Omnea
The lush heart of civilisation, rich with water, trade, comfort, and arrogance. Omneans see themselves as the chosen survivors of the Fall.
Allarea is a world scarred by dragonfire, ancient magic, drowned kingdoms, frozen crowns, and the long shadows of wars that never truly ended.
The current year is 998 After the Fall. Nearly a thousand years have passed since the War of Flame and Scale shattered the world, drowned lands, twisted peoples, and left only Omnea standing largely intact beneath the protection of ancient arcane wards.
Now the old powers stir again. Magic whispers beneath ruined stone, factions rise in search of forgotten relics, and the fragile peace of Allarea begins to crack.
In the year now marked as 0000, the War of Flame and Scale tore the world apart. Dragons and mages clashed in a storm of fire and sorcery, shattering kingdoms, drowning civilisations, and leaving whole lands burned or changed beyond recognition.
Omnea survived beneath the wards of the last Archmagi. Elsewhere, the world was forced to adapt. Lianpin became toxic and warped by wild magic. Hinssa drowned beneath rising seas. Ispyrna froze and endured. Pakarru vanished behind monstrous waters and dark rumour.
The lush heart of civilisation, rich with water, trade, comfort, and arrogance. Omneans see themselves as the chosen survivors of the Fall.
A frozen land of giants, goliaths, and harsh pride. Its people slew the frost dragon that ravaged them without Omnean aid.
The wounded plains where magic and dragonfire left poison, ash, and mutation. Yuan-ti and dragonborn rose from its ruin.
A drowned land of swamps, marshes, volcanic ridges, orcs, goblins, and stubborn mountain dwarves.
A shrouded continent hidden beyond monster-filled waters, spoken of in rumours of abominations, old dragons, and impossible storms.
Allarea is divided by sea, scar, culture, and consequence. These maps show the known lands, from the civilised heartlands of Omnea to the ruined and mysterious territories beyond.
A political map showing the named states and territories across the known world.
A broader regional view showing the great lands of Pakarru, Hinssa, Lianpin, Ispyrna, and Omnea.
The trading heart of Omnea, home to Wenstede and many important campaign locations.
A wild green realm of wood elves, shifters, deep forests, and old stories beneath the leaves.
The gods of Allarea are not distant decoration. Their faiths shape kingdoms, cults, wars, rebellions, laws, songs, and nightmares.
A goddess of mercy, redemption, fairness, compassion, and healing. Revered as a beacon of justice and hope.
Goddess of strength, war, justice, honourable combat, impartial judgement, and balance.
A goddess of cunning and death, promising power through manipulation and the acceptance of mortality.
A deity of hidden truth, vengeance, secrecy, dark rituals, and retribution.
A goddess of creativity, life, light, art, beauty, transformation, and joyful expression.
A wandering god of music, life, light, healing, and free-spirited creation.
A goddess of rebellion, freedom, hope, resistance, and resilience against tyranny.
A warlike sea deity of death, conquest, loyalty, dominion, and the crushing power of the deep.
A dragonborne god of death, dominance, fear, coercion, and dark draconic power.
An ancient goddess of absolute order, silence, merciless judgement, and brutal divine law.
Allarea is shaped by kingdoms, clans, cults, dynasties, academies, guilds, tribes, armies, and powers that move quietly beneath the surface.
Yuan-ti and dragonborn have endured the poisoned lands of Lianpin, building a disciplined democracy from hardship and survival.
A realm of mage towers, academies, magical experiments, ambitious sorcerers, escaped magic, and unstable power.
Wood elves, shifters, wild creatures, forest tribes, and old primal powers dwell beneath its vast canopy.
A central Omnean state where many peoples gather, especially around the trading town and port of Wenstede.
A warrior-dominated land of fighting pits, military schools, guards, mercenaries, and martial castes.
A dwarven kingdom known for mining, masterwork weapons, strong ale, and being best left to its own business.
Sea elves who act as traders between lands, maintaining neutrality, charm, and independence across Allarea.
A secluded high elven kingdom that keeps its distance from the world and rarely welcomes outsiders.
Peaceful halfling lands of farming, harvesting, herbalism, trade, and independent village life.
Hidden faithful of Vaelithra, enforcing silence, obedience, and merciless judgement from the shadows.
A mysterious religious or arcane covenant tied to hidden powers, old faith, and dangerous ambition.
A dark cult devoted to shadowed powers, secrecy, corruption, and the promise of an endless night.
Followers of draconic dominance, fear, sacrifice, and the terrible will of Tychorax.
A martial force whose name is spoken among soldiers, mercenaries, and those who march where politics fail.