Alvergia, and the regions within it*, is my world. I control the canon (and copyright). However, if you wish to run a game of your own within Alvergia, you are more than welcome to, especially if I get to play in them. I will be happy to work with you to build lore and help fit stories into the world.
Alvergia is a curious place. I have written many works upon many subjects but I always find my studies of Alvergia to be the most interesting by far, as well as the most dense. That is why I have now dedicated my life to chronicling everything of note that a good scholar, or traveler, should know. I fear this text shall be several volumes long and take many decades to produce. As such I shall provide a brief summary here.
On the subject of the continent of Alvergia, the most perplexing detail is it's diversity. In all regards. Naturally any continent would posses it's cultural, political and environmental borders. However, in Alveria, these borders appear to extend into the metaphysical realms as well as the material. Neighboring nations can posses entirely different pantheons and ideas about the creation of the world, yet neither is incorrect.
As a brief example, in the Northlands, it is a commonly held belief that the world was created when a being known as Orkaos survived the destruction of their old world and that the offspring of Orkaos became the first goliath and dwarf. All studies of history, magic and celestial beings in the region point to this indeed being the case. However all studies performed in Cyranos point to their stories of Primordials, Titans and Olympians also being true. Common logic should dictate that both cannot be true, yet they are.
Similarly, the influence and scope of these gods appears limited to their regions as well. Poseidon may wield great power in the Sea of Cyranos, but holds little interest or power in the Pale Sea. The gods seem to show no interest in ruling beyond their lands, any attempts to discuss these matters with them are often shrugged off. It is unknown what powers, if any, the gods actually have beyond their own realms.
Naturally this curious phenomenon has attracted many theories. From each region having been pulled from different worlds with different origins and mashed together, bringing their gods with them. Or the concept that there exists a higher level of being than the gods who, for whatever reason have chosen to split the continent in this manner.
Regardless, these matters are only of significance to scholars and philosophers. Most mortal beings care only for there own lives, families and homes. There are plenty of mortal threats that hold their attention. The social, political and religious struggles that dominate each region are fascinating topics that deserve their own analysis.
Excerpt from the Chronicles of Alvergia Vol I. by Annaleus, First Archivist of Rubin
The following are the various regions of Alvergia. Due to the unusual metaphysical borders described above, each can be treated as its own isolated world. However some crossover will exist, such as migrant characters.
Some of these are viable as potential settings for TTRPG campaigns.
The port cities lining the sea of Cyranos are thought by many to be the centre of contemporary civilisation. Trade routes and cultural exports have made them extremely rich and influential but this naturally invites greed. The region is ruled by 12 cities in a near constant state of war. The current war is between the Democratic Republic of Nyria and the militarist Empire of Arkys.
The gods of this realm are many. Currently 12 Olympians rule the cosmos, though many other gods exists, including titans and primordials. The disputes of the gods often cause great tragedies for mortals. It is believed that gods are immortal and cannot be killed, even by each other.
This is the setting for The Sea of Cyranos campaign.
Once a large island nation plagued by civil wars, Enereon eventually disolved into several smaller nations. This created Ardrossan, Espauer, Othana and Brindsmarch.
This will likely not be the setting for any of my games as they are mostly based on other DM's settings. With the exception of the Ratpack one-shot.
The Evandrin Isles were first settled by three tribes. One of humans, one of firbolgs and one of strange sorcerers. In the many generations since, their descendants continue to fight over the islands. Now three rulers have emerged, each claiming to be a child of the goddess, Morrigan.
The gods of the isles, form a loose pantheon, ruling more by power and cunning than by lineage or right. Morrigan is one of the most revered and feared gods.
This is the setting for the potential Children of Morrígan campaign.
Ilahli is an ancient and mystical place, where many generations of royalty push the boundaries of what's possible. Challeging deities themsleves with impossible feats of art, culture and engineering. Now the current monarch intends to outshine them all by becoming the last monarch. By becoming immortal. Calls ring out across the land for anyone who may be able to help achieve this goal.
The Origin is the only true god in Ilahli, though they never interact with mortals directly. Countless angels traverse the land, sea and sky, acting as the deities and patrons of the realm. Some are loyal to The Origin, some are not. Some might fit traditional conceptions of angels, some may not.
This is the setting for the potential Undying Sands campaign.
In the northernmost reaches of Alvergia lies a cold region of mountains and fjords stretching into the Nord and Pale seas. Fighting over them are raider tribes of giants, dwarves and humans.
The warring tribes echo the gods of the region. Dwarven, Giant and half-breed gods are in a tense truce after many conflicts across several millennia. They are currently ruled by a half-breed deity known as Halvangr who is prophesised to eventually choose one side and destroy the other.
This is the setting for the Ash and Snow campaign.
WIP (precolonial mesoamerica/south america influence, eg. aztec, maya, inca. Rival nations from the mountains, deserts and jungles repsectivly)
Telnyr is ruled by the Telnyrian Empire. The Telnyrian Empire is not actually an empire in the traditional sense but rather a group of semi-autonomous principalities, duchies, coutnies and baronies under the rule of the Telnyrian Emperor or Empress.
However the throne of the empire has been empty for several years after the young empress's mysterious disappearance. Despite the royal court's assurances, faith is her return is fading. Princes and pretenders alike are scheming and mobilising to take the throne for themselves.
This is the setting for the potential The Absent Empress campaign.
A coastal region of dense forest, home to three squabbling nations with ancestry dating back to the first elven tribes on the material and fey planes. The riverlands of Westwoods, the hills of the Pelain Woods and the island of Dyrwood.
Along the Pelais Coast, the lines between the material and the feywild are blurred and constantly shifting. A traveler can never be truly sure which they are in. Flora and Fauna from both worlds are present, making for enchanted forests as terrifying as they are beautiful.
This is the setting for the potential Echoes of the Fey campaign.
The valley and plains of Vorkyr are home to the great horselords. Multiple conflicting kingdoms and nomadic tribes fight for resources and power. A great wall separates eastern Vorkyr and the great plains.
The gods of the region lack the organization of many other pantheons. Every forest, mountain, river, settlement etc. has its own god and there are no kings or queens among the gods. Many of the gods are effectively unknown beyond their own territory.
Horses are held in high regard, almost deified in some cases. People often do not hold titles, the horses do. Their chosen rider merely acts with the authority granted by their steed.
This is the setting for the potential Horselords of Vorkyr campaign.
Xheros is a vast desert from coast to coast, broken only by a long winding river. Alongside the shores of this river are marshy farmlands and gilded limestone cities pyramids. The residents of these cities are slaves to the whims of the five royal dynasties.
Like the royalty of the land, the gods have the appearances of humanoid beasts. Humans, elves, dwarves and similar races, that may be common and dominant elsewhere, are uncommon and often seen as lesser beings here.
Xheros had seven prime deities before one was killed and the others cursed to be spilt across time. Now the pharaohs are mortal incarnations of fragments of a prime deity. Once their mortal body dies, they become a new deity, represent a small fragment of the original.
Traversing the desert is harsh and nigh impossible without proper preparation. Sometimes this preparation comes in the form of duneships. Large yet lightweight many-legged, contraptions capable of sailing the winds of the dunes.
This is the setting for the potential Of Gods and Beasts campaign.
The main landmark of Xia is the Muhai, The Wooden Sea. Whilst the upper canopy of the 200 mile wide forest remains mostly level, giving the illusion of a sea of leaves, the ground sinks further and further down into darkness. Nobody is quite sure how deep the valley goes. What they are sure of however, is that Muhai is filled with monsters, adventure and treasure. Known as delvers, adventurers from all over the world come to explore and conquer the dark depths of the Muhai, many do not return.
Xia is also home to the Azuma, a proud culture of busihido and shinobi warriors. To them, these delvers and those who provide for them are merely trespassers and invaders who do not belong on Xia. Though many among them consider themselves the natives of the land, their claim may be as dubious as the delvers.
This is the setting for the potential Depths of Muhai campaign.
The Lonely Islands is a collective term for a series of small, remote landmasses that do not belong to the regions listed above. Physically, culturally or metaphysically. These islands have been known to have strange cosmological and magical phenomenon, such as extraplanar portals or distorted space and time.
While the few people who do live on these islands often follow their own imagined gods and faiths, there are no well defined deities or pantheons. Organized religion rarely stretches beyond individual families and small tribes, if they exist at all.
It unlikely any campaign will be set specifically on one of the Lonely Islands, however, other campaigns may occasionally venture to these areas or have items and people originate from them.
You may have noticed, a lot of the regions are inspired by real world cultures and mythologies. You may have also noticed they are mostly European, with only a few exceptions. I would like to include more African, American, Asian, and Pacific influences, particularly those that often get overlooked in fantasy literature. However, given the work done so far, these influences will need to wait till I add more continents, which I don't want to do until I'm finished with this one. Although more realistically, I'll probably just make a new world that may or may not have connections to this one.