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Osserea

13-3-1589

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From the warring clans of Morgoth, to the political unrest in Anathod, Osserea is a beautiful yet troubled world of strife, danger, beauty and loss. In the current year of 1589 PR, the world is still healing from over a thousand years of conflict during the Dawn War. The elven nation of Olyne Elunore, keeps its doors closed to anyone without pure elven descent, and only allows trade with those that have a specific treaty enacted. The Drurian Dynasty, is dealing with both a political battle of houses, and a battle against the undead. Durbar, once home to a flying city made by the gods, its waters creating a lush forest is now home to its crashsite. The land without the life source dwindled into a vast desert spanning thousands of miles. The mountains of Hrothgar, vast in resources and peaks that touch the edges of space, rest in the middle of the nation, providing resources to any who are willing to pay for Dwarven made tools while also housing their own secrets deep within the mountains. The nation of Anathod to north is a vast flat landscape with few rolling hills and hundreds of miles of lush forest, several kingdoms call this location home that are often in war with one another constantly to gain political power from others. The island of Stros M'Kai is in a conflict internally as the youngest race to walk Osserea, the dragonborns, struggle for power over one another. The Kal- Munza Dominion is home to several of the severe battles with the betrayer gods, leaving the land a broken wasteland, and is filled with monsters that pose a threat to all. The creatures on the interior of the nation battle with the survivors who live along the coast for dominance. In the nation of Thestria, the vast array of Fey creatures found a home with connections to the Feywild. Goblinkind wage wars on settlements along with villages for their own survival on this harsh island. Forests pose as much a threat as a dragon to those who cross beneath the trees boughs. Morgoth is a deep and frozen tundra, the people calling the nation home are both strong and unbroken. Conflicts between clans wage to determine who the next High King will be of their people. The final nation, Teraavos, is a society built on magic. All members of government and even those attaining high ranking positions are powerful mages, their goal is running the Premoth Institute of the Arcane. Studying magic and its effect on the land to further society and unlock secrets from the Dawn War prior.