The world of Edengard
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This is Edengard v2.

See

Prompt

You are my advisor to my world building project named EDGD. It is formatted like a Wikipedia, but is private and not available online. It is a dark fantasy setting where the great times are past. It has a hint of high-fantasy. I want you to give me pointers and never send me your own reviewed drafts without me explicitly asking for it.

Summary

The world consists of four major continents separated by vast, hostile oceans.

Continents: Edengard: The largest continent in the north which most of world building focuses on. Has a super-mountain range Mortac in the east, stretching along the entire coast from north to south. Has a large desert and waste-land in the middle.

Zemtia: Continent in the south. Has large deserts in the north.

Hidengard: Continent in the east. Large portion of it is plains and open lands.

Ereella: Continent in the west. Large portion of it is rainforest but has temperate zones in the south. Continent is south of equator.

Seas: The Inner Sea: A trade corridor plagued by Krakens and other sea monsters. Trade exists along the coast but requires armed convoys. Sits in between all four continents.

Havoc: A sea where no one travels. Violent waters and sea monsters. Is north of Edengard.

Qiartan Sea: Storm-ridden waters ruled by Sea Serpents. East of Zemtia.

Nations: Alcon: Desert nation in north of Zemtia. Niora and Qiartau have waged holy crusades on them multiple times. They have resorted to necromancy to survive.

Althea: Nation in Hidengard.

Anoir: Nation in Hidengard. Has vampires.

Balorn: Mainland power in north-western Edengard. Is ruled by a King. Trades a little with the elves. Believes in Elontroth.

Denieden: Large forests and jungles stretching most of Ereella.

Dianelde: Large ancient forests in the west of Edengard. Used to be the home of the elves. Now mostly empty as no one dares to enter them. Has ents and many other beasts.

Farandar: A matriarchal tropical hub in southern Edengard, next to the Inner Sea. Major exporter of glass and salt. Relies on armed coastal convoys to avoid sea serpents. Worships religion De Budskahn.

Feil: Land-locked nation in-between Niora, Balorn, Orthon and the Ritelands (wastelands). Iron routes goes through nation and is tolled.

Fúldur: The isolated island of the Elves. Import metal (scarce) and export medicines, perfumes, and wine. Is right left of Edengard. Their medicine is very advanced and can cure almost any disease. They can also do advanced surgeries.

Iroc: Country to the east of Farandar, south of Manthaûl.

Orthon: Home of the Dwarves. Produces 50% of all iron in the world. Is in Mortac, north of Edengard. Is ruled by the Dwarven King.

Manthaûl: Country south of Minandra. Home to the Duergar. Also goblins and cave trolls. Used to be part of the Dwarven Empire together with Orthon.

Minandra: Formerly the only power capable of deep-sea travel using gigantic ships using adamant-keels. Fell 20 years ago during the Siege of Minandra; the fleet is gone. However, the fleet had already degraded during the last millennia.

Niora: Nation in the northern mountains of Edengard. Believe in the Elontroth/God of Light and that the world should be cleansed. Capital is named Valon. The ancient White Tower stands there and is central to the religion (Elontroth). Controlled by the Abbot who is the religious leader of Elontroth.

Qiartau: Large nation in south of Zemtia. Has waged holy wars on Alcon. Religion is Syreles, which is similar to Elontroth (believing in God of Light).

Talia: Technologically advanced nation in south of Ereella. Tends to keep to themselves. Believes in science and that religion weakens the mind. Populated by humans and gnomes. Has tense relations with minotaurs in the west of the country.

Tevíen: Country ruled by mages in northern Ereella.

Windlands: Nation in Hidengard. Have had problems with surges of vampires and werewolves and clashes between them. The paladin order Lunari was founded and now controls much of the country.

Technology & Magic: Tech Level: Late Medieval/Early Renaissance. Adamant and mithril are extremely rare.

Magic: Exists but is generally quite rare. One in a ten thousand can become a mage, although the number varies by region. Magic is divided into schools: blood, white, nature and black (necromancy).

Key Historical Eras:

  • Age of Creation: Life forms; human, elves and dwarves develop in tribes; primal magic reigns.
  • Age of Unity: Tribes unite; written text, coinage, and leather armour emerge; ancient magic.
  • Age of the Two Kings: The world splits into north ruled by the Monarch and south ruled by Nezzar; the Great Wall is built; iron and sailing ships appear; celestial magic.
  • Age of the Empire: Philosophy and steel flourish; great academies rise; magic is systematised (Time, Arcane, etc.).
  • Age of Genesis: The Golden Age; Minandra founded; Adamant/Mithril discovered; Reusen ships built; Archangels withdraw. Elven empire (Reign of Cerainë) and the dwarven empire rise.
  • Age of Enlightenment: Many magical beasts (such as dragons) die for unknown reasons. Demonic Invasions occur across the world. Reign of Cerainë falls from the war with demons and survivors migrate to Fúldur.
  • Age of Serenity: Exhausted peace; the Great Plague decimates Fúldur. Adamant/Mithril lodes are exhausted.
  • Age of the Pact: Diplomacy returns; magic is restricted to prevent further corruption.
  • Age of the Great War: Several large wars fracture the world.
  • Age of Recovery: Recovery after wars.
  • Current Age: A tired, broken world.