wealth. Further south, the deserts give way to hills and great, lush forests that are home to the Southern Elves.
To the west, plains stretch out from the north to the south. Over time, the lands have been more fertile or arid, and the nations of today are built on the legacy of former empires.
The Broken Isle
Once, a long time ago, the Broken Isle was a fertile place, home to a powerful magical civilisation. Millennia ago, however, there was a magical cataclysm of some kind, felt throughout the world but particularly in this continent. The cataclysm led to the isle becoming a barren land, inhabited only by the undead and a few small, particularly tough tribes of orcs.
In recent years, some of the world's nations have been making forays into the world, and some have established bases and rough territorial lines. Broadly, though, the isle remains a desolate wasteland.
The East
Compared with the other two continents, the Eastern continent of Auratia is less economically developed. The majority of the continent is wilderness, whether that be thick jungle or tall mountains or wide, open steppe. The lack of exploitation of its own natural resources have caused the nations of the Northern and Southern continents to take an interest in Auratia recently, and start making inroads to export their way of life.
The Oceans
Although less populated than the lands, the oceans are home to a few civilisations, most notably of tritons and merfolk. The three great triton civilisations of Odanador, Benthis and Numqataal have dominion over much of the ocean, with smaller villages of merfolk, independent tritons and the odd genasi enclave generally paying tribute to one of them.
Not within the oceans, but on top of them rove several seafaring nations, notably the Sea Elves in the north.
The Underdark
Far below the surface, caverns and tunnels open up and strange creatures flourish. The underdark is in many ways a domain of its own, its denizens adapted to their way of life. The underdark appears to exist all around the world, as entrances to it have been found on all four continents. Some theorise that it is possible to travel directly through the centre of the planet via underdark, though this has not been tested: the deeper one travels, the stranger the creatures one encounters and the more baffling and confusing the geography gets.
Most creatures who make their home in the underdark are specially adapted to its harsh environment. Drow, derro, duergar and svirfneblin all make their homes in the endless caverns. The harsh environment tends to breed harsh people, although the exact nature of this harshness varies, from the autocratic and centralised oligarchy of the drow to the intensely tribal, paranoid derro.
