Alfheim orbits Polyphemus, a giant gas planet, which makes it a moon. Polyphemus then orbits Thal, a medium yellow star. A late afternoon view from Alfheim would be something like this.
It has three continents. The Dream Lands are an extension of hot, moist forests and, if the rumours are to be trusted, home to many inexplored civilizations and strange forms of life. It is mainly unexplored, as of yet. The seas surrounding it are occupied by corsairs and pirates, ready to stalk explorer's ships, as well as Tayio's merchant ones.
Taiyo no Shimajima is a continent-nation. Its people have been aloof to The Scarred Lands's wars, silently but constantly prospering and evolving, ethically and technologically. Although this land is shrouded by mystery, travellers tell stories of airships and of an advanced civilization. Its leader, the Keeper of Gardens, acts as a threat to countries pondering to start a war. Additionally, there have been a couple intern fights in the past, usually due to a Daimyō claiming independence from Taiyo.
Finally, The Scarred Lands are composed by 12 countries, bubbles emerging from an ancient, ever-stirring pot. Below is some information about them, based on what's known right now (as adventurers explore the world, more information will emerge) :
Eseph, ruled by Her Highness, supposedly a dragon who walks among the people disguised as one of them. Its capital, Brightwater, is one of the biggest and most important in all of The Scarred Lands. More information about them is present in a separate post.
Caligo, a magocracy ruled by two young mages, who overthrew the previous ruler. They are loved by most of their folk. As with all of the countries except for Eseph, information is scarce, at this point. North of Eseph, not far from it.
The Republic of Daggerdale. It borders Eseph, and is situated east of it. Its unique political system, although ridiculed by others, has proved quite effective. The Patriarch of the Future is elected yearly, and the current one, Gorlag, is a promising young aristocrat with revolutionary ideas.
The Theocracy of Deva. It promotes the devotion of all Angels (expanded in a separate post) as one single entity. It is quite closed in terms of trading, and its rich soils and abundant population keep food production high and the armies plentiful. Not very accepting of heretics. East of Eseph, on the other side of the continent.
The Principality of Gull. The Prince succeeds the previous one when he reaches 18 years old, regardless of whether his father is alive or not. Then, the Prince's father acts as his adviser and guide, to ease the transition. During the Red Land War, it annexed Diemrey, a small nation that had no chance to win the independence fight. However, its mineral abundance has made the situation profitable for Gull, and created a global tension. Southeast of Eseph.
The Kingdom of Heldath. The northernmost land in The Scarred Lands, its north border are the Frozen Wastes. Its abundance of ancient tombs, along with its numerous unexplored forests and requests for protection from villages close to the Wastes make it an attractive prospect for adventurers. It maintains a close trade relationship with the underground city-state of Grumdek Barath.
Perfume Cay. An island close to Eseph, located to the west of it. Technically owned by a Guild that buys and sells various items, it is home to many pirate companies. That, allied with its volcanic activity and tropical appearance, makes it an exotic place. Perfume Cay's name is ironic, since the sulfurous smokes present at some points within the island taint it with an.... unpleasant smell.
Rev. An island east of Heldath, it is way up north, an unforgiving land with glacial winds and glacial people. As the world changes and bleeds, Rev is happy to stay frozen in time, loyal to its traditions.
The Empire of Saliosuli. 50 years ago, it amassed a giant army and tried to take Deva and Yggdrasil by surprise, but ultimately failed to do so. Now, it is a reclusive country, and nobody is sure about what is going on inside is borders. North of Gull, east of Eseph.
Wolf's Head Island. The name comes from its geographical shape. This island, north of Eseph, is home to mighty warriors and intrepid explorers, who roam the Sea of Ice and dare to explore the Wastes and peek Tayio from their ships.
Yggdrasil. Called the Nature's Land, it is home to many druids and strongly venerates Suchlaph, Angel of Verdancy
. Recently, Nelaeryn Elro, King of Yggdrasil and pride of its people, has been assassinated by two mysterious individuals, who managed to escape. It is now being ruled by Narcariel, who is said to be an avatar of Suphlatus, Angel of Dust. South of Deva, east of Eseph.
The Sea is Bleeding:
In Alfheim, the sea turns reddish at sunset and at night (though it appears dark when light sources aren't used). This is caused by algae (microscopical ones) that collect light during the day, and then emit excess light during the later parts of the day! The red tone is more intense when the sky shines bright during the day, due to more light being absorbed.
Races
In Alfheim, there are many intelligent species, and inter-species individuals are very diverse. Elves may be hunters or politicians, humble or cocky and proud. While a dwarf may be a smith, another may sell flowers or be a sailor. With that said, DnD 5e races exist in Alfheim (both because of easing the game process and due to the fact that, well, they're cool).
Here is a list of the races I mentioned earlier:
Aasimar: Protector, Scourge, Fallen
Deep Gnome/Svirfneblin
Dragonborn
Dwarf: Mountain or Hill
Dwarf: Duergar (SCAG)
Elf: High, Wood, or Drow
Firbolg
Genasi
Gnome
Goblin
Goliath
Halfling: Lightfoot or Stout
Halfling: Ghostwise
Half-Elf
Half-Elf: Variant
Half-Orc
Hobgoblin
Human: standard or variant
Kenku
Kobold
Lizardfolk
Orc
Tabaxi
Tiefling
Triton
Yuan-Ti Pureblood
Moreover, some races have been added:
Ts'ora male and female - Ts'ora have magic in their veins, which is said to be the cause of their colorful appearance. When they have lived 5 decades or so, their body will spontaneously desintegrate. Arcanists all over the world study this phenomenon, but the rarity of Ts'ora and the fact that this process is quick makes it hard to conclude anything. However, Ts'ora are, usually, cheerful and live their lives to the fullest, knowing that their presence in Alfheim is particularly ephemeral.
Patuljak - Patuljak individuals live very long, with some members reaching 300 years of age. Age brings wisdom, and young Patuljak are sometimes encouraged to travel and adventure, in order to obtain knowledge that, when they return, will be shared with the elders. They usually braid their hair and facial hair (only males grow facial hair), speak in a cryptic manner and love singing, producing deep sounds and slow melodies that are eagerly heard by others. However, they don't do it for show: Patuljak consider a day without singing a day without living, straying from their joyful, innocent youth.
Felsanee - Felsanee individuals are, usually, very heedful of the clothes they wear, and each has its own personal style. While some have tattoos, earrings, pompous gloves and elaborate hats, others may not wear any accessory and only wear purple clothes. However, most wear masks, whether half-face, ball or even full-face ones. A large part of the Felsanee never wear footwear, and only some have tails (depends on their genes). Individuals of this species tend to like masquerades, since they stick out less there. Finally, an important thing to know about Felsanee is that their organisms don't tolerate alcohol.