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The Imaruth Archipelago, or, Cimmeria

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The world of Melia is full of civilizations. Valencourt, Coran, Savedra, Archanea; diverse continents full of life, technology, society. However, while most of these landmasses are relatively settled and stable, there's a bit of an exception to the north. Marred by war, desert, ice, and fire, there is an archipelago, itself a world of determined individuals whose only goal in life is to survive when their greatest adversary is nature itself. But, in a cruel twist of fate, nowhere on Melia does magic abound more than the Imaruth Archipelago, called Cimmeria by outsiders and historians. While every continent (save Coran) has magic in some extent, all the ley lines on the planet converge on the center of Cimmeria, leading to magic being both the people's greatest tool, and most devastating weapon. Great spellcasters have shaped the land itself, pioneered new methods of travel and innovation, and terraformed much of the Archipelago that was once inhabitable and inhospitable. Conversely, absolute power corrupts absolutely. Constant war over hubs of magic have led to famine, military rule, and political scheming throughout much of Imaruth. The brightest good and the darkest evil can thrive here, and those who sit in the middle are forced to choose a side more often then not. Carved out of an area of great strife is the sovereign country of Zhargov, a hub of peace with war on one side and the ocean on another. It is there we begin our story.

Campaigns

A Tired World

Dungeons & Dragons 5e

3 gamers trying to not die as much as usual

Characters