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Tonora

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Tonora is a world, that is similar to many of the worlds of D&D, but different in just as many ways. Tonora itself is actually about double the size of our very own planet, spanning three supercontinents, excluding the polar ice caps of the planet. A great many islands dot the expansive seas of Tonora, many of which remain unmapped. Of the three continents, Eranthus is the most prominent within average campaigns. It is a landscape of diverse climates, nations, and races, and despite advances made, most land remains wild and free of civilizations.   Sakaris, the second continent, is a mysterious land of endless jungles, where it is said great gates to other planes lie. Few from Eranthus have braved the journey, and even fewer have returned alive. The third continent, Nessrin, is a united nation of xenophobic isolationists who punish trespassing with a swift death, every attempt at contact has met an unfortunate end.   Tonora is a world of high magic and fantastical adventure, heroes of legend and villains of infamy have made history time and time again. The Gods interfere in mortal affairs often, albeit indirectly. A trait of note in Tonora is the lack of a "set nature" in most sentient races, the best and worst of mortals is found in every race. Technology, though slowly, does indeed advance. Locomotives, zeppelins, rudimentary firearms, and many more inventions dot the land as mortal progress continues

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Dungeons & Dragons 5e

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