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Vulkri

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This is Vulkri. Or to be more precise; these are the two eastern continents of Vulkri. Long ago they used to be one and the same. According to legend there was a particularly bloody war between Dustveil and Sonkun, a war which lasted generations. It caused the birth of a Kalaic Lady. She was a Lady of war, blood and sorrow. She towered over the peoples, a thousand giants tall and forged an axe from the ashes of cities and lives lost. With that axe she struck the land, splitting it and forever dividing the two warring peoples. As the battle ended, she lost her giant form, a form which had been fueled by the clashing of forces. The axe she’d wielded crashed into the earth and created a massive channel and bay. Since then there has never been a war of the same scale. Minor wars and petty squabbles a plenty, but no truly bloody campaign. To the North you’ll find the Northern Icefields - Home of the banished dragons. To the far West lies the Shredded Belt - Unknown territory. Carried by the wind is the floating Archipelago of Ay’al Kir - Home of the Celestial Elves.       Vulkri, a world fueled by magic that comes from the Beneath.   With magic becoming more malleable, and faster and faster transportation coming from it (Imagine the Asura gates from Guild Wars 2, that kind of worldly transportation. Those gates are expensive though), races of all kinds have learned how to live in harmony. You can find everyone, everywhere.    Some beings hate the sudden change (which happened over some short 30 years), but most will fight very hard for their freedom. Racists are few and far between, with most racists being evil and outcasts, or elderly recluses.   Monsters also have access to this magic, and have become more powerful, more plentiful, and more aggressive with these passing years. Some even have mentally developed (barely) and have created crude strongholds and even their own culture. The underground is their haven, beware of caves and caverns.

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