THE TWO LANDS
Two great lands divided by a sea. At the far edges of every map, the world dissolves into mist that nobody returns from.
Nine realms of wilderness are known to the scribes:
Two great lands divided by a sea. At the far edges of every map, the world dissolves into mist that nobody returns from.
Nine realms of wilderness are known to the scribes:
The capital of the world, and its most famous landmark. Its walls have never fallen. At its heart stands the royal castle.
The ruins of a legendary smithy. Once, something great was forged here. Now the forges are cold โ but ruins of legendary smithies are exactly the kind of place adventurers cannot leave alone.
The city of trading and buying. If it can be sold, it passes through Coin's Reach.
The tavern where every story starts. With a name like that, the scribes suspect there is more beneath the floorboards than a cellar.
Three names, three empty pages waiting in the Codex. Send a raven about any of them and the scribes will begin.
Nobody rules this world โ it is fractured and wild, and the races are openly hostile in places.
Your invented race โ and by raven, you told us of the wumpa: "a transporting animal that is a mammal and looks kind of like a turtle."
Payment comes in many forms: copper, silver, and gold coins, and jewels. But the most valuable treasure of all? Ancient relics.
Kings may wear the crowns, but merchant guilds really run things โ atop a strong middle class of crafters.
"Their god, named Arcana." So far, that is all the scribes know โ a name, carried by a raven through the mountains.