2likes
A fictional world where the Middle Ages reign.
32
your RPG world
109
Welcome to the World of Westeria. Enjoy and have fun
991
I am the world given after death. Heljeim awaits you...
64
Her world was perfect...before...this..
2
be a part of any mafia in South Italy in early 20th century (small Alt. history)
231
Valtheris—a land of duality and magic. To the lush north, harmony and wealth flourish in serene meadows and snowy peaks, where refined incantations shape life. To the rugged south, survival reigns amid war-torn deserts and jagged mountains, with raw, chaotic magic pulsing through its people.
21
Fallout-style post-apocalyptic world
5k
(SURVIVAL) Three years have passed since the Great Storm. Electricity is gone forever. The old world is in ruins. Now people must decide what to build in its place.
16k
A new world awaits you, and with it, several challenges. Have fun...
You awaken at a wild crossroads, right at the center of all paths. The air smells of pine and sea salt; in the distance, snow-capped mountains gleam under a sun that never sets in the north, while to the south the horizon burns with a reddish glow that never fades. Around you, paths open up to lands that maps barely name: to the north, the eternal peaks of Auroria; to the northeast, the golden plains of Hyperborea; beyond, the fire and iron of Asgard; to the southeast, the exuberance of Lemuria; to the south, the hidden wisdom of Agartha and the eternal flames of the Lost South; to the southwest, the shadows of Mu; to the west, the wonders of Atlantis and the vastness of Yggdrasil; and to the northwest, the endless forests of Veridia.
An ancient voice seems to whisper in your ear, without owner or origin:
"You are the traveler who crosses the threshold. No kingdom has chosen you yet, and none closes its doors to you. The lands of ice await to test your courage… those of fire to temper your strength. There where the sea sings, where the trees speak, where the shadow hides secrets… your legend is yet to be named. Choose your path, or walk among them all. The gates are open. Where will you begin?"
You have nothing but your will and the whole world ahead of you. The wind changes direction depending on where you look. Your adventure begins here.
CONTINENTS
Lands of Aurora — It rises in the north center, surrounded by the waters that connect all the outer seas.
Continent of Hyperborea — Northeast of Aurora; bathed by the Sea of Suemar.
The Domain of Asgard — To the east; bathed by the Sea of Suemar.
Continent of Lemuria — To the southeast; surrounded by the Sea of Suemar, the Sea of Whispers and the Sea of Light.
Lands of Agartha — To the south; bathed by the Sea of Whispers, the Sea of Light and the Outer Southern Sea.
Lost Southern Lands — To the southwest; surrounded by the Outer Southern Sea.
Continent of Mu — To the west-southwest; bathed by the Outer Southern Sea and the Sea of Mist.
Continent of Atlantis — To the west; bathed by the Sea of Mist and the Sea of Il Lermar.
Lands of Yggdrasil — To the northwest; bathed by the Sea of Il Lermar.
Continent of Veridia — To the northeast, closing the circle; bathed by the Sea of Il Lermar and the common northern waters.
🏔️ 1: LANDS OF AURORA
Nature type: Eternal snow-capped peaks, crystalline valleys, ice forests, and mountains that touch the sky. Everything shines with its own soft light.
Inhabitants: Aurorans (beings with pale skin and luminous hair), celestial birds with iridescent plumage. Cities of ivory and carved ice suspended between mountains. Queen Lirael, the Guardian of Dawn.
Beings and abilities: The Aurorans control light and cold; they can walk on snow without leaving a trace and project luminous shields. Birds guided lost travelers and sang prophecies.
Cycle and climate: Perpetual day of dim golden light; brief nights of northern lights. Frigid but bearable climate thanks to natural magic; there are never any destructive storms.
Alliances/Enemies: Alliance with Veridia and Yggdrasil. Declared enemy of the Lost South and Mu.
Technology: Ancient and sacred, based on crystals and light; they do not use metals or machines.
🏜️ 2: CONTINENT OF HYPERBOREA
Nature type: Vast golden plains, ancient stone plateaus, sacred oases, and forests of golden-leaved trees. Fertile land bathed in gentle sunlight.
Inhabitants: Hyperboreans (tall humans with tanned skin and light eyes), golden-furred horned beasts, and royal griffins. Cities of white stone and gold with colossal architecture. King Hyperion.
Beings and abilities: They possess superior physical strength and resistance to heat; they are tamers and riders of beasts with which they communicate telepathically. Griffins guard borders and detect lies.
Cycle and climate: Long, hot days, cool, starry nights. Warm-temperate climate, mild seasons without harsh winters.
Alliances/Enemies: Neutrality respected; good relations with Auroria and Asgard. Few enemies, except those who threaten its independence.
Technology: Architecture and engineering that were very advanced for their time; astronomical knowledge and sacred metallurgy.
⚔️ 3: THE DOMAIN OF ASGARD
Nature type: Towering cliffs, active volcanic lands, dark forests, and rivers of underground fire. Mountains that resemble natural fortresses.
Inhabitants: Asgardian warriors of imposing stature, fiery beasts, and burning quartz. Walled cities of iron and obsidian, impregnable fortresses. King Odinar, the Lord of War.
Beings and abilities: Nearly invulnerable bodies, partial mastery of fire, and extreme resistance to heat and pain. The fiery beasts track intruders and breathe fire that cannot be extinguished with ordinary water.
Cycle and climate: Normal cycle, but there is always a reddish glow on the horizon. Warm and dry climate; very hot volcanic areas, short and dry winters.
Alliances/Enemies: Allied with Lemuria and the Lost South. Enemy of Yggdrasil and Veridia due to ancient conflicts.
Technology: Advanced metallurgy and weapons; smelting of alloys unknown in other kingdoms; war machinery powered by volcanic heat.
🌊 4: CONTINENT OF LEMURIA
Nature type: Lush rainforests, vibrant reef coasts, submerged jungles, and magical mangroves. Everything grows with overflowing vigor.
Inhabitants: Lemurians with scaly skin and watery eyes, amphibious beings, and intelligent sea creatures. Partially submerged cities of crystal and living coral. Queen Maris, the Voice of the Ocean.
Beings and abilities: They breathe air and water; they heal with contact with the sea and speak with all sea creatures. Sea beasts protect coastlines and drag enemy ships to the depths.
Cycle and climate: Constant humidity, warm days, and frequent rain. Mild cycle, with almost no dark nights due to the bioluminescent glow of the flora. Stable tropical climate.
Alliances/Enemies: Allied with Asgard and Agartha. Enemy of Atlantis for control of sea routes.
Technology: Based on biology and living crystals; buildings that grow instead of being built; unsurpassed ocean navigation and mapping.
🌿 5: LANDS OF AGARTHA
Nature type: Eternal jungles of giant trees, caves of interior light, meadows of phosphorescent vegetation and purifying water sources.
Inhabitants: Agarthans with greenish skin and ethereal appearance, guardians of nature and luminous beasts. Cities integrated into the landscape, without disrupting it, without visible walls. Council of Sages and Queen Estelara.
Beings and abilities: They blend into the vegetation, control plant growth, and heal any natural wound. The creatures detect intentions and awaken or sleep according to the harmony of their surroundings.
Cycle and climate: Constant soft light, as if it were always dawn or dusk. Perpetually temperate and pleasant climate; there are no droughts or frosts.
Alliances/Enemies: Fraternal alliance with Veridia and Lemuria. Natural enemies of the Lost South and Mu due to the corruption of nature.
Technology: Extremely ancient and in harmony with nature; they do not use machines but a deep knowledge of vital energies.
🌋 6: LOST SOUTHERN LANDS
Nature type: Fiery volcanic lands, ash plains, lava rivers, and mountains of fire that never go out. The ground vibrates constantly.
Inhabitants: Beings of rock and fire called Ignians, colossal beasts of lava and fiery shadows. Fortresses forged within volcanoes, with no cities in sight. Emperor Ignis, the Eternal Burner.
Beings and abilities: Bodies made of living rock and fire; they survive in lava and melt metals with their touch. Fiery beasts rise from their ashes, and their roar tears down walls.
Cycle and climate: It always seems like midday because of the glare; red and dim nights. Constant extreme heat; habitable areas only due to their innate resilience.
Alliances/Enemies: Ally of Asgard and Mu. Mortal enemy of Aurora, Agartha, and Veridia.
Technology: Highly advanced and aggressive; buildings and weapons powered by volcanic energy; machinery of mass destruction.
🌀 7: CONTINENT OF MU
Nature type: Dark lands of perpetual fog, forests of twisted trees, gloomy swamps, and gravitationally unstable zones.
Inhabitants: Ethereal beings called Muinos, shadow specters, and creatures that reflect no image. Floating cities of dark stone and violet energy. Shadow Queen.
Beings and abilities: They vanish into shadows, pass through light matter, and manipulate gravity and mist. Their attacks affect mind and body; they cause confusion and forgetfulness in enemies.
Cycle and climate: Dim, perpetually violet light; day and night are indistinguishable. Damp, penetrating cold; dense fog that shifts at will.
Alliances/Enemies: Allied with the Lost South and Asgard. Enemy of Atlantis, Agartha, and Yggdrasil.
Technology: Ancient and mysterious; based on dark energies, gravity and vibrations; constructions that float without visible support.
🏛️ 8: CONTINENT OF ATLANTIS
Nature type: Mountainous islands surrounded by cliffs, crystal clear waters that hide unfathomable depths, forests of silver trees and eternal green meadows.
Inhabitants: Atlanteans with human appearance but mental powers, domesticated sea beasts, and crystal automatons. Concentric circular cities of marble and gleaming metal. King Neptan.
Beings and abilities: Telepathy, telekinesis, and water manipulation; they create realistic illusions. The automatons obey mental commands and tirelessly protect cities.
Cycle and climate: Sunny days and nights with multiple moons. Perfect and artificially regulated climate; they can modify rain and winds.
Alliances/Enemies: Ally of Yggdrasil and Veridia. Mortal enemy of Lemuria and rival of Mu.
Technology: The most advanced of all kingdoms; crystalline energy, engineering, medicine and construction superior to the rest for millennia.
🌳 9: LANDS OF YGGDRASIL
Nature type: A colossal tree from which immense rivers and forests are born; fertile lands, gentle mountains and green plains surround the World Tree.
Inhabitants: Mostly humans, living arboreal beings, and creatures that have inhabited the land since the beginning. Villages and cities built in harmony, many upon branches and roots. King and Queen, guardians of the Tree.
Beings and abilities: Tree beings speak with plants and animals; they know every secret of the soil and the climate; they heal and protect entire crops and forests.
Cycle and climate: Distinct and beautiful seasons; winters with soft snow, green springs, warm summers, and golden autumns. A temperate and blessed climate.
Alliances/Enemies: Sacred alliance with Veridia and Auroria; good relations with Atlantis. Enemies: Asgard, Mu, and the Lost South.
Technology: Ancient knowledge transmitted orally; practical architecture and advanced agriculture, but without machines or destructive energies.
🌲 10: CONTINENT OF VERIDIA
Nature type: Impenetrable forests of ancient trees, mighty rivers of crystal-clear water, mountains covered in vegetation, and endless meadows. A land where everything flourishes.
Inhabitants: Veridians (humans and half-elves), intelligent animals, and forest spirits. Hidden cities nestled among trees and hills, built without disturbing the environment. King Silvanus and Queen Elowen.
Beings and abilities: Great affinity with nature; they speak with animals and plants, become invisible among trees, and heal wounds with herbs and ancestral chants.
Cycle and climate: Four balanced and beautiful seasons. Eternal spring in most areas; northern regions with mild winters. Temperate and healthy climate.
Alliances/Enemies: Heart of the alliance with Aurora, Yggdrasil, Agartha, and Atlantis. Enemy of Asgard, the Lost South, and Mu.
Technology: Ancient and respectful; based on botanical knowledge, blacksmithing and architecture that blends with nature; without warlike or excessive technology.
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A fictional world where the Middle Ages reign.
32
your RPG world
109
Welcome to the World of Westeria. Enjoy and have fun
991
I am the world given after death. Heljeim awaits you...
64
Her world was perfect...before...this..
2
be a part of any mafia in South Italy in early 20th century (small Alt. history)
231
Valtheris—a land of duality and magic. To the lush north, harmony and wealth flourish in serene meadows and snowy peaks, where refined incantations shape life. To the rugged south, survival reigns amid war-torn deserts and jagged mountains, with raw, chaotic magic pulsing through its people.
21
Fallout-style post-apocalyptic world
5k
(SURVIVAL) Three years have passed since the Great Storm. Electricity is gone forever. The old world is in ruins. Now people must decide what to build in its place.
16k