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Community worlds
Discover living settings shared by worldbuilders, fantasy authors, game masters, and players. Open a world to meet its characters, visit its locations, and explore the lore that connects everything.
A public World is a creator-published setting that brings its overview and public Characters, Locations, equipment, Spells, and other connected creations together on one browsable page. It gives readers a useful path through the setting instead of presenting each creation as an isolated profile.
The default Largest view uses the same server-owned ranking as the app and excludes Worlds with no public creations. Choose Popular to browse by community activity or Newest to see recently published Worlds. Open any card to read the World overview, then use its category sections to follow the people, places, objects, and magic its creator has made public.
Want to build your own? See how the Summon Worlds worldbuilding app connects a setting, follow the Guidebook steps to publish and share a World, or begin with the step-by-step worldbuilding journey.
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Develop linked lore, characters, and locations, then adjust every detail to fit your creative vision.
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The world of Petrichor Prime is a captivating realm where the very fabric of nature responds to the rhythms of music. Vast forests, driven by an otherworldly force, uproot themselves and migrate across the land, leaving behind parched deserts in their wake. In this mystical landscape, prophecies are not handed down from on high, but rather crowdsourced and updated regularly, as the collective wisdom of the people shapes the course of their destiny. Rebellions and revolutions bloom in the libraries, where the weaponization of history has become a powerful tool in the hands of the people. At the heart of this world, an ancient ferry surfaces, its silent guardians demanding not gold or silver, but a simple act of kindness, before they will grant passage to those who seek to cross the divide.

The realm of Mythica is a wondrous tapestry, where the extraordinary and the mundane coexist in a delicate balance. This world is home to a diverse array of mythical humanoids and fantastical creatures, each with their own unique abilities and customs. Elves, dwarves, and halflings live in harmony, their villages nestled amidst rolling hills and ancient forests. Mighty dragons soar through the skies, their scales glittering like gemstones, while griffins and unicorns roam the land, their presence a testament to the realm's enchanted nature. Magic is a tangible force here, flowing through the veins of the land and its inhabitants, fueling the extraordinary feats and abilities that define this realm. Adventurers from across the world seek to explore Mythica, drawn by the promise of ancient treasures, legendary quests, and the chance to witness the extraordinary firsthand.

Credunt Insulis, an island whose ancient name whispers of faith and belief in lands long forgotten, has become a crucible of chaos and wonder. The realm trembles beneath the weight of dual catastrophes: the kingdom of King's Stand fights desperately against the unholy forces of the vampire empress Moriah and her legions of nocturnal abominations, while since the demon lord Sed Sugere unintentionally released Lucifer from his prison, the golden dragon of pride and destruction wages a war above the scarred landscape, the dragons of sins wage an apocalyptic battle against the celestial Archangels of the Cosmic Trinity, The island itself, adorned with blood-red sunsets that paint its black sand shores in crimson hues, sprawls across towering forests and vast canyon plains that would otherwise be considered paradise. However, the convergence of these titanic conflicts has warped the very fabric of magic that permeates the land, causing spells and enchantments to behave unpredictably and manifest in startling ways. Reality bends and fractures in unexpected patterns, that sometimes transforming even the most reliable arcane traditions into forces of beautiful unpredictability, the seas around the island are also strongly effected by such interference from the dragons and angels war making only the most experienced captains come close to the island in sea vessels. For those who hunger for perilous adventure and are willing to brave a land filled turmoils and equal measures of beauty then the island of Credunt Insulis is for you.

Eridis is a world teeming with wondrous and diverse creatures, where humans and demi-humans, such as elves, fairies, centaurs, and beastfolk, coexist alongside formidable monsters. This realm is divided into ten territories, nine of which are ruled by the Masters and Mistresses of the elements - Earth, Water, Fire, Electricity, Metal, Light, Darkness, Ice, and Poison. These powerful beings once waged war against each other, but now they prefer to govern their respective domains, which have been transformed to reflect their elemental affinities. The tenth territory, situated in the center, remains unclaimed, serving as a haven for those who wish to avoid the ongoing rivalry of the elemental rulers. Occasionally, a human from another world is summoned to Eridis, where they often embark on remarkable adventures and accomplish extraordinary feats. (This world is based off a Indie game idea I had long ago. The design and movements would be similar to Monster Tale, Monster Boy, and the Shanta games. These are the all the non-monster species that inhabit the world: Humans Beastfolk Dwarfs [females don't have beards and all full grown ones are half the height of the average full grown humans] Elves Slime-People [human shaped slimes. Note: they are a different species from regular slimes] Centaurs Dullahans [not the horsemen kind, but the grim reaper kind whose heads aren't attached to their bodies so they have to carry them or have something to keep their heads between their shoulders] Fairy-folk [fairies that are the same size as humans] Dragonoids [the human shaped ones] Angels [the human shaped ones] Demons [the human shaped ones]).

Mathis is a vast and wondrous world, teeming with endless possibilities for exploration and discovery. Sprawling landscapes, from lush, verdant forests to towering, snow-capped mountains, create a breathtaking backdrop for the intrepid adventurer. However, the land is not without its perils, as pockets of time-distorting anomalies known as "time loop zones" dot the terrain, trapping the unwary in a perpetual cycle until a means of escape is found. Despite these challenges, Mathis offers a world of enchantment, where the curious can uncover ancient relics, commune with enigmatic beings, and forge their own legends. This planet, larger than Earth, is a canvas waiting to be painted with the stories of those brave enough to venture forth and explore its boundless mysteries.

The Thousand Multiverse is a vast and interconnected realm, where countless realms and dimensions converge, each with its own unique wonders and challenges. At the heart of this extraordinary tapestry lie three distinct regions: The Silver Forest, a realm of ancient trees and mystical glades; The Central City, a bustling metropolis where cultures and magic intertwine; and The Foaming Ocean, a vast expanse of churning waters teeming with hidden secrets and untold treasures. Travelers who venture forth through the intricate network of gates that link these domains find themselves immersed in a world of endless possibilities, where the boundaries between reality and fantasy blur, and the very fabric of existence is woven with the threads of countless parallel universes. Each step through the gates opens a new door to discovery, adventure, and the potential to unravel the mysteries that lie at the heart of this extraordinary multiverse.

Yggdrasil manifests as nine magnificent realms suspended like glowing fruits from the branches of an immense cosmic World Tree, each domain a distinct plane of existence with its own laws and wonders. Asgard blazes with magnificent golden architecture bathed in perpetual twilight, crossed by shimmering bridges of solidified light, while Álfheim's silver woodlands glow with enchanted foliage that falls like captured starlight through an eternal dusk. The verdant expanses of Vanaheim flourish with abundant harvests and mystical waters, contrasting sharply with Niðavellir's subterranean depths where dwarven forges burn eternal and precious metals line cathedral-like caverns of obsidian stone. Midgard stands as the familiar realm of mortals, featuring temperate forests, sprawling kingdoms, and natural weather patterns that ground the multiverse in relative normalcy. The outer reaches of Yggdrasil grow increasingly hostile and extreme—Jötunheim's towering peaks pierce storm-wracked skies, Niflheim crystallizes under perpetual arctic conditions, Helheim decays into

Le'Gard - The Dark Land is a world shrouded in eternal darkness, a consequence of the arrival of Herkus, the son of the Black Sun, who extinguished the light centuries ago. For millennia, the humanoid races struggled to survive in this bleak realm, until the Elves created a set of powerful artifacts known as the "Bright Eye," which were scattered across the land, offering a glimmer of hope. The first kingdom, Sunnik, emerged, tasked with the sacred duty of protecting these beacons of light. This was followed by the rise of the mighty Ubrik Kingdom, which sought to steal the Bright Eye and plunge the world into further darkness. The ensuing "Great War" between the kingdoms resulted in the death of millions and the fall of the Elfland Kingdom. In the centuries that followed, the conflict continued, with the Sunnik Kingdom emerging victorious against Ubrik. Today, the world of Le'Gard is home to four more kingdoms, each vying for control and the precious Bright Eye, as the eternal battle for light and darkness rages on.

Dor Amril, known as The Hidden Realms, exists behind an impenetrable veil of arcane magic that conceals it from the outside world. Access to this mysterious realm is granted only through ancient portals or the performance of esoteric rituals, making it a sanctuary for those who know its secrets. The world itself forms a ring of land surrounding a vast central ocean, presenting a landscape of dramatic contrasts—towering mountain peaks pierce storm-laden skies while deep lakes mirror the heavens below. Though magic is uncommon and regarded with awe by its inhabitants, the most potent forces in Dor Amril stem from legendary relics of immense power, remnants of a world shaped by wish magic itself. A patchwork of competing nations struggles for dominance across this realm, while its diverse peoples—including humans, demi-humans, and beings from other planes of existence—contend with relentless swarms of chaos wyverns and extraplanar invaders who threaten their survival. The denizens of Dor Amril possess technology that blends the medieval with the innovative, employing both

The World of Chaos is a realm where the very fabric of reality is in a constant state of flux. This domain is home to an array of formidable beings, whose power and might surpass the comprehension of mortal minds. From towering titans to enigmatic eldritch horrors, the denizens of this world possess capabilities that defy the limitations of conventional understanding. The landscape itself is a canvas of ever-changing chaos, where the boundaries between the physical and the ethereal blur, and the laws of nature bend to the whims of the powerful. Mystical energies crackle through the air, and the very ground trembles beneath the weight of these colossal creatures. Adventurers who dare to venture into this realm must be prepared to face challenges that test the limits of their skill and fortitude. The rewards of exploration, however, are tempered by the ever-present danger that lurks within the World of Chaos, for the slightest misstep can lead to a swift and unforgiving demise.

The world of Theodaria is a tapestry of war-torn lands, where new technologies emerge amidst the chaos. This vast realm encompasses three distinct continents - Dronvadra, Mystica-Fūkei, and Cetraburg - as well as the island continent of Striovania Isles. Smaller islands, such as Wellirest, dot the Wraithion Sea to the north of Dronvadra, while the Albion Sea holds its own hidden wonders. Theodaria is a world of contrasts, where mystic civilizations coexist with the burgeoning technological advancements of its inhabitants. Monsters roam the untamed wilderness, while bustling cities and the threat of piracy add to the sense of adventure that permeates this captivating realm.

Imeria is a world of profound moral complexity, where the traditional dichotomy of light versus darkness crumbles under scrutiny—righteousness and malevolence refuse to align neatly with their expected counterparts. Across its sprawling continents, numerous kingdoms vie for dominance, their borders drawn and redrawn by the endless conflicts between humanoid races, each pursuing their own vision of supremacy or survival. Even sentient monsters struggle for recognition and acceptance within civilized society, though they frequently find themselves reduced to exotic possessions of wealthy, idle nobility. The institution of slavery permeates Imerian culture, though its harshness varies dramatically depending on the kingdom's laws and values. Magic flows through the land as the primary force of civilization, powering all advancement and infrastructure, making those born without arcane aptitude second-class citizens—until the revolutionary discovery of aura provided a tangible alternative. This revelation transformed warfare itself, creating two distinct martial traditions: mages channeling raw magical power and aura knights harnessing this newfound physical force. Throughout every kingdom, adventurer's guilds serve as the backbone of monster hunting and dungeon clearing, ranking