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Ayndrinor

2nd Age, 1485

Scope

The motivation behind building Ayndrinor

As a DM of a 5e game, I like using homebrew worlds. This is the second world I have created, and will replace the current one that my group has been using for over three years - spanning two different campaigns (plus an adapted module for a different group) and many one-shots. Having learned lessons from that first worldbuilding attempt and having seen various things I could do differently, I am now building this world for a better and more unique experience for my games in the future.


The goal of the project

I hope to be able to use this world for future D&D campaigns, where the timeline of the world can be shifted as necessary and provide a multitude of storylines. I am also entertaining the idea of making a campaign guide in the far future, though I don't anticipate I'll ever go through a publisher or try to make it my full-time job.   I am also happy for other DMs and writers to use this world as a setting or inspiration for their own projects and games. I like having as many references and ideas as possible when I'm creating things, so hopefully some of this world can give ideas to other DMs and writers looking to build their own worlds.



Ayndrinor's Unique Selling point

The different areas of the world have different vibes and systems. A variety of campaigns and stories can be told across this world, interconnecting or completely separate as needed. There are liberal democracies that face undercurrents of tyranny or hidden monster threats. Other parts of the world house ancient monuments that spread evil or undeath, and the nearby civilizations have had to maintain robust defenses against these threats. There is some type of drama and story for any group or interest, as well as many interesting and unique settlements that can be featured or visited for short times.


Theme

Genre

This world is high medieval fantasy, in a high magic setting. Some areas of the world border on steampunk or cyber fantasy, but they are still set among other medieval/Renaissance areas of the world.


Reader Experience

The world should feel both awe-inspiring and a bit terrifying, depending on the area the audience sees. Cities and large settlements are rapidly changing with technology and bringing in new, impressive ways to make people's lives easier, but the wilderness is a dangerous area that many try to avoid - with beasts and roaming creatures, straying from the established roadways is perilous. The past is generally celebrated, though a large part of it lies shrouded in mystery, and the future is hopeful and optimistic.


Reader Tone

On average, the world of Ayndrinor is somewhere in between light and dark, aligning a little more closely with a Harry Potter tone. There are challenges and fearful happenings in some areas, injustice and open violence in others, yet the players - if they so wish - can try to end these negative events and make the world a better place. For most "peasants" the world is dull and individual experience can vary wildly depending on if one lives in a rural frontier town or a developed city. The former can be harrowing and dangerous, with beasts and marauders roaming through the wilderness; the latter can be almost boring with its advanced societies leaving little for citizens to worry about. With magic incredibly prevalent - especially in larger towns and cities - wondrous things happen to ordinary people somewhat regularly, and it is far from anomalous for average citizens to pick up arcane abilities in one way or another and go on to influence local or regional events.


Recurring Themes

Modernization and Technology is one theme that definitely plays a part in the world of Ayndrinor. Most of the world is in a roughly medieval period, with the arcane and technological advances of the past wiped out when they got too ambitious and dangerous. Now, certain areas and peoples are experimenting with technology again and implementing all manner of arcane and non-arcane solutions to make life easier and more exciting. In some places, these improvements are welcomed and celebrated, while other areas shun them or actively keep their populace in the dark regarding new developments.   Democracy and Agency is another major theme of the world. Many kingdoms and states are still autocratic or have non-representative governments, and their neighbors who have embraced slightly more democratic governments are exerting pressure to change. The general success and prosperity of the democractic areas scares the elite in the autocratic regions, fearful for what might happen to their power if the people rise up. But even in most autocratic areas, citizens have a good deal of agency and influence on their own lives. Slavery is almost nonexistant in Ayndrinor, and even indentured servitude is frowned upon by most cultures.   Wonder is perhaps the most important theme of all. Be it a new mechanical device that makes life easier or the large ancient tree that is considered the sacred home of the elves, the world is full of wonderful and wondrous places and things, and very few are able to see them all in one lifetime. Even the government systems and democracy that is starting to spread to some areas provide promise and hope for a bright future, attracting people from all around the world to come see the new developments.


Character Agency

Depending on the starting area and the scope of the individual story, the characters can have almost no agency to change the world, or they might be able to change the region they are in fairly early. Regardless, as the story goes on and the character's complete more tasks and get more experience, they will eventually be able to influence events on an international or global scale.


Drama

The ongoing (civil) war between the dwarves of the Toldrun See and their exiled citizens now living in neighboring kingdoms is a massive conflict point in the world. The See sends Inquisitors to sneak through the borders and try to hunt exiles, all of whom are deemed to be heretics and traitors. The neighboring kingdoms have harbored these refugees for almost 500 years now, enduring protracted warfare and espionage against their people and trying to fight back as much as possible.   There is a large contingent of the dwarven exiles who have always supported a military campaign to take back their homeland from the usurpers, and their number are growing as a prophecy tells of their coming victory in retaking their homes. The current leaders of the neighboring kingdoms are not dwarves, though the main opponent of the See has many dwarves in its aristocracy and even as part of its line of succession, so sooner or later this group may get their chance to invade the homeland and try to retake their cities.


The undead coming from the tundra in the north of Ikitur have been a problem for centuries and are continuing to be a nuisance to the locals. As long as anyone can remember, the people of Ikitur have periodically hired adventurers and soldiers to scout Eiselberg Keep and try to discern what is causing the vast number of undead, and to destroy it if possible. Over the centuries, few have even been able to see the keep, as it is surrounded by mist and fog for several miles, and none have ever ventured into the fog to deal with the giants and other sentries that guard its perimeter.   The mystery and legend surrounding Eiselberg Keep make it almost magnetic for powerful, experienced adventurers. Each group that volunteers or is hired on believes they will be the ones to finally crack the code and solve the problem. Very few of them ever return, and most become members of the undead horde, retaining some semblance of their adventuring ability to use against future foes. The government has decided to simply defend for the time being and refuses to send other adventurers to their deaths, but they do not try to stop volunteers who are set on going and seek no reward for their deeds.


The massive Everyn Federation has recently come into being in the last 2 years as the end product of a decades-long war across half the continent. The larger nation, the Dumein Dominion, was able to conquer or force into partnership virtually all of the other nations in eastern Ayndrinor - with the notable exception of the gnomish city-state of Kort.   The federation that has been adopted promises to provide support and safety for all members, but old grudges between kingdoms and dislike of subjugation have created undercurrents of rebellion and resentment in this new nation. Some of the smaller nations' leaders are happy to be part of the larger nation that can provide support for the various threats they face, while other leaders secretly work with independence fighters trying to force the Federation representatives out of their lands.   The "overlords" in Everyn must navigate this tense situation and foster cooperation among the many disparate kingdoms they now control. They truly want to bring harmony and cooperation to the continent, but the leaders would be fools to ignore the long history of turmoil and conflict between their constituent provinces. Will the Speaker take a heavy-handed approach in dealing with rebels and resistance, or will she try to entice or inspire her different provinces to work together nicely? The decision could change the face of the continent and thrust eastern Ayndrinor back into war once again.


Large cities are starting to get overcrowded and incredibly economically stratified. Many people wish to leave these large cities and start life in a new area, but the wilds outside of established towns and most roads are dangerous and deadly. Beasts, roving monsters, and bandits threaten anyone who strays outside city walls, which prevents people from settling new areas.   This has led to an increased call for mercenaries and adventurers in many parts of the world, as settler groups seek protection while they set up new towns and trading posts. While some may find this work tedious and boring, as the settlers construct their walls and begin to build their houses, others will face the most serious threats they've ever seen and have to fight for their lives and the lives of the settlers against powerful foes.   Mercenaries and adventurers can already find work in most cities and regions, but now they have an opportunity to form companies and demand higher pay, as their services are more and more in demand. If the players are not tied to one region or a specific political/intrigue story, they might become the first world-famous mercenary group, tackling problems and guarding settlers all across the world. Or they might meet a rival group who have done that and see the players as competition that needs to be removed.