The Interminate Lands

475 ASC

Created by

A world of gunslingers, knights, lords, railguns, and drones, where scowling Paragon Knights in full plate ride on elevators with giggling secretaries, where giant, sentient suits of mechanised armor slice through attack helicopters with singing scythes. In other words, a veritable clusterf_k.

The Interminate Lands defy the boundaries of reality. It exists everywhere and nowhere, tethered to every moment and place yet unbound by any. Over countless generations, it has raised towering civilizations and forged thriving societies, only to face cycles of invasion, destruction and subjugation as newcomers arrive from other realities and universes, seeking refuge, resources or conquest.

Now, it is the year 475 ASC, 475 years since the Second Covenant formed the Confederation of Free Nations, and once more the world teeters on the brink.

Orginally started as a homebrew setting for my Ironsworn playthroughs, it has... escalated, shall we say.

The setting focuses on the aftermath of the catastrophic Battle of the Glass Sea between the industrializing, magic-wielding Confederation of Free Nations and the technologically ascendant United Domains of Gaea, which gave rise to a stalemate and a cold war between the two superpowers. It encompasses 4,000 years of history, up to the Battle of the Glass Sea. All factions are built from the ground-up; their cultures, religions and languages are affected by their histories, geographies and interactions with other nations.

The centerpiece of the setting is the wild frontier of the Western Reaches, an immense continent across the Infinite Sea, where deniable proxy wars, espionage, sabotage, and secret maneuvering are carried out by Confederal pioneers and Gaean contractors at the behest of their superpower benefactors. A second war is looming, and it will be far worse than the first.