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Altea

The Altean Kingdoms are ruled by the Lords of Altea, who remain true to the Lords' Alliance and actively resist the Emperor's reign. Its idyllic lands include the provinces of Talvi and Redmain and the isle of Kissaris which abuts the Ocean of Furies.

Arcadia

Arcadia is birthplace of the Lords' Alliance, a vast realm containing the provinces Moruin, Albarith, Ambion, and Idania. The realm contains a variety of geographies, due to its size, and stretches all the way to the Northern Wastes, the Ocean of Furies, the shores of Arcanum, and the Black Sea in the south.

Arcanum

Arcanum is the center of commerce in the civilized world. Known as the "Gentle City," this steam-powered city-continent is ruled by the constitutional monarch Queen Madeleine II, who is believed to be the descendant of a human Lord and a Queen of the High People. Arcanum's technological metropolis is home to the vast majority of Clockwerk, as it is believed the Artificer created the Clockwerk as part of his engineering plan for the architecture of the city.

Farlas

Farlas lies at the uttermost north of the planet, half of it entirely covered in ice and inhospitable to life.

Mamara

Travelers dread the immense desert wasteland of Mamara, for few have crossed its dunes alive. Mamara is the largest realm in the World of Ruin, divided into the provinces of Al Tufail, Sirokos, and Doggerland.

Merrivale Isles

The Merrivale Isles are a series of archipelagos located south of Arcanum and east of Mordaine, where the waters of the White Sea and the Night's Ocean meet. The largest of these islands is Mariana Bay. The Good Ladies of Mariana Bay command the most powerful supernautical navy in the world, the Prim Rose buccaneers, from their fortress Queen Theodesta.

Mordaine

Mordaine is the domain of the Dread Legion, founded by Lord Mord long before the Lords' Alliance was contemplated by Men. Mordainer lands are swampy and tough to till, but yield plentiful resources, thus their people are determined and patient. Most are avowed worshipers of the First-Order Gods, such as Kistvaen, for whom death is a celebrated aspect of life, and the Gods of Men, such as Horologos, the God of Time.

Mordavia

When travelers speak of the Old Country, they are referring to the sprawling lands of Mordavia, a wintry realm bordering the very edge of the world. The land of Mordavia is covered in old, hearty trees that have steeled themselves against its bitter, yearlong winters.

Nithaven

Also known as The Long Arm of Vanis, Nithavel is the dominion of Lady Modsognir, one of the kingdom's shrewdest military strategists.

Telrain

The city-state of Telrain stretches south of the Altean Kingdoms and is rich with trade and new technology. Its sprawling metropolis is rivaled only by the Gentle City Arcanum, across the Ocean of Furies.

The Black Sea

The Black Sea's namesake comes from its impenetrable depths and starless, wintry skies. The uncharted waters of the Black Sea touch the shores of the Old Country, Nithaven, and the Dune Sea of Mamara. Captains that are knowledgeable enough to traverse the Black Sea are hard to come by, because the usual methods for charting a course on these waters are complicated by the fact that the Sea affords neither day- nor starlight.

The Conamura Chaos

This constant vortex of magical energy makes travel across The Lost Sea a near impossibility, by land or by air. It is believed that within the heart of the storm lies a passageway back to Muraius, or what is left of it, if only the chaotic vortex could be controlled.

The Lost Sea

The Lost Sea is dreaded by sailors for having a tendency to strand them in distant, unexpected lands whenever they attempt to cross it. The farther sailors travel into the Lost Sea, the less reliable their navigational instruments become.

The Night's Ocean

The Night's Ocean is nearly frozen solid and stretches from the shores of Telrain and the Shadowvale to Arcanum on the other side of the world. Entirely uncharted, its extreme temperatures make it almost impossible to navigate.

The Ocean of Furies

The warm, tempestuous waters of the Ocean of Furies produces countless shipwrecks due to its unpredicable weather. Giant, prehistoric sea creatures, some of them cast into the Ocean of Furies from Muraius after The Fall, roam the waters in search of prey. No captain, no matter how confident or skilled, would dare cross the world-shaking maelstrom that is the Conamura Chaos at the heart of the ocean.

The Shadowvale

The marshlands of the Shadowvale are brutal and dark, comparable only in their oppressiveness to the swamps of Mordaine. This land is mostly avoided by passersby, for its inhabitants are dangerous creatures, such as feykind and other children of Asag, that worship deities of the Rasan Pantheon.

The White Sea

The seemingly placid waters of the White Sea are the domain of pirates, buccaneers, and merchant ships that busily ferry trade among the Merrivale Isles, Mordaine, and Arcanum.

Tormsdale

The shattered land of Tormsdale is utterly lifeless, like the surface of a moon. By some it is called "Thule," being the farthest land from civilization, and nearest to the Northern Wastes.

Vanis

Beyond the impassable mountains that form the Velaxis Ridge are the white, tranquil plains of Vanis and the cool, crystalline waters of Lake Elivagor at its heart. Vanis is as vast as Arcadia, but the hermit kingdom hates outsiders and has enjoyed solitude for many centuries. The Vanisian population's ascetic way of life promotes a purity of culture among its people: they worship no gods and deny the light of the One God Avestar.

Altea

The Altean Kingdoms are ruled by the Lords of Altea, who remain true to the Lords' Alliance and actively resist the Emperor's reign. Its idyllic lands include the provinces of Talvi and Redmain and the isle of Kissaris which abuts the Ocean of Furies.

Arcadia

Arcadia is birthplace of the Lords' Alliance, a vast realm containing the provinces Moruin, Albarith, Ambion, and Idania. The realm contains a variety of geographies, due to its size, and stretches all the way to the Northern Wastes, the Ocean of Furies, the shores of Arcanum, and the Black Sea in the south.

Arcanum

Arcanum is the center of commerce in the civilized world. Known as the "Gentle City," this steam-powered city-continent is ruled by the constitutional monarch Queen Madeleine II, who is believed to be the descendant of a human Lord and a Queen of the High People. Arcanum's technological metropolis is home to the vast majority of Clockwerk, as it is believed the Artificer created the Clockwerk as part of his engineering plan for the architecture of the city.

Farlas

Farlas lies at the uttermost north of the planet, half of it entirely covered in ice and inhospitable to life.

Mamara

Travelers dread the immense desert wasteland of Mamara, for few have crossed its dunes alive. Mamara is the largest realm in the World of Ruin, divided into the provinces of Al Tufail, Sirokos, and Doggerland.

Merrivale Isles

The Merrivale Isles are a series of archipelagos located south of Arcanum and east of Mordaine, where the waters of the White Sea and the Night's Ocean meet. The largest of these islands is Mariana Bay. The Good Ladies of Mariana Bay command the most powerful supernautical navy in the world, the Prim Rose buccaneers, from their fortress Queen Theodesta.

Mordaine

Mordaine is the domain of the Dread Legion, founded by Lord Mord long before the Lords' Alliance was contemplated by Men. Mordainer lands are swampy and tough to till, but yield plentiful resources, thus their people are determined and patient. Most are avowed worshipers of the First-Order Gods, such as Kistvaen, for whom death is a celebrated aspect of life, and the Gods of Men, such as Horologos, the God of Time.

Mordavia

When travelers speak of the Old Country, they are referring to the sprawling lands of Mordavia, a wintry realm bordering the very edge of the world. The land of Mordavia is covered in old, hearty trees that have steeled themselves against its bitter, yearlong winters.

Nithaven

Also known as The Long Arm of Vanis, Nithavel is the dominion of Lady Modsognir, one of the kingdom's shrewdest military strategists.

Telrain

The city-state of Telrain stretches south of the Altean Kingdoms and is rich with trade and new technology. Its sprawling metropolis is rivaled only by the Gentle City Arcanum, across the Ocean of Furies.

The Black Sea

The Black Sea's namesake comes from its impenetrable depths and starless, wintry skies. The uncharted waters of the Black Sea touch the shores of the Old Country, Nithaven, and the Dune Sea of Mamara. Captains that are knowledgeable enough to traverse the Black Sea are hard to come by, because the usual methods for charting a course on these waters are complicated by the fact that the Sea affords neither day- nor starlight.

The Conamura Chaos

This constant vortex of magical energy makes travel across The Lost Sea a near impossibility, by land or by air. It is believed that within the heart of the storm lies a passageway back to Muraius, or what is left of it, if only the chaotic vortex could be controlled.

The Lost Sea

The Lost Sea is dreaded by sailors for having a tendency to strand them in distant, unexpected lands whenever they attempt to cross it. The farther sailors travel into the Lost Sea, the less reliable their navigational instruments become.

The Night's Ocean

The Night's Ocean is nearly frozen solid and stretches from the shores of Telrain and the Shadowvale to Arcanum on the other side of the world. Entirely uncharted, its extreme temperatures make it almost impossible to navigate.

The Ocean of Furies

The warm, tempestuous waters of the Ocean of Furies produces countless shipwrecks due to its unpredicable weather. Giant, prehistoric sea creatures, some of them cast into the Ocean of Furies from Muraius after The Fall, roam the waters in search of prey. No captain, no matter how confident or skilled, would dare cross the world-shaking maelstrom that is the Conamura Chaos at the heart of the ocean.

The Shadowvale

The marshlands of the Shadowvale are brutal and dark, comparable only in their oppressiveness to the swamps of Mordaine. This land is mostly avoided by passersby, for its inhabitants are dangerous creatures, such as feykind and other children of Asag, that worship deities of the Rasan Pantheon.

The White Sea

The seemingly placid waters of the White Sea are the domain of pirates, buccaneers, and merchant ships that busily ferry trade among the Merrivale Isles, Mordaine, and Arcanum.

Tormsdale

The shattered land of Tormsdale is utterly lifeless, like the surface of a moon. By some it is called "Thule," being the farthest land from civilization, and nearest to the Northern Wastes.

Vanis

Beyond the impassable mountains that form the Velaxis Ridge are the white, tranquil plains of Vanis and the cool, crystalline waters of Lake Elivagor at its heart. Vanis is as vast as Arcadia, but the hermit kingdom hates outsiders and has enjoyed solitude for many centuries. The Vanisian population's ascetic way of life promotes a purity of culture among its people: they worship no gods and deny the light of the One God Avestar.

After The Fall

In A QUEST OF QUEENS, the World of Ruin is wracked by the consequences of The Fall. The Magic City of Muraius has fallen to the earth, creating the Conamura Chaos, a dark whirlpool in the middle the Lost Sea.

As a result of this cataclysm, the world has been reshaped: realms that were once separated only by sovereignty are now separated by oceans, and remnants of the Magic City—scattered throughout the skies after the explosion that destroyed the Great Crystal—have rained destruction upon the landscapes and cities below.

In the midst of all this upheaval, a Lord in Arcadia has broken the sacred Lords' Alliance, naming himself emperor over all the provinces of Arcadia as he embarks on a campaign of world domination. The realms are broken and disunited: Changelings in the Shadowvale amass forces to reclaim what is theirs; ancient pharaohs in Mamara awaken in their tombs; the Dread Lords of Mordaine take to the seas.

Can The Queen Who Lives restore balance to the World of Ruin? Or will her sister beat her to it, breaking that balance once and for all?

And it begins...

The High People have kept power-hungry realms in check for thousands of years because they controlled the source of all magic in Midworld: the Great Crystal. Without Muraius’ watchful eye, however, each realm makes moves to protect itself from inevitable conflict. The newly risen Emperor in Arcadia believes he will be the one to fill this power vacuum, but as he marshals armies to his service, every leader of every realm works secretly to broker alliances with its closest neighbors in anticipation of war.

Locations

Realms

  • The Altean Kingdoms are ruled by the Lords of Altea, who remain true to the Lords' Alliance and actively resist the Emperor's reign. Its idyllic lands include the provinces of Talvi and Redmain and the isle of Kissaris which abuts the Ocean of Furies. Read More
  • Arcadia is birthplace of the Lords' Alliance, a vast realm containing the provinces Moruin, Albarith, Ambion, and Idania. The realm contains a variety of geographies, due to its size, and stretches all the way to the Northern Wastes, the Ocean of Furies, the shores of Arcanum, and the Black Sea in the south. Read More
  • Arcanum is the center of commerce in the civilized world. Known as the "Gentle City," this steam-powered city-continent is ruled by the constitutional monarch Queen Madeleine II, who is believed to be the descendant of a human Lord and a Queen of the High People. Arcanum's technological metropolis is home to the vast majority of Clockwerk, as it is believed the Artificer created the Clockwerk as part of his engineering plan for the architecture of the city. Read More
  • Farlas lies at the uttermost north of the planet, half of it entirely covered in ice and inhospitable to life. Read More
  • Travelers dread the immense desert wasteland of Mamara, for few have crossed its dunes alive. Mamara is the largest realm in the World of Ruin, divided into the provinces of Al Tufail, Sirokos, and Doggerland. Read More
  • The Merrivale Isles are a series of archipelagos located south of Arcanum and east of Mordaine, where the waters of the White Sea and the Night's Ocean meet. The largest of these islands is Mariana Bay. The Good Ladies of Mariana Bay command the most powerful supernautical navy in the world, the Prim Rose buccaneers, from their fortress Queen Theodesta. Read More
  • Mordaine is the domain of the Dread Legion, founded by Lord Mord long before the Lords' Alliance was contemplated by Men. Mordainer lands are swampy and tough to till, but yield plentiful resources, thus their people are determined and patient. Most are avowed worshipers of the First-Order Gods, such as Kistvaen, for whom death is a celebrated aspect of life, and the Gods of Men, such as Horologos, the God of Time. Read More
  • When travelers speak of the Old Country, they are referring to the sprawling lands of Mordavia, a wintry realm bordering the very edge of the world. The land of Mordavia is covered in old, hearty trees that have steeled themselves against its bitter, yearlong winters. Read More
  • Once the seat of power to the High People, the Magic City resides on a floating continent that can only be reached by ascending Mt. Helicon in the middle of the Lost Sea. Read More
  • Also known as The Long Arm of Vanis, Nithavel is the dominion of Lady Modsognir, one of the kingdom's shrewdest military strategists. Read More
  • The uttermost north of the world is known as the Northern Wastes, a fragmented series of landscapes inhospitable to life. Beyond the Fields of Woe and the rebel base at Fell Rock, the waters of the north are dark, impenetrable, and treacherous. Read More
  • The marshlands of the Shadowvale are brutal and dark, comparable only in their oppressiveness to the swamps of Mordaine. This land is mostly avoided by passersby, for its inhabitants are dangerous creatures, such as feykind and other children of Asag, that worship deities of the Rasan Pantheon. Read More
  • The city-state of Telrain stretches south of the Altean Kingdoms and is rich with trade and new technology. Its sprawling metropolis is rivaled only by the Gentle City Arcanum, across the Ocean of Furies. Read More
  • The shattered land of Tormsdale is utterly lifeless, like the surface of a moon. By some it is called "Thule," being the farthest land from civilization, and nearest to the Northern Wastes. Read More
  • Beyond the impassable mountains that form the Velaxis Ridge are the white, tranquil plains of Vanis and the cool, crystalline waters of Lake Elivagor at its heart. Vanis is as vast as Arcadia, but the hermit kingdom hates outsiders and has enjoyed solitude for many centuries. The Vanisian population's ascetic way of life promotes a purity of culture among its people: they worship no gods and deny the light of the One God Avestar. Read More

Oceans

  • The Black Sea's namesake comes from its impenetrable depths and starless, wintry skies. The uncharted waters of the Black Sea touch the shores of the Old Country, Nithaven, and the Dune Sea of Mamara. Captains that are knowledgeable enough to traverse the Black Sea are hard to come by, because the usual methods for charting a course on these waters are complicated by the fact that the Sea affords neither day- nor starlight. Read More
  • This constant vortex of magical energy makes travel across The Lost Sea a near impossibility, by land or by air. It is believed that within the heart of the storm lies a passageway back to Muraius, or what is left of it, if only the chaotic vortex could be controlled. Read More
  • The Lost Sea is dreaded by sailors for having a tendency to strand them in distant, unexpected lands whenever they attempt to cross it. The farther sailors travel into the Lost Sea, the less reliable their navigational instruments become. Read More
  • The Night's Ocean is nearly frozen solid and stretches from the shores of Telrain and the Shadowvale to Arcanum on the other side of the world. Entirely uncharted, its extreme temperatures make it almost impossible to navigate. Read More
  • The warm, tempestuous waters of the Ocean of Furies produces countless shipwrecks due to its unpredicable weather. Giant, prehistoric sea creatures, some of them cast into the Ocean of Furies from Muraius after The Fall, roam the waters in search of prey. No captain, no matter how confident or skilled, would dare cross the world-shaking maelstrom that is the Conamura Chaos at the heart of the ocean. Read More
  • The seemingly placid waters of the White Sea are the domain of pirates, buccaneers, and merchant ships that busily ferry trade among the Merrivale Isles, Mordaine, and Arcanum. Read More

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