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Aberent

Thirteenth of Nuchil, 248A

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Sprawled across an entire continent, Aberent is a collection of radically different people and lifeforms, trying to strike a balance in a country that rarely gives them a chance to breathe so much as talk.   United a little over two centuries ago into the Aberentian Empire, the quarters are as follows:   Novhjem, the North; an icy tundra populated by old magics. One of the only Aberentian reasons populated by people other than natives, rumor has it the indigenous folk of this place tend to lean a little heavily on the less-than-human side. Regardless, almost every spellcaster in Aberent makes a pilgrimage here eventually. If they leave again, it's often more dependent on their ability to navigate the frigid bureaucracy than the snow-whipped lands.   Duncrag, the West; the mountain plain. With most of its landmass broken into smaller islands and the rest scattered between various peaks and ranges, Duncrag is often characterized as the harshest place to live in the quarters, as it is also under close supervision from Merisut for its... Colorful history of revolutionaries. Relative isolation has spawned a great many rumors about Duncrag, from the wild creatures hiding in its red deserts and deep caves to the monasteries - and cults, if all is to be believed - that roost in its highest reaches.   Merisut, the South; the gem of the Empire. Divided from the rest of Aberent via mountains and river, the Empire's capital sits in its center, effectively turning the entire quarter into a political stronghold. Less reliant on magic than its fellows, its economy is largely supplemented by traditional artisans and the many rich and powerful who choose to reside in its deserts. Rumors fly about the native people of the South, who have maintained their power through a dubious legacy.   And Greenport, the East; harbor for trade and artists. The melting pot for the Empire, it has opened its docks to natives, foreigners, creatures, and other beings of all ilk, offering them music and work in exchange for a certain degree of... Privacy. Notoriously a little more relaxed than the other quarters, its green fields and white beaches make a tempting hub for all sorts of under-the-table activity.

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Into Aberent

Dungeons & Dragons 5e