I. The Known Lands
The Arcordian World
Arcordia is not a single kingdom but a web of old roads, fallen realms, sea lanes, distant colonies, and half-remembered passages between worlds. Civilization survives in islands of torchlight. Beyond them lie ruins older than recorded history.
II. Beyond the Last Beacon
The Frontiers
The farther one travels from established trade routes, the less reliable the maps become. Ports drift. Roads disappear. Entire settlements are known only through the testimony of merchants, mercenaries, and survivors.
III. Banners in the Dark
Factions
Merchant houses, dwarven holds, pirate flotillas, knightly orders, secret societies, alien enclaves, and forgotten priesthoods compete for influence. Most alliances are temporary. Every banner carries an older grievance.
IV. Gazetteer
Places of Note
This is the natural home for entries such as Northwind Station, strange ports, ancient fortresses, spelljamming docks, kingdoms, wilderness regions, and legendary dungeon sites.
V. Things Best Left Buried
Relics & Mysteries
Not every artifact was made to be owned. Some are keys, some are prisons, and some are the last surviving pieces of civilizations whose names have been erased.