AFTERWHILE REALM: A land that appears suddenly within the Afterwhiles but may shift location or cease to exist after a brief time. Local laws of nature may be wholly different in such pocket realms.
AFTERWHILES/AFTERWHILES FRONTIER: Unstable lands shrouded in white mists, starting from about 450 miles away from the Temple of Everywheres and stretching outward toward the Vestiges. Strange domains form and disappear within this zone, and at times hordes of monsters have poured forth into the settled lands of Otherwhere.
AMBER SEA: An underwater realm to the south contested between warring nations of merfolk and merrow, both generally hostile to any ships attempting to navigate on the surface. Many tribes of merfolk also serve as vassals to archfey in the Dream Lands.
APOSTATES (FACTION): An informal movement that promotes chaos, freedom, and the empowerment of individuals through magic. They believe spellcasting is every creative being's birthright and certainly not to be limited in use by some authority or "the gods." They hold mixed views on a possible "Third Doom," generally seeing it as inevitable but lessened by a broad magic-using society. Apostates have invested in controversial "vampire lyceums," protecting undead sages as a sort of "brain trust" toward future generations' re-education. Ranks among their groups tend to use titles like Doubter, Revealer, Englightener, and Most Free. Opposed by the Wardens faction.
ARCHQUEENS: Powerful beings, possibly celestials or archfey, who act as patrons to the eight city-state nations, plus the Temple of Everywheres. Together they have taken many different forms over time, from plants to giant animals to minor goddesses. Currently, the queens mimic forms of female bards from a specific time and place of Old Earth called 1970s/1980s America.
ASTRAL PLANE: The silvery timeless void that surrounds Otherwhere, beyond the Vestiges. It is prone to resonate with the ideas and dreams of mortal on the Prime Material Plane. Also called the Astral Sea, Astral Void, or Silver Void. More »
ATLANTIS: Mythical nation of world-hopping sorcerers from Old Earth who founded a slave colony on Otherwhere roughly 1,800 years ago. Their homeland was destroyed during the First Doom, while their colonial settlements across the Yester (Eternal Lands) ended during the Second Doom (the Bloom). Little of their cultural heritage remains anywhere in Otherwhere, and many Atlantean traditions (chattel slavery, miscegenation laws, forced Poseidon worship) are now universally condemned.
BLOOM: The 250- to 300-mile-wide primeval tropical jungle that covers the Eternal Lands, also called The Yester. It formed suddenly roughly 700 years ago. Its unnatural rainforest grows at an alarming rate, covering any cleared land with vines and new trees overnight. Magic used to speak with plants and animals here almost always find such spirits to be hostile at best, insane at worst. The Temple of Everywheres is the only occupied structure known to still be standing across this region.
BOUNDARY PEAKS: The circle of mountains surrounding The Eternal Lands rises to peaks ranging from 12,000 to 15,000 feet above sea level. Below its snowcapped summits, lush alpine valleys of meadows and clear streams dot the terrain and entrances to caverns are not uncommon. The northern range makes up The Stone Lands, while the southern range includes The Wind Lands. Between these two domains, lairs of dragons and giants of all kinds can be found.
CELESTIAL PALACE: City-state within The Wind Lands. A fortress high in the mountains, typically reached by flying mounts or magic. Led by a complicated bureaucracy of ministers appointed by Ix-Mei, the Daughter of Heaven, the Celestial Empress. The focus on mindfulness and spiritual studies taught here grant local specialty bonuses to Perception (Wis) and Religion (Int).
CITY-STATE: Major political and trade centers found in each major land, sites of transit sphere public portals and Echo Stones. Officially separate from their surrounding Archqueen domains, their real independence is debatable. Also see: The Celestial Palace, Daelheim, The Isle, New Oz, Ocopoli, Omega, Ta-Gebt, and Tir Na Drayocht.
COLOR POOL: One of several massive dimensional portals orbiting Otherwhere, each leading to a different outer plane. Celestial light shed by a sequence of seven such color pools function as the lands' "suns," while nine such pools appear at night at distant "moons." Each sun color pool takes 168 hours to orbit the demiplane, creating seven 12-hour periods of "days" and an equal number of "nights." Orbital periods for moons vary. More »
COMPASS DIRECTIONS (NORTH, EAST, SOUTH, WEST): Arbitrary directions created for use in overland mapping and navigation between realms when measuring distances. Such references are not reliable in the Afterwhiles or the Vestiges, and meaningless in the Astral Void. More »
COSMIC RIDING: Traveling up beyond the sky to enter one of the color pools orbiting Otherwhere. Typically done by riding dragons or piloting airships, it is said those reaching such portals may enter the home realms of deities.
DAELHEIM: City-state within The Stone Lands. A trading center ruled by a moot of rival human clans guarding elaborate gates into underground cities of dwarves, drow elves, and half-giants. Led by the warrior-queen Sigrid, Grand Jarla of the Moot. A strong value put on physical prowess and traveling across harsh wilderness grant local specialty bonuses to Acrobatics (Dex), Athletics (Str), Survival (Wis).
DEITIES/GODS/GODDESSES: Spirit beings of vast power who dwell in the planes beyond the Astral Sea (aka "the outer planes"). No deity will enter Otherwhere, either because something blocks their power there or because the gods fear to trespass on the demiplane.
DOOMS: A pair of apocalyptic events that changed Otherwhere history. The "First Doom" refers to the fall of Atlantis on Old Earth about 1,800 years ago, while the "Second Doom" of 700 years ago refers to The Bloom wiping out colonial Atlantean society across the current Eternal Lands. Both the Wardens and the Apostates predict a "Third Doom" to come, but the factions differ wildly on what to do about it.
DREAM LANDS: Southwestern sylvan domain of elves, fey, and talking animals in "courts" of various archfey. Ruled by the Archqueen of Dreams, a playful and mercurial being. Unlike other realms linked to cultures of Old Earth, beings here tend to reflect dreams, whims, and nightmares of children from across all times. Rational logic is often a handicap to navigating cultures here. Trades in faerie dust and magic items. Also see: The Isle.
ECHO STONES: Also called Oneiroi, these psionic-sensative crystals can found in the all eight city-states. Each stone stands about 20 feet tall, floating a foot off the ground and resembling smokey quartz. The crystals resonate with psionic power, channelling dreams from Old Earth into the minds of people sleeping within a few miles each stone on Otherwhere. The origin of such Echo Stones is unknown.
EMERALD SEA: An underwater realm to the north is mostly ruled by a council of sea elves. Occasional raids by kuo-toa from beneath the northern ice pose a threat to all. On the surface, longboats traveling from Daelheim often trade (or raid) along coastal settlements.
ETERNAL LANDS: Proper name for the region covered by The Bloom. Unlike other domains, the Archqueen Eternal holds no power over this land, only within the Temple of Everywheres. Also see: The Bloom, Temple of Everywheres.
FELLOWSHIP OF THORNS AND COINS (FACTION): Otherwhere's most well-organized thieves guild, its members steal from the wealthy and distribute aid the poor. They have "family" members operating in every settled region of the demiplane and, as a result, boast the best information spy network in Otherwhere. Secret ranks among their local cells include terms like Friend, Cousin, Brother, Sister, Mother, and Grandmother. Slightly opposed with all other factions.
FIRE LANDS: A southern desert bisected by a fertile river canyon that echos Egyptian myths. Ruled by the Archqueen of Fire, a being of life, light, and order. Echoes cultures from 2nd millennium B.C. Egyptians, Nubians, Mioans, Canaanites, as well as hill dwarves, fire genasi, and were-jackals, and yuan-ti. While among the highest educated in all of Otherwhere, local cultures have a bent toward militarism matched with a history of launching wars against its neighboring lands. Trades in grain (wheat and barley), linen, papyrus, and beer. Also see: Ta-Gebt.
GREAT MIRE: A wetland of fens, swamps, and bogs that stretches for more than 70 miles within the Water Lands. Within this land are nomadic tribes of lizard folk, bullywugs, tortles, yuan-ti, and other reptilian peoples that are quick to eat any who enter uninvited.
GUILD OF EVERYWHERES (FACTION): A cooperative of spellcasters, mostly wizards, who charge service fees to open transit spheres for travellers. They tend to be far more mercantile than political, making token gestures of subservience to the Archqueens, but the guild has a reputation for usury avarice. Titles among the guild include Broker, Walker of Somewheres, Walker of Everywheres, and Walker of Allwheres. Loyalty to other factions often sold to the highest bidder.
HUNDRED BLESSINGS: A pantheistic faith which arose in all city-states following the fall of necromancer tyrant Mulgurd. This tradition's followers honor all the Celtic, Egyptian, Greek, Norse and nonhuman deities (listed in Appendix B of the D&D Player's Handbook). Major temples honor all the gods, but small private shrines may aim to revere one specific deity. The faith's name and common proverb, "a hundred blessings upon you," comes from the idea that 100 deities watch over Otherwhere.
ICE EXPANSES: A wilderness region north of the Stone Lands, hundreds of miles of glacial arctic terrain. Scattered pockets of outcast frost giants roam here, and beneath the ice is rumored to be entombed alien horrors trapped when Otherwhere first took shape.
ISLE, THE ISLE: City-state within The Dream Lands. An island with sacred groves surrounding a temple at the center of an enchanted lake. Home of Ava, Grand Druid of Dreams. The intuitive connection to the the wilds here grant local specialty bonuses to Insight (Wis) and Nature (Int).
KNIGHTS OF THE BLADE AND BOW (FACTION): Also just called The Knights, this loose order arose 200 years ago to combat an invasion of monsters coming out of The Afterwhiles. Modern versions of the order function more like moster hunting guilds, accepting payment to rid an area of a particular menace. Varies in their cooperation or conflict with both the Wardens and the Apostates, but not hostile to the Fellowship.
MACHINE LANDS: A southeastern domain across the Sapphire Sea, partially stretching into the Afterwhiles. Ruled by the Archqueen of Machines, an innovator of technomagical spells and, as some call it, "mad science" experimentation. Most of Otherwhere's greatest scientists and wizards come from here. The land's patchwork of isolated and often insular communities are plagued by zombie hordes, UFO kidnappings, colossal insects, and various cryptids. Trades in advanced manufactured goods. Also see: New Oz.
MULGURD: An infamous necromancer tyrant who led a century-long conquest over all the nations of Otherwhere starting about 400 years ago, only to be defeated by a small group of heroes about 300 years ago. Recently it was revealed Mulgurd's skull as a demilich still existed and was used as a murder weapon to kill two members of the Royal Court. The skull has since been cast into the Tarterian Depths of Carceri, a prison dimension in the outer planes. Illegal cults which still revere Mulgurd are rumored to linger among criminals and in remote, isolated communities.
NETHERPOX PLAGUE: A virulent disease involving undead viruses that swept across Otherwhere about a decade ago. The Shadow Lands and Machine Lands were particularly hit by the outbreak.
NEW OZ: City-state within The Machine Lands. Neon-lit skyscrapers and industrial factories clustered below a massive emerald green protective dome. Governed by Executive Director Dr. Dorothy Gale and her drone legion of robots and cyborgs coordinated through the Global Logic Interface Network and Data Access (GLINDA) system. The paranoid constant surveillance here over both mental and physical health grant local specialty bonuses to Deception (Cha) and Medicine (Wis).
OCOPOLI: City-state within The Water Lands. Great trade port city and shipwright center of the Sapphire Sea in the east. Ruled by a corrupt plutocracy dominated by High Archon Hesaea. The city's unregulated free market of constant negotiations, as well as prevalent thievery, grants local specialty bonuses to Persuasion (Cha) and Sleight of Hand (Dex).
OLD EARTH: The legendary planet from which both the founding Atlanteans first came and where the source of dreams around the Echo Stones is believed to originate.
OLD WAYS: The pagan druidic faith dominant in the Tree Lands and Stone Lands. The religion focuses on cycles (life, death, rebirth in harmony with nature) and karma ("evil deeds come back times three"). Bards also play a spiritual role in this faith, as do various folk rituals honoring local spirits, ancestors, animals, and fey. Individual deities are often celebrated only on specific holidays or for specific prayer requests ("Thor, grant me strength against these giants").
OMEGA: City-state within The Shadow Lands. A sprawling urban ruin of burned archologies, crashed spaceships, and fortified underground bunkers. Currently controlled by Overlord Prime Salome Alecto and rival gangs of mutants, shadow elves, and orcs allied to her. The lawless savagery of the city's society forces locals to develop specialty bonuses on Intimidation (Cha) and Stealth (Dex).
ORICHALCUM: Pronounced "aw-ruh-KAL-kum." Local term for the precious metal electrum.
PRIME MATERIAL PLANE: The realm of all mortal universes, realities and timelines, separate from the Astral Plane, the "outer" spiritual planes, and the "inner" elemental planes. Old Earth is found in this plane.
ROYAL COURT: A diplomatic corps of officials who serve the Archqueen Eternal in the Temple of Everywheres. Positions include Master of Revels, Court Physician, Marshal of Frontiers, Royal Spiritwalker, Royal Chancellor, Royal Archivist, Royal Spymaster, Court Magician, and Royal Astrologer - all overseen by two Grand Regents, the holy paladin Haldo and the infernal wizard Morvain.
SAPPHIRE SEA: A sea to the east with many busy trade routes and countless ships sailing above a vast underwater kingdom of triton. A sahuagin warlord poses a continuing threat below the waves, while roving fleets of pirates often prey on merchants and coastal settlements.
SCATTERING WIND: A mysterious phenomenon that causes spontaneous teleportations, sending people and objects to random locations across Otherwhere. Some victims return to their point of origin within hours, while others are never seen again. There appears to be no pattern on who may be affected or when such "winds" strike. Connection to the Astral Plane's psychic wind is unknown.
SCHOLAR ORBS: Magical devices which resemble palm-sized crystal balls. Instead of remote viewing, these orbs telepathically dispense memories and knowledge to those who hold them. (Similar in use to the mimirs found in Sigil, the extraplanar City of Doors.) More »
SHADOW LANDS: A northeastern domain along the Sapphire Sea, a gloomy wasteland of roving mutant and orc warbands moving in motorized vehicles cannibalized from the haunted ruins of a post-apocalyptic age. Often raided by fire giants and dragons emerging from the neighboring region called the Unending Fire. Ruled by the Archqueen of Shadows, a keeper of hidden truths, champion of balance, and medium for mysterious spirits. Trades in salvaged arms and dangerous arcane lore. Also see: Unending Fire, Omega.
STONE LANDS: A cold northern domain with most of its settlements found underground. Home to a confederation of hardy peoples that echo Norse cultures and myths: humans of mixed divine heritage (aesir and vanir, aasimar or genasi), mountain dwarves, drow elves, half-giants (goliaths), and goblins. Ruled by the Archqueen of Stone, a fickle being who loves gambling, granting prosperity to some and calamity to others. Trades in iron, metals, gemstones. Also see: Daelheim.
TA-GEBT: City-state within The Dream Lands. A riverside trade center and massive library surrounding the royal palace grounds of its ruler Cynra III, Governor of the River Kingdom. Public access to many great libraries here grant local specialty bonuses to History (Int) and Investigation (Int).
TEMPLE OF EVERYWHERES: The massive stone structure in the Eternal Lands that is believed to have once been the official High Temple of the first Atlantean colony. It now serves as a meeting place among Otherwhere's nations and factions, watched over by the Archqueen Eternal and the elected members of the Royal Court. According to myth, somewhere in this structure is the source of Order that keeps the demiplane of Otherwhere stable, and distance from this source reduces reality into Chaos and the Astral Void.
TIR NA DRAYOCHT: City-state within The Tree Lands. An enchanted city mostly submerged within a magical lake that allows visitors to breathe underwater and never get wet. Loosely ruled by the sidhe (half-elf) skald Sheybaugh. The local customs mixing life alongside wild animals, magic, and music grant local specialty bonuses to Animal Handling (Wis), Arcana (Int), and Performance (Cha).
TRANSIT SPHERE: A pitch-black sphere that somehow glows with blue light. Magic rituals allow it to act as a portal to another linked sphere (akin to a teleportation circle). Members of the Guild of Everywheres claim a monopoly over using such spheres, but in truth anyone with the proper know-how can "awaken" their use as needed. More »
TREE LANDS: A western domain covered by dark woodlands the echo Celtic myths. Ruled by the Archqueen of Trees, a musical being known for her heartbreaking songs, deep passions, and rousing anthems. Its forests are home to many cruel and dangerous monsters, including hags, dragons, and corrupting spirits. Local tribes include the Tuatha De Danann (humans), sidhe (half-elves), wood elves; also firbolg, wee folk (forest gnomes, stout halflings), fomori (hobgoblins, koalinths), and catfolk (tabaxi). Trades in timber, furs, skins, wool. Also see: Tir Na Drayocht.
UNENDING FIRE: A 25-mile region of the Eastern Boundary Peaks in the Shadow Lands torn by massive volcanic cracks, 500-foot-deep chasms landing in fields of ever-boiling lava. Rival clans of fire giants have built massive lairs here and deep into the neighboring mountains.
VELDT: A vast grassland between the Dream Lands and the Tree Lands, home to tribes of centaurs and various intelligent animal lords who resent trespassers.
VESTIGES: Broken lands in the process of shattering, drifting, and dissolving into conceptual entropy around the outer-most edges of Otherwhere. Such places are considered the demiplane's periphery with the Astral Plane. The corpses of dead gods and lost astral wanderers can sometimes be marooned here.
WARDENS (FACTION): Lawful advocates who consider magic use to be dangerous and in need of tight oversight and control. They predict unrestrained spellcasting will soon trigger a Third Doom that can only be delayed through their exacting crusade. Ranks among their organization include Magic-Eater, Witch Hunder, and Justiciar. Opposed by the Apostates faction.
WATER LANDS: An eastern domain of coastline settlements and islands across the Sapphire Sea. Ruled by the Archqueen of Water, a being said to both cause or calm violent storms. Peoples tend celebrate altruism, ethics, and heroism - oddly matched with a culture of corruption - while echoing Greek, Trojan, Amazonian, Phoenician, and Cicones cultures, plus scattered pockets of minotaur and centaur tribes. Trades in ships, olive oil, wine, pottery, ceramics, textiles. Also see: Great Mire, Ocopoli.
WIND LANDS: A southeastern domain ranging from mountains down to coastal lowland villages along the Sapphire Sea. Ruled by the Archqueen of Wind, a mystical healer said to influence the changing of the seasons and spirits of the dead. Peoples include humans (echo Han Chinese culture), fenghuang (aarakocra), yaojing (high elves), lightfoot halflings, rabbitfolk (harengon), and swan maidens (swiftstride shifters). Permanent settlements built atop magical clouds float in the land's skies along seasonal routes, careful to avoid taxing tributes demanded by local cloud giant tyrants. Trades in grain (rice, wheat, millet), silk, ceramics, tea, bronze goods. Also see: Celestial Palace.
Long ago...
* about 1,800 years ago ... Atlanteans found colony on Otherwhere.
* 1,700 to 1,400 years ago ... Atlantean settlements spread between Boundary Peaks, sending exports back to Old Earth.
* 1,400 years ago ... "First Doom," fall of Atlantis, contact lost with Old Earth.
* 1,400 to 700 years ago ... Former Atlantean outposts across the Yester evolve into rival baronies constantly at war with each other.
* 700 years ago ... "Second Doom"/"The Bloom," destruction of Atlantean colony.
* 675 years ago ... Survivor migrations over the Boundary Peaks.
* 610 years ago ... Finding of Echo Stones, founding of eight city-states.
* 580 years ago ... Rise of the Archqueens, rediscovery of sorcery.
* 550 years ago ... Opening/creation of transit spheres.
* 540 years ago ... Magical contact and trade between city-states begins.
* 480 years ago ... "Principia Arcana" published, predicting a future schism between Law and Chaos.
* 410 years ago ... Mulgurd the Necromancer begins conquest of Otherwhere.
* 300 years ago ... Mulgurd the Necromancer defeated, city-states again free.
* 280 years ago ... Faith of the Hundred Blessings becomes dominant religion.
* 270 years ago ... Guild of Everywheres founded.
* 250 years ago ... Fear of a "Third Doom" grows, Order of the Wardens forms.
* 240 years ago ... The Apostates counter-movement forms.
* 200 years ago ... Surge in monster attacks from the Afterwhiles.
* 187 years ago ... Knights of the Blade and Bow monster hunting guild founded.
* 70 years ago ... Fellowship of the Thorns and Coins guild founded (thieves guild).
Recent History: Scattered strife and brief wars between city-states, growth of trade.
* 34 years ago ... War between the Fire Lands and the Tree Lands.
* 28 years ago ... War between the Wind Lands and the Tree Lands.
* 23 years ago ... War between the Wind Lands and the Water Lands.
* 8 years ago ... Netherpox plague outbreak, public taxes suspended.
* 1 year ago ... Assassination of royals heirs; Haldo and Morvain instead elected in their place. (Lexi's birthday party)
* Now ... Uneasy peace between lands, rivalry between Wardens (law) and Apostates (chaos).
TIR NA DRAYOCHT [info]
* Archqueen of Trees: Ruler? Figurehead? Also, Varan the child - son?
* House Ulaid: Flaith Ulit Ulaid (noble humans, druids and bards) [lineage]
* House Duibne: King Celionar Duibne (wealthy high elf wizards) [lineage]
* House Silures: Queen Laserie Silures (sidhe/half-elf clerics and rangers) [lineage]
* House Erainn: Queen Shrila Anir Erainn (sidhe/half-elf warlocks) [lineage]
* House Flachach: High Magnus Atham Flachach (halfling wild magic sorcerers) [lineage]
* Council of Merlins: Limimis, the First Merlin (wizards, sorcerers)
* Order of Druids: Archdruid Sheybaigh (druids and creatures of the forest)
* Guild of Everywheres: Guild Broker Veil (wizard)
* Others: Emissary Vedyne of the Stone Lands, Prince Joo Lau of the Wind Lands, Prince Kenamu of the Fire Lands
THE DARK WOODS
* Edhegron Elves (wood elves): Proud and very territorial.
* Tiriatharl Elves (death elves): Creepy zealots.
* Othronion Elves (wolf elves): Lycanthropic outcasts.
* Archfey: The Thistle Bride, The Wyrd Widow, Tremorbell, The Shriven Lady, others.
* Fomorians: Mage giant tyrants ruled by Balor Undansis and Queen Enmeshi.
* Hill Giants: Dumb brutish lackeys of the Fomorians.
* Hobgoblins: Soldier lackeys of the Fomorians, slavers.
* Hags: Adiradir, Samaradi, Taridehi, and other trickster witches.
* Dragons: Samsinmaburai the Green, Abusditahebir the Red, others.
* Wood Nymphs: Deadly seducers, turn lovers into trees.
* Forest Gnomes: Extinct, driven from the Dark Woods a century ago by the Fomorians.