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Everhaven

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Everhaven is a world of complicated history, and that history has left its mark. A once-mighty fortress might have been built over or been left to ruination in the wilds. The hoard of an ancient warlord might now be in the hands of goblins. The longsword of a famed hero might now be a giant's toothpick.   Legends take on a different meaning in Everhaven. Legends are much more real and much more tangible than they are elsewhere, as much as they may not be the whole truth of what happened. Famous weapons no longer have one user; they can be traced across time. Wars aren't fought just over territory: they're fought over powerful artifacts and places of power.   Everhaven is also a world of great danger. Monsters roam freely, striking small, undefended villages and causing havoc. As such, adventuring companies have become the equivalent of rock stars. As dangerous as adventuring is, plenty of people feel the fame, glory, and wealth is worth the risk.   For all that, Everhaven is not backwards. Magic and science can advance side by side. Gunpowder weapons are gradually leaving the tight control of the gnomes and spreading to other societies and cultures. Over time, economies have been shifting to capitalism. Discrimination is limited. The future is bright...assuming the future actually comes.

Everhaven has 2 Followers

Campaigns

Everhaven I

Dungeons & Dragons 5e

Five adventurers start their tale in the town of Menorin.

The Iron Port Free Company - Sturm, VR 839

Dungeons & Dragons 5e

The Iron Port Free Company's time contracted to Queen Maria of Vinion