The Otherwyld


Welcome to the Otherwyld, a place of astonishing complexity and unparalleled wonder, where the very fabric of reality seems to flex and waver. Located primarily within the southern stretches of the Westlands in Pathriam, this magical domain defies easy categorization. A rainforest at its heart, Tempus Nova, the Otherwyld is not merely a collection of trees and plants, but a living, breathing entity filled with sentient flora, mystical beings, and phenomena that challenge the boundaries of understanding.   Yet, what truly animates the Otherwyld is the whimsical and mysterious influence of Dipthi, the goddess who presides over the domain. Her ever-changing rules for the game of Dukkerin shape the social structures and behaviors of its inhabitants, making every visit a unique experience. Whether you're a traveler seeking adventure or a scholar pursuing knowledge, the Otherwyld offers both danger and enlightenment, guided by the capricious hand of Dipthi.  

Geography


Within the southern reaches of Pathriam's Westlands, in the country of Belwin, the Otherwyld reveals itself as Tempus Nova, a magical rainforest teeming with life. Towering evergreens with broad leaves create a lush canopy, beneath which a world of luminescent fungi and industrious insects thrives. The forest is unique for its sentient plants and mystical creatures, each adding its own layer of wonder and risk.   The boundary of the forest is marked by De'spel Falls, a waterfall with the power to cleanse existing enchantments from those who pass through. The area is home to unique landmarks such as the Path of the Endless Waltz, a trail that captures wanderers in a ceaseless dance, and the Tabernacle of Chance, a revered location near the towering Madcaps where the goddess Dipthi sets the ever-changing rules of Dukkerin.   Beyond the mainland, islands in the Sterling Ocean extend the Otherwyld's boundaries. To the east, the forest meets the waters of the Drakefire Ocean. The climate is consistently warm, and even winters bring more mist than chill.   But the true intrigue of the Otherwyld is its connection to another, equally cryptic dimension. These two worlds are separated only by fragile layers of reality, allowing for easy, often unintended transitions between them. Such porous boundaries bring with them a range of hazards, both magical and mundane, from time distortions and memory loss to the very real dangers presented by native creatures.

History


The genesis of the Otherwyld is inextricably tied to the goddess Dipthi, who first revealed herself to the Ancestors during their migration. Guiding them through a strange land that would later be revealed as her own, she forged an initial connection that would leave an indelible mark on the world of Dromaria. However, it was Benikio, the animal companion of Damyomhikir, who influenced Dipthi in a way that likely spared the Ancestors from an unknown, potentially perilous fate.   Dipthi brought with her not just her chaotic personality but also her entire realm, establishing a continuously open gateway between the two worlds. While many among the Ancestors and dragons opposed her presence, those who ventured to confront her either returned feeling inexplicably positive or disappeared without a trace.   For a time, the Otherwyld served as a place of exile, governed by Thorn. Offenders would be sent through De'spel Falls into the forest as an alternative to more severe sentences. However, control over the territory has since changed hands, and the region is now more active than ever with the recent initiation of a new round of Dukkerin, the game that shapes the social and magical fabric of the Otherwyld.   The game of Dukkerin itself is an ancient tradition, dating back to the earliest interactions between Dipthi and the inhabitants of her realm. Its rules and objectives, declared by Dipthi at the Tabernacle of Chance, have caused both widespread chaos and periods of relative peace, depending on the goddess's whims.   Through the years, the Otherwyld has introduced a variety of inhabitants to Dromaria, from gnomes and goblins, to those creatures simply seeking refuge or adventure. The interaction between the Otherwyld and Dromaria remains complex and often unpredictable, much like the goddess who rules it.

Maps

  • The Otherwyld
    Welcome to the Otherwyld, a place of astonishing complexity and unparalleled wonder, where the very fabric of reality seems to flex and waver. Located primarily within the southern stretches of the Westlands in Pathriam, this magical domain defies easy categorization. A rainforest at its heart, Tempus Nova, the Otherwyld is not merely a collection of trees and plants, but a living, breathing entity filled with sentient flora, mystical beings, and phenomena that challenge the boundaries of understanding.   Yet, what truly animates the Otherwyld is the whimsical and mysterious influence of Dipthi, the goddess who presides over the domain. Her ever-changing rules for the game of Dukkerin shape the social structures and behaviors of its inhabitants, making every visit a unique experience. Whether you're a traveler seeking adventure or a scholar pursuing knowledge, the Otherwyld offers both danger and enlightenment, guided by the capricious hand of Dipthi.  

    Geography


    Within the southern reaches of Pathriam's Westlands, in the country of Belwin, the Otherwyld reveals itself as Tempus Nova, a magical rainforest teeming with life. Towering evergreens with broad leaves create a lush canopy, beneath which a world of luminescent fungi and industrious insects thrives. The forest is unique for its sentient plants and mystical creatures, each adding its own layer of wonder and risk.   The boundary of the forest is marked by De'spel Falls, a waterfall with the power to cleanse existing enchantments from those who pass through. The area is home to unique landmarks such as the Path of the Endless Waltz, a trail that captures wanderers in a ceaseless dance, and the Tabernacle of Chance, a revered location near the towering Madcaps where the goddess Dipthi sets the ever-changing rules of Dukkerin.   Beyond the mainland, islands in the Sterling Ocean extend the Otherwyld's boundaries. To the east, the forest meets the waters of the Drakefire Ocean. The climate is consistently warm, and even winters bring more mist than chill.   But the true intrigue of the Otherwyld is its connection to another, equally cryptic dimension. These two worlds are separated only by fragile layers of reality, allowing for easy, often unintended transitions between them. Such porous boundaries bring with them a range of hazards, both magical and mundane, from time distortions and memory loss to the very real dangers presented by native creatures.
Land of the Otherwyld

The Otherwyld Base Map Image


Natural Landmarks   Cape Caplet, De'spel Falls, The Madcaps, Tempus Nova
Points of Interest   Godsend, Path of the Endless Waltz, Tabernacle of Chance


Articles under The Otherwyld


Powered by World Anvil