The Mesa

The Mesa is the overworld of its own epinonimous campaign setting.

## Terrain

The Mesa is a massive circle of land 3,600 miles in diameter, covering over 10 million square miles. The interior of the circle is filled with terrain of all types, ranging from common sights like mountains, plains, forests, and swamps, to far more fantastical settings. There are no rules governing what strange places can be discovered in the Mesa, but there is one feature that remains consistent: It's a fucking Mesa.

There is a definitive "edge of the world," a point past which, there is nothing. First reports submitted to the Historical Society of Riverguard by revered ranger and explorer Cyrrath Waystalker told of her three month journey to find the southern ocean, only to instead be confronted with a rocky cliff that drops bottomlessly into thick clouds. Before attempting to climb down, she shot an arrow into the abyss, and never heard it hit a thing.

It is unknown if there *is* anything below, but if there is, it is certainly too far for anyone to attempt to reach without committing themselves so far that they could never climb back up.

## Pantheon

The default pantheon the the Mesa is the official Dungeon & Dragons 5th Edition pantheon, including Bahamut, Pelor, Moradin, Primus, Tiamat, Asmodeous, Grummsh, Vecna, and other familiar faces. The Mesa also includes gods such as Garl Glittergold, St. Cuthbert, and Elhonna, and other traditional D&D deities who are not officially listed in 5th Edition books. As a basic rule of thumb, if a god is associated with a particular plane of existence in any of the past edition books, they are allowed direct influence in the Mesa.

All deities have power in the Mesa, and Clerics of gods such as Odin, Apollo, Mars, and Bast will find that their divine powers still function. What they may find jarring, however, is that these non-native gods tend to take a less active role in mortal affairs taking place on the Mesa. High-level paladins, clerics, and druids who regularly commune with their gods may be startled to find their prayers are answered much more subtly. That being the usual case, there may still be places where their power and influence remains strong, such as temples or dungeons dedicated to their worship.

Because the Mesa functions as a kind of magical melting pot, it is also a welcoming setting for original gods, like Leviatar and the Funguslord. Original gods follow much of the same rules as other non-native gods. Their influence among NPCs tends to increase as more and details are fleshed out about them by their inventors.

## Demographics

While it is primarily populated by its own native residents, many characters arrive on the Mesa via Calling Yards, such as the one in Warptown.

The Mesa's population is widely diverse, and includes all races and monsters included in all editions of Dungeons & Dragons. Certainly not all, but most peoples inhabit their traditional terrain types; Dwarves settle in mountains, Elves in forests, Orcs in grasslands, ect. Warpers tend to plant roots near the Calling Yards they arrive in, but some have been known to migrate.

The Mesa does have an Underdark beneath its surface, and just as above ground, the natives generally follow standard D&D lore.

## Navigation

The Mesa is mapped using a 30x30 grid, with each square representing 14,400 square miles. The primary squares are addressed with coordinates on the grid. The primary squares are each analogous to another 16x16 grid, and each other these secondary squares is also represented by a grid coordinate. Thus, a particular point on the map would be annotated as X(letter)Y(number);A(letter)B(number).