The World Atlas
Three realms.One inheritance.
The campaign crosses an ocean and a cosmology. Each realm has its own laws of power, its own pantheon of remembered beings, and its own way of judging the hero who arrives.
I
The Savannah Kingdoms
Stone, bronze, and the weight of a thousand dynasties.
From the gold roads of the Sahel to the carved citadels of the south, the continent is a living map of power. Kings bargain with river gods, griots carry histories that can wound, and every border is drawn in blood and blessed iron.
The courts that negotiated with gods
Power in the Savannah is procedural and public: a king is only a king while the ancestors agree. Every campaign opens in a court where the real battle is already underway — in gift, in marriage, in the ordering of who may speak first.
Signature beings
Mokele-mbembe · Nandi Bear · Adze
II
The Island of Spirits
Where the dead do not leave, and the forest remembers.
The highlands breathe. Ancestors walk beside their descendants, thresholds are guarded by oath and offering, and the deep forest keeps creatures that were never meant to be named. Here, respect is a weapon and forgetting is a death sentence.
Where forgetting is a death sentence
The Island is governed by continuity. Ancestors are consulted before harvests, journeys and wars; a stranger who honours the threshold is protected, and one who does not is not merely killed — they are unmade from memory.
Signature beings
Kirimbi · Jengu
III
The Dreaming Lands
The land was sung before it was seen.
Creation is not a memory here — it is a law still being written. Songlines cross the red earth like veins of light, the Rainbow Serpent coils through the sky, and to walk the country wrongly is to break the world itself.
A law still being sung into being
Creation is not history in the Dreaming Lands — it is administration. Songlines are roads, titles and weapons at once, and the player's first real lesson is that some ground may only be crossed with permission.
Signature beings
The Rainbow Serpent
The crossing begins
Choose where your legend starts.
Culture, weapon and relic shape how each realm receives you. Build the hero first — then step through.