Arcaia:
A typical home brewed world I’ve been building off and on for the past 11 years. It features several continents
Dragora: The Dragon continent, although dragons are rare there these days. Far in the past, in what is known as the First Age, the continent was ruled by a cabal of dragons that founded a civilization built on the slavery labor of ‘lesser’ races. The dragons imported many of the current races from other worlds for a workforce or for gladiator stock (the dragons enjoyed bloodsport). Over the years, the subject races eventually gained enough power to revolt, toppling the dragons and ushering in the Second Age, the Age Of Concordance.
After toiling for years together under the lash of the dragons, the various races of Dragora created a confederacy that held the continent in a state of peaceful coexistence for centuries. Eventually, the Giantish races grew frustrated with the dwarves, who were extremely successful in their delvings and the humans who were busy outbreeding everyone else. Seeing the empty lands and mountains filling, the Giants forged a secret alliance with several races, such as the orcs, and began the Giant Wars. It ended badly for them.
The defeat of the Giant Alliance ushered in the Third Age, the Age Of Man. Although victorious, the non-human races that fought the giants were decimated. Many just didn’t procreate fast, and their populations never recovered. Mankind , although decimated, rapidly regained its numbers. Eventually the Dwarven realms retreated further into the depths. The elves mostly sailed for the continent of Beladris. The remaining humanoids and giants were exiled to the arctic continent of Fimbulia. The halflings built an insular civilization within the Kingdom of Garlan, basically becoming a semi-autonomous client people within that state.
The Third Age saw a fracturing Of Dragora’s human population. Seven kingdoms arose, allying and warring depending on the season. The non-human cities of the Concordance civilization were left to ruin, even the dwarves for the most part tunneled deeper into the Underdark, leaving the upper levels of their cities abandone. The few humanoid tribes that escaped exile to Fimbulia slid into barbarism, huddling near the shattered ruins of their forefathers’ cities.
Roughly four centuries ago, a band of adventurers stumbled upon an enigmatic bubble of force buried deep beneath the city of Aurialys. Aurialys has once been the site of a dragon city millennia prior. Experimentation caused the bubble to collapse, releasing a time-stopped red draconian Noble family and their retainers. They immediately set forth to capture the city, and once they regained their composure, they began to plot to rebuild the ancient glory of their civilization. Thus the Bright Empire was born.
It took several decades, but the dragons eventually conquered every kingdom in Dragora. This triggered a massive refuge exodus to Dragora’s tropical sister continent Mazatil. The Bright Empire has held Dragora in its scaly fist for over 300 years now unchallenged.
At the height of the Giant Wars, a guild of arcane artificers and smiths centered in a fire giant city decided to go into exile rather than betray their fellow guild members, who were primarily dwarves. The guild, both fire giants and dwarves, decamped via huge ships to a large island/small continent known as Hyrkmir. This island is a mountainous, heavily volcanic land, which suited the two ethnic groups well. They founded an insular hybrid culture. Over the next 1500 years the lines between dwarf and fire giant has blurred due to intermarriage (Fire giants are very similar in looks to dwarves save for size, and the two were inter fertile. There was also a lot of research into enlarge/reduction magic). These days an average Hyrkmirian is about 7 feet tall with a dark copper skin. They favor extensive tattoos and elaborate armor. They speak a language descended from both languages. Their cities are masterworks of engineering, many utilizing lava for heat and smithing. They are also the top weapon and armor smiths on Arcaia.
Mazatil:
To the West Of Dragora, across the Sea Of storms lies the tropical continent of Mazatil. Along its eastern coast is an expanse of thousands of islands of various sizes, the Eastern Isles. This archipelago is warded from the deep ocean storms by a chain of mountainous islands known as the Stormpearls. These forbidding islands act as a natural bulwark against the worst storms.
Mazatil itself has seen several civilizations rise and fall over the years. Before even the dragons came to rule Dragora millennia ago, the massive central Skyspear Mountains were home to the enegmatic race known as the Great race of Yith. These alien beings constructed immense subterranean cities high atop the 25,000-meter tall peaks. In fact, the cities were well above the breathable atmosphere.
Below in the humid jungle that surrounded the Skyspears the lizard man civilization known as the Sliss’pok evolved. An energetic race, with a gift for alchemy and biomamcy, the Sliss’pok built mighty semi-aquatic cities within the swampy borders of the regions mighty rivers.
History doesn’t record what started the conflict, but these two civilizations warred aeons ago. The Great Race disappeared, The Sliss’pok were cast back into a state of barbarism, and the western half of Mazatil was decimated by some sort of magic apocalypse, becoming the Blackwraith Desert.
Millennia later, explorers from the continent of Seng discovered the continent. The Sengenese settled on the coast, but lost contact with their mother continent. These colonists interacted with The Sliss’pok and began to evolve into several cultures. One culture within the deeper jungles became the Xoltec civilization. This civilization took a dark turn as they adopted the God of Necromancy, Xipe Totec as their patron. The Xoltec Empire waxed mighty, conquering all other Mazatil humans, and practicing a religious sacrifice and reanimation program which supplied them with undead minions and necromantic energy.
Fimbulia:
Straddling the Arctic Circle Of Arcaia is the frigid continent of Fimbulia. Once sparsely inhabited save for a few tribes of cold-loving creatures hunted for sport by the White Wyrms Of Dragora’s original civilization , Fimbulia remained a backwater until the end of the Age Of Concordance and the defeat of the Giant Alliance. The shattered remnants of the cultures that fought on the giant’s side fled in what is now called the Wailing Passage. Thousands of rickety boats were assembled and sailed to the coast of Fimbulia, carrying giants and their clients the orcs, goblins, bugbears, gnolls, hobgoblins, and others. They spread out across the tundra and into the central mountainous region. The first years were extremely hard, and many perished. However, these were warrior cultures, and the harsh environment was eventually overcome and the tribes thrived. The hobgoblins rose to command during this time, their organization and iron discipline allowed them to thrive. Eventually a Mongol-style of government evolved, with the hobgoblin clans on top. The Winter Horde now rules the plains, herding massive herds during the brief growing seasons and hunkering in subterranean cities during the long winters.
The giant clans took over the central mountains and tried to reconstruct their civilization. They have to a certain extent, but they are much more constrained by the environment. The frost giants have come to the fore, taking leadership positions.
A typical Fimbulian humanoid is much more robust than their counterparts on other continents. The Harsh cold environment and the harsh culture has bred a much fiercer breed of humanoid. They look their noses down at the giants, regarding them as dilettantes dreaming of past glories in their mountain fastnesses.
A subset of the Horde has taken to the sea in giant pirate fleets. These are the Sea Wolves, and currently they are raiding and colonizing the coast of the continent of Beladris.
Beladris:
The continent of Beladris was originally settled by bands of wood elves who declined joining the Concordance on Dragora, preferring a more isolated life. The continent was perfect for them, being a temperate mix of plains, forest , and gentle mountains. The elves and a few humans with similar insular desires evolved a civilization that worked with the ecology. They specialized in biomancy and specialized breeding of plants and animals rather than metallurgy and masonry.
Their civilization went on in a placid fashion until a few centuries ago. The Fimbulian tribes had begun to become restless on their cold, harsh continent and a bold group built ocean-going craft and sailed south searching for plunder.
Named the Sea Wolves, they fell upon the eastern coast of Beladris like a plague. The elves and their human allies were unaccustomed to battle, and the next decades saw their coastal settlements decimated
In despair, the Beladrins reached out to the Theranan Republic, requesting assistance. The Theranans agreed, and their fleet fought several engagements with the Sea Wolves. Unfortunately for the Beladrins, the Theranans were not doing this out of altruism. They wrung land concessions out of the Beladrins, stating they would keep any lands won back from the Sea Wolves to colonize. Now a three-sided war of shifting alliances has formed. The Seawolves now only hold the northeastern coast, and the Theranans hold the rest of the east. The Beladrins elves and humans have retreated into the interior of the continent, unable or unwilling to wage the type of war needed to drive the two other groups off their former land.
The city of Therana and the republic that rules it began as a refuge for slaves and political dissidents. The city was originally a morass of small swampy islands in the center of a tropical lagoon. The proto-Theranans hid from their tormentors in the thick jungles, learning the ways of the swamp. Eventually they started constructing boats and trading/raiding the nearby cities that they had once fled. They became very adept at both professions, devising magic and crafts suited to seamanship. They were fiercely independent, eschewing the rigid caste system of their patent civilization. In its early days a true meritocracy, Therana blossomed as its famed captains explored the vast oceans of Arcaia. Their small swampy islands were clad in marble and porphyry, becoming floating garden palaces.
Of course, these riches changed Theranan society. It had always had a piratical streak in it, but now it became rapacious. Its meritocratic society hardened into an oligarchy where a dozen important families ruled. The outward Democratic forms were kept, but nominees to the Wardens were usually backed by one family or another.
Still, Therana’s Fleet sails the seas, trading and fighting. Their fearsome Marines accompany every ship, ready for any danger. Their Guild of the Four Winds is the premiere weather mages in Arcaia.