The Reach Geographic Location in The Reach | World Anvil
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The Reach

The Reach is a part of the World. It has 6 continents which are surrounded by sea at all sides. The Reach is located on the northern hemisphere of a planet. The Reach is pretty much the world where all the campaigns of DnD will take place. Anything I describe in the Geography of the World, will be places where you can go in-game, even though some will come with a challenge.   The Reach is known by many names. Each Language has it's own name for the Reach. I'll be listing all of them once I've made it up, but for now, here is the list: Veledua (Elven).   Outside of the Reach, no-one knows if there is any other land. Many brave adventurers have set sail to search for it, but either they turned back, or they didn't come back at all. Some of these that turned back had gone completely crazy, and they couldn't give any information about anything that they've seen or how long they've sailed. What is known, from people that hadn't gone crazy, is that for about 20 days of travel to the east, west and south, there is no land.   If you travel to the north, into the Frozen Waters, you won't get long before you'll realize that traveling further is impossible. This is because there are many icebergs and ice-layers. Once, long ago, the Frozen Waters were completely frozen tight, and according to legend, you could walk over it to another land. Now, Dark-Elves in the city of Calenora are trying to cast spells to freeze the ice once again. They're doing this, because they believe that traveling over the frozen Water will lead them to one of the The Three Darkstones. If this happened, you would be able to enter a new world of stuff, but that's probably not going to happen soon.

Geography

The reach are 6 continents. There are 2 'big' continent, one 'medium' continent and 3 'small' continents. I'm saying small, because it's small in-comparison of the other continents. Still, these continets are huge and it takes months to years to travel from one side to the other, even on the 'small' ones.These continents all include one big body of land and many islands, but in most cases you wont see any of these small islands on a map, because these are to small. These continents are where the game takes place.   The biggest continent is Silmar. Silmar almost has the form of a horse-shoe, with in the middle the Bay of Barmen. It is covered by enormous mountain ranges, and it is the the place where Dwarves, Elves and Humans originate from. The second biggest continent is Temnar. Temnar is an continent that consists of allot of islands. Still, it's main body is huge. Temnar is the place where Lizardfolk originate from. Temnar was known by many as 'the new world', because for most people from Silmar it was a new thing that there was land there (just like Amerika was called the 'New World' IRL). The discovery of Temnar, by the Kahr Kingdom, was done a long time ago. Lizardfolk are now a common sighting pretty much everywhere in the Reach.   Then you have Ecli. Ecli is the 'medium' continent. Ecli lies to the East of Silmar, a little like Greenland lies to the North-East of North America. Except then there's one difference in these, Ecli is it's own continent, while Greenland is not. Ecli is also known as the island of ice, even though Ecli includes many different islands. Ecli is the coldest continent of The Reach. For some or other reason, @Ecli is much colder than other area's, even though sometimes they both are at the same longitude. Why this is, well, read the article about Ecli (Once I make it).   Then, you have the three 'small' continents, Tempestar, Denimar and Semnéèé. Denimar is the continent that lies most to the north of all the continents. It's an incredibly cold place, but it is warm compared to Ecli. It is home to many beasts and living there is harsh. No-one has really ever been able to really conquer the wild, even though many have tried. The exact reason why it's such a wild place is unknown, but there are many theories. Semnéèé is a continent that lies in the Bay of Barmen. Previously, it wasn't seen as a continent. This was accepted by most, but there were people pointing out that Denimar was smaller than Semnéèé. They said that if Denimar was it's own continent, and wasn't part of Temnar, why couldn't Semnéèé be it's own continent too? After many debated, Semnéèé was declared as a new continent. Semnéèé consist mostly of incredibly many islands, dotted all around the Bay of Barmen. Still, not every island is part of Semnéèé. Which islands are part of Semnéèé and which are not, might seem incredibly random. Still, there is a logic to it. All islands that were part of a kingdom who's capitol is on Silmar, stayed part of Silmar, while the rest became part of Semnéèé. Semnéèé is known as the continent of Sea-Elves, because most of the inhabitants are Sea-Elves.   The last continent is Tempestar. This is, if you ask me, the most interesting continent of them all. I think I'd really love running a campaign through Tempestar. Still, I'm not going to start my campaign there, because getting into Tempestar will be something I think'll be an experience running. This is because Tempestar isn't just any continent... It's a flying continent. What I mean by this, Tempestar consists of many islands, flying in the sky. On these islands, things are like down on the ground; there are forests and deserts, there are rivers and lakes, there are mountains, there are cities (and I could go on and on and on, but I think you get the point)... Still, getting onto these islands will be a fun challenge, or at least I expect it will be. Because Tempestar consists of flying islands, if necessary, Tempestar can move around the world.   Of course, continents may be the most important part, but they are definitely not the biggest part of the Reach. That title goes to the Oceans. More information about the oceans will be written later.

Fauna & Flora

In The Reach, there are 4 common intelligent species. To begin, Humans, untrustworthy and foolish beings, the jack of all trades, thinking only about their own profit above the profit of others. Secondly, Dwarves, the hardest of kin, best in direct combat, but unable to reach the winds of Magic. Thirdly, Elves, wise but fragile beings, they follow the winds of magic and they excel in ranged battles. Lastly, Lizardfolk, the oldest of all, the folk of tricksters, they seek the magic from before the time of the winds.   I hope that this short text above gave some explanation for each race, even if it's minimal. For if you didn't know yet, intelligent species are the playable races in my Campaign.

Maps

  • Map the Reach
    This is the complete map of the Reach
Alternative Name(s)
The Known World
Type
Continent
Included Locations
Related Tradition (Primary)
Related Myths

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