History and Overview
Welcome to Valoria, a land of resilience, magic, and scars that have yet to fully heal. A century ago, the War of the Five Kings shattered the realm, leaving devastation in its wake. The war—fought over land, power, and ancient grudges—tore apart alliances and nearly drove the kingdoms to ruin. But what truly ended the war was not diplomacy or conquest—it was catastrophe.
Show SpoilerTo ensure that such devastation would never come again, the rulers of Valoria established the University of Arcanis. More than just a center of learning, Arcanis was built as a sanctuary, a neutral ground where magic and knowledge could be wielded to prevent another calamity. Its spires rise above the ruins of the battlefield, a constant reminder of what was lost—and what must never be repeated.
Yet, a century is not enough time to erase the scars of war.
The five kingdoms—each with their own ambitions, traditions, and secrets—remain in a delicate balance.
- Eldoria, the Elven Kingdom, still whispers of the war in songs and sagas, its people wary of outsiders who once marched against them.
- Solandris, the Human Kingdom, prospers through trade and diplomacy, yet political fractures remain, with nobles who still grieve for a world before Arcanis.
- Durngrim, the Dwarven stronghold, watches with vigilance, fearing the darkness may rise again from beneath.
- Gorthar, the Orcish north, remembers the war as a time of blood and glory, yet its warbands remain fractured, unable to decide whether they are protectors or conquerors.
- Glimmerwick, the Gnomish and Dragonborn haven of invention, remains the realm of progress, but even here, whispers of forgotten artifacts and lost knowledge from the war stir curiosity and dread alike.
Despite the fragile peace, shadows linger at the edges of the world.
Show SpoilerStrange disappearances, forgotten prophecies, and ancient enemies that should have died a century ago continue to haunt the realm.
Now, as we step into the present, one truth remains clear: history is never truly buried.
The past is stirring. The Rift whispers once more. And Valoria stands on the edge of another great turning point.
The only question is—who will shape what comes next?
The Kingdoms of Valoria
Eldoria: The Elvish Kingdom
Eldoria, ruled by the wise and dignified King Aelar Silversong, is a realm of harmony and elegance. The elves of Eldoria have built their civilization within the towering trees of ancient forests, blending seamlessly with nature. Their society celebrates art, music, and knowledge, with a deep connection to the magical energies that flow through their lands. Eldoria is renowned for its musical festivals, where melodies so enchanting they are said to calm storms echo through the forests.
Geography & Environment
Nestled within ancient, towering forests, Eldoria is a kingdom where nature and magic exist in perfect harmony. Its cities are woven into the trees, suspended among the vast canopies, with bioluminescent flora illuminating the night. Rivers of crystal-clear water carve their way through the land, their banks lined with whispering willows and enchanted groves. Eldoria’s borders are guarded by natural barriers, from dense enchanted thickets to mist-covered glades, ensuring that only those deemed worthy may enter.
At the heart of Eldoria stands Sylvalis, the Everroot, a gargantuan world tree that serves as both the capital and a sacred symbol of elven heritage. Its colossal branches cradle the city’s highest halls, while its deep roots weave through the land, pulsating with the raw energy of the Weave. It is said that Sylvalis predates even the oldest elven records, and that its heartwood holds knowledge from ages long past.
Eldoria is well hidden, its paths veiled by powerful elven magic. Those who wish to enter must be guided by an elf, for the kingdom does not reveal itself to outsiders without invitation. The enchanted mists that shroud its borders ensure that those who seek Eldoria without permission will find only endless forest paths leading them astray.
Culture & Society
Ruled by King Aelar Silversong, Eldoria is a kingdom of tradition, wisdom, and artistry. The elves of Eldoria value knowledge, song, and magical mastery, making their society a hub for arcane scholars, musicians, and seers.
However, beneath this harmony, an unspoken tension lingers between the wood elves and high elves.
- The wood elves, deeply attuned to the forest and its spirits, see themselves as the true protectors of Eldoria, believing that the high elves have grown distant from their roots by seeking knowledge over nature.
- The high elves, scholars and wielders of ancient magic, see themselves as the rightful architects of Eldoria’s greatness, ensuring that their long-lived wisdom guides the kingdom into the future.
While these two elven groups maintain a peaceful coexistence, their differences shape policy, governance, and cultural decisions. However, both find common ground in their distrust of the Drow, who dwell in the Underdark beneath Eldoria.
The Drow of Nythra’Sul, an underground city buried deep beneath Sylvalis, have long lived in isolation, but their growing influence and rumored dealings with forbidden magic have begun to stir unease. Wood elves warn that the Drow are cursed and should be kept at bay, while high elves consider them an unpredictable danger.
Though King Aelar Silversong maintains a fragile peace, it is unclear how long this unsteady balance will last.
Notable Landmarks
- Sylvalis, the Everroot – The gargantuan world tree and capital of Eldoria, where the royal court and sacred groves reside.
- The Veilwood Gates – The enchanted entrance to Eldoria, hidden within a mist-covered glade, where only an elf can lead outsiders through.
- The Everglen Sanctuary – A temple dedicated to healing, meditation, and communion with the Weave.
- The Songwood Amphitheater – A vast natural stage where enchanting melodies resonate across the land, said to calm storms and weave emotions into reality.
- The Moonlit Glades – A sacred, hidden grove where the barrier between realms is said to be thinnest, and fey beings whisper secrets to those who listen.
- Nythra’Sul, the Shadowed City – The Drow settlement beneath Eldoria, hidden within the caverns of the Underdark, its halls lined with bioluminescent fungi and carved from obsidian stone.
Mysteries & Dangers
While Eldoria is a land of beauty and serenity, it is not without its shadows.
- Sylvalis, the Everroot, is more than a tree—some believe its roots reach beyond this plane, and that the elven people are merely its current caretakers, not its first.
- The Weave in Eldoria is unusually strong, but with that power comes unpredictable anomalies. Some say that the forest itself listens and responds, and not all who enter leave unchanged.
- The Council of Elders holds knowledge that even the King does not share, guarding long-forgotten secrets of the Time of Troubles.
- Whispers of a lost elven city hidden deep within the forests, sealed away after a devastating magical conflict.
- The Drow of Nythra’Sul have remained underground for centuries, but lately, strange movements have been detected near their city, sparking concerns of a rising power beneath Eldoria.
Solandris: The Human Kingdom
Solandris, led by the ambitious and charismatic Queen Isabella Ardentis, thrives as a beacon of trade and innovation. Humans have built sprawling cities and vibrant marketplaces, making their kingdom the commercial hub of Valoria. Adaptable and resourceful, they excel in commerce, diplomacy, and invention. Solandris's bustling trade hubs attract merchants and travelers from all over, fostering an atmosphere of constant exchange and growth.
Geography & Environment
Solandris, the capital of the Human Kingdom, is a thriving metropolis built along the Sea of Shimmering Tides and the Azure River, making it the commercial, diplomatic, and cultural heart of Valoria. It is a city of elegant spires, bustling markets, and winding canals, where political ambition and economic power collide. Beyond its polished exterior, hidden forces move in the shadows, shaping the fate of both the kingdom and Valoria itself.
Culture & Society
Solandris is a city of wealth, politics, and ambition, home to nobles, scholars, traders, and spies. The kingdom’s power structure is dominated by Queen Isabella Ardentis, a progressive ruler striving to open trade routes and expand Valoria’s influence, but her vision faces strong resistance from conservative factions.
The city’s economy is fueled by merchant guilds, whose wealth rivals that of nobility, while the Council of High Tides serves as an influential advisory body, balancing competing interests. Beneath it all, the underworld network known as The Eclipse operates from the shadows, manipulating events unseen.
Notable Landmarks
- The Ivory Keep – The royal palace, where Queen Isabella rules and political intrigue unfolds.
- The High Tides Hall – Where noble houses and guildmasters debate the future of Solandris.
- The Gilded Bazaar – A massive market where traders from across Valoria negotiate wealth and power.
- The Great Library of Solandris – A repository of ancient knowledge and historical records.
- The Amphitheater of Sol – A grand stage for public speeches, performances, and political discourse.
- The Black Market Tunnels – A hidden network of smuggling routes controlled by The Eclipse.
Mysteries & Dangers
While Solandris appears to be a beacon of stability and prosperity, it is a city of deep secrets and deadly rivalries.
- The Eclipse manipulates the city’s elite, controlling illicit trade and espionage from the shadows.
- The Council of High Tides is split between progressives and traditionalists, locked in a political cold war.
- Foreign agents and spies infiltrate the city, seeking to sway policies or steal knowledge from the Great Library.
- Rumors whisper of a hidden power buried beneath the city—an artifact or force that Solandris was built to protect, or perhaps contain.
Durngrim: The Dwarven Kingdom
Durngrim, under the leadership of the formidable King Thrain Ironheart, is a realm of strength and resilience. Nestled in vast mountain fortresses, the dwarves mine deep into the earth, extracting precious metals and gems. Their craftsmanship is unparalleled, and their society values honor, tradition, and hard work. Durngrim’s masterful forges produce weapons and armor that are coveted across all kingdoms.
Geography & Environment
Carved deep into the spine of the Blackiron Mountains, Durngrim is a fortress kingdom of stone and steel. Towering peaks shield it from invaders, while labyrinthine tunnels and grand subterranean halls form the foundation of its thriving civilization. Rivers of molten rock flow beneath great foundries, feeding the forges that fuel Durngrim’s legendary craftsmanship.
Beneath the kingdom lies a far greater challenge—the Underdark. The deepest mines of Durngrim have long served as the frontline in an endless war against the horrors that crawl up from the abyssal depths. Monstrous creatures, aberrations, and drow warbands seek to break through, and the Ironclad Sentinels—Durngrim’s elite warriors—stand vigilant, ensuring that the darkness does not rise to consume the mountain kingdom.
Culture & Society
Durngrim is a kingdom built on tradition, honor, and resilience. Its people are stubborn, industrious, and unyielding, prizing craftsmanship, warfare, and loyalty above all else. The dwarves of Durngrim believe in earning one's place, whether through mastery of the forge, prowess in battle, or unshakable duty to clan and kin.
Ruled by King Thrain Ironheart, a leader as unyielding as the mountains themselves, Durngrim remains steadfast in its traditions, wary of outsiders and fiercely protective of its ancestral mines and deep vaults. The kingdom is governed by a High Council of Clans, made up of the heads of Durngrim’s most powerful houses, ensuring that no single voice—not even the king’s—holds absolute rule.
Though primarily an isolationist nation, Durngrim maintains strategic trade alliances with Solandris and Glimmerwick, exporting masterwork weapons, enchanted armor, and precious minerals in exchange for resources they cannot mine themselves. However, these alliances remain strictly transactional, as trust must be earned, not given.
Notable Landmarks
- The Adamant Doors – The colossal entrance to Durngrim, reinforced with mithral and guarded day and night by the elite Ironclad Sentinels.
- The Great Forge of Moradun – The largest forge in Valoria, where master smiths and runesmiths craft legendary weapons and armor.
- The Stonehall – The royal seat of King Thrain Ironheart, a vast throne room carved into the heart of the mountain.
- The Anvilspire – A sacred site, where the greatest weapons in dwarven history were forged. Only the most skilled smiths may work here.
- The Deep Roads – An ancient, sprawling tunnel network leading far beneath Durngrim, where ruins of forgotten dwarven cities and nameless horrors lie in wait.
- The Vault of Ages – A sealed repository said to hold the kingdom’s greatest artifacts, heirlooms, and forbidden knowledge.
The War Beneath – The Endless Watch
Durngrim’s war against the Underdark is an unending struggle, a duty passed down through generations. The deepest mines lead into massive chasms, where tunnels breach into the dark domain of mind flayers, drow, and nameless monstrosities.
- The Ironclad Sentinels patrol the lower tunnels, their shields lined with runes to ward off horrors that slither up from the black.
- Entire battalions of dwarven warriors are dedicated solely to defending the Underdark breaches, ensuring that what lurks below never reaches the surface.
- Drow skirmishers, organized warbands, and even worse nightmarish creatures continuously probe for weak points in dwarven defenses.
- Some tunnels are no longer held by the dwarves, now infested with mind flayer colonies, goblin nests, or forgotten horrors from the deepest abyss.
- The Deepscorn Rift, an ancient wound in the Underdark, is said to hold something even the drow fear, a presence that grows stronger with each passing decade.
This eternal war keeps Durngrim strong but weary, and its people hard but prepared. The dwarves do not fight for conquest or glory in these tunnels—they fight for survival.
Mysteries & Dangers
- The Deep Roads grow more dangerous each year. Dwarves speak of something stirring in the depths—shadows that move, whispers in the dark. Some claim the tunnels lead to places not meant for mortals to tread.
- The Vault of Ages remains locked, its secrets unknown even to the king. Some say it holds forbidden relics, while others believe it is sealed to keep something in.
- Ancient rivalries persist between the dwarven clans, and some resent King Thrain’s alliances with outsiders, fearing it weakens their traditions.
- A missing expedition of dwarven miners has uncovered something unnatural deep within the earth, and their last message warned of a presence that watches.
Gorthar: Orcish Bastion of the North
Gorthar, semi-united under the fierce Warchief Graknar Bloodtusk, is a land of rugged survival and camaraderie. The orcs of Gorthar live in nomadic communities, traversing the harsh landscapes with strength and determination. Known for their warrior spirit, orcs hold combat as both a way of life and a form of art. Gorthar’s combat arenas are legendary, where epic battles of strength and skill draw crowds from every corner of Valoria.
Geography & Environment
Golthar stands as the final stronghold before the frozen desolation of the Waste Lands, a rugged warrior’s citadel that serves as the gateway between civilization and the untamed north. Built into the craggy cliffs of the Frostfang Divide, its colossal stone walls rise like fangs against the sky, reinforced by ironwood gates and towering watchtowers.
Beyond Golthar lies nothing but endless tundra, icy wastelands, and the warring tribes of the north. To the south, the kingdoms of Valoria watch with wary eyes, knowing that should Golthar fall, there would be nothing to stop the wild hordes from sweeping down upon them.
Despite its harsh environment, Golthar thrives, not through agriculture or trade, but through war, tradition, and sheer resilience. It is a land where only the strong survive, and where strength is not just measured in battle, but in leadership, endurance, and the unbreakable bonds of clan and kin.
Culture & Society
Golthar is semi-united under the leadership of Warchief Graknar Bloodtusk, a warrior of legendary renown who has managed to hold the fractured orcish warbands together through strength and cunning. However, his rule is far from absolute—five major orc clans control different parts of Golthar, each vying for dominance in their own way.
- The Red Wolves – Brutal raiders who believe in absolute dominance through conquest.
- The Frostfangs – Mountain orcs who tame and ride giant wolves, mastering the harsh cold.
- The Ashborn – Fire-worshiping orcs who forge weapons in the great forges of Golthar.
- The Stonefists – Brawlers who value hand-to-hand combat and personal strength above all.
- The Black Tusk – The most enigmatic clan, known for their shamans and strange rituals.
While conflicts between these clans are frequent, they are held in check by Golthar’s great combat arenas, where disputes are settled in ritualistic combat rather than all-out war.
Leadership by Combat – The One-on-One Trial
In Golthar, rulership is not inherited—it is claimed in blood. Any orc who wishes to lead must issue a formal challenge to the reigning Warchief, invoking the sacred rite of The Blood Duel. This one-on-one battle to the death determines the new ruler of Golthar, ensuring that only the strongest and most capable lead.
Once a challenge is made, it cannot be withdrawn. The duel takes place in the Bloodpits of Grashnar, where warriors from every clan gather to witness the trial. The victor assumes control of Golthar, while the fallen leader’s name is etched into the Wall of the Fallen, a sacred memorial where past warchiefs are honored.
Though Warchief Graknar Bloodtusk currently holds his throne, many whisper of challengers rising, waiting for the right moment to strike.
Notable Landmarks
- The Warcaller’s Keep – The seat of Warchief Graknar Bloodtusk, a fortress where warbands gather and plan their next moves.
- The Maw of Golthar – The colossal gate that separates the civilized world from the frozen north, manned by orc warriors who keep the horrors of the Waste Lands at bay.
- The Bloodpits of Grashnar – The most famous combat arena in Valoria, where gladiatorial duels, clan rivalries, and grand tournaments decide the fate of warriors and warlords alike. The Warchief is chosen here, and his rule is won by blood.
- The Forge of the Ashborn – A sacred smithy where the finest orcish weapons and armor are forged in fire and battle-tested under the eyes of the gods.
- The Spirit Stones – A site of ancient power where the shamans of Golthar commune with the spirits of the land and their ancestors.
Mysteries & Dangers
- The Waste Lands beyond Golthar are a frozen abyss, where only the hardiest warriors dare to travel. Legends tell of ancient horrors buried beneath the ice, waiting for the right moment to awaken.
- Some orcish warbands believe Golthar is meant to remain divided, fearing that true unity will awaken something from the past.
- The Black Tusk Clan performs strange rituals, and whispers speak of an old god stirring beneath the frost.
- The Maw of Golthar is holding back more than just the orcish hordes of the north. Something else waits beyond it, something even the orcs fear.
Glimmerwick: The Gnomish Kingdom
Glimmerwick, overseen by the pragmatic and inventive Council Leader Tinkwick Gearflare, is a haven of creativity and innovation. The gnomes, alongside their Dragonborn allies, inhabit rolling hills dotted with intricate workshops and vibrant gardens. Known for their whimsical yet practical inventions, they blend magic and technology in ways unmatched by any other kingdom. Glimmerwick’s magical gadgets and contraptions are celebrated for their ingenuity and charm.
Each kingdom enriches Valoria with its unique culture, strengths, and contributions, making the land a vibrant tapestry of diversity and unity.
Geography & Environment
Nestled within rolling emerald hills and misty valleys, Glimmerwick is a kingdom of innovation, where magic and technology blend seamlessly. The land is a patchwork of tinkering workshops, floating windmills, enchanted canals, and vibrant gardens, reflecting the boundless creativity of its people. Crystalline rivers shimmer under hovering bridges, and automated constructs roam the streets, performing mundane tasks with mechanical precision.
Unlike the grand cities of Solandris or the fortress-strongholds of Durngrim, Glimmerwick feels alive in a different way—constantly shifting, evolving, and reinventing itself. It is a nation of progress, where nothing remains unchanged for long.
Culture & Society
Glimmerwick is ruled not by a monarch, but by a Council of Innovators, led by the pragmatic and inventive Council Leader Tinkwick Gearflare. Unlike the rigid traditions of other kingdoms, Glimmerwick thrives on experimentation, risk-taking, and open collaboration.
- The Gnomes – The heart of Glimmerwick’s ingenuity, known for their curious minds and boundless enthusiasm. Tinkerers, alchemists, and artificers make up the majority of its population.
- The Dragonborn – The kingdom’s warriors, protectors, and architects. They balance the gnomes' chaotic creativity with a strong sense of order and precision, ensuring that Glimmerwick’s innovations remain stable and functional.
- The Artificers’ Guild – The most prestigious organization in Glimmerwick, where only the finest minds are accepted to develop groundbreaking magical devices and automata.
- The Steamwrights – A faction that focuses on mechanical and arcane fusion, pioneering self-sustaining constructs and autonomous defenses.
- The Alchemical Society – A sect of gnome and dragonborn researchers, dedicated to pushing the limits of potioncraft, biomancy, and energy transmutation.
While Glimmerwick embraces progress, it is not without its internal disputes. Rival factions compete for recognition, patents, and resources, leading to constant debates, prototype challenges, and the occasional explosion in the streets.
Notable Landmarks
- The Clockwork Citadel – The seat of the Council of Innovators, a towering brass-and-crystal structure that hums with arcane energy.
- The Gearspire – A spiraling mechanized observatory, where astronomers and scholars map celestial patterns and arcane ley lines.
- The Arcane Crucible – A massive foundry where magical constructs, war machines, and enchanted devices are forged.
- The Floating Bazaar – A marketplace where automated stalls shift and rearrange themselves based on demand, selling rare components and experimental inventions.
- The Expanse Engine – A rumored world-altering device, locked away beneath the city. Some believe it is unfinished, while others whisper it was never meant to be completed at all.
Mysteries & Dangers
- Not all inventions succeed—some are dangerous, unstable, or forgotten, buried deep within Glimmerwick’s subterranean workshops. Some of them have started to reactivate on their own.
- The Artificers’ Guild is divided—one faction believes in innovation for the betterment of Valoria, while another believes some knowledge should remain hidden.
- A strange signal has been detected in the Gearspire, an anomaly that no known technology or magic can explain.
- The Expanse Engine has been silent for centuries, but a recent surge in energy has reignited old fears.
The University of Arcanis
Geography & Environment
The University of Arcanis is the pinnacle of magical scholarship in Valoria, standing as a testament to the unity of the five kingdoms. Built atop the sealed Abyssal Rift, it serves not only as a center of learning but as a bulwark against the Abyss, ensuring the mistakes of the past are never repeated.
A place of breathtaking beauty, Arcanis features towering spires, glowing runes, and halls infused with magic, where students from across Valoria gather to hone their craft, uncover ancient knowledge, and push the limits of arcane innovation.
Leadership & Houses
The University is governed by Headmaster Haldoor Blackcloak, a figure of immense wisdom and power, alongside the Council of Deans, each representing a distinct magical discipline. Students are sorted into four houses, each reflecting different ideals and approaches to magic:
- House Aegis – Justice, honor, and protection.
- House Vesper – Compassion, wisdom, and adaptability.
- House Corvus – Freedom, individuality, and creativity.
- House Umbra – Knowledge, discipline, and balance.
Campus Features
The University is a city of magic in its own right, boasting legendary locations such as:
- The Spires of Knowledge – Five towers dedicated to specialized magical disciplines.
- The Luminary Archives – A vast, enchanted library with tomes that choose their readers.
- Runeward Arena – A glowing, rune-marked field where students compete in Runeward, the University’s official magical sport.
- The Abyssal Vault – A heavily warded underground chamber containing the last remnants of the Abyssal Rift, watched over by Mystra’s Wardens, the University’s spectral guardians.
Student Life & Prestige
Life at Arcanis is as demanding as it is rewarding. Students engage in magical research, inter-house competitions, and quests beyond the campus—seeking lost relics, testing powerful spells, and uncovering the mysteries of the Weave.
Graduating from Arcanis is a mark of power and influence, granting access to the highest circles of Valoria’s elite. Those who rise above their peers earn the prestigious title of Prodigy, a recognition that grants boundless recognition, access to secret magical societies, and the authority to shape the future of Valoria.
Ashenmaw Isle
Geography & Environment
A land of fire and ruin, Ashenmaw Isle is a volcanic wasteland where molten rivers carve through blackened stone and the sky is often choked with ash. The island is dominated by Mount Pyronis, an ever-erupting volcano that casts an eerie glow upon the land. Cracks in the earth vent plumes of searing heat, and the surrounding seas boil with geothermal activity, making approach treacherous.
Lore & History
Once, this island may have been part of a greater landmass, but it was reshaped by a cataclysmic battle between colossal primal entities, beings of raw elemental power. Their clash scarred the land permanently, leaving behind a realm of fire and ruin. Little remains of whatever civilization may have once stood here, save for a single known settlement—Drak’Zareth, a fortified stronghold of Dragonborn survivors who have adapted to this fiery landscape. These warriors and scholars safeguard lost knowledge and relics of the island’s past.
Mysteries & Dangers
The island is a hotbed of magical instability, its wounds from the past battle still seeping elemental energy. Fire elementals, salamanders, and infernal beasts roam freely, drawn to the island’s raw power. Red dragons, considering the land their dominion, nest within the volcano’s depths, clashing with those who dare to trespass. Rumors persist of cursed ruins, buried beneath the volcanic rock, containing artifacts from an age before recorded history—artifacts that should perhaps remain undisturbed.
The Colossal Wound of Valoria
Geography & Environment
Located in the northeastern reaches of Valoria, the Colossal Wound is a vast, reality-warping anomaly where the Weave itself remains unstable. A massive crater of swirling magical energy, its depths pulse with chaotic currents of raw magic, and the land surrounding it shifts unpredictably. Rivers flow skyward, gravity bends at will, and entire landscapes alter overnight. Planar rifts flicker in and out of existence, revealing glimpses of realms unknown, while wild magic eruptions send waves of unpredictable energy rippling through the terrain.
Lore & History
The Colossal Wound is the most powerful Weave Wound, a remnant of the Time of Troubles, when magic was violently torn apart. Some believe it was once a site of immense magical significance, possibly a gateway between worlds or the focal point of a great conflict. Scholars from the University of Arcanis theorize that the Wound is the key to understanding the Weave itself, though none have yet been able to unravel its mysteries.
Mysteries & Dangers
Few who approach the Wound return unscathed. Spells cast nearby often malfunction catastrophically, and those who linger too long risk being altered by its magic—some gain strange abilities, while others are lost to madness or vanish entirely. The land is plagued by Weave-born abominations, creatures shaped by the Wound’s unstable energies. Most disturbingly, whispers on the wind hint at something imprisoned deep within—or perhaps something merely waiting to awaken.
The Grass Sea
Geography & Environment
A vast expanse of rolling golden plains, the Grass Sea stretches endlessly, its tall, windblown grasses rippling like waves beneath an open sky. The land is temperate, with scorching summers and bitter winters, though the seasons shift unnaturally fast in certain regions. Sudden storms sweep across the plains, and beneath the surface lies a network of tunnels, their origins unknown.
Lore & History
The Wildings—towering, tattooed human-Goliath hybrids—once thrived as warlords of the plains. But when they uncovered a forbidden truth, the Goddess Har cursed them, binding their souls to the land. They cannot leave, doomed to wander the Grass Sea for eternity. Those who try vanish, only to reappear days later, confused and stripped of memory.
Yet, some rare exceptions exist—Wilding Druids, attuned to ancient magics, have found ways to slip past the curse. These outcasts are almost never seen beyond the plains, but a handful have left, seeking answers. One such Druid now studies at Arcanis, desperate to unravel the truth.
Mysteries & Dangers
The Grass Sea is haunted by whispering voices, remnants of those lost to Har’s punishment. Massive beasts roam the tall grasses, while the land itself resists navigation—travelers often find themselves back where they started. Some believe the curse hides an ancient vault, its contents too dangerous to be known.
Malchimara Forest
Geography & Environment
Malchimara is a vast and ancient woodland, divided into two distinct regions. The northern section, bordering Arcanis, is a place of dense, untamed magic, home to research sites, arcane ruins, and student trials overseen by the university’s professors. The mid and southern regions, however, are another story—a land of monstrosities, corrupted by magic, where reality itself bends under the weight of lingering Weave Wounds.
Scattered throughout the forest are numerous Minor Weave Wounds, creating strange anomalies—shifting paths, flickering time loops, and whispers of unseen entities. Yet, deeper within, Greater Weave Wounds pulse with raw magic, shaping the land in unpredictable ways. It is said that if these Greater Weave Wounds were ever fully healed, Malchimara would slowly lose its magic, fading into an ordinary woodland.
Lore & History
Though druids once tended the forest, they are but a minor footnote in its long and turbulent history. Malchimara’s true legacy lies in its ancient ruins, lost spellcaster sanctuaries, and forgotten laboratories, where wizards, warlocks, and scholars once sought to harness the power of the Weave Wounds. Many of these sites remain intact, concealed within the ever-shifting landscape. Arcanis professors frequently send students on trials and research expeditions, making the northern edge of Malchimara an invaluable, if dangerous, training ground.
Mysteries & Dangers
The deeper one ventures, the more twisted and unnatural the forest becomes. Chimeras—multi-headed magical abominations—roam its heart, drawn to the chaotic energies of the Weave Wounds. These creatures, fused together by failed magical experiments and wild magic surges, are the deadliest predators in Malchimara.
Yet, the most infamous inhabitant is Babayaga, an elusive hag whose wandering house moves unpredictably through the forest. Students at Arcanis whisper, “If you see the walking house, turn back. If she invites you in, you’re already lost.”
Between the unpredictable Weave Wounds, the monstrous inhabitants, and the lure of forgotten arcane knowledge, Malchimara remains a magnet for magic-seekers and reckless adventurers—though not all who enter will find their way back.
Mere of Sorrow
Geography & Environment
A vast, mist-covered swamp, the Mere of Sorrow is a place of lifeless waters, tangled roots, and perpetual twilight. The air is thick with the scent of decay, and black, stagnant pools reflect a sky that seems forever gray. The swamp’s murky depths stretch for miles, swallowing ruins, ships, and travelers alike. Haunting lights flicker within the mist, leading the unwary deeper into its treacherous embrace.
Lore & History
Once, this land was home to a great elven kingdom, its spires reaching toward the heavens—until a magical calamity tore it asunder. It is said that a failed elven spell unleashed an uncontrollable surge of magic, flooding the kingdom overnight and cursing the land for eternity. The elves who perished did not find peace; their spirits linger, trapped in the mire, their kingdom now a sunken ruin of sorrow and undeath.
Beneath the murky waters, lost treasures of the ancient kingdom remain, hidden within collapsed temples and forgotten vaults. Many adventurers seek to reclaim them, but few survive the horrors that roam the swamp.
Mysteries & Dangers
The Mere of Sorrow is a graveyard of the past, haunted by undead monstrosities, vengeful spirits, and even dragons that have claimed the ruins as their lairs. It is said that a Greater Weave Wound lingers at the heart of the swamp, keeping the dead from resting and warping the natural order.
Despite these dangers, the Mere has become a sanctuary for criminals, its isolation perfect for those wishing to escape the reach of the living. Smugglers, outlaws, and forbidden cults operate from hidden enclaves, using the swamp’s unnatural aura to ward off unwanted visitors.
Even for the boldest adventurers, the question remains—is the treasure of the lost kingdom worth the price of its curse?
Nathiss Thicket
Geography & Environment
A vast, venomous jungle, Nathiss Thicket is a land of dense foliage, towering trees draped in moss, and tangled roots concealing danger at every turn. The air is thick with humidity, and a constant haze of pollen and spores lingers, making breathing difficult for the unprepared. Brightly colored flora, both beautiful and deadly, thrive in the undergrowth, their petals laced with toxins. Rivers wind through the jungle, their waters teeming with serpentine beasts and unseen predators.
Despite its dangers, two frontier settlements—Xakral and Verdegrasp—have taken root at the jungle’s edge. These serve as launch points for expeditions, attracting scholars, treasure hunters, and mercenaries seeking to uncover Nathiss Thicket’s secrets.
Lore & History
Long before the kingdoms of Valoria, Nathiss Thicket was a land of worship, sacred to serpentfolk and their dark deity—Dendar the Night Serpent. It is said that an ancient war between druids and serpent cultists led to a desperate ritual, binding Dendar beneath the jungle. The sealing of the Greater Weave Wound at its heart ensured that Dendar would remain trapped, unable to consume the world in an eternal nightmare.
Now, the jungle is a place of unnatural growth and slumbering horror, where reality bends in subtle but unsettling ways. The ruins of ancient serpentfolk cities, once grand temples dedicated to Dendar, still stand, their entrances swallowed by creeping vines and buried beneath layers of time.
Mysteries & Dangers
The jungle teems with deadly creatures, from giant serpents and venomous swarms to unnatural predators twisted by the Greater Weave Wound’s lingering power. Minor Weave Wounds cause unpredictable magical effects—rivers that flow backward, trees that whisper in unknown tongues, and patches of jungle where time slows or accelerates.
Most disturbing of all are the cults who still seek to undo the Wound, believing it weakens Dendar’s bindings. They perform forbidden rites deep within the jungle, drawing power from the Wound in hopes of one day awakening the Night Serpent. If the Greater Weave Wound were ever healed, Dendar’s prison would be sealed forever—but if the cultists succeed in corrupting it further, they may weaken the chains binding the ancient horror beneath the land.
Many venture into Nathiss Thicket seeking treasure and knowledge, but few return unchanged—if they return at all.
No Man’s Land
Geography & Environment
No Man’s Land is a desert of the dead, a forsaken realm where ancient cities once stood, now buried beneath dunes of dust and decay. Once a land of fertile lakes, rolling hills, and bountiful resources, it is now nothing more than ruins and echoes of the past. Cracked earth, bleached bones, and abandoned temples are all that remain of what was once a thriving civilization. No plants grow here, no animals stir—only silence, broken by the distant wails of the damned.
Lore & History
Long ago, No Man’s Land was a land of excess, a realm where its people took from the earth without end, hoarding wealth, magic, and luxuries while forsaking balance. Then came the plague known as Greed’O, a punishment—or a curse—that spread like wildfire, killing all who lived there. But the dead did not stay dead. The fallen rose again, twisted into undead horrors and fiendish abominations, doomed to wander the wastes for eternity.
Fearing that the plague would consume the world, the neighboring kingdoms constructed a massive wall, sealing away the cursed land and those trapped within it. It is believed that without intervention, Greed’O could one day reach beyond the walls, though none can say for certain.
The Pilgrimage & the Cleansing
The only way to temporarily lift the curse is through a sacred journey—a ritual pilgrimage that begins in Um Al-Madina and ends in Athalon, the lost holy city. The pilgrimage must be undertaken by a chosen Warden, whose duty is to cleanse the land at the cost of their own life.
To complete the ritual, the Warden must visit sacred sites across No Man’s Land, each one holding a piece of the final cleansing. They are always accompanied by a sacred order of warriors known as the Shields, who swear a solemn oath to lay down their lives to protect the Warden.
If the final ritual is completed in Athalon, the land is purged for three years, banishing the undead and bringing temporary peace—a period known as The Blessed Years. During this time, the massive gates to No Man’s Land are opened, and people flood into the wasteland, gathering limitless riches from the ruins. It is through this cycle of death, renewal, and plunder that Um Al-Madina built its vast wealth, thriving on the treasures unearthed during The Blessed Years.
However, the last successful cleansing was 23 years ago, making this the longest period of unrest in history. Many now fear that without a new Warden, No Man’s Land may never be restored again.
Um Al-Madina
The only city that borders No Man’s Land, Um Al-Madina is a bustling metropolis of white-stone buildings, towering minarets, and opulent markets. Built on the wealth of The Blessed Years, it is a center of trade, faith, and ritual. Pilgrims gather in its sacred halls, merchants sell artifacts recovered from past Blessings, and scholars debate whether Greed’O is divine punishment or a force beyond mortal comprehension.
It is a city of immense prosperity, yet one that lives in the shadow of a cursed obligation—for without the pilgrimage, its wealth would vanish, and No Man’s Land would remain forever defiled.
A grand desert metropolis, Um Al-Madina stands as the only city bordering No Man’s Land, its towering white-stone walls and golden domes visible for miles across the dunes. The city is a marvel of intricate architecture, sprawling markets, and sacred halls, a place where faith and commerce intertwine. Water is drawn from deep underground wells, sustaining lush hidden courtyards and shaded gardens amid the harsh desert.
At its heart lies the Grand Gate of the Expanse, the only passage into No Man’s Land. Normally sealed shut, it is opened only during The Blessed Years, when the pilgrimage is completed, allowing waves of people to flood the dead lands and claim its treasures.
Lore & History
Um Al-Madina was built upon faith, duty, and wealth, growing prosperous through the riches recovered from No Man’s Land during The Blessed Years. Its people believe they are the watchers of the cursed land, safeguarding the world from Greed’O’s corruption while benefiting from its temporary cleansing.
The city thrives on ritual and tradition. Each generation waits for the next Warden’s pilgrimage, knowing that their future prosperity depends on it. Yet, after 23 years without a successful cleansing, tensions grow. Whispers spread—what if the Warden never comes? What if No Man’s Land is never purified again?
Mysteries & Dangers
Despite its grandeur, Um Al-Madina is not without its shadows. The city is steeped in politics, where merchant guilds, religious orders, and noble families vie for influence, each seeking to control the wealth and power tied to No Man’s Land.
The faithful wait for a new Warden, but skeptics and radicals grow louder, questioning whether the pilgrimage is truly divine or just an old superstition that no longer holds meaning.
And then there are the forbidden rumors—stories of figures emerging from No Man’s Land even when the gates remain closed, whispering of something stirring in Athalon, waiting to be found.
Athalon – The Lost Holy City
No one alive knows what lies within Athalon, for none who venture there return. It is said that only the Warden and their Shields may reach it, as the city rejects all others. Attempts to approach by sea end in mysterious disappearances, and even airborne magic fails to reach its location. Some believe Athalon holds the source of Greed’O, while others whisper that the city itself no longer exists in the mortal plane.
Beyond the reach of maps and mortal eyes, Athalon stands as a city untouched by time. Towering ivory spires and golden domes rise above streets paved with purest white stone, their glow unblemished by dust or decay. Fountains of crystal-clear water flow endlessly, gardens bloom with flowers that never wither, and its people walk in eternal splendor, untouched by hunger, age, or suffering. It is a paradise on earth, a place where luxury knows no limit and time holds no meaning. And yet, no outsider has ever set foot here—except for those chosen to perish.
Lore & History
Athalon was not always a secret. Once, it was the greatest city of its age, home to kings, scholars, and visionaries who sought to transcend mortality itself. In their arrogance, they unleashed a force beyond their control—a hunger that could never be sated. Greed’O was not a punishment, but a creation—a manifestation of their own insatiable desires, weaponized to keep the world at bay. To protect their paradise, the people of Athalon cursed the lands beyond their walls, ensuring that no one could ever reach them without their consent. The plague of Greed’O was their shield, their perfect deterrent. To maintain it, they needed fuel—not gold, not magic, but something far more potent: the greed of others.
Thus, the cycle was born.
The Warden’s Tragic Journey
Every few decades, the world waits for a savior, a Warden destined to cleanse No Man’s Land. Led by faith, protected by their Shields, they march toward Athalon, believing they will restore balance. But the Warden is not a savior. The moment they cross the threshold of the Eternal City, the truth is revealed.
There is no final ritual, no divine salvation—only death. The Warden is slain in secret, their life force drained to reset the curse. The land is restored for three years, the gates to No Man’s Land are opened, and the world rushes in, driven by greed, taking what they can before the curse returns. This mass act of greed fuels the next cycle, allowing Athalon to remain hidden, untouched, eternal.
The cycle has repeated for centuries, and so long as mortals crave wealth, power, and salvation, it will never end.
Mysteries & Dangers
Athalon is a perfect city with no imperfections, and that is what makes it terrifying. Its people never age, Its food never runs out, Its fountains never dry. But beneath the perfection lies a truth none dare speak aloud—they are trapped.
To remain in Athalon is to abandon the world beyond, to forsake the past, the future, and the right to leave. Those who have lived in paradise for centuries do not question their existence, but some whisper of those who tried to escape—only to vanish without a trace.
It is unknown whether Athalon’s people are truly free, or if their luxury is simply another layer of the prison they have built for themselves.
Summary & Final Notes:
1) Athalon is not a myth. It is real.
2) It is the source of Greed’O, not the victim of it.
3) The Warden’s pilgrimage is a lie—they are walking to their execution, not salvation.
4) The Blessed Years exist only to lure in more greed, ensuring the cycle continues.
5) The people of Athalon never age, never hunger, and never die—but they are prisoners of their own paradise.
This is a secret no one outside of Athalon knows—and no one who learns it ever escapes to tell the tale.
The Waste Lands
Geography & Environment
A vast and merciless tundra, the Waste Lands stretch across the frozen north, where blizzards rage unchecked and the land itself seems to defy life. Towering ice cliffs, glacial valleys, and frozen seas dominate the landscape, broken only by the occasional rocky highland or snow-drowned ruin. Winter never ends here, and the sun rarely lingers long on the horizon before vanishing behind thick, storm-choked skies.
Frozen rivers carve through the land, their waters trapped in eternal stasis, while deep beneath the ice, forgotten relics and lost cities lie entombed, waiting for something—or someone—to unearth them. Those who travel unprepared face not just the cold, but the creatures that stalk the endless night.
The Orcish Tribes & Golthar
The Waste Lands belong to the orcs, their war-torn tribes scattered across the tundra, locked in an endless cycle of bloodshed and survival. Though dozens of lesser warbands roam the wastes, there are five great tribes, each ruling over a portion of the land in their own savage way.
Beyond them all stands Golthar, the largest and strongest of all orcish fortresses, built from blackened stone and ice, its towers rising above the tundra like jagged fangs. Though Golthar does not command the orcish tribes outright, it serves as a bastion that prevents the full might of the orcish hordes from descending upon the lands to the south.
Lore & History
The orcs of the Waste Lands are a people hardened by the cold, their society built on strength, honor, and survival. They have no written records—only songs of conquest, legends of betrayal, and tales of a time before the frost consumed their land. Some claim the first orcs of the north were once part of a greater empire, a lost kingdom swallowed by ice and war. Others whisper of a forgotten battle between titanic beings, their clash so fierce that it shattered the land and doomed it to eternal winter.
Despite their brutal ways, the orcs are not mindless raiders. Many clans hold deep spiritual beliefs, worshipping spirits of frost and war, while others forge unsteady alliances to survive the frozen dark. Some even trade with outsiders, though none dare betray their kin for long—the tundra does not forgive weakness.
Mysteries & Dangers
The Waste Lands are more than just ice and war—they are a land where something ancient stirs beneath the permafrost.
- The Cold is Alive. Some claim the winter here is not natural, but rather a force with its own will, watching, waiting, hungering.
- The Dead Walk. Some orcish warriors never find peace—they rise again, clad in ice and shadow, their souls bound to a fate they cannot escape.
- Lost Cities Beneath the Ice. There are whispers of fortresses frozen beneath the glaciers, entire civilizations swallowed by time, their riches still intact—but what else sleeps with them?
- The Frostborn. Among the orcs, there are those touched by something beyond mortal understanding—warriors whose skin is pale as snow, whose eyes glow like ice, and whose voices whisper in the wind.
The Waste Lands are a graveyard of forgotten battles, a land of frostbound warlords, restless spirits, and a winter that will never end.
Campaign and Quest Ideas for Valoria
Prodigy of Arcanis
- Location: The University of Arcanis
- Brief: To graduate from the most prestigious institution of magic in Valoria is to earn a place among the most powerful minds in the world. Only the brightest students rise to become Prodigies of Arcanis, earning influence and prestige across the continent. But the final trials are brutal, and not all students survive the tests set before them. Whether through skill, deception, or raw power, the party must outwit their rivals, impress the masters, and prove themselves worthy of the title. Yet, as the trials progress, it becomes clear that something within the halls of Arcanis is watching—and manipulating events from the shadows.
The Echoes of Everglen
- Location: Eldoria
- Brief: The tranquil kingdom of Eldoria is known for its timeless beauty and wisdom, yet an unseen force has begun to disrupt the balance of the Weave. Unnatural phenomena ripple through the land, and the once-harmonious Songwood Amphitheater now hums with discordant energy. Meanwhile, tensions between wood elves, high elves, and the Drow of Nythra’Sul threaten to shatter the delicate balance of Eldoria’s peace. The Council of Elders has called upon outsiders to trace the source of the disturbance, but the deeper the party delves into Eldoria’s secrets, the clearer it becomes that some knowledge was meant to remain buried.
Shadows of the High Tides
- Location: Solandris
- Brief: Solandris stands at a crossroads. Queen Isabella’s push for diplomatic expansion is met with fierce resistance from the noble houses, while the merchant guilds vie for control over lucrative trade routes. As tensions rise, a high-ranking official vanishes without a trace, and the party is drawn into a web of political intrigue, espionage, and deception. Who holds the true power in Solandris—the Queen, the merchants, the nobles, or something lurking in the city’s underbelly?
The Depths of Durngrim
- Location: Durngrim
- Brief: The kingdom of Durngrim is facing a growing crisis beneath the mountains. Entire mining expeditions have vanished, and reports of unexplained cave-ins and strange sightings have reached the king’s ears. The High Council has called for brave souls to venture into the Deep Roads, uncover the truth behind the disappearances, and ensure that whatever lurks in the darkness does not rise to threaten the surface. But some whispers claim that the greatest threat does not come from below—but from within.
The Last Gate
- Location: Golthar
- Brief: As the last bastion between Valoria and the Waste Lands, Golthar stands as the only thing keeping the north at bay. But now, the clans are stirring, old rivalries threaten to boil over, and rumors spread that something ancient is awakening beyond the ice. When a powerful warlord challenges Warchief Graknar Bloodtusk, the balance of power shifts, and the party must decide—will they fight to unify Golthar, or let it crumble, unleashing whatever lies beyond the Maw?
The Clockwork Paradox
- Location: Glimmerwick
- Brief: Glimmerwick is the pinnacle of magical and mechanical ingenuity, but something has gone wrong. A rogue automaton, believed to be long deactivated, has begun reconstructing itself deep beneath the Arcane Crucible. As the Council scrambles for answers, old blueprints resurface, revealing a project that was abandoned for a reason. The party must navigate the dangerous world of rival inventors, hidden knowledge, and rogue constructs to prevent an experiment from rewriting the laws of magic itself.
The Holy Pilgrimage of Greed’O
- Location: No Man’s Land
- Brief: No Man’s Land has been cursed for generations, its blight kept at bay only by the sacred pilgrimage of the Warden. But the cycle has remained broken for over two decades, and fear spreads as the cursed land remains unchecked. When a new Warden is chosen, the party is tasked with escorting them through the forsaken wasteland, facing the horrors of Greed’O, and ensuring the final ritual is completed. Yet, as they travel deeper into the dead lands, doubts creep in—is the pilgrimage truly what it seems, or is there something waiting beyond the veil of faith?
Seal of the Serpent
- Location: Nathiss Thicket
- Brief: Deep within the poison-choked jungles of Nathiss Thicket lies a forgotten temple, swallowed by vines and hidden by magic. The serpentfolk cults that dwell in the jungle believe it holds the key to an ancient prophecy—one that could either seal away or awaken something long feared. A desperate scholar from the frontier settlements hires the party to find the temple before the cultists do, but the deeper they go, the more the jungle itself seems to resist them. Are they merely chasing myths, or are they walking into the lair of something that has been waiting for centuries?
The Greatest Wound
- Location: The Colossal Weave Wound of Valoria
- Brief: The Colossal Wound of Valoria is the most unstable magical anomaly in existence, a gaping scar in the very fabric of reality. An order of arcane scholars seeks to seal or stabilize it, but their last expedition vanished without a trace. The party is tasked with retrieving their lost research—or finishing what they started. However, the Wound does not abide mortal interference. Magic warps unpredictably, strange beings slip through its unstable borders, and whispers of an ancient force trapped within may hint that closing the wound would mean unleashing something far worse.
The Frozen Throne
- Location: The Waste Lands
- Brief: The orc tribes of the Waste Lands have warred for generations, but now a mysterious warlord is uniting them under one banner. If left unchecked, their forces may become strong enough to overwhelm the southern kingdoms. The party is sent to infiltrate the frozen north and uncover who or what is behind this rise in power. Do the orcs seek conquest, or is there something far more ancient waking beneath the ice—something calling them to war?
The Ruins Beneath the Mist
- Location: The Mere of Sorrow
- Brief: A series of phantom lights have begun appearing over the drowned ruins of the lost elven kingdom, and with them come eerie whispers of an artifact hidden beneath the swamp. Scholars and treasure hunters alike are drawn to the Mere, but those who go in either return changed—or don’t return at all. The party is sent to investigate, only to discover that the spirits of the Mere are not the only things haunting the ruins—and some secrets are meant to stay buried beneath the water.
The Eternal Flame
- Location: Ashenmaw Isle
- Brief: The volcanic ruins of Ashenmaw Isle have long been considered uninhabitable, yet recent sightings suggest a fortified stronghold deep within its fiery heart. A rogue faction of Dragonborn warlords is rumored to be gathering here, searching for a long-lost artifact buried beneath the lava flows—an artifact said to be linked to an ancient battle between titanic beings. The party must navigate the volcanic wasteland, uncover the truth behind the warlords' ambitions, and ensure that what they seek does not rise again.
Echoes of the Lost
- Location: Malchimara Forest
- Brief: Strange illusions and time distortions have begun emanating from the Greater Weave Wounds within Malchimara, and several Arcanis students have vanished during routine expeditions. The University calls for skilled adventurers to locate the missing students and stabilize the Weave Wounds before reality fractures further. But as the party delves into the ancient forest, they begin to question whether the lost students were truly taken—or if they simply walked willingly into something far older than the forest itself.
Riders of the Endless Horizon
- Location: The Grass Sea
- Brief: The Wildings, cursed to endlessly roam the shifting plains of the Grass Sea, rarely venture beyond their borders—until now. Sightings of wandering nomads outside the cursed land have shaken border towns, and rumors claim that a Wilding Druid has found a way to break the curse. The party is tasked with tracking them down and uncovering the truth behind the Wildings’ exile. But the deeper they travel into the Grass Sea, the more they realize the curse may not be what it seems—and breaking it could bring consequences no one is prepared for.
Comments