The kingdoms, cities, islands, and wild places of the Sundered Realm. Choose a region to explore its lore, settlements, and adventure hooks.

The great cities of the World of Asphodel
The Central Continent
10 nations from the Alabastrian Empire to the Nomad Plains. Feudal monarchies, merchant republics, and arcane territories.
The Southern Desert
14 regions including the Burning Sands, Necropolis of Endless Sands, Kingdom of Sandharbor, and the Solari Archipelago.
The Dark Continent
16 regions from the Spire of Night to the Luminous Reef. Wild, untamed, and home to ancient powers.

Shattered Coast
The last true stronghold of the civilized world, a vertical city carved into black volcanic cliffs above the Abyssal Strait. Nine districts, noble houses, and the Cathedral of Radiance.

The Sapphire Sea
A feudal island-realm ruled by High King Aldric the Just, where chivalry and the Solaran faith shape law and culture. Home to the Dawnguard and the sacred Radiant Codex.

Ironhold Mountains
A sprawling dwarven civilization across two mountain ranges — where forge-fire never dies and the deep halls echo with hammers. Ruled by King Barim Ironshield from the citadel of Ironhold.

The Great Greenwood
The Sylvan Kingdom — a secluded elven realm deep in the ancient forests of Morgath, governed by Archdruid Elion Galewind. Druidic magic, living treehouse cities, and elite Forest Sentinels.

Above Eastern Morgath
A constellation of floating islands drifting among the clouds, home to the Zephyrai — keepers of divine law and masters of the endless sky. Governed by the five Great Judges in the name of fallen god Anachron.

Eastern Archipelago
A volcanic island of dense jungles, ancient Solaran ruins, and a dark history of chains and gold. Home to Port Aureveil and the World-Sunk City of Karkûl-Vesh.

Esharan Coast
A fully realized pirate haven with districts, factions, encounter tables, and campaign arcs. Where cutthroat politics and black-market trade rule the waves.

Southwest of Eshara
Six islands steeped in honor, martial prowess, and ancient traditions. Three warring kingdoms — Kagemura, Sserakai, and Gogath — battle for dominance across volcanic forges, sacred groves, and storm-wracked seas.

Where the frontier ends and the wild begins
Settlements and outposts in the Fort Valiance frontier
Eastern gateway port
Blight frontier village
Smelting town
River trading post
Dwarven mountain hold
Crater lake settlement
Northern sentinel post
Terrace farming village
Cliff-side tidal village
Rival port city

The frontier stretches onward, full of promise and peril
De facto capital of the Federation — the largest harbour, home to the Grand Merchantile and the floating Parliament Barges.
The Druid Isle — misty highlands, Flamekeepers, Bardic Councils, and druidic traditions older than the Sundering.
A treasure-laden crypt of a forgotten pirate king, trapped and guarded by constructs of gold and bone.
Five tribal peoples united by the Solari Trine philosophy. Ancient temples stir beneath volcanic islands.