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Morea

Scientific Frontiers & Arcane Mysteries

Getting Started with Morea

A World of Magic, Machines, and Chaos

Welcome to Morea, where a steampunk empire is clashing with a magical kingdom, and the streets of Mori hum with the energy of invention—and the occasional explosion. This is a world of industrial grit, political intrigue, and unexplored lands are set against Magical beasts, dragons and the magical mysteries of ancient people long lost to time.

Supported systems:

  • Dungeons and Dragons 5 & 5.5e (Recommended)
  • (Advanced) Dungeons and Dragons
  • Pathfinder 1e & 2e


The world has multiple continents with specific themes and regions ruled by unique factions. Political factions vie for power and countries maneuver against each other giving the world depth and a feeling that it lives.

Region Description Major Factions/Conflicts
Empire of Mori A steam-powered empire on Elastar, founded by Moriander, who harnessed divine magic. Aggressive expansionists, Mori vs. rebels, magic-dampening tech, industrial pollution, social inequality.
Kingdom of Theresia An elven-ruled archipelago, seeking to restore the old world order and unravel the Gods’ disappearance. Elven Houses vs. a newly crowned Queen, volcanic eruptions, ancient ruins. A war with the Empire.
Olmerrec A wild, unexplored frontier with jungles, wastelands, ruins, and mutated beasts. Settlers vs. jungle raiders, exploration vs. survival, lost civilizations, and arcane mysteries.
Pol A frozen continent where magic is outlawed; inhabitants are "corrupted" by magic and exhibit fey/beastly traits. Confederacy of Vec (anti-magic zealots) vs. outcasts, thin planar veils.

Ukiuqtaq

A lonely frozen waste where almost nobody lives. Some strange structures made of ice can be found here.

Technology-hating cultists roam the tundra, magical monsters hunt any and all and an all consuming cold.

Dhakara

The dead lands, split between the salt marshes of the east and the desert of the west.

Undead have made their home here and most do not suffer the living.

Windemere

The Fairy lands of happy Halflings and much rejoicing! Forests, vast farmland and happy villages dot the land.

The High King rules the Kingdom from his castle while the druidic orders spread the ways of Fairy. New settlers upset the balance.

Vulgnor’s Range A dwarven/gnomish underground network of cities and railways, balancing autonomy and empire rule. Kazad’Zar vs. Deep Republic, steampunk marvels, old vs. new magic.
Lorrukh A tent city built by the oppressed "Monster races," aspiring to liberate their kin. Orc clans, goblins, and allies vs. Empire of Mori and the Kingdom of Theresia.

Free State of Saratoga

An Anarchist society where no-one rules and piracy runs rampant.

Anarchists vs. tyrants, pirates and raiders plunder ships and cities.

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Core Themes

Magic vs. Technology: The two powers in the world are Magic, mighty spellcasters and legendary items, and Science fueling new wacky inventions, powerful weapons and flying machines.

Arcanotech: A new Force has arisen binding the powers of Magic and advanced Technology together by keeping it in a delicate balance. It's users wield magic infused tools and weapons as they use battery power and fuel to cast Spells.

Faction Wars: factions often have conflicting goals and will try to co-opt the players to further their own interests. Adversarial factions will try to work against the players and their allies.

Religion: In this post-apocalyptic world the Gods have disappeared leaving a hole in the spiritual heart of the people. Some worship the Lost Gods hoping they'll someday return or worship powerful beings, and more recently tapping into Divine power directly.

Innovation & Danger: From patented battlesuits to sewer-chase heists, every invention is a double-edged sword.

Crafting & Harvesting: A simple, yet sophisticated system of harvesting materials, crafting items, and even inventing entirely new items and vehicles is available for use!

How to Play in Morea

For Players
Choose Your Path

Rebel in Mori: Join the underground, sabotage the Empire, or seek divine magic.
Explore Theresia: Uncover elven secrets, restore old magic, or challenge the Kingdom’s rule.
Survive Pol: Evade the Confederacy, harness corrupted magic, or flee to the unknown.
Build a Life in Olmerrec: Carve out a homestead, fight raiders, or uncover ancient ruins.
Join the Monster Uprising: Fight for freedom in Lorrukh or lead a rebellion elsewhere.

Key Questions to Ask Your GM:
  • How does my character fit into the magic vs. technology debate?
  • What faction or region do I call home?
  • What do I owe to my community—and what do they owe me?
For Game Masters
Run a One-Shot Adventure

Premise: "The Black Rail Heist"

  • Setting: A steam train in Mori, carrying a mysterious artifact (a relic of the Gods? A magic dampener?).
  • Hooks: Rebels, Empire agents, and a wounded Fey creature all want the artifact.
  • Twist: The artifact is a prison for a demi-god and freeing it could trigger a catastrophe.

Alternative Premise: "The Theresian Heist"

  • Setting: The crystal palaces of Theras City.
  • Hooks: A noble hires the party to steal a pre-Scarring artifact—but it’s cursed.
  • Twist: The artifact is a key to restoring the Gods.
Campaign Seeds

"The Last Prophet": Moriander’s successor has vanished. The party must find them before the Empire’s enemies do.

"The Frozen Truth": The Confederacy of Vec is hiding a secret—something is stirring beneath Pol’s ice.

"The Monster’s Gambit": Lorrukh’s leaders are divided. Can the party unite them before Mori invades?

Essential Lore to Know

The Great Scarring: The event that destroyed the old world. Its causes are still debated.

Divine Magic: Returning, but unstable. Some say the Gods are dead; others believe they’re waiting or sleeping.

Technology: Advances rapidly, but at the cost of magic. Railroads, gunpowder, and factories dominate the Empire while the Theresians resist and call it heresy.

Social economics: Gold makes the world turn. Nobles still have hoards of old money while new industrialists are rising in the Empire challenging the old order.

Politics: The Empire, technically a Representative Monarchic Democratic Republic, in practice only the few are deemed worthy enough to vote either through birthright or having paid their way into the higher classes. The Kingdom of Theresia is still very much an absolute monarchy with a young Half-Elven Queen keeping the upstart Nobles in-line.

The Monster Races: Once oppressed, now rising. Their fate could change Morea forever. The Empire treats them as cheap labour while in Theresia they're prisoners or slaves.

Quick Tips for New Players

Embrace the chaos. Morea is a world of clashing ideals—your character’s beliefs will shape their story.

Magic is a double-edged sword. It’s powerful but unstable. Technology can replace it, but at a cost.

The oppressed are rising. The "Monster races" are not villains—they’re fighting for a future. The common people clamor for their rights.

Exploration is key. Uncharted lands (the jungles of Olmerrec, Pol’s magical blasted tundra, the dead lands of Dhakara, or the lonely frozen waste of Ukiuqtaq) hide secrets and dangers.

Learn more on World Anvil