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Aquerra Dungeons & Dragons 5e Campaign

A Dungeons & Dragons 5e game In the world of Aquerra
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Currently under major construction.

This story is told by

Maps

Maps

  • Andrigh
    Also known as "the City of the First Light", Andrigh is the farthest civilization to the east. While touted as a nation, it is little more than a large city at the edge of a desert. Civilization was only able to form due to the discovery of magical water-producing crystals in a cave system near to where Andrigh was formed. And now, an annual mining festival is held in town to harvest fresh crystals from the caves.   The city hosts numerous bars and taverns along its main street along while laborers like blacksmiths work their craft further along in the city. Likewise, the Lighthouse of Knowledge fosters a modest library where one can practice magic and study the gods at their discretion.   Outside the walls is a lone home inhabited by the remnants of House Baenval, dark elves who offer their services to the city by embalming in the name of Nebu, judge of the dead. While often a dangerous trek to arrange and pay for their services, they are touted as the best in their line of work.
  • Togekiku
    The island nation of Togekiku is far and away the most isolated of all nations within Aquerra. There is no formal governing body, and only five families subsist on the island, excluding the Hermit Brothers in the central mountain and the Turtle Sage.   On the northeastern shore, two of the families tend to livestock and the harvest while the other works as a chronicler. Each day, every member of the every family comes to the chronicler to share in their experience of living on Togekiku before enjoying supper.   To the southern shore lives the Handyman family who repair damages done to the houses, craft boats and fishing rods, and otherwise does any odd jobs needed to maintain their way of life. Their neighbor is a doctor who uses a mixture of magic and herbal remedies to heal injuries and sickness as needed. They also use their talents to experiment with dishes and foods.   Once every few years on the north shore, the remaining turtlefolk from around the world return to the small karsts to brood their young and live their last remaining months until the eggs hatch. The only turtlefolk to remain is a young adult named Vanra, called the Turtle Sage by the locals. Once the younglings have hatched, he ensures they are taught basic survival skills before they craft their boat and make sail to the mainlands. He lives in a small, humble monastery within one of the karsts, meditating and reading what few books he managed to collect during his short trip away from the island to Gyhoo.   Within the central mountain, a pair known as the Hermit Brothers live away from the other locals. It is assumed they experiment with devices of unknown origin within their cave, as loud sounds can often be heard when one fetches water from the lake that surrounds the mountain.
  • The Karnet
    The Karnet is home to the tribal lizardmen who seclude themselves in their jungles and marshes. While not as prideful as the lionmen across the water, their secrecy and skepticism of outsiders is only outmatched by the elves of Iqua Rûn.   Once, the lizardmen primarily lived in the marshes to the south of what is now called The Karnet, but as their dragonic guardians began to decline, the marshes became more and more dangerous to the point they had to abandon their ancestral grounds and move to the more solid jungles in the north.   Now, the entirety of the species has been divided into five sects: the Blackscale Tribe, the Lakemaw Tribe, the Dragonshed Tribe, the Darkwater Tribe, and the Saltfang Tribe. Each keep to themselves, loosely following the oral traditions instilled onto them by their forbearers.   The Blackscale Tribe constantly fight against pilgrims and adventurers who come to the eastern Black Beach, which waits just above The Karnet's borders. The black sand there is surprisingly soft, and many of the larger rocks are formed from obsidian, which the Blackscale use for their weapons and tools. These are of higher quality than the bone and wood equipment of their brethren, and thus highly coveted among other lizardmen.   The Lakemaw Tribe stands as a constant vigil over the mysterious tower in the center of Typhoon Bay. Many lizardmen blame the tower for reverting more and more of their land back to the marsh, as well as for the appearance of the monsters. Yet, none who have dared to approach it have returned alive. Thus, they merely watch from a distance and spend their days fishing to sustain themselves.   The Dragonshed Tribe is the largest of the lizardmen tribes. Safe from the marsh, northern invaders, Typhoon Bay, and the ocean to the east, they live rather comfortable lives. They predominantly hunt the local game and maintain a livestock of sheep and goats.   The Darkwater Tribe was the last of the lizardmen to flee the marsh into the jungle and still linger on the fringe of their ancestral home. Each year, several scouts and warriors are sent into the marsh in a bid to reclaim what was lost. Sadly, very few successes are ever met with these endeavors, and these annual events are slowly transitioning away from their original war and into a rite of passage for adulthood as each generation passes.   The town of Saltfang, once the territory of the Saltfang Tribe, but as more and more visitors began to approach with the prospect of trade and food, the tribe opened its arms to the strangers and opened a port while converting their land into a trading town. Many who still live here have abandoned the old ways in favor of a more comfortable and civilized lifestyle.
  • Zanthosh
    Among the farthest reaches north one could sail, beyond snow-covered mountains and rivers of lava, awaits the country of Zanthosh. Originally a lone settlement of dragonmen, the heir to the title of Emperor left on a journey across Aquerra to prove himself worthy of the throne after the passing of his father. It was likewise a journey to hone his inborn magic skills to mastery.   On this quest, Zanthosh Th'raa held himself with the utmost chivalry and honor, mixed with a cold and ruthless method when dispatching criminals and evildoers. This garnered him the title "the Winter Emperor", along with many adjutants, allies, and enemies. Those who sided with him eventually followed Th'raa back to his homeland and helped to build Zanthosh into a proper empire.
    "Even silver can shine as true as gold if given the chance. I will gladly give anyone that chance at least once." - Zanthosh Th'raa   Prided as the northernmost capital in the world, Worldcrown is the home to the Winter Emperor and the largest population of dragonmen in all Aquerra. Those that live here are proud of their friendly taverns, warm ale, and the architecture of the palace. Yet, the true pride of the Worldcrown is the Silvered Compass Company, an adventurers' guild established by the Emperor as a means of building new relations.   Mountainhall rests south of Worldcrown at the foot of the Ruby Mountains. Among all other cities in the world, it is the only one maintained entirely within a single building. The massive structure was built by dwarves and giants, easily reaching three hundred square miles in scale. The near entirety of Zanthosh's industrial works, including mining operations, are conducted in Mountainhall.   One of the two ways to reach the north by boat is through Northgate. This fortress city safeguards what few invasions might be attempted from southerners while likewise being the major trade center. In exchange for food and textiles that are more difficult to come by in the north, Zanthosh trades in silver and metalworks. The seas beyond Northgate are sewn with countless glaciers and icebergs, making inexperienced sailing near-impossible.   The second port whereby one can reach the north is through Sleetfall. However, it is even more treacherous than the voyage to Northgate. Due to the severe climate difference between the lands south of Zanthosh, the area regularly sees heavy seasonal blizzards. To top it off, the nearest port city that could mount enough resources and crewmates would be in Andrigh, several thousands of miles away. However, a wide variety of fish can be found in the sea here, and in the western outskirts of town, there's a series of hotsprings that the locals use to socialize and bathe.   Lastly, there are the towns of Glacierport and Oceanfrost. Glacierport serves as an ice-harvesting town to later transport further south to sell with the aid of magic-casters. Meanwhile, Oceanfrost is home to the best hunters and guides of Zanthosh. The tundra is cold and unforgiving, with the paths between cities often changing or outright erasing overnight. Therefore, talented individuals were needed to secure food, skins, and travel.
  • Global Atlas
    The global atlas of Aquerra, unmarred by political boundaries. While the major geographical features, such as continental landmasses and major rivers/mountains/lakes, are accurate to all known knowledge, finer details have been missed by the mapmaker. These missing points include smaller rivers, cities, and other unknown features that may be included in regional maps.
  • Twin Commonwealths
    The smallest of all nations, the Commonwealths of Xarius and Oubusea formed nearly at the same time by the smallest of folk in Aquerra, being the halflings and gnomes. Before the humans began peeling away at the forests surrounding Shûltor, the little people lived peaceably in their forest homes in balance with nature. Faced with the ultimatum of living in pollution or moving into more dangerous lands, they chose a third option of moving eastward to the unclaimed coasts that lead from Ironbridge to Gyhoo and out to the rest of the world. That done, they made a pact with the humans: Shûltor could have free access to the aquatic bridge if the forests near their borders would remain untouched.   Thus, Xarius the Keen and Oubusea the Clever formed their respective countries on each side of the water, with their people promptly naming the countries in honor of the two. To the current date, each has only sired two cities. Villages are occasionally annexed into the nations, provided they meet firm criteria regarding the treatment of the forests and the environment.   In Xarius, there are Tallsong and Softcloak. In Oubusea, there are Puddlegrace and Berrymoor. Softcloak and Berrymoor function as each commonwealth's respective capital, with annual elections held for their leaders. Each person, regardless of status, is allowed to vote or run for office.
  • The Kingdom of Iqua Rûn
    Home to the Walled Cities of Vardarianna and the Sky Tree, the Kingdom of Iqua Rûn is the birthplace of the elves. House Tarnyl, bloodline of Vardarianna the Builder, holds unequivocal rule of the government, with the firstborn child becoming heir to the throne after their first centennial birthday. The cities within the walls are fiercely defended from outsiders, with strict laws in place forbidding non-elves from even passing the gates without express permission from the ruling king or queen. The majority of its people who live there remain inside the walls for the entirety of their lives, due in part to the self-sustaining nature of life therein, but also because of the harsh laws forbidding visitors from maintaining property or homesteads in multiple locations if the land extends beyond the outer wall. "These laws are in place to protect the Sky Tree. Only we Rûnborn, blessed by the world, are qualified to be its caretakers." - King Iratel   Beyond the walls, many small settlements can be found strewn about the plains, populated mostly by merchants, adventurers, and guides. Several of these inhabit the sandy western beaches just outside the capital in order to operate their ports. However, the three largest cities outside the walls are those that run along the rivers Valmoris and Kahyris.   Shortly outside the outer wall is Andondi in the lands of House Kytel. The Kytels closely monitor the fork where Valmoris separates from Kahyris and act as the middleman for any personal or professional dealings between outsiders and the capital. Some few lucky outsiders managed to earn favor with House Kytel and gained land in exchange for a pledge of loyalty and service.   Following along the Valmoris banks is Ara-I'tuine, held by House Lamir. It is widely considered to be the last of the "civilized lands" before leaving the realm of Iqua Rûn and entering mostly-uncharted wildlands and eventually the Astesta Dynasty. Several adventuring parties pay homage to House Lamir and rest in Ara-I'tuine before journeying southward, and thus hosts many inns, taverns, and commodities. Many of these individuals are those who either wish to earn lordship by expanding the kingdom border or who have been shunned away from the rigid and racist ideologies of the high-born elves and wish to find their own place of belonging.   The last of these great cities is Sahta Sinomé, which settled upon where Kahyris separates into the Komal. House Nymir maintains the land and engages in trade and relations with the Commonwealth of Xarius. In recent years, fewer and fewer of the old customs and traditions have been acknowledged in Nymir territory, allowing for an atmosphere of peace and acceptance to reign over the Sahta Sinomé. Many outsiders who admire elvish crafts and culture can find a home under House Nymir.
  • Oligarchy of Gyhoo
    While among the larger nations of Aquerra, much of Gyhoo is uninhabited due to the vast savannah that stretches out towards The Karnet. Still, it is well known for the wisdom and size of its people. Equaling the smaller giants in height, the elephantfolk are a people whose patience is only equaled by their wrath once perturbed.   The capital, Beldoon, hosts the Council of Tusks, the group which directs the other major cities across Gyhoo in their endeavors. Likewise, the largest monastery in Aquerra, Chandra Makaio, can be found connected across the karsts by expansive and majestic stone bridges. Those who do not study the teachings of Gyhoo or living with a member of the Council live in the city that surrounds the freshwater oasis below.   Both Tordoos and Braldos serve as small fishing and farming towns that make donations to Chandra Makaio Monastery when yields are larger than expected. While they have small ports, they rarely see use due to how far they are from any major ports or cities. They are typically referred to as Gyhoo's Tusks.   Nestled between three small mountains called Gyhoo's Band is Junyo. When foreigners first come to settle onto Gyhoo, they set their roots in Junyo. Those seeking peace and a simpler lifestyle are quickly and warmly welcomed by those who came before them. People who intend on causing harm or mischief onto others will quickly find themselves exiled across the ocean pass to Urngorr if not outright trampled to death.   Across the savannah, halfway to The Karnet, sets a tiny oasis and a town called Vej. Among the cities and towns across Gyhoo, it is perhaps the least peaceful. Many pilgrims come from both the east and west, either seeking peace in the cities beyond Gyhoo's Band or seeking knowledge in the dangerous lands near The Karnet. The few who live here are innkeepers and tavern-owners.
  • Political Map
    The global atlas of Aquerra, including the current national boarders as of 1245 post forma (PF). Moving from the far west eastward, each nation is diverse in their cultures and political ideologies as peoples of like-mindedness join their chosen societies. These lands are divided by the northeastern and southwestern continents, along with a large island nation isolated in the deep southeast.   There is the Kingdom of Iqua Rûn, whose numerous walls protect the kingdom capital and the long-held secrets of the Elves. Farther south lies the Astesta Dynasty, full of proud nomadic lionfolk who tend to their lands with fierce pride at the leadership of their queen. Sharing the northeastern boarder of Iqua Rûn is Shûltor, the republic of men whose capital bridges the two continents together. To the west waits the aquatic bridge, hedged by the twin commonwealths of Xarius and Oubusea, home of the little people. In marshes east of Astesta is The Karnet, tribal lands of strange reptilian beings who forage and hunt for their survival. Further still, whose trunk reaches the furthest eastern tip of the southwestern continent is the Oligarchy of Gyhoo, wise in its council and boundless in patience.   In the Grey Mountains above Shûltor rests the Ekogia Confederacy, ruled by city-states of dwarves and giants who commune together. rests the Ekogia Confederacy, ruled by city-states of dwarves and giants who commune together. Across miles upon miles of unclaimed wildlands, one eventually reaches the Stoutvale Empire, which annually probes deeper into the jungle to tame the land. Urngorr, enemy and neighbor to Stoutvale, is in the command of the hobgoblin warlords and their hoards of minions. A long trek through jungles, mountains, and deserts (or an equally long trip overseas) leads to Andrigh, a city prized for its expansive libraries, academies, and ports. To the far north, beyond the Ruby Mountains, lies a frigid glacial country of ice and snow, named Zanthosh after its emperor.   Lastly, far-isolated from any neighbors or rivals is the Island of Togekiku, whose people keep to themselves to live passive, pleasant lives.
  • Shûltor
    Shûltor is known far and wide across the lands of Aquerra as the crown of human civilization. Amid the early constant competition between the races to establish footholds in the settling world, humans had been shunted from place to place and lived nomadic lives for many generations until the majority came to rest on the narrow passage of land that separated dwarven country from elvish. This settlement started as mere foragers and farmers, steadily growing through ingenuity and perseverance. Once established, the humans began to realize they could bar the transport of goods and services between the dwarves and the elves. Neither party had a strong navy, let alone a strong port, so they quickly began to spread, monopolizing the costal areas and blocking passage between the two.   Shûltor consists of three settlements on the southwestern continent (Porttown, Borderton, & Farminglan), one settlement on the northeastern continent (Rockside), and the capital of Ironbridge between them. While small villages can eek out existences in the rural forests, their development has been much slower than the costal establishments, which often receive more funding from the capital.   Porttown maintains Shûltor's fishing industry with the second-largest port in the small nation, as the pollution from Ironbridge drives away much of the healthier sealife. While not unheard of, it is uncommon for long voyages to set sail from Porttown. Many of its inhabitants are sailors, fishermen, and merchants.   Borderton holds the main road that leads from the smaller hamlets and villages within Iqua Rûn towards the capital. It holds the largest fort outside of Ironbridge and does its job well of pushing unwanted visitors out. While possible to avoid using the main road and take the longer, slower trek through the forests, the already long and tiring journey between Sahta Sinomé often wears down any forces capable of making it that far to the point where guerilla attacks from Borderton quickly dispatch the intruders. The primary residents of Borderton are soldiers, adventurers, and their families.   Farminglan is responsible for the majority of Shûltor's agriculture. While it engages in renewable tree-farming, it has thinned many of the nearby forests in recent years in order to make more space for crops and livestock.   Rockside is among the smallest of the major cities, as the soil is harsh and nearly infertile. That said, the few that live here help procure a significant amount of Shûltor's ingots and metals. With the aid of the capital, Rockside has begun to flourish and grow within the past decade.   Ironbridge is the original settlement where man first set roots in Aquerra. As such, it has stood for numerous generations and represents the forefront of humanity's ingenuity and knowledge. Both east and west sides host major ports for their massive navy in order to hold firm control over the neighboring regions. Herein is also where robotic servants of humans are produced via magical infusions, with major productions having started roughly ten years ago in an effort to replace their human soldiers with machines. Likewise, a major academy of sorcery is located in Ironbridge among the upper districts. Due to the industrial nature of the capital, many of the nearby natural resources have been stripped and exploited to near irreparability.
Supporting Cast