Within the realm of Sloane, the convergence of nature and technology paints a tapestry of breathtaking beauty. Amongst its vast landscapes, arcane crystals of innate power glisten, whispering tales of untapped magic. Four living biospheres grace Sloane’s embrace: The Gathering Storm, The Wandering Hills, The Burned, and The Heartwood. Yet, beyond its idyllic facade, Sloane bears the scars of cataclysm and the triumphs of heroic souls.

 

Home Plane to…

It is generally accepted by historians and scholars that Sloane has had six different ages and it is currently in the seventh age, though this is only thought to be because there are no surviving records from earlier than 7.5k years ago. Each age has lasted roughly 1k-1.5k years, always marked by a cataclysm that wipes out a large chunk of its inhabitants. This cycle is perpetuated because it is believed that the world is, in fact, a living and sentient being. From what can be gleaned from records of previous ages, scarce as they are, all of the cataclysms have been brought on by an imbalance between the world and its inhabitants. The most recent cataclysm was staved off by several groups of people not fifty years earlier than the present day. 

Throughout the world, one will see patches or bunches of pure white natural structures. Whether they are pillars of salt, swatches of tall grass, clusters of trees, or juts of stone and ice; these natural structures are suspected to be natural soft spots in the world. Upon a full moon, whether it be Alea, Ethillon, or Inziri, these structures will open portals to different areas of this world. It is thought to be random where you are taken, however on the rare occurrence that multiple moons are in their full stages, the ability to choose the destination of the portal is thought to happen.

The Heartwood is a gargantuan tree in the midst of a massive forest. All of the forest’s flora is connected to the Heartwood’s root system. Legend has it that each age the Heartwood chooses an Arbiter that both speaks for and protects the whole of the forest sanctuary. Ancient ruins scatter the landscape and in the north are two major cities: Nymora, (mainly Tabaxi), and Invenas, (mainly wood elves). This area’s western borders consist of a large mountain range known as the Shattered Range. There are legends that within the heart of this range the essence of the world lies.

The Gathering Storm is a vast swath of evergreen forests, grasslands, and coastlines with a mountainous western border, known as the Barrier Range. Within this range lies many of the Goliath tribes. Its coasts are lined with tall cliff faces, save for the lower peninsula where Brinecrest is located. It is said that there is an ancient being that lives off of the northeastern shores, constantly stirring the waves around it and causing an almost continuous series of storms to bombard the coastline. There are 3 major cities: Stargrave, (mostly Aasimar/Tiefling), Fosheim, (mostly Human), and Brinecrest, (mostly Gnome).

The Burned is a stretch of land that is surrounded by mountains and tundra, its western border consists of the Wandering Range and its eastern border the Barrier Range. Its southern stretches are vast grasslands of red, yellow, and orange tall reed grass. When the winds from the north cut down through the plains the combination of the sheer size of the area and the brittle grass gives it the appearance and sound of being ablaze. There is one city on the upper plateau: Zur Algud, (mainly Dragonborn and Dragon). The dragons are of three: Gem, Chromatic, and Metallic. They tend to follow what is their goals and not the goals of color. Chromatics tend to be chaotic, but here they can be good.

The Wandering Hills is the majority of the western side of Sloane. It encompasses mainly massive mountain ranges, (The Wandering Range and The Shattered Range), low-altitude deserts, and desolate islands. This region has its name due to the fact that throughout history these mountain ranges have moved and continue to do so. There are 3 major cities in this region: Narmwhor, (mostly Dwarf), Datsoll, (mostly Unillum/Orc/Half-orc), and Tradeshore, (mostly Tiefling). The Wandering Range also consists of many different Orc and Half-orc communities as well as several different varieties of Giant.

It is said that the Arbiters have abilities close to that of a lesser deity, though they do not leave the domain of the Heartwood. Every root, leaf, and creature that lives within the Heartwood is connected to them. The tree itself is a living city that is reshaped each age to the will of the Arbiter. Imbued with a piece of the tree, whoever becomes the Arbiter of their particular age is given prolonged life and vitality. Almost exclusively chosen from obscurity, the Arbiter is chosen through their life experiences and how they’ve overcome them. These tend to be somewhat tragic stories in the beginning but manage to shift into a brighter early life, filled with love and compassion. Though the Arbiter is generally known as the protector of the Heartwood and its inhabitants, each one has championed a particular facet of this charge. Kind and Benevolent in most circumstances, The Arbiters never shy away from conflict if it is impending. This has ensured that through the ages, the Heartwood has remained almost unchanged from the beginning.

  • Nasir Beilynn (Eladrin) “The Pure”
  • Iltund (Moonstone Dragonborn) “The Seer of the Stars”
  • Homdy (Rock Gnome) “The Mender”
  • Sord (Half-Orc) “The Just”
  • Juno Gold (Half-Elf) “The Protector”
  • Tuz’gan (Tiefling) “The Magi of Virtue”
  • Amina (Unillum) “The Ascended”

The Swift Hummingbird

A sleek airship, build for speed and stealth.

The skyship commanded by Cordelle and her resourceful crew of gnomes and goblins is an exquisite masterpiece of engineering, combining the finest elements of wood and metal into a long and sleek vessel. Magnificently crafted, this airship soars through the skies, guided by the power of arcane crystals that both suspend it aloft and propel it forward. Designed with agility and swiftness in mind, it is perfectly suited for evading pursuers and traversing even the most treacherous skies. 

 

Captain Cordelle

Cordell 

Sprik 

Trina 

Dez 

 Yegee 

Pana

Captain

(First Mate)

(Pilot)  

(Bowsin)

(Gunner) 

(Surgeon/Medic) 

 

(Verden)

(Goblin)

(Gnome)

(Goblin)

(Gnome)

(Gnome) 

Founded by five Tabaxi siblings as a vertical city and open bastion of trade, cuisine, and family.

The Vineyard

For countless decades, the children of Nymora had vanished without a trace, and despite persistent efforts to uncover their fate, progress had been frustratingly elusive. However, a recent breakthrough occurred, shrouded in some uncertainty, as an explosion sent shockwaves through the Vitalis Manor on the town’s outskirts. This unexpected event unveiled the existence of an extensive subterranean labyrinth of tunnels and chambers. Within its depths lay not only the long-sought answers to the mystery of the missing children but also a disturbing link to the encroaching blight that threatened the farmlands surrounding the city.

Shrine to Xidea, the Tabaxi Goddess of Death.

An entrance to The Vineyard is hidden among the many different shrines.

The oldest Elven city on Sloane, built in sections that represent each age it has survived.

Web of Fate

In the heart of the mystical Elven city of Invenas, a malevolent cult devoted to the enigmatic Spider God wove its sinister web, entwining itself in the very roots of the Heartwood. For decades, they reigned with terror, relentlessly hunting down and persecuting magic users of specific arcane disciplines. These shadowy devotees imposed their arachnid-infused dogma upon the once-thriving city, casting a long and haunting darkness. The plight of Invenas finally saw a glimmer of hope when the tenacious vigilante group known as Collateral Damage rose to the challenge, ultimately unmasking and defeating the cult, freeing the city from its nightmarish grip and returning it to its rightful inhabitants.

The Web of Fate

The elven city of Invenas, in the Heartwood region, was overtaken by a cult known at the Web of Fate.

Villians of Invenas: Web of Fate

An ancient city built by Dragons and their kin after centuries of war with the Great Wyrms of antiquity.

Sibling Rivalry

The eternal struggle between sibling Dragon Gods, Bahamut and Tiamat, has deeply influenced the world. As Bahamut’s chosen champion, Galahad senses a connection between the recent Blue Dragon attack on their party and the enigmatic Zur Algud city. There seems to be a strong possibility that these actions are being undertaken by a splinter faction devoted to Tiamat.

Woship

While Tiamat isn’t inherently evil, her hedonistic nature lures some into their darker appetites.

An ancient city built by Dragons and their kin after centuries of war with the Great Wyrms of antiquity.

Sibling Rivalry

The eternal struggle between sibling Dragon Gods, Bahamut and Tiamat, has deeply influenced the world. As Bahamut’s chosen champion, Galahad senses a connection between the recent Blue Dragon attack on their party and the enigmatic Zur Algud city. There seems to be a strong possibility that these actions are being undertaken by a splinter faction devoted to Tiamat.

Woship

While Tiamat isn’t inherently evil, her hedonistic nature lures some into their darker appetites.