Welcome to the Seven Realms
The Seven Realms is a post-Middle Ages pre-Renaissance themed fantasy world where magic and magical creatures exist in spades, but magic is not so common that it permeates every aspect of culture, nor is for sale on every street corner. It is a large game world, with the single continent being detailed for the main book being thousands of miles wide with many nations and cultures spread throughout. It is a human centric campaign, with the largest nonhuman nations being extraplanar kingdoms/empires. The campaign is designed with reasons built upon tidbits of history and not just a flurry of assumptions. While it is not a completely logical expression of the play of history in such a sandbox, the sense of logic helps sustain belief in the setting.
Overview: The Seven Realms is a setting centered around the mortal world continent of Arn, but it is linked to seven otherworldly planes. As only six are accessible to mortals, the name Seven Realms came into common use at the dawn of history. The most widely traveled of the otherworldy realms are the Opal Realm and the Unbounds. Both of these realms seem to be tied to the subconscious desires of mortals yet have their own long histories and their own dominant races.
The realms less traveled and understood are the elemental realms and the afterworlds. The elemental realms, the Inferno, Verdant Haven and the Black Deep, are inhabited by various species, thinking and animalistic, but no humans or any of their contemporaries live there. The two afterworlds are the Shadow Veil, a world of perpetual decay, and the Spirit Realm which no mortal can enter on their own. The Spirit Realm is the realm of the gods and the higher powers dedicated to order. The lower powers can be met on other planes as well, such as the Inferno.
Arn is a continent that spans thousands of miles from east to west, and almost as many miles north to south. It encompasses everything from arctic extremes to sweltering deserts, lowlands and two separate mountain ranges of notable height. In some corner of Arn, every environment one can think of exists, including volcanos, forests, grasslands and steppes. There is talk of a continent far to the west called Fazier, but there has been no meaningful contact in a very long time.
Arn is divided into many regions, including the southern region, the Rosenmark and the Midlands, the regions along the center of the landmass, the West beyond the Reaches and the extents of the East and North. Numerous empires have risen and fallen over the long history of Arn, but the Midlands have often been at the center of these contests.
The Way Things Are: This is a sprawling campaign world with multiple cultural influences from our Earth inspired by some of the greatest worlds of fantasy I have experienced. The idea is to create a backdrop for adventure, both local and global, and leave the heroes room to shine. While there are notable personalities present, they are not the saviors of the realms. In most cases, they are antagonists, or neutral parties who can easily be turned into antagonists. Much like the rulers of the nations, named characters are not there to save the heroes should they fail, nor are they there to outshine them. This is very much a game setting about your gaming group, whether they choose to be righteous saviors, mercenary adventurers, or deplorable villains.