Draquerth, The Lonely Earth Wiki

 Welcome to the 

This is a new Homebrew Campaign Setting for DnD!

Western Empire is the Military main force of the world and wants to take over the whole continent. They research war machines, through the combination of magic and science. The Warforged is made only in the Empire. Each Soldier has a military rank and division. Social standing is depended on rank. "Only a rule under one can prevent another disaster"

Aim: Advance further West to unite all countries through force. Rule over the continent as a dictatorship to prevent further conflicts and disasters.

-> Starting Here:

- A Party that starts in the Empire could be a division in the military and -depending on the division- be tasked with different missions. The goal could be to increase the rank of each character and fight in wars with other countries.

- A Party could also try to escape the empire and find peace in another country. The main missions here could be to navigate through the Beastlands or the Hazardous Area, as well as get out of the Empire first.

- A Party could also be part of a spy group for a western country, gather intel, and report.

Capital City: Chando - Capital

Stereotype: Military, with a mix of Cyberpunk + Avatar (Fire Nation), Russian setting

United Tribes are wary of the disaster and want to learn from history and not repeat it. Due to more global diplomatic relations, they were forced to unite and strive for technological advancement to keep the other nations in check. They do not believe in the power of numbers but rather of single strong individuals and advanced (magical) technology to help prevent future conflicts. The country itself is isolated from the mainland and houses unique monsters and vegetation.

Aim: Rule the continent diplomatically through superior technology to prevent another war or disaster.

-> Starting Here:

- A Party that starts here could work diplomatically to forge alliances inside the tribes and with outside countries

- A Party starting here could be pirates who only work for themselves and target trading ships between the tribes and the Legary Kingdom

- A Party starting here could try to form their own tribe or take over an existing one

Capital City: [Allana - Capital]

Stereotype: Dinosaurs, Tribes, Tropical Island setting

Legary Kingdom Specialised in trade and commerce and the only ones able to trade with the United Tribes. Therefore they are the glue that holds the eastern empires together against the west and keeps a steady flow of information going. The region itself is very baren. Goods are mainly acquired through the Beastlands and trading with the United Tribes and the other eastern countries.

Aim: Making Money ("business as usual" - even after the Mapocalypse)

-> Starting Here:

- A Party starting here could be part of the adventurers guild (name will be changed later^^). Going around doing quests, increase their strength, rank, and money. And do whatever they desire. (Could also be pirates^^)

- A Party Starting here could be part of the merchant guild, wanting to open their own shops or franchises. Maybe want to bring newspapers to the world again.

Capital City: [Vincay - Capital]

Stereotype: Desert, Arabic Setting

Zawyth Empire is the Dwarfen Empire, which focuses on the combination of science and magic to advance. An isolationistic empire that keeps mostly to itself (on a country-wide scale. Visitors and Tourists are very welcome and encouraged!). Their capital is underground. Enthusiastic cooks and chefs. They have the most advanced cookware and research the reinstallation of the Internet via magic.

Aim: Staying mostly alone and out of conflict (i.e. Neutral). Provide the world with technology and equipment and resources that prevent enemies from wanting to mess with them.

-> Starting Here:

- A Party starting here could open their restaurant, research unique cook utensils and become famous throughout the world

- A Party starting here could be explorers, which explore the many underground passages and caves.

- A Party here could also be part of the Adventurers Guild (name to be changed^^)

Capital City: [Vengria - Capital]

Stereotype: Dwarfen, Mountain, Steampunk Setting

Emesca Empire which builds on the concept of information. A capital build on the ruins of the old civilization, they managed to uncover some former spyware and used it to secure their current position on the world map. They also house the Headquarters of the Adventurers Guild. They are the smallest country on the map

Aim: Use Information to secure their existence, explore the Beastlands to expand inside, and get unique objects only found inside the Beastlands.

-> Starting Here:

- A Party starting here could be part of the Adventurers Guild

- A Party starting here could be spies anywhere in the world

- A Party starting here could work for the Adventurer Guild Headquarters

Capital City: [Bajak - Capital]

Stereotype: Asian / Japanese Setting

Magic Since the multiverses merged, all living things are born with a so-called "Magic Source". This source is needed to use magic. There are different levels a source can have. These levels are defined as ranks, starting from F-SSS. SSS is the strongest currently defined source. A user's source defines the power of his spells, what level of magic can be used, and possible affinities. There are currently 3 knows ways to use magic.

- Black Magic (through the use of otherworldly beings known under the category of Demons (i.e. demons, devils, aberrations,...))

- Devine Magic ( (through the use of otherworldly beings known under the category of Celestials (i.e. angels,...))) - Spirit Magic (through the use of otherworldly beings known under the category of Spirits (i.e. spirits, elementals,...))

- Chaos Magic (Magic that cannot be categorized in one of the three other ways is defined Chaos Magic (i.e. Manipulation of Gravity or Time))

-> Example: Fire Ball is a Spiritual Spell. A Ball of fire is created by connecting to the so-called "Source of Fire". Which can be explained as a "Fire Elemental God". Most people have an affinity to a certain kind of "Source".

Skills describe enhanced senses through the use (passive or active) or with the help of magic. There are currently three known ways to obtain skills:

- Training (i.e. use exp)

- Magic (i.e. curse or bless)

- Inheritance (i.e. through the absorption or connection with magic sources)

->Example: The Feat (Skill) "Sharpshooter" enhances the users' physical abilities, primarily the eyes to make it easier to hit vital points of the opponents body.

A List of Homebrew Rules can be found here: Homebrew Rules

Character Creation Help is available here: Character Creation

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