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The Reach

22 march, -122

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The Reach is the first world that I've ever created. I'm creating it for a DnD campaign that I'll run, but I have no clue how the campaign will be effected by the world it's in. Right now, I've never run a DnD campaign. When you're reading this, I've probably started my first one, which will be (heavely inspired by) the 'Mines of Phandelver'. I am going to make a modified Players Handbook for this world, but I haven't started yet. You can find the rulebook here: https://docs.google.com/document/d/1SCu8ddD6VtgqhCKRIvMGH5THYheYaZvfFQCXXmSB94E/edit?usp=sharing . When reading this, I'd like you to remember that I'm far from finnished, with any of my articles. If you find an article of 1 sentence to one alinea, just know that in the soon future more will be added. If you find an article with around 1000 words, just know that it's still going to become much longer. I like to try to tell everything I possibaly can about a location, so that if I ever need the information, I can just tell something that is almost accurate from memory. Because I'm not English, you'll probably find many Spelling mistakes and errors. If you find it, I'd like it if you'd tell me so I can fix it. But, enough talking, let's get to the world!   The Reach is a series of continents that lie on the northern hemisphere of a planet. The North is, as with any big continent on the northern hemisphere of a planet, pretty damn cold. The south on the other hand, pretty damn warm. Because The Reach is so enourmous, it's five continents are enourmous too. The Reach's five continents are:   When it comes to things like Magic, my thought process was: How can I make Magic really different than that it is normally, but still close to the same? My sullotion: Magic in my World flows around in the world (think the force). This Magic that's flowing around is devided into differnt types: the Winds of Magic. These Winds each have their own strengths and weaknesses. Each wind of Magic originates from three locations, which are researched by their own race of Elves. To give an example: Sky Magic, the Wind of Magic of the air, originates from the Three Skystones and it's researched by High-Elves. Most spellcasters use these winds of Magic to do stuff they want without realising it.   When it comes to (inteligent)races and locations, I like to make everything special by some way. To give an example, Dwarves can not use Magic. You might be sitting here like: 'Wait? WHAAAAAAAAAT?', but let me explain. Dwarves can't use normal magic. Instead, they use artifacts and runes to use the winds of Magic. This way anywhere and anyone is special and interesting to read about.   When it comes to the main drives of conflict... Well... I have no idea what's going on in this world. I'm just slowly building this world at my own tempo and one day I'll get to it. I just enjoy doing what I want to do at that moment. Not interested in writing about a specific subject anymore? I'll just leave it half-done (which could mean that you find articles with unfinnished sentences).   Right now, I've got a map of the Reach (in front of me) but I haven't uploaded it yet onto WorldAnvil. This is for more than one reason, I just don't think that it can be understood by anyone who sees it as a picture. I'm working on re-drawing it, but then without all kinds of added comments and such. You can expect to find this new map uploaded before the end of August.

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