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Caldanor

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The world of Caldanor is divided into multiple large continents, archipelagos, and island nations. The gods and demons play their eternal games with their mortal playthings. The main powers have become fractured over millenia of infighting and constant ceaseless hatred.   Geologically speaking, there are four continents in the world of Caldanor: Kodrana: an ancient land, steeped in magic. There is a large collection of magical and bardic colleges here, their main trade goods are knowledge, magical items, and potions. expect thieves, undead, and magical beasts and monstrosities. Acmhain: a continent rich in natural resources to the south, its soil quickly grows herbs and spices. Drow use this land with slaves to trade with other nations. Of course, natural predators are abound, mainly being the drow's plantation slaves (goblins, kobolds, and orcs) Thuaidh: an untamed icy wasteland to the north, some south settlements do exist, they rely entirely on the tradegoods, but most humans are nomadic marauder tribes. native fauna are mammoths, winter wolves, killer whales, white dragons, and ice mephits. Vastitas: Once the crux of a massive, technically advanced, dwarven empire, now controlled by squabbling goblin and kobold tribes (or something darker...)   Evil beings prowl the underground tunnels in the underdark of Agmhain and the underground old dwarf cities of Vastitas. Many of the smaller island nations are ruled by pirate kings or hedonistic tyrants. However, many heroes rise in such a quick fashion that life becomes bearable for many of the common man. Slave labor is common thanks to the constant (albeit short) business transactions with the Acmhainian drow. The slavery allows intellectual ideals to florish, ushering a golden age into the civilised parts of the world.

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