High Fantasy

Howling Isles

Ten thousand years after the great Calamity struck the world, the mortal survivors moved to islands of rock that drift on the winds above an endless sea of clouds known as the Stormshroud. Villages and whole kingdoms are constrained to the fragments of a past the people have long forgotten. The world is now named […]

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Lands of Parsantium

The Free City of Parsantium stands astride two continents at the crossroads of the world. Here, storied cultures collide in a melting pot of adventure and intrigue, home to evil cults, unscrupulous politicians, scheming serpentfolk, ancient dungeons, powerful criminal gangs, gladiators, and chariot racing. Conflict simmers between rival city‑states and kingdoms vying to control the

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Yggdrasil the World Tree

Yggdrasil connects to the worlds of the Old Ring and Midgard through structures called world trees, which are magical extensions of Yggdrasil. Creatures that climb or enter a world tree might be transported onto Yggdrasil. More information on Yggdrasil can be found in the Midgard Worldbook. The World Tree Yggdrasil is a planar pathway between

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The Old Ring Worlds

The worlds of the Old Ring are the most ancient known to the folk of the Labyrinth. They’re known by the names of their primary flora and sometimes the place where they first linked to the Labyrinth. Not surprisingly, these worlds are generally wooded, and they were either discovered or created by the Grand Druid

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Sunhome

Positioned near the Celestial Realms, Sunhome is sometimes called “the Floating World” since it consists entirely of small floating discs and spheres connected by skyships and magical creatures that fly from fiefdom to fiefdom within the radiant sky. Elves are its primary inhabitants, though a sect of stern sydereans maintains a string of glasslike castles

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Summerlands

The lands of the elves and the fey are sunlit and warm, a richly forested world littered with slim towers and underhill palaces, with courtfolk halflings and gnomes as well as the ever-shifting rule of the Archfey lords and ladies. A representative sample includes the Countess of Garlands, Mother Berchta, Mother Moth, Morrinn the Snow

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Shadow Realm

Once upon a time, the Shadow Realm was created by the will of the goddess of moon and magic. She tempted a group of ambitious elves to settle the shadow plane and grow its population and might. These were the shadow fey, and they are still the preeminent creatures of the realm of Ebon Tides.

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Midgard

A world of dark roads and shadow magic, Midgard is home to masked gods, powerful ley lines, and ancient fallen empires. Its unique people include the clockwork gearforged, the rock-ribbed bearfolk, and a clever strain of mining and urban kobolds, as well as a dragonborn empire ruled by ancient drakes. Its greatest cities are the

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Greater Hell of Tyver-Sarok

Of all the hell worlds, none is more prolific than the Greater Hell of Tyver-Sarok. Although typically hostile to mortals and entirely populated by infernal forces, the greater hell remains largely uncorrupted by the Void. The use of void magic is strictly controlled by infernal barons, countesses, and archdevils, who fiercely defend their world against

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Celestia

Sometimes referred to as the heavens or the angelic realms, Celestia is not one specific world, but a vast collection of worlds embodying law, strength, and divine providence, protected by beneficent angels and demigods who rule with justice and mercy. The total number of celestial worlds (commonly called realms) is believed to number between seven

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Armillary

Near to the heavens and yet outside their gates, this creation of clockwork creatures is the home plane of the mechadrons (see Monster Vault). It is not their first home. Their world was lost to the Void long ago, when Mechadron Prime led his clockwork people on the Great Exodus. They built the world of

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Labyrinth

Explore the multiverse of the Labyrinth, command new magic, play new kinds of heroes, and save worlds in an epic campaign for the ages!

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