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The 24th of Morning Dew, Late Spring, 51 AE

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This is a world of vast oceans and just one centralized continent, though the seas are scattered with islands and other unknown wonders. The central dominant landmass of this world shares its name with the world itself, Mareth. This is an old world where the cities of the present are built on empires of the past and the growing numbers of young races live in the shadow of primeval powers that once shaped the lands they now settle upon.


This is a world where the existence of one shared continent has pushed all life together early on (sometimes violently), so that only in the most remote corners is there anything resembling complete isolation. In those places there are some capes, peninsulas, islands, and archipelagos with very unique life and environs. Languages and cultures have been blended in unique ways due to this proximity and frequent, long-term interaction. Freedom, individuality, and independence are all things which must be bought with blood, sweat, and tears.

Planar Realms

There are physical, ancient gateways between the planes in these corners of the continent. They connect the world directly with the other the planes that make up reality. Perhaps of greatest significance, are the elemental planes from which Mareth itself was formed in ages past. Additionally, there are thin places where passage through the After Realm or the Prismatic Cascade are simpler, bleeding into the realms of mortal men. In these places, the world has been twisted and shaped strangely in relation to these raw and powerful influences.

Gods and Creation

There are a number of gods and pantheons in Mareth, but most residents of the continent agree on an overall hierarchy and order of creation. The Gods Between were the most significant to the forming of the world, as the personifications of the four core elements of creation. From them, were born the ancient races of dragons and titans. They in turn begat the elder races, which include elves, dwarves, and other now well-storied races. The youngest of the races, came into being largely by conflict and misadventure in later ages. They include what has become the most prevalent race of all - humanity. As each of these races came into their own, they established their own beliefs, figures of renown, and traditions.

Ideals and Purpose

In this world, there are those who hold to the ideals of the past. They put their faith in stories of ancient gods, heroic ancestors, and iconic villains. Then, there are those who embrace change and wish to strike out from the influence of past ages. The new races have gained their freedom from the ancients, but will they prove worthy of this heady responsibility? Can they defend what their forefathers have taken? The direction of the entire world of Mareth is at stake. You and your fellow adventurers must dare to place your hands on the wheel of fate, if you are worthy.

Mareth has 44 Followers


The Depths Below

Dungeons & Dragons 5e

Following the destruction of the Demon Mask of the Dread Overlord at the hands of Laird Kairnson and the Outsiders, a new adventuring party strikes out to discover the source of resurgent monsters and magical effects affecting the Marethi countryside.

The Campaign is Full