u/ArchivistOfTerrae

Image 1 — [OC] Which Region Would You Explore in This Oriental Fantasy D&D Setting? (Terrae™)
Image 2 — [OC] Which Region Would You Explore in This Oriental Fantasy D&D Setting? (Terrae™)

[OC] Which Region Would You Explore in This Oriental Fantasy D&D Setting? (Terrae™)

Kaleshi is one of the main continents of my homebrew D&D 5e setting, Terrae.

Inspired by the Levant, Middle East, and Central Asia, Kaleshi is a continent of ancient empires, rising powers, colonial ambitions, endless raids, forgotten lore, and old trade routes crossing deserts and mountains.

Here is a brief overview of its major regions:

Empire of Bordomir: A rising power advised by an ancient black dragon disguised within the imperial court. Expansion, occult knowledge, and political manipulation fuel the empire’s ambitions across Kaleshi.

Albionese Colonies of Kaleshi: Trade colonies established by the Empire of Albion to secure commerce and influence in the East. Though profitable, these settlements are constantly threatened by revolts, political tensions, and foreign powers.

Argosian Colonies of Kaleshi: Territories conquered by Argos under the pretext of “protecting” local populations from Bordomir’s expansion. In reality, they are also strategic footholds in the continent’s growing power struggle.

Golden Steppes: Vast open lands connecting the continents of Hyperios and Jaelung, inhabited by ogre raiders, fortified human kingdoms, nomadic gnoll and orc warbands, and arcane cities standing alone in endless grasslands.

Mysterious Lands of Madishân: An ancient and fragmented land where many believe some of the oldest secrets of Terrae still sleep beneath dense forests, forgotten cities, sacred rivers, or mountain monasteries isolated above the clouds.

Kingdom of Namthar: One of the oldest human kingdoms in Terrae, known for its wealth and for once exploiting an ancient gold dragon to bring riches and prosperity to the region.

Which territory would you want to explore first?

Feedback and questions are more than welcome!

u/ArchivistOfTerrae — 2 days ago

[OC] Which Region Would You Explore in This Dark Fantasy D&D Setting? (Terrae™)

Hyperios is one of the main continents of my homebrew D&D 5e setting, Terrae.

Inspired by medieval Europe and dark fantasy, Hyperios is a land of ancient rivalries, fallen empires, cursed kingdoms, colonial ambitions, and endless war.

Here is a brief overview of its major regions:

Empire of Albion: A powerful multi-racial colonial empire driven by conquest, trade, and naval supremacy. Albion seeks to expand its influence across the world while its kingdoms compete for prestige, wealth, and political power.

Kingdom of Argos: A proud chivalric realm shaped by knightly orders, noble rivalries, and questionable traditions. Though united under one crown, its duchies constantly struggle for influence.

Northern Lands of Carelia: A frozen wilderness haunted by undead hordes, monstrous creatures, ancient dragons, and eternal winter. Few survive long beyond its isolated strongholds and scattered villages.

Chaotic Lands of Druzia: A lawless land of greedy mercenaries, bloodthirsty warlords, mad magocrats, infected swamps, and brutal survival where no true authority endures for long.

Kingdom of Falenor: A fallen remnant of a once-glorious elven empire, now trapped between political decline, foreign invasions, and the fading memory of its imperial greatness.

Confederation of Gothica: A rugged coalition of hardened chiefdoms forged long ago in resistance against the ancient Elven Empire. Fog-covered marshes, dark elves enclaves, haunted forests, and fortified settlements define these harsh lands.

Kingdom of Kalor: A proud southern elven kingdom known for navigation, commerce, noble houses, and its constant wars against the southern powers of M’Baï.

Heroic Lands of Midgard: A harsh northern realm of vikings, frost giants, dwarves, gnoll raiders, and wandering clans living beneath the frozen skies.

Kingdom of Radomir: A grim frontier kingdom constantly threatened by undead invasions, raiders, monsters, and internal political tensions.

Kingdom of Silmenor: The last true remnant of a once-mighty elven empire whose catastrophic magical collapse shattered an entire age of history.

Kingdom of Sylvania: A dark vampire kingdom where humans are treated as cattle, noble houses scheme endlessly for power, and monsters stalk the eternal night.

League of Thassalia: A confederation of rival city-states, each specializing in warfare, trade, agriculture, philosophy, or knowledge, united more by necessity than trust.

Which territory would you want to explore first?

Feedback and questions are more than welcome!

u/ArchivistOfTerrae — 3 days ago
▲ 15 r/DnDHomebrew+1 crossposts

[OC] I Created a Republican City-State Inspired by Western France, focused on Trade, Magic, and Political Intrigue for My D&D Setting: Terrae™.

I built a republic city-state focused on trade, magitech, and political tension for my D&D setting called Terrae™.

I’ve been developing a world for my D&D campaigns, and one of the regions I worked on is the City-State of Nauticus.

It’s a riverside republic built around commerce, arcane industry, and civic ideals, with darker ambitions hidden beneath the surface. Recently independent from the Kingdom of Argos, Nauticus now stands as a sovereign city-state at the crossroads of major trade routes throughout Hyperios.

Nauticus is known for its innovation, wealth, and republican system, but beneath its polished image, tensions run deep. Merchant guilds compete for influence, political factions fight to shape the republic’s future, and a growing divide separates the wealthy elite from the working population that sustains the city.

I’m curious:
Would you run or play in a city like this?
What kind of adventures would you imagine in a place like Nauticus?
What region of Hyperios (or elsewhere in Terrae™) would you like to see next?

u/ArchivistOfTerrae — 5 days ago
▲ 41 r/UnearthedArcana+1 crossposts

[OC] Expanded Armor & Weapons System V3 for D&D 5e | Terrae™

Hey everyone!

After a lot of feedback, discussions, and balancing adjustments from the community, I’ve just finished Version 3 of my expanded Armor & Weapons system for D&D 5e, developed for my homebrew setting Terrae™.

This system aims to provide multiple viable equipment paths instead of a single universally optimal setup for everyone.

The goal is not realism at all costs, but rather to create equipment choices that actually matter during character creation and gameplay, while still remaining compatible with core 5e rules.

Features:

- Expanded weapon list

- Expanded armor and shield list

- New weapon properties

- Damage-type-based critical hit effects

New in Version 3:

- Major armor rebalance based on community feedback

- Clearer distinction between armor categories

- Reworked tower shield mechanics and restrictions

- Updated weapon names and identities

A huge thank you to everyone who commented on Versions 1 and 2. A large part of V3 exists thanks to community feedback 😄

u/ArchivistOfTerrae — 8 days ago
▲ 79 r/UnearthedArcana+1 crossposts

[OC] Expanded Armor & Weapons System V2 for D&D 5e

Hey everyone!

I just finished Version 2 of my expanded Armor & Weapons system for D&D 5e, developed for my homebrew setting Terrae™, and wanted to share it with the community for feedback and balancing ideas.

This project started as a way to make martial combat feel more tactical and flavorful without completely rewriting 5e’s core mechanics.

Features

  • Expanded weapon list
  • Expanded armor list
  • New weapon properties
  • Revised shield mechanics
  • Revised Strength prerequisites for armors
  • Damage-type-based critical hit mechanics
u/ArchivistOfTerrae — 10 days ago

Système d'armes étendu de Terrae™ (création maison)

Je travaille sur un système d'armes enrichi pour le Manuel des Joueurs de Terrae™, mon univers de D&D 5e maison.

J'ai toujours trouvé que beaucoup d'armes de la 5e édition manquaient d'identité. Dans la version de base, de nombreuses armes sont mécaniquement très similaires. Une glaive, une hallebarde, une épée longue ou une hache de guerre peuvent sembler interchangeables, et les joueurs choisissent souvent simplement le meilleur dé de dégâts ou la meilleure allonge.

J'ai donc commencé à développer un système d'équipement alternatif visant à donner plus d'identité aux armes.

Le système comprend :

  • un choix plus étendu d'armes
  • de nouvelles propriétés pour les armes
  • des effets de coup critique basés sur le type de dégâts

L'objectif n'est pas de complexifier inutilement les combats, mais de rendre les choix d'équipement plus significatifs et immersifs. J'aimerais beaucoup avoir vos retours sur le système.

N'hésitez pas à utiliser ou adapter les idées pour vos propres jeux.

u/ArchivistOfTerrae — 13 days ago

Expanded Weapons & Armor System of Terrae™ (D&D 5e Homebrew)

I’ve been working on an expanded weapon and armor system for the Player Handbook of Terrae™, my homebrew D&D 5e setting.

I always felt many weapons in 5e lacked identity. In vanilla 5e, a lot of weapons are mechanically very close to each other. A glaive, halberd, longsword, or battleaxe can end up feeling interchangeable, and players often just pick the best damage die or reach option.

So I started building an alternative equipment system focused on giving weapons and armor more identity.

The system includes:

  • expanded weapon, armor, and shield options
  • new weapon properties
  • different shield types
  • critical hit effects based on damage type

The goal is not to make combat overly complicated, but to make equipment choices feel more meaningful and flavorful.

I’d love to get feedback on the system.
And feel free to use or adapt any ideas for your own games.

u/ArchivistOfTerrae — 14 days ago