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The Commonwealth of the Canyon Kingdoms

Overview:

The Commonwealth of the Canyon Kingdoms is a loose alliance of diverse kingdoms, duchies, and fortress-states scattered through Aerenfall’s vast canyonlands. United by shared geographic isolation, magical innovation, and political pragmatism, the Commonwealth has no formal capital, but Gryphonalia is its spiritual and diplomatic heart. Decisions are made by the Whispering Forum, a magically-linked council of representatives from each member state.

Known Members:

  • Gryphonalia: Unofficial capital; famous for gryphon breeding, magical teleportation (Telemancy), and a technocracy-magocracy political system.
  • Duchy of Fromaggio : Known for magical cheeses like the Singing Blue; sends the proud Cheese Guards as its military force.
  • Singspire Vale: Home to sound magic and the Echo Blades infantry, backed by Spellsinger mages.
  • Ironfold: Stoic dwarven-human stronghold; provides rune-enhanced artillery and engineering units.
  • New Grotto: Wealthy inventor’s haven with glowstone currency; fields the elite heavy cavalry, the Gilded Spurs.
  • Sundreach: Rugged fjord kingdom; fields the Cliff Jumpers, elite cliff-scaling scouts.
  • Yunxia: Eastern canyon kingdom; sends the Crimson Vigil, a disciplined heavy infantry inspired by samurai.
  • Gloomhaven (Expelled): Previously known as Brighthaven. Although it's a fallen kingdom, some of the citizens are still loyal to the Commonwealth. When the call for aid goes out the Gloomhaven irregulars still answer the call.

Military Structure (The Commonwealth Host):

  • Flexible, multi-unit coalition army, eccentric and eclectic but effective military force.
  • Includes elite units like the Ember Rings (battle-mages), the Oath-Keepers of Cherlindra (paladin order), and the Free Companies (militia from minor states).
  • Command rotates through elected or magically appointed High Commanders.

Challenges:

  • Coordination across diverse cultures and magic styles.
  • Maintaining unity in the face of external threats and internal rivalries.
  • Ongoing efforts to address the lingering shadow of the expelled kingdom, Gloomhaven.

Gryphonalia

Official Name: Kingdom of Gryphonalia
Capital: Aras Keep
Ruler: Sorcerer Lord Elphinius Dunn
Government Type: Magitocracy blended with technocracy (magical elite guide arcane policy; non-magic citizens vote in civic affairs)
Notable Exports: Gryphon breeds, teleportation services, arcane constructs, exotic magical creatures.


Political leadership

Gyphonalia is a Magitocracy, a kingdom ruled by mages. Only those with the magical gift are allowed to join the ruling council of mages. The head of this council is the Supreme Arcane Lord of Gryphonalia, Elias Dunn


Overview

Gryphonalia is the spiritual and diplomatic heart of the Commonwealth of the Canyon Kingdoms. Perched in the high, jagged cliffs of the Skyspire Range, the kingdom is famous for its breathtaking vistas, its breeding houses of fantastical gryphon hybrids, and its mastery of teleportation magic (Telemancy). Despite its magical dominance, Gryphonalia retains an eclectic blend of magical innovation, eccentric scholars, aerial warriors, and benevolent yet unpredictable arcane rulers.


Culture & Society

  • Gryphon Bonding: A coming-of-age ritual where young Gryphonalians must tame and ride a gryphon for the first time. Success grants adulthood status.
  • Arcane Innovation: Gryphonalia is renowned for cutting-edge magic experiments, from hybrid chimera breeding (Chimermancy) to the fine-tuning of teleportation networks.
  • Feather Oaths: Oaths are sealed not with signatures but by exchanging enchanted feathers, often taken from one's bonded gryphon.
  • Architectural Marvels: Aras Keep's towers spiral up like corkscrews into the sky, with landing perches for gryphons and magical portals on every level. Streets twist through floating bridges and elevated platforms.

Military Might

Main Units:

  • The Skyclad Lancers ("The Gryphons' Claw"): Heavy aerial cavalry riding gryphons, specializing in shock assaults from above and flanking maneuvers. Commanded by Sky Marshal Lady Aeristelle Dawnwing.
  • The Ember Rings: An auxiliary corps of battle-mages organized into "Circles," specializing in battlefield control, elemental assault, and anti-magic support.
  • Gryphon Breeding Houses: Institutions responsible for raising not just standard eagle-lion gryphons, but experimental breeds like owl-leopard and parrot-tiger mixes for specialized tasks or diplomatic flair.

Sorcerer Lord Elphinius Dunn

Title: Supreme Arcane Lord of Gryphonalia
Specialization: Telemancy (Teleportation Magic)

Biography:
Elphinius Dunn is widely regarded as one of the most brilliant—and eccentric—sorcerers in Aerenfall. Though most assumed his rise to Sorcerer Lord status would come from Gryphonalia's famed gryphon-breeding advancements, Dunn instead earned his title through masterful breakthroughs in Telemancy, the art of teleportation. His invention of the Quantum Drift Spiral, a spell that allows for mass teleportation across continents without requiring fixed portals, revolutionized magical transportation across the known world. Most importantly for the Commonwealth of the Canyon Kingdoms, Elphinius uses the Quantum Drift Spiral to connect the scattered member states, ensuring rapid diplomatic, military, and trade coordination across the vast and rugged geography of the alliance.

Famous Achievements:

  • Created the Quantum Drift Spiral, a teleportation network connecting distant cities across Aerenfall.
  • Stabilized the previously dangerous Vortex Gates linking Gryphonalia to the Arcane Colleges.
  • Successfully teleported an entire gryphon battalion mid-flight across a battlefield—an unprecedented feat.
  • Negotiated the integration of Chimermancy practices into ethical breeding programs, avoiding the dark reputation of Fleshweavers seen elsewhere.

Personality & Reputation: Elphinius is known for his quick wit, vast magical intellect, and occasional absent-mindedness. He has been known to vanish mid-conversation—sometimes literally—when struck by a new magical idea. Despite his brilliance, he remains approachable to common citizens, often surprising villagers by appearing unannounced to discuss local teleportation mishaps or test new minor spells.

Signature Quote: "Why walk the long road when you can weave the short one through the air?"


Points of Interest

  • Aras Keep: The seat of power, containing the Arcane Council chambers, the Teleportation Hub, and the Gryphon Aerie.
  • The Feathered Hall: A grand meeting place where citizens present oaths and petitions by feather, overseen by both mundane magistrates and arcane advisors.
  • The Chimera Gardens: Public exhibition grounds displaying some of Gryphonalia's most successful (and whimsical) hybrid creatures.
  • The Vortex Gate Nexus: A teleportation and research site linking Gryphonalia to multiple magical centers across the world.


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