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Eldoria

702 ED

Scope

The motivation behind building Eldoria

To create a fully fleshed out world where I can add each area in preparation for the campaign I am running, and as things are improvised, keep track of major events; then publish the world.

The goal of the project

An Immersive world with a large set of races, history, and traditions for future PCs and other campaigns to explore.

Eldoria's Unique Selling point

The level of immersion and history, but the ease of understanding it compared to the Forgotten Realms setting.

Theme

Genre

The genre, is medieval high fantasy. Magic is common, and there has been some steampunk style technological advancement in some areas with magical technologies in others.

Reader Experience

The world should feel grand and difficult to explore all of at least within a single campaign, players should expect to run multiple campaigns in this world with several PCs before they explore all of it, and even then new stories elements and new history unfolds as they play, giving the world near-unlimited replayablility.

Reader Tone

Middle, leaning towards dark.

Recurring Themes

The central theme of the world is light vs dark or good vs evil. Players should expect to face moral dilemmas and a great deal of combat. Especially prior to 300 E.D. During "The Great Unraveling" as borders of countries and alliances had just began to form, leading to instability across the realm.

Character Agency

Each player gets to create their starting town and dictate, who rules it, what ties they have to the community, and anything else that adds flavor with minimal restrictions. (Mainly, that you can not redesign something that has already been established)

Focus

Government Presence is a large factor, players will utilize existing factions in order to aid them in their goals against opposing factions. This is the main factor that determines the laws of an area. The more stable a country is the more lax the laws are and vice versa.
Race Relations play a large role in demographically dominated areas, the outlooks each race has on one another definately plays a role in the overall outcome of many world events.
Military, technological, and religous influence are the final themes, whereas some countries prefer to aid their military through developing their technologies or their understanding of nature and therefore magic, these countries will have different approaches to situations that cannot be overcome democratically.
Economic Strength is a small focus, but it is usually assumed that there is one major economic power per continent Not including island nations. The other nations in the area are either allied or fighting, to overthrow the economic super-power of their respective region and 1 set of forces is usually allied to overthrow the world super-powers as a whole.   Agriculture and Trade is a small theme focused on, with different areas of the world producing respective goods and having their own imports/exports that change prices of various goods that are largely dependant on supply/demand as well as import/export taxes.   While there is some focus on culture and traditions, they don't come up as often as they probably should.   There is almost no emphasis on the following, while there is some bits and piece implements into the world, it does not constitute a large part of the world building.  
  • ]Class Relations
  • Gender Relations
  • Sexual Orientation Relations
  • [/ul

Drama

Main: The Island of Nesselbane was home to the 6 seeds of corruption, stored safely within the world of light, in 701 E.D. They were stolen, and spread to each major country: Drakonia, Haven Forest, Frostreach, Nesselbane, Vaeloria, and Morhain.
The Drakonian Invasion of the Emberlands and Soleria in order to use the orcs native in Drakonia to command the goblins to invade The Kingdom of Arindor, and potentially aid Vaeloria in their invasion of Verdantia and Aetheria. Their goal: Establish dominance in the West, and aid Vaeloria in becoming a tyrannical oligarchy in the East, the two, ruling most of the world.
The Vaelorian Frontline of Verdantia is a major world event taking place in 701 E.D. and while Verdantia may have the largest military force and have strong allies, the Vaelorians are by no means weak, and many of Verdantias allies lay across the ocean from them and cannot render aid quick enough for the developing armies of Vaeloria.
The Thunderian Scandal involves the fact that the Thunderian Forgeheart has gone missing, without their furnances the Dwarves are left unable to defend their homeland and unable to make the great weapons and tools that they once were, their reputation for being renown warriors and craftsmen have kept invasions away for now, but the secret that the forgeheart is missing can only remain hidden for so long.
The Disappearance of Halflings in this World: Until recently when an evil halfling washed ashore in The Emberlands, halflings had been rumored to be extinct, upon discovery of this young halfling boy with orrible tendencies, word spreads of an unknown island known only as "Haven Forest" where the halflings reside, few had traveled there and no one believes the stories that the adventurers tell, as they've usually been tainted with some kind of maddness from having traveled to the island, this maddness however does not effect halflings, nor those of whom they apparently willingly bring to the island.
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