Pirates of Veth'Arden: Breaking Waves

A Dungeons & Dragons 5e game In the world of Veth'arden
3/21/2025 | Full
Maps

Maps

  • Granheim: The Endless Sands
    Welcome to Granheim, a vast and vibrant continent nestled within the world of Veth’Arden, where untamed deserts meet bustling coastal cities, and ancient mysteries lie buried beneath shifting sands. Granheim is a land of stark contrasts, offering adventurers a rich tapestry of cultures, factions, and landscapes teeming with both peril and wonder. Factions and Powerhouses   The Vorr’khal Sultanate: Dominating Granheim’s southern coast, the Vorr’khal Sultanate is a powerhouse of political influence and vibrant trade. Its capital, Al-Hajjad (“The Port of Splendor”), is the busiest port in all of Veth’Arden, a glittering hub where exotic goods and diverse races converge. Other key cities like The Void Spire, Ral’Veda, and The Weathered Peak showcase the Sultanate’s architectural marvels and cultural depth, from towering mesas to volcanic island sanctuaries. Governed by Sultan Grada Vorr’Khal, the Sultanate balances royal authority with the strategic prowess of merchant princes and warlords, ensuring its prosperity amidst Granheim’s harsh terrains.   The Al-Muru Daxin Contingent: Once part of the Sultanate, the Al-Muru Daxin Contingent gained independence 180 years ago and now maintains a delicate peace with the Vorr’khal rulers. Key settlements like The Sunken Keep, Reaper’s Port, and Tzarog serve as centers of trade, piracy, and strategic defense against the relentless threats of the Rel-Vath Barrens. Reaper’s Port, also known as the “Black Port” or “The Stolen Bazaar,” is a notorious haven for pirates and smugglers, ruled by the formidable Pirate Lord Orlann “Black Tide” Veskar.   The Dominion of Kafka: To the far north, the Dominion of Kafka stands as a bastion of military might and strict governance. Led by Dominar Kathar Dal’drek, the Dominion boasts a formidable navy and the fearsome Draken’var Riders—dragon-mounted warriors who patrol the northern seas with unmatched prowess. Kafka, the Dominion’s capital, is a thriving port where advanced shipbuilding techniques and disciplined martial culture converge, maintaining dominance over Granheim’s northern waters.   Valoran: A cluster of ringed islands to the west, Valoran is perpetually shrouded in volcanic ash and inhabited by the resilient Iln’oth Kreshyn tribe. Built around active volcanoes, Valoran’s cities are marvels of elemental engineering and magical resilience, attracting adventurers seeking both danger and hidden arcane treasures.   Dangers and Wonders   Granheim is rife with both natural and supernatural threats. The Rel-Vath Barrens, a punishing desert interior, is home to the nomadic Dashi-Vel tribes riding aether-powered Sand Rippers, alongside monstrous beasts and roving warbands that challenge even the bravest explorers. Volcanic regions like Zahen’s Landing and Valoran pose constant threats from erupting volcanoes and treacherous landscapes, while Gur Iv Allar’s massive crevices hide ancient ruins and mysterious forces waiting to be discovered.   Yet, Granheim is equally abundant in wonders. Al-Hajjad’s Emerald Bazaar is the ultimate marketplace where any item imaginable can be found, from arcane artifacts to exotic beasts. Anchor Port, built from countless shipwrecks, serves as a neutral pirate haven where legendary pirate lords like Cassian “Kraken’s Maw” Stormfall rule with iron fists and cunning minds. Magical sites such as the Dormant Fire Temple in Ral’Veda and the mystical Forest Sanctum offer glimpses into ancient powers and forgotten lore. Adventure Awaits   Whether navigating the bustling streets of Al-Hajjad, delving into the vertical marvel of The Void Spire, surviving the pirate-infested waters of Reaper’s Port, or uncovering the secrets of Valoran’s volcanic heart, Granheim promises endless opportunities for adventure. Engage in high-stakes trade negotiations, embark on perilous quests to unearth lost civilizations, or forge alliances with powerful factions—all while contending with the continent’s myriad dangers and marvels.   Granheim beckons the bold and the curious, offering a land where every horizon holds the promise of discovery, and every step forward is a step into legend. Prepare to embark on a journey where survival, intrigue, and the pursuit of glory intertwine beneath the relentless sun and across the boundless seas of Granheim.
  • Ravel: The Dark Rainforest
  • Falengaht: The Frozen Frontier
    Falengaht: The Frozen Frontier Falengaht is the northernmost continent in the world of Veth'arden, characterized by its barren snowfields, frigid tundra, and perilous landscapes. Known as the Frozen Frontier, it remains one of the least explored and most dangerous regions of the world. The land is harsh and unyielding, with only the hardiest flora and fauna capable of surviving the arctic conditions.   The continent is bordered to the south by the icy waters of the Frostfell Sea, a treacherous body of water filled with massive icebergs that make sea travel perilous. Though the southern regions of Falengaht are slowly becoming civilized, much of the continent remains wild and untamed, with only the bravest souls venturing beyond the safety of the coastal cities. Geography and Features:   Thalen's Spine, a towering mountain range, dominates much of the landscape. It begins on the southeastern coast and extends far to the north before splitting into two massive arms that stretch westward. At the center of these mountains lies Varlden Peak, a dormant volcano now capped in ice and snow, forming an imposing and mystical landmark.   Farther inland lies the vast Icinvale Lake, a frozen body of water whose surface is constantly cloaked in ice. Floating high above this lake is a mysterious and ominous structure that appears to be a massive prison. This floating fortress is anchored to the ground by enormous chains that stretch from the structure’s foundations to the shores of Icinvale Lake, seemingly preventing it from drifting away into the sky. The origin and purpose of this floating prison remain unknown, but it has long been the subject of rumor, legend, and fear among the people of Falengaht. Society and Settlements:   Though Falengaht is sparsely populated compared to other continents, civilization is slowly forming along the southern coast. The capital city of Ullinfane stands as a beacon of trade and culture in this frozen land. Alongside Harogan, a major port city, these two coastal settlements serve as the gateways to the continent, hosting the majority of travelers, merchants, and explorers.   Beyond the larger cities, small towns and villages are scattered throughout the southern regions of Falengaht, their populations eking out a living through hunting, fishing, and mining the natural resources buried beneath the ice. However, even these "civilized" areas are fraught with danger. Traveling between settlements without a trained guide or mercenaries is perilous due to the many dangers that lurk in the unexplored wilderness, from wild beasts to mysterious, unseen forces in the frozen wastes. Perils of the Wilderness:   The farther one ventures from the coast, the more treacherous the land becomes. The Frozen Expanse beyond the southern settlements is largely unmapped, and few who attempt to traverse it return. The biting cold is only one of the many hazards; ice storms, hidden crevasses, and the strange creatures that call this land home pose significant threats. Legends tell of ancient, slumbering entities beneath the ice, awakened by those who tread too close to their domain.   Even seasoned adventurers approach the vast tundras and icy mountains with caution. Many rely on local guides who have spent generations learning to survive the frozen wastes, or they hire the protection of mercenary bands familiar with the harsh environment. The Mysteries of Falengaht:   Despite its dangers, Falengaht attracts those seeking fortune, glory, or answers to its many mysteries. Explorers speak of ancient ruins hidden beneath glaciers, remnants of civilizations long lost to the cold. Scholars and archaeologists have become fascinated by the floating fortress above Icinvale Lake, which some claim holds prisoners from another age or plane of existence.   With much of Falengaht yet unexplored, it remains a land of untapped potential—and untold danger.
  • Nidira
    Nidira consists of three major powers. The Felleveign Theocracy, The Hekkeran Empire, and The Kingdom of Melgia. While there is tedious peace between these three nations, there are plenty who would wish war between them. The people of Nidira fear the dark of night for with it comes the prowling creatures whom inhabit the dark. Some rulers and nobles seek to take advantage of this, and will use it to further control the populous. However, there is a small portion of the populace who would call themselves adventurers, they fear not the dark and seek to protect, most often for a price.
  • The Land of Kozuka
    Kozuka is a land of rich history, culture, and beauty. From its mist-shrouded forests and towering mountain peaks to its tranquil bamboo groves and serene lakes, Kozuka offers a breathtaking landscape to those who dare to explore its many hidden wonders. However, Kozuka is also a land of mystery and secrecy, with its people fiercely protective of their traditions and way of life. Visitors are not always welcome, and those who seek to uncover the secrets of this enigmatic land must tread carefully and with great respect. But for those who are willing to take the risk, the rewards are immeasurable.   For the bold and adventurous traveler, Kozuka offers a chance to experience a culture and way of life that has remained largely unchanged for centuries. Its ancient temples, traditional festivals, and skilled artisans are a testament to the enduring spirit of the people of Kozuka, and a reminder of the timeless beauty and wonder of Japan.
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