One of the great joys of being a GM is for me the ability to share my creativity with my players, not just in the game, but also around it with my worldbuilding. I've had a few players request access to my notes so that they can use a world they've enjoyed being part of with players of their own and I'm delighted to do so.
At its heart, Erdela is designed to accommodate a D&D 5e edition world, but I have made some changes that I'll try to highlight in the sections below.
Nations
Most player races can be found, but the nations determine the major populations and are made up of most of the core races. Anyone outside of these is an oddity and may face hostility or at the very least odd looks unless they can pass for one of the more common races.
The one race that will be familiar to most players that simply cannot be found in Erdela are the dwarves who disappeared many centuries ago. Discovering what happened to them has been the quest of many an explorer and maybe one day a group of heroes will be able to find the answer to that question...
Religions
In such a vast world with so many isolated communities, unique beliefs and strange gods are worshipped in the far corners of the world, but the core belief systems in Erdela are dramatically different from the baseline for a D&D game.
The main kingdoms of humanity and the Dragonborn follow "The Faith" a religion that sees individuals and places of worship aligning to 'patterns' similar to star signs in our world. While a cleric may devote themselves to a single deity, they will still revere and offer praise and offerings to the rest of the pantheon.
Elves have their own faith based on nurturing mother and father figures while humans in the savage Alens nation believe something similar but far less benevolent. Halflings meanwhile revere the Feld, a nebulous belief system without a unified teaching or hierarchy that focuses on respect for nature, home and hearth.
Other Files
I have a few other files and documents that a GM in this world might find useful and include them here. I hope to expand on these in the future.
There are very light details of key factions in the world
I have worked up the naming conventions for major ranks in Benicia and Hestia
The Fracture is a high-level threat used as the core plot in my first campaign and gives more details of the mythology around the creation of the universe. In addition, it details the artifact amulets that keep this unknowable being at bay.
Adventures
I have written some adventures for this setting which can be found here.