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 |

Wharf Quarter Traversal Gateways
Point of Interest
Details
Coordinates | (9347, -8412) |
Description
The Traversal Gateways are a network of magical portals scattered across the Great City of Amberwind, enabling instant travel between its diverse districts. Each gateway is adorned with intricate runes and shimmering lights, reflecting the city's vibrant culture and advanced magic. This gateway leads in and out of the Wharf Quarter.
Appearance
Each gateway is a large, circular archway made of polished stone, with glowing runes etched along its surface. When activated, the portal shimmers with a kaleidoscope of colors, inviting travelers to step through.