Here's a couple of worlds I made for other roleplays. I either left them or we never started the roleplays. Let me know what you all think. The second one was a collaborated construct; I don't take full credit.
The Ghostly Realm or Lunar Triangle:
Lore:
1. The Red Rise: A steep impression in the earth that rises above the [one part of the country where the rising sun is most].
2. The House of Urns: an ornate temple rising from a 600-foot stone platform.
3. The Gilded Urn: the sacred burial vessel of the Funerary King.
4. Urma, Maiden of the King's Urn: the shrine maiden of the king's urn's grand room.
5. The House of the Crypts: A 900-ft high marble funeral house where 6000 bronze-cast sarcophagi arranged in columns on either side of a chambered vault opened to the sky.
6. The Moon-Mirror Mausoleum:
7. The Order of The Odes: An order of poets and musicians who revere the funeral odes of the kings and queens who have passed into the Second World.
8. The Court Carrion: A name was given to the court of the king because of the way they hover over their monarch like vultures soaring over their prey.
9. The Mortuary Order: An order of priests who watches over the diverse funeral structures in the lands.
10. The Temple School for Morticians and Undertakers: A model institution for aspiring prentices of the inhuming arts.
11. The Director of the Burial: A the administrative title given to one of the morticians in the king's court; he oversees the burial ceremony and preparatory ritual for the king upon his death; it is the most important role for one of the king's court officials.
12. The Coroner's Awning
13. The Courtyard of the Royal Mortician
14. The House of the King's Augurs
15. The Daughter, Cavendum Luna: Múracádi (Luaca: Shunned by the Moon)
16. The Atrium of the Golden Eye (The Sun)
17. The Atrium of the Silver Eye (The Moon)
18. The Moon Dial
19. The Sun Dial
20. The Mural of the Lunar Tide
21. Núra Senorica
22. Lua Líopa = Lady of the Lunar Palace (M.)
23. Lua Léoma = Lady of the Lunar MansionPalace (F.)
24. Namárta Móka = The New Morning (M.)
25. Namára Mórké = The New Morning (F.)
26. Yä-tūk-nâkeh
The Kingdom of Ruballand:
Synopsis: (correction, partly world description, partly synopsis; I do not take full credit).
At the epicenter of a wide continent, distinguished by four separate biomes, sits the kingdom of Ruballand.
The areas surrounding this kingdom are extremely polarized. To the north, a wide desert containing the largest rivers. The soil is mineral-rich, excellent for farming. To the south, a mountainous region of high hills, steep steppes, and rocky mountain ranges. Here the kingdom can mine endless amounts of ores and precious minerals. To the east lies the Endless Sea, plentiful with fish and other necessities. There, many wealthy fishing communities and trading ports have settled, collaborating the kingdom's collected monetary crop for further prosperity. To the west, the last region: a large forested territory, where a large collection of hunting hamlets and lumber towns have established their presence. They offer fresh meats and exotic pelts.
Other kingdoms lie outside these regions (save the east) but because of the geological instability and polarization, ingress is difficult.
The Rubalites live tranquil, healthy lives despite this, thriving on the rich commodities of their surrounding possessions. The city and its outer holdings (despite the difficult terrain) cater to foreign travelers, bartering merchants, and eager explorers. Opportunistic mercenary bands have also migrated here to offer their skills and fight for the highest bidder.
However peaceful this kingdom appears; blood is always currency worth bargaining. Will you be the paladin upholding national security, or the self-serving bloodletter, eager for a profit? This is Ruballand, and this is your story.
Lore:
In the desert dunes, located by the sources of the rivers reside disparate tribal communities of desert people, who work the irrigated fields, farming the mineral-rich cereal crops for the Rubalite Proper. Some of the wealthier denizens can make the long trek the capital and sell their produce. In the capital square, stands the Ruby Temple. It looms above a large market district where merchants and artisans can service their wares to the visiting pilgrims who dedicate amounts of time to the disparate gods and idols who worshipped with astonishing fervor. One of the premier clerics of this majestic edifice is an elderly elf named Nàiamath [nayh-ah-Mahth], who is rumored to be the oldest citizen and one of the founders of the capital.
Taverns, workshops, guildhalls, brothels, blacksmiths and other businesses find their mark in the artisanal quarter of the Grand Market. Some popular examples of the fine quality of entertainment can be found at distinguished establishments like The White Stag, who (arguably) guarantee the best rooms in the whole city, and (disputedly) the best mead. Other places like The Pear Orchard, Three Arms, and Golden Crescent features cultural aesthetics and rarities that cannot be had in the capital.
The Ghostly Realm or Lunar Triangle:
Lore:
1. The Red Rise: A steep impression in the earth that rises above the [one part of the country where the rising sun is most].
2. The House of Urns: an ornate temple rising from a 600-foot stone platform.
3. The Gilded Urn: the sacred burial vessel of the Funerary King.
4. Urma, Maiden of the King's Urn: the shrine maiden of the king's urn's grand room.
5. The House of the Crypts: A 900-ft high marble funeral house where 6000 bronze-cast sarcophagi arranged in columns on either side of a chambered vault opened to the sky.
6. The Moon-Mirror Mausoleum:
7. The Order of The Odes: An order of poets and musicians who revere the funeral odes of the kings and queens who have passed into the Second World.
8. The Court Carrion: A name was given to the court of the king because of the way they hover over their monarch like vultures soaring over their prey.
9. The Mortuary Order: An order of priests who watches over the diverse funeral structures in the lands.
10. The Temple School for Morticians and Undertakers: A model institution for aspiring prentices of the inhuming arts.
11. The Director of the Burial: A the administrative title given to one of the morticians in the king's court; he oversees the burial ceremony and preparatory ritual for the king upon his death; it is the most important role for one of the king's court officials.
12. The Coroner's Awning
13. The Courtyard of the Royal Mortician
14. The House of the King's Augurs
15. The Daughter, Cavendum Luna: Múracádi (Luaca: Shunned by the Moon)
16. The Atrium of the Golden Eye (The Sun)
17. The Atrium of the Silver Eye (The Moon)
18. The Moon Dial
19. The Sun Dial
20. The Mural of the Lunar Tide
21. Núra Senorica
22. Lua Líopa = Lady of the Lunar Palace (M.)
23. Lua Léoma = Lady of the Lunar MansionPalace (F.)
24. Namárta Móka = The New Morning (M.)
25. Namára Mórké = The New Morning (F.)
26. Yä-tūk-nâkeh
The Kingdom of Ruballand:
Synopsis: (correction, partly world description, partly synopsis; I do not take full credit).
At the epicenter of a wide continent, distinguished by four separate biomes, sits the kingdom of Ruballand.
The areas surrounding this kingdom are extremely polarized. To the north, a wide desert containing the largest rivers. The soil is mineral-rich, excellent for farming. To the south, a mountainous region of high hills, steep steppes, and rocky mountain ranges. Here the kingdom can mine endless amounts of ores and precious minerals. To the east lies the Endless Sea, plentiful with fish and other necessities. There, many wealthy fishing communities and trading ports have settled, collaborating the kingdom's collected monetary crop for further prosperity. To the west, the last region: a large forested territory, where a large collection of hunting hamlets and lumber towns have established their presence. They offer fresh meats and exotic pelts.
Other kingdoms lie outside these regions (save the east) but because of the geological instability and polarization, ingress is difficult.
The Rubalites live tranquil, healthy lives despite this, thriving on the rich commodities of their surrounding possessions. The city and its outer holdings (despite the difficult terrain) cater to foreign travelers, bartering merchants, and eager explorers. Opportunistic mercenary bands have also migrated here to offer their skills and fight for the highest bidder.
However peaceful this kingdom appears; blood is always currency worth bargaining. Will you be the paladin upholding national security, or the self-serving bloodletter, eager for a profit? This is Ruballand, and this is your story.
Lore:
In the desert dunes, located by the sources of the rivers reside disparate tribal communities of desert people, who work the irrigated fields, farming the mineral-rich cereal crops for the Rubalite Proper. Some of the wealthier denizens can make the long trek the capital and sell their produce. In the capital square, stands the Ruby Temple. It looms above a large market district where merchants and artisans can service their wares to the visiting pilgrims who dedicate amounts of time to the disparate gods and idols who worshipped with astonishing fervor. One of the premier clerics of this majestic edifice is an elderly elf named Nàiamath [nayh-ah-Mahth], who is rumored to be the oldest citizen and one of the founders of the capital.
Taverns, workshops, guildhalls, brothels, blacksmiths and other businesses find their mark in the artisanal quarter of the Grand Market. Some popular examples of the fine quality of entertainment can be found at distinguished establishments like The White Stag, who (arguably) guarantee the best rooms in the whole city, and (disputedly) the best mead. Other places like The Pear Orchard, Three Arms, and Golden Crescent features cultural aesthetics and rarities that cannot be had in the capital.