From publisher blurb:
Enter Caphora, the divided continent, divided by nations, cultures, and dangerous paths! Enter a high fantasy world of magic and steel, mystery and challenge, treasure and sacrifice.
Caphora is a custom campaign world for 5th Edition. While the world draws on content from throughout the available official 5e compendium, Game Masters and players need only have access to the core rulebooks to use Caphora and can treat the rest as flavor. The continent has many locations, allowing for many different game settings, including traditional high fantasy, mad scientists, wastelands, nautical adventures, and many more, or you can adapt elements of the Caphora campaign into your own game world, such as the custom pantheon of deities, locations, and story concepts.
Where do you hail from? The elven forests? The frozen wasteland? The goblin slave pits?
Everyone has a story, and yours is still being written. What paths will it take? What surprises lay in store? Who will you meet, and can they be trusted?
The world is a big place, and rumors and legends abound of land beyond the continent; tropical islands to the south, a city in the clouds, and another continent to the west across the great sea. Will you find your way there, or does your destiny remain on the continent?
Caphora boasts many humanoid peoples, which leads to both conflict and unity through diversity. In Caphora, while people and culture overlap and influence each other, most humanoids identify more with their culture than their people. (e.g. Nawatli dwarves would feel closer kinship with Nawatli humans than Romian dwarves.) Cultures overlap national boundaries, and such boundaries are often contested like a blurry line more than a hard and fast border, and such divisions are often the result of feuds and rivalries, so comradeship of culture versus nation varies by history.