This is a unique world with its own structure. The planes are configured differently, although they are still compatible with D20 fantasy games such as D&D and pathfinder - spells and other abilities still work in the way you expect. It is just the underlying principles that change. There are also unique rules that control how the gods and pantheons work - again on the surface everything is pretty much the same - but there is a bit more structure behind things.
These are the rules that underpin the game world - most of them deal with structural things, and players don't need to know how they work. Come to that GMs don't really need to know how they work either :) Although it might prove useful to know.
This section will deal with things that cover Terre , the world where the game is set. such as races and deities.
The first playing area is set in the Hann Empire which is based on many of the fantasy settings I have ever built. Some go back to the 1980 with D&D 1st ed, while other elements derive from things I have written for PF 1 campaigns - all wrapped up in a single map area.
The Hann Empire - an overview.
At the top is the classic mountains inhabited by Barbarians which, in this case, includes all sorts of humanoid tribes. Across the middle is the Hann Empire, made up of the various game settings that I have designed over the years. Most of them have been part of the setting for games that I have run. A couple have arisen from world building exercises, either as part of a team with other people, or just to keep me amused. To the south is Sakhar, which is based on a TSR setting I used for a game years ago. It overflowed into the Far Coast game setting, so it needed to stay. Further south are the Southern Seas, which are part of the Zakharan setting. Off to the east it is jungles and then the Orient, which is relevant to the history of Porters Bar.
History of the Region
deities across the Empire
Politics of Empire
Regions of the Empire
These are the area that surround the Hann Empire. They are seen as 'less civilised' and places when Hannites should be wary. Some are down-right dangerous. These are intended to be bases and sites for adventures.
Sakar The dangerous lands to the south of the Hann sea. It is infested with slavers and pirates - among other dangers.