High Fantasy
A land of ancient magic, warring kingdoms, and forgotten gods.
Author's Note: I am not an experienced world builder, and this is my first world. It's a standard DnD High Fantasy trope, but I hope you enjoy. Below is a list of possible starting scenarios and their corresponding locations.
1. You were shipwrecked and washed ashore. Location: Any dock/harbor.
2. You're a new student in the Council of Magic. Location: Council of Arcane Magic.
3. You arrive at the Adventurers Guild to register as a Guild Member. Location: Adventurers Guild.
4. You just arrived from a distant land. Location: Any dock/harbor.
5. You're an adventurer ambushed in the Desert. Location: Traveler's Rest.
6. You encounter goblins in the woods - Possible combat start. Location: Goblins Hollow.
7. You stop by a tavern to rest. Location: Any Tavern (Hint: Taverns have obvious words in it's name suggesting it's a tavern)
8. You recently joined the Order of the Gauntlet. Location: Sanctum of Justice.
You might have to nudge Franz in the right direction now and then, so be sure to pay attention to your story.
Played | 12 times |
Cloned | 1 times |
Created | 74 days ago |
Last Updated | 17 days ago |
Visibility | Public |

Goblin Warren
Point of Interest
Details
Coordinates | (7763, -8075) |
Description
Deep beneath the earth in the Amberwood Forest, the Goblin Warren is a sprawling network of tunnels and chambers filled with the sounds of chattering goblins. This camp is ruled by a cunning goblin chieftain known as Grom the Wise, who is larger and more intelligent than his kin, making him a formidable leader among the goblin tribes.
Appearance
The walls of the Warren are rough-hewn stone, adorned with crude carvings and makeshift decorations made from scavenged materials. Flickering torches cast eerie shadows, revealing the bustling activity of goblins crafting weapons, cooking, and plotting their next raid.