In a time of legends and forgotten wars, the known world called Notharos, consists of a single, vast continent. It is a land of sweeping plains, towering mountains, and dense forests, surrounded by treacherous seas that few have dared to cross. This continent is divided into two great regions, each shaped by the ambitions and histories of its rulers, its people, and the mighty forces that roam its lands.

To the east lies the Broodmother’s Hoard, a vast empire ruled by the dragonborn-dominated Nevereve Dominion. The Dominion is a powerful, unyielding force that has already carved its name into the pages of history through conquest and magic. The Dominion’s armies are legendary, its Broodmother revered as both a sovereign and a living goddess. This empire stretches across the land, its grip firm, its influence far-reaching, and its thirst for expansion relentless.
In the center of the continent lies the Hordelands, once an unclaimed and impassable wasteland, ruled by orc and goblinkin warbands. But this changed when the reigning Horde leader declared the Broodmother to be a living incarnation of their goddess the Cave Mother and joined the Horde joined the Hoard, tilting the balance of power in ways none could have foreseen. The Protectorate’s ambitions only grew, leading to the invasion of the Bastion Realms. The war that followed would change the face of the Continent forever.
In the west, the Bastion Realms stood as a collection of proud independent kingdoms for centuries but have loosely bound together under the wartime banner of the Bastion Imperium. This military alliance was forged in the fires of the Draconic Invasion. Buoyed by the strength of their combined forces, the Bastion Realms repelled the invaders and carved out a fragile peace. But this peace is fleeting, as the Imperium is held together only by the charisma of its Imperator. Within the Realms, some kingdoms see the power of the Imperium as a way to secure their future, while others grow restless, yearning for the return of their independent sovereignty.
Now, decades after the invasion, the Bastion Imperium teeters on the edge of collapse. As internal strife deepens and old grudges resurface, the fate of the Continent hangs in the balance. Will the fractured realms find a way to hold together, or will they break apart under the weight of their own ambition? Only time will tell, as new powers rise, old alliances fall, and the winds of war begin to stir once again.
Campaigns
- The Islands of Iron & Ice: A Saga in the Skeggs
- A Tide of Legends & Fortune: A Shanty from the Red Isles
The Different Kynds of Notharos
The term "kynds" refers to the sentient beings of Notharos, encompassing all intelligent races, species, and their subgroups. This universal concept emphasizes the shared sentience of diverse creatures while respecting their unique traits and origins. Commonly used across cultures, "kynd" provides a unifying term for discussing identity and classification among the world's myriad intelligent life forms.
Aquatic | Avian | Construct | Elder | Faunids | Fey | Giantlings | Humara | Planetouched | Scaled | Verden |
Bullywug |
Aarakocra |
Forgling |
Dwarf |
Gnoll |
Centaur |
Firbolg |
Halflings |
Aasimar |
Dragonborn |
Goblins |
Sahuagin |
Kenku |
|
Elf |
Harengon |
Dryad |
Goliath |
Hadozee |
Genasi |
Lizardfolk |
Hobgoblins |
Sharklin |
|
|
Gnome |
Tabaxi |
Eladrin |
|
Humans |
Teifling |
Kobold |
Orcs |
Tortle |
|
|
|
Ursine |
Fairy |
|
Ikaki |
|
Yuan-ti |
|
Krakoan |
|
|
|
Vulpura |
Satyr |
|
Lionblood |
|
|
|
Locathah |
|
|
|
Wolfkin |
Bugbear |
|
|
|
|
|
Merfolk |
|
|
|
|
Changeling |
|
|
|
|
|
Trident |
|
|
|
|
|
|
|
|
|
|
Homelands of Notharos
To determine your homeland, roll 1d100 on the Homelands table below. You may decide your character was born in one region but grew up in another. In that case, roll twice to determine the land of your birth and the land you were ultimately raised in. I’ve also included the culturally predominant classes and demographically predominant kynd that come from each region, but these are just suggestions and are not absolute. People migrate and travel everywhere. Even if not listed, fighters have a sizable population in every region. Humans also have a sizable population in every region except the Sidhe Remnant (human diplomats have only recently been allowed to enter the Alfwood) and Uhngurt-Kazzkurdun. Planetouched (Aasimar, Tieflings, & Genasi) can be born to any kynd and, while rare, are found throughout the world at similar rates.
Every player gets advantage whenever making an Intelligence (History) check about their Homeland(s).
d100 |
Region |
Affiliation |
Description |
Predominant Classes |
Predominant Kynd |
|
Athezian
Emirates |
Bastion
Imperium |
A theocracy located in predominantly desert land with a fertile river valley heartland. The region is known for their horses and wines. |
Clerics,
Monks,
Bards,
Paladins |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|