All right, here's the world setting (high res map; probably best to download a copy if you want to see the details):
A rough description of the major lands follows:
The Wandering Archipelago: The remnants of a continent that was destroyed in a great cataclysm thousands of years ago.The islands now literally float around the ocean, buoyed up by the remains of the magic that ÔÇ£createdÔÇØ them in the first place. As the magic wanes over time, some of the outer islands occasionally sink or run aground revealing the strange undersea worlds that have formed on the undersides of the isles.
The islands form two primary bands: the outermost ÔÇ£Drifting IslesÔÇØ are prone to unusual events, but are still relatively normal while the innermost ÔÇ£Lost IslesÔÇØ are much stranger and more dangerous to casual visitors.
Because they are in constant motion and magical forces are somewhat tricky, travel to and between the islands is largely random. Most people who choose to live there tend to be pretty easy-going. The islands also attract all kinds of magic-workers, all keen to study the powers trapped in the isles, and a renowned University is situated in the Drifting Isles. Because the islands are mobile and weird, they tend to have rather descriptive names since no-one can ever be completely sure which name attaches to which isle. Even then, mistakes frequently happen.
Duskald: The western continent is the ancestral home of the Dwarves whose primary realm extends deep beneath the Dragonsback Ridge. Their coastal settlements enable trade with the rest of the world and produce other goods to supply the Kingdom of Hammarstrand. The inhospitable wildlands to the north are considered highly dangerous and are rarely travelled.
Wesmark: Contains numerous human / mixed-race settlements that mainly take advantage of the continent's bountiful coasts and mineral resources. The largest city is Seahaven which benefits from its highly defensible location, and because it is the easternmost non-mobile landmass which makes it a valuable trading port. Trade through the port is highly seasonal however, and depends on calm conditions to make the crossing through the Devil's Cauldron feasible. Conditions are largely temperate / cold. The southern wastes are permanently cold (tundra).
Estermark: A pleasant continent, Estermark's warm / temperate climate makes it a popular place for humans and halflings to settle, with fertile soils sustained by the many rivers. Creetown, Barrmouth, Salton Cove and Erinston are the major cities of the continent and are highly wealthy. Thieves, smugglers and politicking can be found in abundance here.
In the north, the twinned towns of North and South Kingswalk mark the ends of the "Long Bridge"; an ancient miracle of engineering crafted by dwarves, gnomes or wizards (depending on who you ask). The bridge forms a convenient link between Estermark and Caero, and still provides a trade route with the elvish town of Rhul.
Caero: The majority of this hot continent is covered by ancient forests, with the Gorgon's Head Swamp lying to the north. The vast swamp is a wild and dangerous place, filled with wild monsters, lizardfolk and whispers of dragons. It is also rumoured to contain the ruins of ancient, long-lost civilisations, that are (of course) brimming with treasure and undiscovered wealth.
Small communities of wood elves, druids and dragonborn still inhabit parts of the ancient forest, and it is rife with magic. Small enterprising groups have attempted to set up trading posts through the woods, and rely on the many waterways to move their cargo to the Highland settlements in the south and along the coast. Traders who risk travelling further into the woods typically return with bizarre tales of a sentient forest, strange creatures and fantastic treasures or fail to return at all.
The great high-elf cities of Caelthor and Maesmenor are found here, but little is known about them. All contact with the elves is conducted via emissaries who live and work in Rhul, and no recorded contact has been made between elves and other races for centuries.
--------------------------------------------
A relatively small pantheon of gods are worshipped throughout the world, though many (particularly on Caero) prefer to worship animal and elemental spirits directly.
If you guys do want to play something here you can choose any of the four major continents to start on. If you want to reach the archipelago, you'll need to do it in-game
