The World is called Urdd, a flat plane where the edges of the world are encompassed in a thick mist, from which no-one has ever returned. In 1124AC it was uncovered that the continents and countries were built on land that was sitting on the backs of giant, sleeping dragons. Were these dragons ever to wake, it would likely destroy the world as they moved. A lot of effort has been put into making sure the dragons stay asleep.
The north of the continent is cold and gets colder the further north you go. The south is hot, and gets hotter the further south you go. The center of the continent is mostly filled with a temperate region of mild weather. They do experience seasons, with the weather (largely) being colder in the winter months and hotter in the summer months.
There are stars in the sky, it is possible to use them to navigate. There is a single sun in the daytime and a single moon at night that experiences phases in roughly 28 day increments.
Aberddu - Largest trade city on Urdd, a melting pot of every culture and class. The guilds hold the real power here.
Asmya-ap-Damar - Desert nation of harsh sands, colourful cities and undying devotion to the God-King who rules unquestioned.
Ba'al - Deep gorges, fierce rivers and inhospitable barren wastes. Nomadic, priest-led cultures who worship their own form of Gods.
Baylis - Lush, verdant woodland and fertile land pockmarked with deep quarries. Rebuilding better and stronger after heavy losses.
Blighted Lands - Not just inhospitable, but actively deadly this land is not just barren but tainted, everything comes out wrong here.
C'tuma - Deep, wet jungle nation, everything is deadly here, from the smallest bug to the largest giant lizard. Tread carefully.
Drokathen - Ten peaks, communities buried deep in the mountains, they thrive on mining and live and die by their duty.
Hilraeth - Magicians, scholars and artificers live on rolling hills, while great cities rise in the distance.
Ilarin - The proletariat toil in industry while the nobles sit in shining palatial cities of glass and enjoy the fruits of their labour.
Island Kingdoms - Newly discovered lands holding refugees from the Blight, these island nations are largely pacifistic.
Jade Wetlands - A newly formed swampland, on the ruins of the once ancient Elven Forest, this nation is only just beginning.
Liberata - A military-minded, meritocratic nation, sworn to protect the world against the demons it once sought to set loose.
Middle Kingdoms - A collection of constantly shifting nations, engaged in permanent power struggles with each other.
Haruwen - An Island nation on the eastern edge of the map, who are rebuilding a connection to their ancestors after reclaiming their homeland.
Noria Republic - A land of honour and chivalry, where the nobles are beholden to their people and roaming knights uphold a strict code.
Northern Isles - A permanently frozen land of very few settlements. Life is hard, but the people are harder. Community is everything.
Nortrol - A volcanic land, settled mainly on its southern coast, home to mostly mining communities, and ancient trolls.
Pandora - A land of mist and dense trees, where only the paths are safe and monsters lurk in the darkness. Keep your light close.
Paravel - Land of gothic castles and dark tales, this land was ruled almost entirely by undead, until war killed them all.
Snarling Isle - A roaming island of fierce warrior-pirates who take without asking and just want to have fun.
Southern Isles - A deeply beautiful and tranquil ring of tropical Islands, where the people are pragmatic and aware of their role in the world.
Zanaria - Nomadic clans of warriors roam this land of endless grass plains, eking out life by the sword, and by the campfire stories.
Following the War of 1125AC there was a blip in reality that altered the names of many countries as they were known. The new country names have always been in place, but, you may find references to their old names in documents and in game from where the reality warp didn't completely remove everything. This also explains why some characters may remember different names.
These are:
Asmya-ap-Dumar, formerly Arabi
Haruwen, formerly Nippon
Ilarin, formerly Aragon
Jade Wetlands, formerly the Elven Forest
Liberata, formerly Frisia/Frysia
Noria Republic, formerly Albion
The Snarling Isle, formerly Greenland
Zanaria, formerly Tartaria
Ref Note (October 2025): These changes were primarily for Out of Character reasons, such as being named after real places, we therefore ask that everyone do their best to act as if these country names have always been in place and try to avoid using the old names. We understand slip-ups happen, but these new names are the canon names and we will be transitioning to using them full time.
Common global holidays include:
Night of Masks- The day when the spirits of the deceased from the previous year are given one last chance to walk the earth and wrap up any unfinished business. This usually occurs towards the end of October.
Dwarven Trick Night (Nach Khazzad Dum) - The same day as Night of Masks, this is when Dwarves play tricks and japes on people, usually with prizes for people who involve themselves fully in the bit and show 'good grace' in the face of the tricks.
Festival of Lights - Cities across the world are lit up with as many candles and other lights as people can manage, there are huge parties and people exchange gifts with loved ones. This usually occurs some time between the middle and end of December.