Sanctuary (Diablo Fanworld)

Dark Fantasy
Sanctuary (Diablo Fanworld) world illustration

Description

Sanctuary bleeds. From the Fractured Peaks to the festering swamps of Hawezar, cults awaken ancient horrors. You are wanderers—Barbarian, Sorcerer, Paladin, Witch Doctor, Rogue, and more—bound by grim fate. Hunt eldritch relics, bargain with angels, and defy the Prime Evils while Lilith’s shadow gathers the damned. Choose steel, spell, or sin; carve a path through hellspawned dungeons and shifting seasons where every drop of loot may save a town—or doom it.

Author's Note

This campaign is a passion project and will continue to be updated. Officially open for testing, please understand this world is still being developed. Sanctuary is a mortal world caught between two titanic forces: the radiant hosts of the High Heavens and the ravenous legions of the Burning Hells. For ages their “Eternal Conflict” has bled into this land in whispers and wars. Saints and sinners walk the same roads; miracles and nightmares come from the same doors. You are not chosen—you are needed. Long ago, renegades from Heaven and Hell birthed humanity here. Their union left us with a troubled inheritance: the potential to become more than mortal, and the weakness to be corrupted by it. Angels call us a risk. Demons call us a prize. Both are right. Across ages, secret orders (like the lore-keeping Horadrim) have tried to hold the line while cults, warlords, and desperate villages bargain with any power that listens. Sanctuary’s face is harsh and varied. To the north, pine-choked Scosglen drowns in sea fog and druidic rites. The Fractured Peaks stab the sky—cold, monastic, and haunted. The wind-flayed Dry Steppes cradle nomads, raiders, and buried war machines. Rot and fever seep through Hawezar’s swamps, where alchemists and witches thrive. Ancient empires and desert caravans endure in Kehjistan, whose ruins remember forgotten gods. Beyond lies jungled Nahantu, where old pacts wake hungry. Each region has its own faiths, monsters, and prices to pay. Your band may be Barbarians, Paladins, Rogues, Sorcerers, Druids, Witch Doctors, Crusaders—names are less important than vows. Expect scarce shelter, fragile alliances, and quests where every victory costs something: blood, memory, or a favor you’d rather not owe. Loot matters, not as glitter but as means: relics whisper, steel breaks, a charm saves a life once. Corruption is a mechanic and a theme—power always asks for rent. The great adversaries are real. Demonic princes plot through dreams and hunger. Angelic edicts can be as merciless as hellfire. Some mortals worship either; others profit from the chaos. You will choose who to trust, what to burn, and when to kneel—knowing that even noble choices cast long shadows. Tone and playstyle: grim, not hopeless; heroic, not invincible. Villages feel lived-in, dungeons feel used, miracles feel costly. When in doubt, favor atmosphere over exposition, consequence over convenience. I’ll reward investigation, moral courage, and clever resourcefulness. If you wade into darkness, it will look back—and remember your name. Step lightly, speak carefully, keep your blade oiled and your soul accounted for. Sanctuary is not here to save you. It is here to see what you become.

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