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[Original World] Ahrahn

Oddball_

Magical Senpai and god of the closet.
866
Posts
9
Years


Ahrahn: Introduction

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Ahrahn is the what the denizens of the material plane refer to their lands as in the common tongue. Arahn is a world filled with magic and mystery, ruled over by the divines of the forgotten lands and sought by the demons and devils of the nine hells and the Abyss…

Ahrahn is a unified world, the entire world ruled over by a single government, the republic of Ahrahn and the Council of Guilds. However that doesn't mean everyone is happy. Tribal Goblins and Orcs continue to raid and pillage villages, most of the Drow in the Underdark worship the demonic spider queen Lolth, and the two Dragon family's fight a civil war over their gods, Bahamut and Tiamat.



This is the world i'm making for my homebrew Dungeons and Dragons campaign, I've really enjoyed building a specific region (The village of Darren and the nearby surroundings) but this is where i'll keep a plethora of overall knowledge of the world. I'll be following the 30 days of worldbuilding format so let us begin!

01: Introduction
02: Geography of Ahrahn
03: Races of Ahrahn
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Oddball_

Magical Senpai and god of the closet.
866
Posts
9
Years


Ahrahn: Geography

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Underdark:
The Underdark is an enormous cavern system located beneath the surface of the world, most notably home to the Duregar (Grey Dwarves) The Drow (Dark elves), and Svirfneblin (Deep gnomes).

This cavernous land is very much uncharted territory, but it contains some of the most dangerous creatures in Ahrahn, yet also some of the most valuable treasure. Those whom venture into the Underdark will encounter strange fungal forests, caves of slime and mold, and even stranger locations. Each different biome will present a challenge to even the most seasoned adventurer.

Grirelian:
A vast sandy desert where the sun scorches the land, Often simply referred to as "The Eastern lands". Legends say that it was here where Zehir, god of Darkness and Poison, trapped Melora, goddess of Nature and tried to trick her to marry him, before Bahamut, god of Justice, wounded Zehir and freed Melora. The legend explains that ever since, Melora has never returned to the desert and as such her blessings haven't returned, making life in the Grirelian desert especially hard. Notable settlements in this area include Eastway, A walled city which is known for its death fight coliseum, and Drakeden, a city in a particularly hot region of the desert which has several lava pools situated around it. Native races include Tieflings and Dragonborn. The elven spire of the core is located close to Drakeden, surprisingly causing very few border disputes.

Thierd:
A large grassy plain in the center of the continent, There aren't any particular myths associated with this region, however it contains some of the oldest structures and settlments in the entire world, with the ruins of Blacklight still not completely explored. The capital of Valmere is located here, and many villages and hamlets such as Darren and Faycrest make their home here. Humans, Gnomes and Halflings tend to settle in this area.

Nydini:

The southern part of Ahrahn is deep jungles home to a few native races such as the Aarakocra, the Genasi, and three elven spires. Legends have it that the forrests of Nydini are where the four elemental planes begin to bleed into the Material plane, explaining the local Genasi and element based monsters that make their homes here.
The elven spire of the wilds is located here, and the treetop villages of Ewon and Awon is located here.

Brendameth:
Mountains bordering the plains of Thierd and the desert of Grirelian, these mountains reach far into the sky and are one of the few places where it naturally snows in Ahrahn. The most common race here are of course the Dwarves of Ahrahn, a proud people who live deep within their mountain keep. It is rumored that long ago, a race of 'Snow elves' once lived in these mountains, but have since gone extinct. Certain races of Aarakocra make their homes here instead of the jungles due to favoring the cold climate.
Notable settlements include Snowacre, home of the mysterious penguin Aarakocra, and Underkeep, A dwarvern stronghold which has a railway into the Underdark.

Wilac:
The islands of Wilac are located off the northern coast. A tropical archipelago with several volcanic islands. Creatures home to these islands include Goliaths and Orcs, as well as some pirates of various races and the occasional water Genasi.
Arttia-iukland, and Silvas-iukland are the two main islands. While no towns or villages exist, each island is home to a main tribe who will generally all live in a cluster of tents. Pirates tend to stay aboard their ships, which are small towns in themselves, and Water Genasi live in the oceans, rivers, and lakes. The elven spire of the sea is located near here, although it is said to be in the oceans and not actually on one of the islands.

Airalin:
The forests of Airalin makes up the West of Ahrahn, it is the home of two of the high elven spires, as well as several villages of wood elves. The two spires are the spires of the Wood and the spire of the Sky, While the wood elven villages include Woodale and Oaken Falls.
The forest is constantly a pleasantly cool temperature and it is home to many wild animals such as bears, wolves, squirrels, and small birds. A race of humans with fox traits known as the Kitsune also live here, however they are a very nomadic tribal people who rarely stay in this place for long. Some people even suspect they live mostly in the Faewilds beyond the material plane.

 
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Looks neat! So basically you use classic RPG themes like dwarves, orcs and elves, but create your own recipe from them? The Underdark is interesting. I imagine it must have led to a lot of tales and precautions among the surface races?
 

Oddball_

Magical Senpai and god of the closet.
866
Posts
9
Years
Looks neat! So basically you use classic RPG themes like dwarves, orcs and elves, but create your own recipe from them? The Underdark is interesting. I imagine it must have led to a lot of tales and precautions among the surface races?

Most everything is from the Dungeons and Dragons universe, luckily a universe which is built for worldbuilding haha, however things like the Islander Orcs and Goliaths was my idea because I wanted something a little different. The elven spires too, while not completely original were something I felt like adding in because I liked the idea.

The underdark is one of my favorite places in DND, its a place so dangerous that even seasoned adventurers don't explore there most of the time. So yeah, most surface dwellers would think of it with fear as I can only imagine the kinds of stories they hear from the few races that manage come (back) up. Its a hard knock life I suppose.
 

Oddball_

Magical Senpai and god of the closet.
866
Posts
9
Years


Races of Ahrahn: An index by Vaxallia Gemflower

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-Dwarves:
Dwelling in kingdoms of stone and iron dug into the sides of mountains and under the earth, Dwarves are a proud race who enjoy the simpler things in life. Fighting, Boozing, and Gold are just some of the things an average dwarf will enjoy through their day to day life. Often known as the short and stout men and women of the mountains, Rarely growing taller than five feet yet easily weighing over two hundred pounds. Dwarves are long lived and are known for being major grudge holders, and a slow trusting people. However they are very honorbound and as such once someone has earned their trust, they will defend them their life.

-Mountain:
Mountain dwarves are accustomed to living high in the mountains, defending their homes with armies trained to protect them from many strong beasties such as dragons looking to roost, rival dwarf clans, and much more. Mountain dwarves are generally more hardy and muscular than their non mountain kin.

-Hill:
Hill dwarves are hunters and fishermen. They still defend their keeps with the ferocity of mountain dwarves, but they are generally more friendly and willing to let outsiders set up shops within their keeps, something the other types of dwarves would never consider. They are known to hone their senses and be generally wiser due to their exposure to other cultures and their ways of life.


-Grey
Grey dwarves, Also known as Duregar, are a violent and strangely magical race of grey skinned dwarves whom make their home in keeps built in the underdark. They are known slavers and quite racist. However as they live in the underdark, that is more of a defense mechanism than an actual character flaw.

-Kitsune
Kitsune are a race of mostly human people with some slight fox traits, such as tails and ears. They are a nomadic people who live in tents and travel through the woods, hunting and gathering resources naturally found in the world. With illusionary magic running through their blood, (likely the remnants of whatever caused them to become part fox), they can easily tell what is an illusion and what is reality. They are smaller than humans, rarely ever reaching six feet in height or weighing more than one hundred and fifty pounds.
Despite having traits of different fox species based on where they live in the world, (Kitsune of Brendameth have white fur while Kitsune of Airalin have orange fur), Kitsune still maintain roughly the same lifestyle and culture.

-Elves:
Elves are the long lived descendants of the fae, impossibly beautiful, few people can even comprehend the charm and grace of an elf. They stand from five to six feet, and weigh from 100 to 145 pounds. They are a wild people often chaotic and unpredictable, enjoying both the fine arts and gladiatorial combat. Elves are very society based people, and while their societies vary greatly, this sense of community can be seen in all three subraces.

-High
High elven society is very people oriented. Living in grand spires named after portions of nature that scrape the very sky itself, most high elves rarely ever have to leave their cities. High elves like order more than their other kin, having a well thought out society that is well oiled and maintained.

-Wood
The Wood elves are a treetop dwelling people who enjoy hunting and farming. They like their simple lives and few ever go into a career path that requires them to leave their homes. They are a little more ruff and rugged than their counterparts, but they still show some refinement in their love of music.

-Dark
Drow are the purple skinned white haired natives of the underdark. Their society is highly focussed on their religion, focusing on the Spider Queen Lolth. As such their society is a Matriarchy, Women holding all of the power roles with the Men doing menial task such as cleaning and farming. This unjust system is kept in check by the Church of Lolth, who take much enjoyment in the punishment of anyone who disobeys their laws.

-Humans
Humans are of course, the fast growing and quick to learn staple of Ahrahn's ecosystem. They come in varied shapes and sizes, and their personalities are just as differing, however humans are often regarded as too power hungry for their own good. Many a wars have been started as humans have tried to expand into the territory of other races lands. The term, either my best friend or worst enemy is often used to describe humans.

-Dragonborn:
Dragonborn were born when a great dragon lay with a mortal in their humanoid form. They are humanoid dragons that stand between six to seven feet whose scales reflect that of their draconic ancestor. As with normal dragons, Dragonborn have two distinct cultures, The first belonging to those that worship Tiamat, the chromatic dragonborn, and those that worship Bahamut, the mettalic dragonborn.

Red = Sahqo
Blue = Bii
Green = Graag
White = Sot
Black = Ved
Bronze = Biin
Silver = Silon
Brass = Gosis
Gold = Yuvon
Copper = Mard


-Gnomes:
Happy go lucky tinkerers and mechanics, gnomes live in burrows beneath the earth and grow to around three to four feet tall and weigh around fourty feet. They are quite wise, and are known for being able to create clockwork mechanations that can do an assortment of things.

-Forest
Living in the forests, these gnomes are speedy and masters of illusions, often using them to flee and hide instead of fighting. They are friendly towards most people, however they view those of elven and fae blood as extremely trustworthy allies. They easily make friends with forrest animals. They normally have sun tanned skin and natural hair.

-Rock
Rock gnomes are the inventors of Ahrahn, they live practically live in their workshops, making tools and trinkets. Rock gnomes are by far the most common type of gnome, and can be told apart from their kin by their pale (almost grey) complexion and brightly coloured hair.

-Svirfneblin
The grey-brown skinned deep gnomes are known as the master miners of the underdark. Rarely standing above even three feet, yet often weighing over one hundred pounds, they are often either chubby or muscular with little in between. male Svirfneblin are bald headed, however they can grow stiff beards or mustaches. Female Svirfneblin generally grow full heads of hair, however they tie it back in order to keep it out of their way while they work. Like their overworld counterparts, they are a mostly friendly people. However they have a bitter rivalry with the Duregar and the Drow.

-Halflings:
Standing around three feet tall and weighing forty to sixty pounds, halflings are known to be a hard working people, whose only wants in life are a happy family, a circle of friends, and a pleasant place to rest their heads. They are a practical people, who know what they need and won't ask for any more… without being willing to work for it of course.


-Tieflings:
With skin ranging from red to purple and a pair of horns jutting out from their head, and a thick tail jutting out from their rears. Their eyes are solid colors, lacking irises and generally coloured Silver, Gold, Black, White, or Red. Tieflings demonic ancestry is blatantly obvious to any who look upon them. They are often mistreated by the other races for their ancestry, and as such they have grown to have a mutual dislike of most other races. They prefer to live in small towns in the hottest regions possible (which is substantially higher due to their fire resistance) in order to avoid contact with the other races.


-Orcs:
Standing between six to seven and a half feet tall and weighing between 180 to 250 pounds on average, Orcs are by far one of the largest races in Ahrahn. They have greyish or greenish skin and are easily recognized by their small tusks that stick out of their mouths and many scars that litter their bodies. Scars are a sign of strength in Orc culture, and as such any well respected Orc will have easily over a hundred scars. Orcs are a tribal race who rarely stray from their home lands, however exiles have been known to start up their own tribes on the mainland and raid from other settlements, leading to the bad name that most of their kind gets.


-Aarakocra:
Aarakocra are a race of humanoid bird people. It is unknown how they came into existence, however every type of Aarakocra shares traits with their ordinary avian counterpart. Falcon Aarakocra are extremely fast fliers, while eagles have near perfect vision. Penguin Aarakocra are resistant to ice, and while they can't fly, they are extremely good swimmers.

-Goliaths:
Surpassing even Orcs, Goliaths stand at a massive seven to eight feet high and weigh from 280-340 pounds. They are mounds of muscle, naturally athletic and well built to boot. Born high on the mountain peaks of the islands of Wilac, Goliaths are content with cold climates and high altitudes.
Goliath culture is one of constantly attempting to break their own records, and those set by others. They have shorter life spans, relative to those of humans, however few Goliaths ever actually reach old ages as the more often get themselves killed while trying to outdo their own accomplishments or perform impossible feats.

-Genasi:
Born when a mortal and a Genie from the elemental planes.. Mingle… A Genasi has a natural affinity for one of the four elemental planes, despite being a native of the material plane. Genasi retain most the physical aspects of their mortal parent, however they have skin and hair reflecting their supernatural one.
Genasi also inherit some of their parental genie magic, which enables them to have a natural air of luck. This is perhaps the only gift they ever receive from their supernatural parent as Genie rarely ever have contact with their mortal children as they view them as nothing other than 'mistakes' and 'accidents'

-Fire
Hot headed is ironically accurate for a Fire Genasi. They have red, brown, or black skin. The more humanoid have fiery red strands for hair, while less humanoid might have actual fire spouting from their heads. They have an aura of pure heat that emanates from their bodies. They have a constant faint odor of brimstone.

-Earth
Earth Genasi are all unique in their own ways, Some have a constant aura of dirt and mud surrounding them, while some are smooth and clean as gemstones. They have skin and eyes that are generally deep brown or black, however they may have metallic colours to their skin, or maybe a thin crystalline layer. They have the strength of the earth and have the ability to camouflage themselves with the stones of which they are kin.

-Water
A very independent people, some might even call them selfish, however Water Genasi are just a very self oriented people. Most Water Genasi have a constant appearance of having recently bathed, wet strands of hair and beads of water constantly dripping from their bodies. They smell of fresh rain and clean water, and have blue or green skin. Their hair can occasionally free float as if underwater and can appear in natural colours but may occasionally take on the tones of coral or seaweed. They are able to breathe and move underwater as if on land, and they can freely manipulate water.

-Air
Air Genasi have light blue colored hair and skin, and they have a natural affinity for… well air. Around them is a constant faint breeze, causing their clothes to flow in the air around them. They have the ability to hold their breath indefinitely, they can also seemingly defy gravity at times. They have mood swings that can change as rapidly as the weather. However they are very friendly and keen for attention, often working as performers.


 
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