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Juanth Treskri

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The Laws of Juanth Treskri

The world uses generally real-world natural laws, except of course for magic. There is a possibility of magic seeping everywhere, from people and their actions to locations. If magic is affecting a location there should be a good stroy or historical reason behind it. For example, and ancient war where a doomsday like magic device was used. Or a place where many souls were slain and now serves as a strong necormantic place (good or evil), etc. The god's no longer wander the world, but I haven't rules out the idea of meeting some immortal demi-gods.

Cosmology

The Old Gods created the world to shelter humanoids (and other creatures) from other more molevolent races (demons, devils, astral monsters, shadow creatures, elementals, etc.). They all lent some of their power to form a plane where humanoids and others could live. Each added some part of themself to the world. Disagreement arose within the gods, some beleived other gods' gifts were more hamrful than helpful. Eventually, six gods were cast from their ranks and came to be known as The Dark Six. The remaining gods called themselves the Soveriegn host. After their disagreement, the Soveriegn Host and the Dark Six made an agreement to not interfere with the world and so it came to be that world is in the sorry state it is.

Principal Geography & Features

The physical geopgraphy of the world is subject to natural laws and as such I've tried to construct the regions in a somewhat logical way. The exception is one or more wild magic/null magic areas caused by past conflicts. Also, there is a desert (Dry, Dry, Desert) that is somewhat out of place because it is caused by a magical center that sucks moisture from the air (so not as hot, but still unusally dry).

Initial Active Setting

the scale is a single continent, there may be some allowance for adventures to open ocean islands, but mainly the single continent.