Welcome to an age of adventure!

This is the land of Alm. Here, humans have only recently arrived after serving as a slave race on the nearby continent of Parosea. Led by their “awakened” guides and with the aid of their allies, the stoic equitarn, humans have managed to win a place amongst the ancient races who rule Alm—but not without generating their own conflicts.

In the absence of other organised religions, the zealous Church of the White Staff has arisen, claiming unique revelations and damning "heretic" magic users. The neighbouring kingdom of Kalyvas is cautious and methodical, refining swords and soldiers into machines of war, while the smaller nation of Tenebrae has turned to dark alliances to fend off their powerful neighbours. The city-state of Independence serves as a neutral trade hub where warring kingdoms come to bargain and barter, while the Rogue Isles are a haven for lawbreakers of all stripes.

All around, the gnolls of Beasthome provide an ever-present threat, always eager to prove their strength and win back territory. The mottled kingdom of Brandeis controls much of the mainland, mighty and proud, and dogged by those who await their misstep. The eladrin of Calanshae present the appearance of allies, but their courtly games have only their own best interests at heart.

From the deserts of Ashar, the jovial abilen align themselves with humans, developing vast trade networks in all civilised lands. The forests of Deepwood reach into the feywild, traversed by clever elves and their strange cousins, while the jungles of Kaath are home to the roguish wu-kan. Jotun fey-trolls walk their solitary paths through every secret wilderness, while the regal soratami remain aloof and unchanging on their isolated island home.

All about, the relics of the past are a reminder of ideas and inventions long-forgotten. Deep below the earth, industrious kobolds explore deep caverns in search of Aethyr artefacts, crafting bizarre gadgets of metal and magic; beneath Independence, the mysterious felbraug instead seek to unravel the secrets of their own souls. And above, airships scour the skyline for the lifeblood that drives these impossible machines: Escarnum.

Skies of Escarnum is a contemporary fantasy setting with a lighthearted, age-of-adventure atmosphere and pulp themes. It takes a bold, stylised approach to storytelling, emphasising fun and cinematics over realism.

Ideally, Escarnum attempts to blend fondly-held themes and tropes from two particular styles:

What Escarnum isn’t, is another pseudo-historical European fantasy realm, where men are men (as long as they are straight, white, cisgender men), women are princesses, and everybody in between need not apply. We already have plenty of traditional high-fantasy settings, so Escarnum’s flavour is much more contemporary, inspired more by animation, superheroes and video games than sprawling fantasy epics.

More than anything, Escarnum aims to be welcoming—to combine the inclusiveness of the best modern and independent genre fiction with the robust mechanical system of 4th Edition D&D. If you feel like there’s never been a place for you in other D&D settings, we want to make a place for you here!