There are 4 continents that constitute 45% of the material plane. 3 continents of the 4 make up 35% of the world's landmass and are considered the mainland, they are; The United Races of Brimstone, The Republic of Elvenspire, and Lucia a once lush landscape of fey life, massive jungles, and open planes, but is now a protected hazard zone and no man's land.
A northern border connects Elvenspire to Brimstone, and the nation of Lucia serves as a land bridge connecting Brimstone and Elvenspire in the center. These 3 continents make up the territories that the majority of the world's populace traverse, trade, and populate. The mainland then has 2 large land bridges connecting to the Dark Nation of Daroot, one bridge from Brimstone, and another from Elvenspire, these bridges each lead to large gates, blocking the entrance, exit, and viewing of Daroot from the outside. The remaining 55% are treacherous seas, lakes, and oceans. Far off in the ocean is a small island of free trade for all, simply named merchant island, and to the north of the world is a snowy mountainscape, unexplored due to the arcane confusion cast on normal travelers, and the dangerous terrain of the icy cliffs.
Lucia: The now no man's land, this nation once called Lucia was home to breathtaking views of the feywild, free-roaming elementals, crystal clear waters to the north, ever-rolling planes, and mystical jungles that covered the once lively country. Many spirits, endangered beasts, and fey creatures could be found peacefully living amongst the country's inhabitants. Creatures and people of all nations could come to this place to mingle, converse, see the sights, or simply live quiet lives. This nation was the one place in all the realms where it was said true peace could be found. Legend says that even celestials once visited this place long ago, and blessed the lands with longevity and prosperity. The country was brought to ruin, destruction, and death when the great realm-wide war occurred. Now, all that's left is a dry husk, a barren wasteland, the ground dust, and ash, and the life forever lost. The creatures that once called the nation home have become wary of humanoid life, or have grown to hate them and harm any who come near them. The nations decided to declare the area a no man's land, for not only the safety of the people but as a way to mourn and show respect to the once-great nation. No nation has a claim on the land here for it is considered a sacred site, and known as a place where peace was once truly achieved. The memory of that peace and freedom is all they wish that land to be remembered for.
Brimstone: A large nation, a free nation, safe from war, works for equality and peace for all, the capital city of Tarkus being home to many different races, the heart of trade for the nation, and the crown attraction of Brimstone. The nation is governed by the High Mage Council and Security Council. The Country has 4 major states and city-states not including Tarkus, these include; Evergreen, Wilshire, Carmenor, and Pergu.
Elvenspire: As the name implies, this is a nation with a majority elven population, while a free-to-visit nation, receiving proper documentation to move into and live within a city is quite the challenge, even for elves of other nations. The cities are full of elven culture and secrets, wrapped in a shroud of mystery and tradition. Home to ancient high-level magic and arcane tools, the vast lands are filled to the brim with knowledge and tales of the world of old. The government is controlled by elected senators of each distinct province and city within the nation.
Daroot: Often called the dark nation, not much is known about what happens within this nation. The cities and borders are walled off, very little trade goes in or out of the nation. Constant crimson storm clouds overhead can be seen, and any ships that sail in or near the waters of Daroot rarely if ever return. However, a large active volcano rests to the southeastern coasts of the nation, and some sailors say, they have seen figures climbing it, however, even more, tell of the creatures that lurk beneath the ocean surface near the waters of Daroot, said to be able to sink galleons in an instant.
Merchant's Island: As the name implies, this island was given rights of free trade for all. Anyone and everyone can visit, all items that come from any ocean, any nation, and any plane can be found here if you search hard enough, and know the right people. The island has one large city trade called Valpos, with thick unexplored jungle surrounding the civilization. A large number of piers can be seen all across the city, with some even located a few miles from the HUB in the case the docks are full. A very lively, festive, and adventurous feeling place to experience, all the frequent merchants and few residents are welcoming to new faces, and are eager to make more business connections. There is a singular spire in the center of the Island that is restricted to very specific members of the island's leadership, it is said to have been there for centuries, and very few know of what lies inside.
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A Malevolent Rebirth: A D&D Story
FantasyA party of travelers, thieves, soldiers, priests, and hunters is hired to investigate the lack of communication from a major trade state. An issue too minor for the military, but too major to leave alone any longer. Will the ragtag group of intrepid...