Dugond Homepage | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Dugond

Beginning of Summer, The year 122; 4 generations into the 3rd Age of the World...

Created by

The Kingdoms of Dugond

  The continent of Dugond rests in the global northwest of the world of Therrah, stretching some 4,500 miles across and 3,200 miles from equator to pole. Broken into 11 major territories spread out over 3 land masses, Dugond represents 8 recognized countries and 3 lawless kingdoms.   Entering it's Third Age at the end of a continent-spanning war, Dugond is now experiencing a peace shattered only 100 years into it's infancy. With many on all sides still sore and bearing wounds from a conflict still so fresh in most peoples minds, the recovery and rebuilding of areas once lost is now interrupted. Creatures and worse have taken the long absence of mankind and prospered in the dark and forgotten places of the world while other, more inhabited city-states spread themselves thin attempting to regain their lost glory. Many only just began to heal from the Sundering of Man and now have lived to see the Good King go back on his word and start a war for the first time in a millennia.   To be in an Adventurer in times such as these is both rife with possibility and the most dangerous it's ever been. Historic lands, abandoned and unclaimed lay open to those brave enough to explore why no one wished to return. Artifacts and technology, from kingdoms razed or ruined, unable to be opened and left to rot. Law and Order being left to Adjudicators and Magistrates whose fealty is as much to the Crown as it is to the Coin. Gods of all kinds just as likely to ruin lives out of boredom as they are to ignore pleas entirely. These are the Legends of Dugond.  

The Game World of Dugond

  A living, breathing, persistent world developed for Dungeons and Dragons 3rd Edition and adapted for several TTRPGs over it's lifetime, this Campaign setting is over 20 years old and bears the scars of every adventurer that has passed through it. Started by the Dungeon Master, but sustained by the victory and folly of players, Dugond lives as a melting-pot of every kind of Fantasy genre that exists. High Magic to Sword and Sorcery, Low Fantasy to Horror, this game world is made by-design to exist at the speed the players want. That being what it is, most of what makes up Dugond is borrowed or robbed from fiction and pop-culture as the world was first an eight year-old's playground before portions matured with the DM and his groups into what it is today. Large swathes of the map remain unseen by Players, but still written in worn notebooks, secrets of the world untold for decades, waiting to be found by the curious - or the crazy.