Erannorth Chronicles

Erannorth Chronicles

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Erannorth Chronicles - Lorebook
By [ER] Raven
Hi folks! In this guide, we'll embark on a journey through the rich and captivating history of Folkswave. We'll delve deep into the lore and legends of this fabled continent, from the proud Ulniir tribes to the grand Roverford kingdom. Our journey will take us across the treacherous Heartlands and through Adr'Hra, culminating in the magnificent empire of Valenthor. Along the way, we'll uncover the pivotal events and influential characters that have shaped this land and its people.
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Preface
Hi folks! In this guide, we'll embark on a journey through the rich and captivating history of Folkswave. We'll delve deep into the lore and legends of this fabled continent, from the proud Ulniir tribes to the grand Roverford kingdom. Our journey will take us across the treacherous Heartlands and through Adr'Hra, culminating in the magnificent empire of Valenthor. Along the way, we'll uncover the pivotal events and influential characters that have shaped this land and its people.

If you have any questions or want to know about certain events in more detail or other pieces of lore, let me know in the comments below, and I'll try to expand this Lorebook further. Let's get started!

The Forgotten
In the annals of history, there is mention of a great civilization known as the Forgotten. Little is known of their true origins and nature, for they predate even the earliest records of our own peoples. Yet, their legacy can be seen in the remnants of their knowledge and technology that still exist in the world today.

As a scholar and chronicler, I have devoted my life to studying the remnants of this lost civilization and piecing together their story. Though my knowledge is limited, I shall do my best to relate what I have learned of the Forgotten.

It is said that the Forgotten were a mighty people, possessing knowledge and technology far beyond that of any civilization that came after. They built towering structures of stone and metal, crafted machines that moved with a life of their own, and wielded powers that could reshape the very land itself.

However, their reign was not to last. Some say that their own hubris was their downfall, for they had the power to destroy the world and did so. Others believe that a great cataclysm swept over the land, leaving only ruins in its wake. Whatever the cause, the Forgotten were lost to the ages, their knowledge and technology scattered to the winds.

In the centuries that followed, the peoples of the world stumbled upon the remnants of the Forgotten's civilization. They marveled at the towering structures and mysterious machines, and pieced together what they could of their lost knowledge. Some used this knowledge for good, creating new and wondrous things, while others sought to use it for their own gain, leading to wars and destruction.

As a scholar, I can attest that the legacy of the Forgotten endures to this day. Their knowledge and technology have shaped the course of history, and their story serves as a cautionary tale for future generations. It is a reminder that even the mightiest civilizations can fall, and that we must be vigilant in preserving our own knowledge and heritage, lest we too be forgotten.


Chronicles of the Forgotten: An Exploration of a Lost Civilization.
by Maester Raven Aesterwood.
A Changed World
I have studied the strange and wondrous forces that shape our world. And of all the mysteries that I have encountered, none is greater than the strange power that caused the mutations and changes that befell the land after the fall of the Forgotten.

It is said that the land was once balanced and harmonious, with the elemental forces of earth, air, fire, water, and spirit flowing in perfect harmony. But with the fall of the Forgotten, this balance was disturbed, and strange energies were unleashed upon the world. It is as if the very fabric of existence was rent asunder, and the forces of the elements were no longer controlled.

It is said that these energies flowed along invisible lines of power, known as leylines, crisscrossing the land and shaping its destiny. Those who were exposed to the raw power of these leylines were changed, their bodies and minds altered in ways beyond our understanding. Some became strong and agile, with senses sharpened to an incredible degree. Others developed strange abilities, such as the power to control the elements themselves.

And yet others were not so fortunate, their bodies twisted and corrupted by the raw power that flowed through them. They became shunned by society, feared and reviled as monsters.

But despite all this, there are those who believe that these mutations and changes hold a key to unlocking the secrets of the Forgotten and the ancient world that came before. And so I continue my studies, delving into the mysteries of the land and seeking to unlock the secrets of the past.


The Tome of Elemental Imbalances
by Maester Raven Aesterwood.
A Brief Timeline of the North
  • 760 EC: Ulniir seafarers discover the continent of Folkswave and decide to settle there.
  • 1000 EC: The Doventhan Empire invades and claims North Folkswave as their own.
  • 1100 EC: The Elosian kingdom of Doven collapses, North Folkswave becomes an independent kingdom, King Thaddeus the first is crowned as the first king of the independent kingdom of Folkswave.
  • 1120 EC: The Holy Purge drives the Ulniir to settle the North Eastern Lands.
  • 1212 EC: Queen Zefya the First ascends to the throne of Roverford.
  • 1233 EC: Eldanoth the Reborn, a Necromancer, rises as a threat to Folkswave.
  • 1236 EC: The noble houses of Roverford disputes Queen Zefya's claim to the throne, which leads to a civil war.
  • 1238 EC: Assassination of Ulfarg, leader of the Ulniir tribes, brings an end to the Ulniir invasion of Roverford.
  • 1239 EC: Peace treaty signed, ending the war.
  • 1240 EC: Queen Zefya the Second clears her name, reclaims her rightful place as the Queen of Roverford, Hulda Ulfargsdottir becomes her trusted advisor.
  • 1262 EC: Queen Zefya the Second falls under a mysterious illness, crowns her son Thaddeus the Third as king and steps down from the throne.
The Vargrdraktiir
The Vargrdraktiir were the original inhabitants of the land now known as Folkswave. They lived in harmony with the natural world, their shapeshifting abilities allowing them to commune with the animals and creatures that lived within it. They were a proud and spiritual people, deeply connected to the ley lines and magic that flowed through the earth. Their communities were tightly knit, and their leader was chosen based on their wisdom, compassion, and ability to maintain balance and order within their society.

Life was peaceful for the Vargrdraktiir, and they lived in relative isolation, their land unknown to the rest of the world. Their days were spent tending to their farms and livestock, hunting, and gathering food. At night, they would gather around their campfires and sing songs of their history and tell tales of their heroes. They were protectors of the natural world and took their role seriously. They believed that their duty was to maintain balance and harmony between the creatures that lived in their land and the land itself.

However, all of that was about to change. In 760 EC, the first Ulniir ships sailed into Folkswave, and the Vargrdraktiir's peaceful world was about to be disrupted. They were about to encounter a new people, a people who would challenge their way of life and force them to fight for their survival.
The Ulniir discover Folkswave.
760 EC marked the first encounter between the Vargrdraktiir and the Ulniir. The Vargrdraktiir were the original inhabitants of Folkswave, a proud and spiritual people deeply connected to the ley lines and magic of their land. They lived in harmony with the animals and creatures of the land, using their shapeshifting abilities to commune with them.

The Ulniir, on the other hand, were seafaring traders seeking new lands and opportunities to expand their wealth. They were bold and not deterred by the strange and mystical powers of the Vargrdraktiir.

When the Ulniir first arrived on the shores of Folkswave, the Vargrdraktiir were wary of the outsiders. The Ulniir's prosperity and thirst for wealth soon overshadowed their respect for the land and its people, causing them to exploit its resources. This, in turn, led to strange mutations in their children, causing the Ulniir to blame the Vargrdraktiir for the mutations.

The Vargrdraktiir, who had once lived in peace, were now forced to defend their land and people from the invaders. The Ulniir learned of the weaknesses of the Vargrdraktiir's shapeshifting abilities, using fire and silver to their advantage. The Vargrdraktiir were driven from their homes and lands, with some fleeing to the Rivermoor forests and others being taken captive.

The war between the two raged for years, until finally, a treaty was signed, bringing an end to the conflict. Over time, they began to intermingle, with the Vargrdraktiir teaching the Ulniir about their spiritual connection to the land, and the Ulniir teaching the Vargrdraktiir about the wider world beyond Folkswave.

After over 200 years of living together, the two cultures had formed a new hybrid culture that honored both the spiritual connection to the land and the adventurous spirit of the Ulniir. They learned to live in harmony, with their once-hostile relationship now a distant memory. And their bond only grew stronger as they came face to face with a new threat.
The Doventhan Empire invades and claims North Folkswave as their own
At 994 EC, the Doventhan Elosars attempted to colonize Folkswave. As they stepped foot on the land, they encountered the now mutated Ulniir, worshipping mother nature and the Old Gods. The Doventhan Elosars saw the Ulniir as "monsters" and "tree-hugging savages" and sought to conquer their land and impose their own way of life on the Ulniir.

The Ulniir, who had once been proud and prosperous seafarers, and former conquerors, were now reduced to scattered tribes struggling to survive.

The Elosars quickly established control over the Ulniir's former coastal settlements, exploiting their resources and imposing their rule. Despite their efforts to resist, the Ulniir were no match for the advanced weaponry of the Elosars. The Elosars were ruthless in their conquest, showing no mercy to the Ulniir.
North Folkswave becomes an independent kingdom.
As the 11th century dawned, the Doventhan Empire set its sights on the uncharted lands of North Folkswave. In around 1000 EC, the empire's armies descended upon the lush, green continent, with the fierce determination of conquerors, they claimed it as their own. The capital was established as Roverford, a bustling city with grand stone buildings and bustling markets. The empire's flag flew high, and the streets were filled with the sounds of marching soldiers and the chatter of imperial officials.

But the empire's grip on North Folkswave was not to last. In around 1100 EC, the Elosian kingdom of Doven collapsed, and North Folkswave became an independent kingdom. The people of North Folkswave, who had long chafed under the empire's rule, seized the opportunity to reclaim their heritage and customs. They absorbed the traditions of their ancestors and forged a new identity.

The city of Roverford, once a symbol of the empire's power, became the seat of the throne for King Thaddeus the first, the first king of the independent kingdom of Folkswave. The king, a powerful and ambitious ruler, set about consolidating his power, building grand palaces and fortresses to protect his kingdom. He ordered the construction of a grand fortress, the Roverford Keep, that would watch over the city and repel any invaders. The streets of Roverford filled with the sounds of clashing swords and the roar of the king's armies as they marched to defend the kingdom. The city became a hub of political and economic power, with merchants and diplomats flocking to the court of King Thaddeus, who promised them a share of his prosperity if they pledged allegiance to his kingdom. The city prospered under his rule, but the king's enemies plotted in the shadows, seeking to topple him from his throne. They whispered in the ears of the merchants and the common people, spreading rumors of the king's cruelty and greed. King Thaddeus was aware of the plots and did everything in his power to protect his kingdom, but his enemies were determined to bring him down. The kingdom was on the brink of war, and the fate of North Folkswave hung in the balance.
The Holy Purge
Thaddeus was a devout follower of a new religion, which worshiped a pantheon of seven deities who were believed to govern the world and its inhabitants. He saw the diverse array of gods and goddesses worshipped by the Ulniir population as a hindrance to the unity and prosperity of his kingdom.

Shortly after Thaddeus the first ascended to the throne of New Doven, he claimed that the ancient gods and goddesses worshipped by the Ulniir populations were false, had led them astray and was the reason of them becoming "animals".

Thaddeus believed that the only way to save the Ulniir people and incorporate them to his new Empire was to convert them to the true faith of the Seven.

To achieve this, Thaddeus and his followers launched a brutal campaign to stamp out the worship of the old gods and goddesses. They targeted the Druidic circles and other religious groups that still clung to the old ways. The Druids were hunted down and killed, their sacred groves and shrines were destroyed, and their followers were forced to convert to the new faith.

The Ulniir populations, who had already suffered greatly from the wars and conflicts that had ravaged their lands, were now facing a new kind of persecution. Many of them were killed, tortured, or forced to flee their homes. Those who refused to convert were branded as heretics and met a painful death in the Pyre.

As the pressure mounted, many Ulniir migrated towards the east in search of religious freedom. But Thaddeus was not content to let them go peacefully. He sent his armies to pursue the fleeing Ulniir, determined to stamp out any remaining traces of the old gods.

The pursuit became known as the "Holy Purge" and was a brutal affair. Thaddeus' armies burned down temples, destroyed sacred groves, and killed anyone who refused to convert. The druidic circles, who were the guardians of the old ways, were particularly targeted, and most of them were disbanded.

The Ulniir, who managed to escape the purge, settled in the far northeastern lands, where they could continue to worship their old gods in peace.

Now the Skarfjord steppes are the Ulniir's home: harsh, cold, and deadly, but welcoming to all Ulniir brethren. The Ulniir, who once roamed the coastlines and traded with the world, now live in isolation; their mutated forms constantly remind them of their own past cruelty and transgressions to their now Vargrdraktiir brethren.

Despite their struggles, they remain a proud and resilient people, fiercely guarding their new heritage and culture. They may have lost their coastal settlements, but they have not lost their spirits. They still remember their past and the prosperity they once had and are determined to protect their people and their land.
Queen Zefya the First ascends to the throne of Roverford.
In around 1212, a new ruler ascended the throne of Roverford. Queen Zefya the First, a former concubine of King Thaddeus the Second, assumed the crown after her husband's mysterious death. But rumors began to spread that the new queen was not who she seemed. It was whispered in the dark corners of the court that Queen Zefya was not human, but rather an ancient vampire who had enthralled and then disposed of King Thaddeus in order to claim the throne for herself.

Many courtiers and nobles were horrified by the thought of being ruled by a creature of the night, but Queen Zefya was not one to be trifled with. Her beauty was matched by her cunning, and her wrath was feared by all. Many feared to oppose her, and those that did, disappeared in the night. The Queen's court was filled with loyal followers, who were willing to do her bidding, no matter how sinister the task.

The City of Roverford began to change under her rule, the city became darker and more mysterious, the streets became more deserted at night, and strange occurrences were reported, people were found drained of blood, never to be seen again. The once-thriving city became a place of fear and dread. But, despite the rumors of her true nature, Queen Zefya's rule was a time of prosperity, and trade flourished under her rule. The Queen's wealth and power grew, and she began to expand her kingdom, conquering neighboring lands and increasing her wealth.

But, as the years passed, the whispers of the truth of Queen Zefya's origins grew louder, and many began to question her rule. Some even dared to plot against her, but those who dared to cross her, soon met the same fate as King Thaddeus the Second, disappearing in the night, and never to be seen again. The queen's rule was absolute, and she would stop at nothing to maintain her power, even if it meant draining the life from her own people. The city of Roverford was under her spell, and the kingdom of Folkswave was forever changed.
A Fragile Land
ELDANOTH THE REBORN

In around 1233 EC, the troubled lands of Folkswave were thrown into turmoil once again, as a sinister threat emerged in the form of a Necromancer named Eldanoth the Reborn.

Eldanoth was a powerful wraith necromancer who lived in the 1233. He was known for his mastery of the dark arts and his ability to control the dead. He had a vast knowledge of necromancy, and his power was feared by many.

Eldanoth had always been fascinated by death and the afterlife, and he spent his life searching for ways to cheat death and gain immortality. He believed that by mastering the power of death, he could access the secrets of the afterlife and unlock the secrets of immortality.

One day, Eldanoth decided to invade the city of Roverford with an army of undead. He believed that conquering the city would gain access to powerful artifacts and ancient knowledge that would help him achieve his goal. He led his army of undead into the city, and a great battle ensued.

The battle was fierce, and many lives were lost on both sides. But in the end, Eldanoth and his army of undead were defeated. Most of his undead forces were destroyed, and the defeated Eldanoth and his remaining followers fled towards Mount Nidwald.

As they fled, Eldanoth claimed that Morheliss, the goddess of undeath, affliction, and decay, led him to the southern parts of Mount Nidwald. There, he established an independent city called Nrekveil.

Eldanoth saw Nrekveil as a place to continue his research into death and the afterlife in peace. He believed that the city's location, deep underground and near the veil between our world and the otherworld, would give him access to powerful magic and ancient knowledge to help him achieve his goal.

Eldanoth still rules Nrekveil; under his leadership, the city became a hub of dark magic and necromancy. He attracted other necromancers, witches, and other practitioners of the dark arts to the city, and together they studied and honed their skills.

Eldanoth was out of Roverford's way but still very much 'alive'; his dark magic plagued the land, and the people feared his power. And despite his 'defeat', peace did not come to Folkswave. Instead, it led to even more chaos and instability.

PIRATE COALITION

Pirates infested the coasts, and the Pirate Coalition fleet ravaged the Northern and Southern Seas under the banner of the Dreaded Russo Sisters. They plundered towns and villages, leaving nothing but destruction in their wake. The people of the coastal towns lived in constant fear of the pirate attacks, and many were forced to flee their homes and seek refuge in the cities or in the mountains.

THE ULNIIR ARMIES AMASS

Meanwhile, the Ulniir tribes united under the leadership of a charismatic leader named Ulfarg, who became their first king since the fall of the Ulnathiir Empire. The once scattered and disorganized Ulniir now posed a formidable threat to the other kingdoms of Folkswave as they embarked on a campaign of conquest, raiding towns and villages and expanding their territory. The people of these towns and villages that fell under their rule were forced to pay tribute to Ulfarg or face the wrath of his warriors.

THE ORDER OF LIGHT

The Deacon of Roverford, backed by the powerful Order of Light, a knightly sect with roots tracing back to the Doventhan Empire, began to challenge the rule of Queen Zefya the First. With her unable to control the situation, the city was in turmoil and the people lived in fear of constant attacks from the pirates and the Ulniir. But amidst this turmoil, an ancient and more sinister evil began to stir. Strange occurrences, dark magic and the reappearance of long-forgotten monsters plagued the land. The people of Folkswave were left to wonder what fate would befall them next. Zefya's inability to protect her people led to many questioning her legitimacy, despite their fear of her. The kingdom of Folkswave was on the brink of collapse, and the fate of its people hung in the balance.
The War for Roverford
In around 1236 EC, the war for the control of Roverford began as the noble houses disputed Queen Zefya's claim to the throne once more. Many believed that it was a time for a regime change. Tensions were high, and tempers flared as the conflict escalated into a brutal civil war. The city of Roverford, once a symbol of power and prosperity, was now a battlefield, with noble houses and their armies clashing in the streets.

For the first time in centuries, the Ulniir forces, united under the leadership of King Ulfarg, marched towards the capital. The Ulniir, who had long been relegated to the harsh and inhospitable Skarfjord steppes, saw an opportunity to reclaim their place in the world. Their armies were fierce and disciplined, with a burning desire to reclaim their homeland. The Ulniir warriors were fierce and relentless, their faces painted with the symbols of their tribes, their weapons were adorned with the bones of their ancestors, and their eyes were filled with a burning desire for revenge.

As the Ulniir approached the city, the sound of war drums and the clashing of swords filled the air. The city was torn by civil war, with the noble houses fighting for control of the throne, and the Ulniir fighting to reclaim their homeland. The streets of Roverford were filled with the cries of battle and the smell of smoke and death. The city walls were breached and the Ulniir warriors swarmed into the city, their battle cries ringing in the ears of the citizens. The city was in chaos, with buildings set on fire and the streets running red with blood. The fate of the kingdom hung in the balance, and the people of Roverford lived in fear of what the future would bring. The city was on the brink of destruction, and the people of Folkswave could only pray for a miracle to save them from their fate.
Ulfarg's Death
In 1238 EC, the assassination of Ulfarg, leader of the Ulniir tribes, brought a sudden end to the Ulniir invasion of Roverford. His heir, Hulda, was forced to flee the Ulniir lands after Varshuhk and his loyalists attempted to assassinate her in an attempt to strengthen his position and claim the leadership. This caused disarray among the Ulniir people and the collapse of their alliance. Varshuhk attempted to form a new faction by rallying the Ulniir under the cause of avenging Ulfarg's death, but the faction was not strong enough to pose a threat to Roverford. A peace treaty was signed in 1239, officially ending the war.

A peace treaty was signed in 1239, officially ending the war, but the true cost of the conflict was yet to be uncovered.

Rumors swirled that the reigning Queen Zefya the First was not who she claimed to be, but an imposter or an undead being, and that the real queen was imprisoned and near death. In a desperate bid to secure the throne, the Deacon of Roverford, accused Queen Zefya's dhampir daughter, Zefya the Second, of plotting her mother's death, sparking widespread controversy and fear. The truth of Queen Zefya's true identity and her rule was shrouded in secrecy and speculation. The kingdom was left in a state of uncertainty and unease, as the people of Roverford wondered if they were truly ruled by a monster, and if the true ruler of their kingdom was lost forever.

The mystery surrounding their true ruler's fate and possible death, as well as the death of Ulfarg, left the people of Roverford wondering about the forces at play in their kingdom. Many suspected that dark forces were at work, manipulating the events behind the scenes, and that the true ruler of Roverford was not the one who sat on the throne. The people lived in fear and uncertainty, unsure of who to trust and what the future held for their kingdom. The peace treaty brought an end to the war, but it did not bring peace to the hearts and minds of the people of Roverford.
The Lasting Peace
Hulda Ulfargsdottir, the proud heir of the Ulniir king, found herself on the run as she was falsely accused of crimes she didn't commit. Her only hope for survival was to seek refuge in the shadows of Folkswave. On her journey, she met Princess Zefya the Second, daughter of the late Queen Zefya, who at the time was pregnant and found herself in a similar predicament as Hulda.

Falsely accused and hunted, the two unlikely allies formed a friendship and alliance as they set out to confront and defeat the true culprit who had taken the throne through deception - the Master of Spiders. Together they braved through the harsh wilderness, trekking through treacherous mountains, traversing dangerous rivers and sneaking through dark forests. They battled fierce opponents, outsmarted their enemies, and confronted the Master of Spiders, in a final showdown to reclaim what was rightfully theirs. The two women, united in their quest for justice, would stop at nothing to restore their rightful place in the kingdom and bring peace back to Folkswave.

The year 1240 EC marked a turning point for Princess Zefya the Second, who had been falsely accused and on the run. With the defeat of the Master of Spiders, she was able to clear her name and reclaim her rightful place as the Queen of Roverford. As she took her seat on the throne, she was not alone. By her side stood Hulda Ulfargsdottir, her dearest friend and most trusted advisor. Together, they ruled the kingdom with fairness and compassion. They united the Ulniir and the Roverfordians, and ushered in an era of prosperity, peace and cultural exchange. They built new trade routes, reinvigorated the economy, and improved the standard of living for all citizens. They were loved by their people and respected by their neighbors, and their reign would be remembered as a golden age in the history of Folkswave known as the 'Lasting Peace'.
Reign of Thaddeus the III
In the year 1262, Queen Zefya the Second fell under a mysterious illness that left her weak and debilitated. Filled with a sense of responsibility towards her people, she named her son Thaddeus the Third, her heir and future king. With her kingdom secured, Queen Zefya stepped down from the throne, crowning her son King. She and her trusted advisor and friend, Hulda Ulfargsdottir, bid farewell to their beloved kingdom and people, their current whereabouts unknown. Some say they retired to a secluded place to live out their remaining days in peace, while others whispered of a quest to find a cure for Queen Zefya's illness. Whatever the truth, the people of Roverford would always remember the reign of Zefya the Second and Hulda Ulfargsdottir, as a time of prosperity, unity and peace.
Kingdoms of the North - New Doven
NEW DOVEN

The northern kingdom of New Doven consists of several cities and settlements, including Arboris, Lanmerih, Lucina, Seagull's Rest, Oakstead, Sjokrod, and Roverford. Roverford serves as the capital of the kingdom. These cities and settlements are known for their economic prosperity and cultural diversity. They are also known for their strong military and political power, which has helped to maintain peace and stability in the region. New Doven is also known for its skilled craftsmen and merchants, and its rich history and culture. Its current ruler is King Thaddeus the III.
New Doven - Arboris, Lanmerih & Lucina
ARBORIS

Arboris, also known as "The City of Unity," is a bustling coastal metropolis located on the western coast of the continent of Folkswave. It is a city of great diversity, with a population made up of humans, gnomes, and elves living in harmony. The city is known for its bustling marketplaces, majestic architecture, and lush gardens.

The city's history is rich, dating back to ancient times when the first settlers arrived and established a small fishing village. Over the centuries, the village grew and prospered, becoming a hub of trade and commerce. The city's prosperity attracted immigrants from all over the continent, leading to the diverse population that exists today.

Arboris is ruled by a council made up of representatives from each of the three main races, which ensures that the needs and concerns of all citizens are taken into consideration. The council works tirelessly to maintain the city's unity and prosperity.

The city is surrounded by lush forests, including the Arboris Woods, which are home to many different types of wildlife. To the south of the city lies the Evergreen peaks, a majestic mountain range that provides a natural barrier against invaders.

Arboris is a city of opportunity and adventure, with many guilds, organizations and secret societies that are always looking for new members, and many quests to be completed. It is a place where one can find everything from the most exotic spices to ancient artifacts and where the streets are always busy with people coming and going.


LANMERIH


Lanmerih is a coastal city located to the east of Arboris, on the shores of the vast ocean that borders the continent of Folkswave. The city is known for its lush plains, which are home to a variety of wildlife and provide a source of food and resources for the city's inhabitants.

One of the most notable landmarks in the city is a mysterious complex of caverns that lies just outside the city limits. Many legends and stories surround the caverns, with some claiming that they are home to ancient treasures and powerful magic, while others say that they are haunted by spirits and monsters. Despite this, many brave adventurers and treasure hunters venture into the caverns in search of riches and adventure.

Another notable landmark in Lanmerih is an ancient ruin that is believed to be a tomb of some sort. The ruin is surrounded by a dense jungle, and it is said that the tomb holds the remains of a powerful and mysterious figure from the city's past. Many scholars and archaeologists have studied the ruin, but its secrets remain unsolved.

Lanmerih is also known for its arena, a place where gladiators and other fighters from all over the continent come to compete and prove their skills. The arena is a popular destination for tourists and locals alike, and it is said that the best fighters in the land can be found here.

The city also has a darker side, as it is known that various underworld organizations operate in the sewers beneath the city. These criminal organizations are involved in illegal activities such as smuggling, extortion, and assassination. Despite the efforts of the city's guard, these organizations continue to thrive and exert a significant influence on the city's politics and economy.

The majority of the population of Lanmerih are humans, but there are also smaller communities of elves, dwarves and other races. The city's human inhabitants have a culture that values honor, strength, and the sea. They are proud of their heritage and are fiercely loyal to their city.

LUCINA

Lucina is a coastal city located to the east of Lanmerih and Arboris, on the shores of the vast ocean that borders the continent of Folkswave. The city is surrounded by the Eastern Oakwood Forest, a lush and dense forest that is home to a wide variety of plants and animals. The forest is also known for its beautiful autumn colors and its abundant wild game.

One of the most notable landmarks in the city is Mc Magnus Cove, a secluded bay that is known for its crystal-clear waters and white sandy beaches. The cove is a popular spot for swimming and sunbathing during the summer months, and it is also a popular destination for sailors and fishermen.

Another notable landmark in Lucina is the Forest of Whispers, a dense and mysterious forest that lies to the north of the city. The forest is known for its eerie mist and the strange noises that can be heard coming from the trees. Many legends and stories surround the forest, with some claiming that it is home to powerful spirits and magic, while others say that it is haunted by ghosts and monsters.

The majority of the population of Lucina are humans and elves, who live in harmony and share the same culture. The city's inhabitants are known for their love of nature and their skill in archery. They are proud of their heritage and fiercely defend their city and their forest.

To the north of Lucina, there is a small island called Seagull's Rest, which is home to a colony of seagulls and a lighthouse. To the southeast, a village called Oakstead, which is known for its traditional wooden houses and its skilled woodworkers. To the northeast, the Capital of the Northern Kingdoms Roverford, a city known for its powerful army and its rich history.

SEAGULL's REST

Seagull's Rest is a small island located to the north of Lucina. It is home to a small hamlet called Dargstone, which is mostly inhabited by fishermen. The island is known for its beautiful views of the ocean and its rich marine life. Dargstone is a peaceful and quiet place where the inhabitants live off the sea and the tourists that come to enjoy the island's natural beauty.

The eastern part of the island is called Gornvilr Mire, a treacherous place where the legends say a horrible monster nests on its reefs. According to the legends, the monster is a giant sea creature that has terrorized sailors for centuries. The islanders avoid the area and warn visitors to stay away from the mire, as it is said that the monster's lair is surrounded by dangerous currents and hidden rocks. Despite this, some brave sailors and treasure hunters venture into the mire in search of adventure and riches.
New Doven - Roverford, Roverford Valley and Oakstead
ROVERFORD

Roverford is a bustling city located in the kingdom of Folkswave. It serves as the capital and center of power for the kingdom, with a rich history dating back centuries. The city is known for its grand stone buildings, bustling markets, and bustling streets filled with the sounds of marching soldiers and the chatter of imperial officials. The city is home to the royal palace, where the king or queen of Folkswave resides, and the Roverford Keep, a grand fortress that watches over the city and repels invaders.

Roverford is a hub of political and economic power, with merchants and diplomats flocking to the court of the ruler, in hopes of gaining a share of the kingdom's prosperity by pledging allegiance to the ruler. The city prospered under the rule of King Thaddeus the First and later Queen Zefya the First, but it was also the site of a brutal civil war between noble houses and the Ulniir tribe. The city was on the brink of destruction but it was saved by the alliance between Princess Zefya the Second and Hulda Ulfargsdottir, who united the Ulniir and the Roverfordians, ushering in an era of prosperity, peace and cultural exchange.

The city is also home to the Order of Light, a knightly sect with roots tracing back to the Doventhan Empire, and the Deacon of Roverford, who plays a significant role in the city's religious and political matters. To the southeast of the city is the lush Roverford Valley, known for its landmarks such as the Sjokrod Mesa, and an abandoned settlement that got destroyed during the war of Roverford. To the east of the city is a large mountain complex that spans from the north of Roverford all the way to the southeast, forming a natural barrier from the Ulniir lands. On the top of the mountain is Nidwald's Descent, the entrance to the independent dwarven kingdom of Nidwald. The city's location and its proximity to the mountains, the valley, and the Ulniir lands make it a strategic point for trade and commerce. The city is also home to many skilled craftsmen, artists, and scholars, who contribute to the city's rich culture and history.

ROVERFORD VALLEY & SJOKROD MESA

The Sjokrod Mesa is a rugged and rocky plateau that is known for its striking red and orange rock formations. The mesa is a popular spot for hikers and adventurers, who come to explore the winding canyons and towering rock formations. The abandoned settlement in the valley, once a thriving community, was destroyed during the War of Roverford, and now lies in ruins. The small hamlet of Sjokrod, located on the mesa, is home to a tight-knit community of hardy and self-sufficient farmers and ranchers. Despite the harsh conditions of the mesa, the people of Sjokrod have managed to eke out a living, and are known for their strong sense of community and determination. The valley is also a place of pilgrimage for the Ulniir tribes, who come to pay homage to the spirits of their ancestors.

OAKSTEAD

Tucked away amidst the dense expanse of the Oakwood forest, Oakstead stands as an emblem of New Doven's more secluded and rustic side. Far from the bustling hubs of commerce and politics, this medium-sized village thrives in its own quiet rhythm, embodying the spirit of the hinterlands.

The intertwining trails leading to Oakstead are often cloaked in mists and dappled sunlight, hinting at the village's close bond with nature. Here, Humans, Dryads, Elves, and the Riverfolk live in harmony, their homes crafted from the very timber of Oakwood, blending seamlessly into the surroundings.
Kingdoms of the North - Nidwald
NIDWALD

Nidwald, the independent dwarven kingdom, is a mysterious and secluded place located within the large mountain complex that spans from the north of Roverford all the way to the southeast. The entrance to Nidwald is called Nidwald's Descent, a treacherous path that winds its way up the mountain to the dwarven kingdom.

The Mesa is a vast plateau that covers the top of the mountain, and it is known for its breathtaking views and rugged terrain. The Nidwald's Crossing is a narrow and dangerous path that cuts through the Mesa, connecting Nidwald to the outside world. The Ruins of the Ancient Nidwald are a reminder of the kingdom's rich history, and the catacombs beneath the Mesa are said to hold the secrets of the dwarves. The Dwarven Undercity is a bustling metropolis built into the mountain, home to the dwarves, it is a place of trade, craftsmanship, and industry.

Nidwald is a self-sufficient kingdom, known for its skilled craftsmanship, particularly in metalworking and stonemasonry. The dwarves of Nidwald are a proud and reclusive people, fiercely protective of their kingdom and its secrets. They are not easily trusted, but those who earn their friendship and respect are rewarded with their loyalty and friendship for life.
Independed Islands of the Northern Coast - Crowhaven & Dunhaven
CROWHAVEN

Crowhaven is a large island located on the northern coast of Folkswave. It is known as the stronghold of the Pirate Coalition of the North, led by the Russo sisters. The island is home to a fortress called Crowhaven, which serves as the base of operations for the pirate fleet. The fortress is situated on top of a mountain in the middle of the island, and is known for its formidable defenses and strategic location.

The island is also home to several other landmarks, such as Crowhaven's Cove, which is a popular spot for the pirate fleet to anchor their ships. The Woods surrounding the fortress are also known to be inhabited by dangerous creatures, making it treacherous for outsiders to venture into. There is also a vast network of tunnels that lead to the northern coast, which the pirates use to smuggle goods and evade capture.

To the southwest of the island, there is an old lighthouse that is said to be the home of a wererat gang led by their self-proclaimed king, Ulvago. In the northern part of the island, there are ancient ruins called Veara'ylon, which are believed to hold valuable treasures and secrets. The small hamlet of Pelton is located on the eastern coast of the island, and is home to the families of the pirate crew members.

Crowhaven is a place of lawlessness and danger, and it is not recommended for travelers to visit without proper protection and guidance. The island is a source of constant conflict between the Pirate Coalition and the kingdom of New Doven, but also a trading hub for the northern lands.

DUNHAVEN

The second island, known as Dunhaven, is a relatively peaceful place in comparison to Crowhaven. It is home to a small fishing village called Dunvale, where the island's inhabitants make their living by fishing in the surrounding waters. The island is also home to ancient ruins called Veara'acthon, which are said to be the remnants of an ancient civilization. Some historians believe that the ruins may hold the key to understanding the history of the northern kingdoms of Folkswave, but the island's remote location and treacherous terrain have made it difficult for scholars to access the ruins. Despite this, the island remains a place of great interest to historians and archaeologists, and many expeditions have been launched to uncover its secrets.
Kingdoms of the North - Ulniir Lands
ULNIIR LANDS

The Ulniir Lands is a kingdom located in the northern region of Folkswave, known for its harsh and unforgiving terrain. The kingdom is home to the Ulniir people, a fierce and proud tribe known for their skilled warriors and fierce loyalty to their leaders. The Ulniir Lands is made up of several settlements, each with their own unique history and culture.

Geirsver is located on the eastern slope of Mount Nidwald, and is primarily inhabited by Ulniir and Frost Naga. The village is known for the Vyordlorr woods, and some ancient ruins that are said to hold great power and secrets.

Skarfjord is located to the northeast of Geirsver, and is known for its silver mines, and the northern part of the Vyordlorr woods. The population is mostly Ulniir and Frost Naga.

Jorunfjord is located further east of Skarfjord and across the treacherous Vyordlorr Peaks, it's known for its huge bottomless chasm and the Vijhorlng ruins, where a terrible manticore is rumored to have its lair.

Frostfjell Island is located in the freezing sea of the north, it's known for its harsh and unforgiving terrain, where only the strongest survive. The island is home to a small, tight-knit community of Ulniir and Frost Naga.

New Ulnathiir is the capital of the Ulniir Lands, located southeast of Geirsver, it's known for its ruined fortress, a vast network of caverns leading all the way to the Fajhorn pass, and a glorious arena where the fiercest warriors fight for supremacy. The population of New Ulnathiir is mostly Ulniir and Dwarves.

Overall, The Ulniir Lands is a kingdom where strength, honor, and loyalty are highly valued, and its people are known for their fierce warrior culture and their ability to survive in the harsh northern climate.
Ulniir Lands - Geirsver, Skarfjord & Jorunfjord
GEIRSVER

The Ulniir are a fierce and proud people, with a rich history and culture that spans back centuries. They were once a powerful empire, but now they are scattered across the harsh Skarfjord steppes, living in small settlements and tribes. Geirsver is one of these settlements, located on the eastern slope of Mount Nidwald. It is a small community, mostly inhabited by Frost Naga and Ulniir. The Vyordlorr woods and ancient ruins are major landmarks of the area, and the Ulniir people hold these places in great reverence. Many of the ruins are believed to hold ancient artifacts and treasures from the Ulnathiir Empire

SKARFJORD

Skarfjord is a small village located to the northeast of the Ulniir settlement of Geirsver. The village is known for its rich silver mines, which are a major source of income for the local population. The village is also located on the northern part of the Vyordlorr woods, which is known for its dense forests and harsh terrain. The population of Skarfjord is mostly made up of Ulniir and Frost Naga, who have lived in the area for generations. The village is known for its strong sense of community and its fierce warriors, who defend the village and its people from any threats. The village is also known for its intricate metalworking and silversmithing, which is a traditional craft passed down through generations of Ulniir and Frost Naga families.

JORUNFJORD

Jorunfjord is a large Ulniir city located in the northeastern region of Folkswave, beyond the treacherous Vyordlorr Peaks and the Fajhorn pass. It is known for its vast and mysterious bottomless chasm, the Vijhorlng ruins, which are believed to hold ancient secrets and powerful artifacts. The city is also home to a tribe of outcasts led by Reindhall who reside in the ruins of Jorunmgardr, further east of the city. The population of Jorunfjord is diverse and includes the Ulniir, shapeshifters, and goblins. The city is also rumored to be the lair of a powerful and dangerous manticore. Despite its dangers, Jorunfjord is a place of great cultural and historical significance for the Ulniir, and it is a center of trade and commerce for the northern kingdom.
Ulniir Lands - Frostfjell Island & New Ulnathiir
FROSTFJELL ISLAND

Frostfjell is a remote island located far to the east of the northern kingdoms of Folkswave and north of Jorunfjord. It is known for its rugged terrain and harsh weather, and is home to the small village of Volgstead, which is built at the base of Mount Wolhrodr. The west part of the island is dominated by the frozen Lugnsvann Lake, which is usually covered in ice. To the north of Mount Wolhrodr lies a mysterious temple, believed to be associated with a cult, built within the bones of a colossal dragon. The villagers of Volgstead do not dare to enter the temple, and little is known about the cult that occupies it.

Deep in the heart of the island lies a mysterious labyrinth of caverns, their entrance guarded by eerie, petrified figures frozen in stone. These silent sentinels stand watch over the dark and unknown depths of the caves, their origins and purpose a mystery to all who dare to venture near. Some say the caverns hold ancient secrets, others say they are cursed by some long-forgotten magic. Whatever the truth may be, one thing is certain: those who enter the caverns are said to never return.

NEW ULNATHIIR

New Ulnathiir is a bustling city and the capital of the Ulniir Lands, located in the kingdom of Folkswave. The city is known for its ancient fortress, a vast network of caverns, and a grand arena where the fiercest warriors compete for supremacy. The city has a rich history dating back centuries and is considered a cultural and historical hub for the Ulniir people. The city is home to the Ulniir Council, which governs the Ulniir Lands and serves as a bridge between the Ulniir people and the kingdom of Folkswave. However, there is a political divide in the city, with some supporting the lasting peace, while others, followers of Varshukh, prefer war, and their faction was outlawed. The population of New Ulnathiir is primarily Ulniir, but also has a significant Dwarven population.
Independed Kingdoms of the Dead - Nifolhelg & Nrekveil
NIFOLHELG

Nifolhelg is a dark and foreboding cavern complex located in the heart of the Ulniir lands. It is said to be the home of undead skeletons and ghouls, who guard an ancient and powerful artifact known as the Cauldron of Neckor. According to legend, the cauldron is a sentient being that has the power to grant immense power to whoever controls it. Many have sought to claim the cauldron for themselves, but none have succeeded in overcoming the guardians of Nifolhelg. The caverns themselves are twisted and treacherous, filled with pitfalls and traps that have claimed the lives of many would-be treasure hunters. Some say that the caverns are cursed, and that those who enter are doomed to become trapped within, forever wandering the twisting tunnels in search of a way out. Despite the danger, rumors of the cauldron's power continue to attract brave warriors and powerful sorcerers to Nifolhelg, all hoping to claim the ultimate prize.

NREKVEIL

Nrekveil is a mysterious and dark city located in the southern part of Mount Nidwald. It is known as the independent kingdom of the Dead, where the veil between the living and the dead is said to be at its thinnest. The dead and the living coexist in Nrekveil, where revenants and spirits roam the streets.

The city was founded by Eldanoth, a powerful necromancer, who discovered the location while searching for a place to perform powerful dark magic. He saw the potential of the location and established a settlement there, where others like him could practice their craft in peace.

As the city grew, more and more necromancers, witches, and other practitioners of the dark arts came to Nrekveil to study and hone their skills. The city quickly became a hub of dark magic, drawing in those who sought power, knowledge, and immortality.

But Nrekveil is not just a city of the dead and the damned. It is also home to many different spirits, both friendly and hostile. The spirits of the dead often linger in Nrekveil, drawn to the city by the powerful magic that is performed there. They can be seen wandering the streets at night, whispering secrets and offering wisdom to those who will listen.

The city is constantly under threat from powerful enemies who seek to destroy it and its inhabitants or control them. The city's inhabitants have had to develop powerful defenses and methods of protection to survive. They have formed powerful covens and guilds, each dedicated to the protection and advancement of their specific craft. They have also formed alliances with the powerful spirits of the city, making deals and offering sacrifices in exchange for their protection.

Nrekveil is a dangerous place, but it is also a place of great power and knowledge. Those who are brave enough to venture into the city and survive can gain access to ancient and forbidden knowledge, and the power that comes with it. But they must also be careful, for the city is filled with danger and deception.
The Heartlands
To the south of Arboris stretches the dense expanse known as the Oggurnvald Woods. Ancient trees, some older than the oldest elven tales, stand tall within this forest. While the woods offer sanctuary to those who respect nature, they also hold mysteries and secrets that have remained untouched for centuries.

Beyond Oggurnvald, the majestic Evergreen Peaks rise:

The first row, dubbed the "Guardian Peak", stands as a solitary protector over the Oggurnvald Woods.

The "Triad Peaks" form the second row, with pathways and passes weaving between them. Nestled in a serene valley amidst these peaks is the town of Mirai.

The third row, the "Twin Sentinels", stands tall to the south, shielding the regions that lie beyond.
A Brief Timeline of the Heartlands
  • 850 EC: Mirai is established by pioneers from the North, drawn by the Evergreen Peaks. The Galdoraks, territorial and wary, start launching raids against these new settlers.
  • 870 EC: The Fay broker a tense truce between the Galdoraks and Mirai settlers. In return, they demand recognition of their territories and rights to the Mirai Woods.
  • 900 EC: Trade routes connecting the North and the Heartlands begin to form. However, these routes are often threatened by Goblin ambushes, making trade risky.
  • 910 EC: The Hags of Grysbog Marsh, recognizing the value of trade, offer their services as intermediaries. They ensure safe passage for trade caravans in exchange for a "toll", solidifying their influence.
  • 920 EC: Discovery of rare herbs in the Mirai Woods. Galdorak and Goblin tribes seek to control this resource, leading to skirmishes. The Hags intervene, seeing an opportunity to expand their influence.
  • 930 EC: The Fay's "Moonlit Gatherings" begin to take on a more political tone, as they strategize to maintain their influence amidst rising tensions.
  • 945 EC: As the North's demand for resources grows, Grysbog Marsh becomes a hotspot for conflict. The Hags play different factions against each other, furthering their control.
  • 965 EC: A major conflict erupts over Rivermoor's fertile lands. The Galdoraks, backed by certain knight orders from the North, lay claim. The Fay, seeking to protect their sacred sites, resist fiercely.
  • 980 EC: With the Rivermoor region devastated by war, the Heartlands face a famine. Oggurnvald Woods becomes a refuge, but its resources are limited, leading to further tensions.
  • 1000 EC: The mysterious Thaumar becomes a symbol of hope and renewal. However, its arcane energies also attract those seeking power, including the Hags and certain organizations from the North.
  • 1015 EC: Galdorak raids intensify as they seek to reclaim lost territories. The Fay, weakened, call upon their allies from the major organizations to help defend their lands.
  • 1035 EC: As tensions in the North lead to the War for Roverford, the Heartlands become a strategic battleground. Various factions vie for control, further destabilizing the region.
  • 1050 EC: Post-war, the Heartlands are in disarray. Mirai's "Festival of Unity" is a desperate attempt to broker peace, but underlying tensions remain.
  • 1070 EC: The Heartlands Council is proposed as a means to bring lasting peace to the region. However, its formation is fraught with challenges as old rivalries resurface.
  • 1100 EC: Amidst the chaos, the Hags and Fay form an unlikely alliance, recognizing the external threats posed by the North's major organizations.
  • 1150 EC: With the North's influence growing, the Heartlands factions realize the need for unity. Diplomatic discussions, often mediated by the Hags and Fay, become more frequent.
The Heartlands - Mirai, Grysbog & Nereis
MIRAI

Mirai is a bustling town situated in the embrace of the Evergreen Peaks. The protective mountains, coupled with fresh streams, have allowed Mirai to flourish. The architecture reflects both the ruggedness of the peaks and the elegance of the valley.

While humans form a significant portion of its populace, the town is a melting pot of cultures and species. The Fay, with their ethereal beauty, bring magic and mystery. Goblins, skilled in trade and craft, contribute to the town's markets and workshops. The Galdoraks, tribal and fierce, are respected warriors in Mirai. They might be savage in battle, but they are also known for their honor and deep-rooted traditions.

To the south of Mirai, the woods bearing its name stretch out, resplendent with tall evergreens and singing streams. These woods are a source of timber, herbs, and legends. Tales of spirits, ancient guardians, and mysterious creatures are often shared around campfires and in the cozy inns of Mirai.

GRYSBOG

East of Mirai and directly south of Lanmerih, the land gives way to the wet, murky expanse of Grysbog Marsh. The marsh is a vast stretch of soggy earth, tall reeds, and stagnant pools. At first glance, it might seem inhospitable, but it's teeming with life. From the croaks of frogs to the distant calls of marsh birds, nature has claimed this territory.

Within Grysbog Marsh lies the village of the same name. Grysbog Village, while small, is a testament to the resilience and adaptability of its inhabitants. Raised huts built on stilts dot the landscape, connected by wooden walkways. The Marsh Naga, Night Hags, and Galdoraks have formed an unlikely but harmonious community here. While the Marsh Naga are adept at fishing and navigating the waters, the Night Hags possess knowledge of the arcane and the herbs that grow in the marsh. The Galdoraks, with their strength and warrior spirit, protect the village from threats.

Surrounding Grysbog Marsh is the ominous Dreadwood Forest. The trees here are tall, their canopies so thick that little sunlight reaches the forest floor. The atmosphere is dense, and a heavy mist often lingers between the trees. The forest is aptly named, for even the bravest adventurers tread lightly here. Whispers speak of ancient spirits and creatures that call Dreadwood their home. Yet, for those who know its secrets, the forest can also be a place of refuge and resources.

NEREIS

Hidden amidst the dense jungle and rainforests of the Heartlands lies the village of Nereis. Positioned southwest of Lucina and northeast of the Grysbog Marsh, this village is a harmonious blend of nature and civilization.

The architecture of Nereis mirrors its surroundings, with bamboo huts and structures raised off the ground to cope with the regular downpours. Canopy walkways wind their way through the treetops, connecting different sectors of the village and offering breathtaking views of the verdant jungle below.

The vibrant community of Nereis is a blend of Seelie, Nymphs, and Marsh Naga. The Seelie, a subtype of fay, bring their ethereal beauty and magic to the village. Their laughter and shimmering wings can often be seen flitting between the trees, and their enchantments provide protection and prosperity. Nymphs, guardians of the natural world, ensure the health of the forests, rivers, and wildlife. Their deep connection to the land and waters guides the village in sustainable living. The Marsh Naga, having migrated from regions like Grysbog, contribute their aquatic expertise and deep understanding of the marshlands.

The residents live in harmony, respecting the delicate balance of their jungle home. Their lives are intertwined with the rhythms of the rainforest, from the daily chorus of birds and insects to the annual festivals that celebrate the spirit of the jungle.

With its blend of magical beings and natural wonders, Nereis stands as a testament to the possibilities of coexistence and mutual respect. However, the jungle is not without its mysteries and challenges. From elusive predators to age-old ruins hinting at bygone eras, Nereis is a place of wonder and discovery.
The Heartlands - Hirdwood, The Twin Pillars, Celaenor, Rivermoor & Thaumar
HIRDWOOD

Situated to the south of Grysbog and southeast of the jungle village of Nereis, Hirdwood is a settlement deeply rooted in the heart of the Heartlands. With dense forests surrounding it, Hirdwood is a haven for many species that have sought refuge and community.

The village is a mosaic of diverse cultures and races. Fay with their shimmering wings and playful demeanor bring an aura of magic and wonder. Forest Hags, with their deep knowledge of herbs, potions, and the arcane, serve as the village's wise women and healers. Galdoraks, with their tribal traditions and warrior ethos, provide protection and strength. Goblins, with their craftiness and resourcefulness, contribute to the daily life and commerce of Hirdwood.

The architecture is an eclectic mix, reflecting the diverse population. Treehouses, ground huts, and even burrowed homes are common sights, all coexisting in harmony.

Northwest of Hirdwood lies a place of dark legend – the Bleakhorn Ruins. These ancient remnants whisper tales of a civilization long forgotten, its stones worn by time and its halls echoing with eerie silence. However, the ruins are far from deserted.

A savage tribe of Goblin outcasts has claimed Bleakhorn as their home. Exiled from their communities for reasons only they know, these Goblins have formed a tight-knit, fiercely protective group. They are known to be territorial and aggressive to those who venture too close to the ruins. Rumors circulate about dark rituals, forbidden magics, and the treasures hidden within the depths of Bleakhorn. Many adventurers have been tempted by these tales, but few return to tell the tale.

To the residents of Hirdwood, Bleakhorn serves as a cautionary tale, a place where the line between ambition and madness blurs. Parents often warn their children to steer clear of the ruins, and nighttime stories of the Bleakhorn Goblins are told to enforce this caution.

TOWER OF ELEMENTS (the landmark)

Situated between Mirai and Glenfield, beneath the watchful gaze of the "Twin Sentinels", rises the formidable Tower of Elements. This magnificent structure, visible from vast distances, stands as a symbol of magical prowess and enlightenment. It serves as the headquarters for the esteemed guild of the same name. The Tower of Elements guild is recognized far and wide for its expertise in elemental magics, its expansive repositories of arcane literature, and its strict yet enriching training regimes. Many of the world's most adept mages have been nurtured within its walls, where magical theories are constantly challenged, spells are honed to perfection, and innovative enchantments see the light of day.

Yet, the tower also stands as a stark reminder of the perils of unrestrained magical experimentation.

THE TWIN PILLARS

Within the mosaic of independent town states that form the Heartlands, the region surrounding the Twin Pillars on Mt. Oreghast stands distinct. This monumental structure, a beacon visible from miles away, marks an area steeped in both history and mysticism.

To the east of Nereis and south of Lucina, the mountain's embrace shelters the town of Skyhaven. A unique confluence of races—Angels, Nephilim, Humans, and others—have made this their home. Rumors whisper of a portal within Skyhaven that connects to the Sacred Realm, a gateway between the terrestrial and the divine.

The landscape here is punctuated with landmarks that tell tales of times gone by. The Oreghast's Canyon, carved over millennia, serves as a testament to nature's raw power. A marble temple, dedicated to Celeste, daughter of Deity Hyperion, stands as a silent sanctuary of devotion. Nearby, the Tomb of Templar Oswald narrates stories of heroism—the legend of a man who laid the foundations of Skyhaven and left an indelible mark on its history.

CELAENOR

Nestled between the verdant expanse of Oakstead to the west and the majestic Roverford Valley to the southeast, Celaenor emerges as a realm where the ordinary meets the otherworldly. The independent and proud city-state stands as a sanctuary for the ethereal beings that call it home.

Unseelie, creatures of the Feywild, wander its glades and meadows, their silvery laughter echoing with the rustling leaves. Their presence, both whimsical and mysterious, adds an air of enchantment to Celaenor's every nook and cranny. The Orestiad Nymphs, guardians of the forests and waters, lend their grace and beauty to the city-state, ensuring that nature thrives in harmony with its inhabitants. Above, the Sylphs dance on the winds, their delicate forms shimmering under the moonlight, adding a touch of magic to Celaenor's skies.

The architecture of Celaenor reflects its inhabitants' ethereal nature—structures crafted from moonstone, adorned with iridescent crystals, and intertwined with the living roots of ancient trees. Streams and brooks, with waters clear as crystal, meander through the city, their gentle murmurs blending with the songs of the Fey.

Yet, for all its beauty, Celaenor is not without its mysteries. The very air is thick with ancient spells and secrets, waiting to be discovered by those brave enough to seek them out.

In Celaenor, the veil between the mundane and the magical is thin—a place where legends come to life, and dreams take flight on the wings of the wind.

RIVERMOOR

Nestled at the foot of the Riverpine forest, Rivermoor thrives as a beacon of agricultural prosperity. Its lands, touched by the gentle fingers of the nearby river, are a patchwork of verdant fields and orchards, each bearing the fruits of the town's labor.

Humans, with their inherent connection to the land, form the backbone of Rivermoor's agricultural pursuits. Yet, they are not alone. With their flutes and playful spirits, Satyrs often entertain the farmers during their breaks, their melodies weaving magic into the air. Centaurs, with their strong builds, assist in tilling the fields and guarding the town's perimeters. And the Riverfolk, with their deep bond with water, ensure the river's bounty is shared with all.

At the heart of Rivermoor stands the Riverpine Temple, a sacred monument dedicated to the Goddess Diana. Its tall spires and intricate carvings tell tales of blessings, harvests, and the cycles of nature. But beyond the temple, deeper into the Riverpine forest, legends speak of an ancient grove. Here, it is said, an age-old spirit resides, blessing the lands of Rivermoor with unmatched fertility, ensuring bountiful harvests year after year.

In Rivermoor, every grain sown and every fruit plucked is a testament to the harmony between its inhabitants and the land—a small agricultural town where nature's gifts and ancient legends intertwine seamlessly.

THAUMAR

South of the iconic Twin Pillars, and tethered to Mount Oreghast by a precarious mountain path, lies Thaumar—a marvel that defies the very laws of nature. This island, suspended in the sky, has captivated the imagination of travelers, poets, and scholars alike.

A verdant oasis in the heavens, Thaumar boasts a lush rainforest, its canopy teeming with life and echoing with the calls of exotic birds. Waterfalls cascade from the island, transforming into misty veils before they reach the ground below. Among its many wonders are the hanging gardens, a testament to the harmonious blend of nature and artistry. Vibrant flowers and plants, some found nowhere else, drape from terraces and cliffs, creating a multi-tiered tapestry of colors and fragrances.

Dominating the island's center is a mysterious ancient monolith. Towering and inscrutable, it stands as a sentinel, its origins and purpose lost to time. Some believe it to be the anchor that keeps Thaumar afloat, while others see it as a portal to unknown realms.
Adr'Hra
Nestled within the vast continent of Folkswave, the Adr'Hra region stands as a testament to the inexorable passage of time and the resilience of its denizens. A confluence of ancient civilizations, cataclysmic events, and evolving cultures, its landscapes tell stories of grandeur, tragedy, rebirth, and hope. The whispers of the Forgotten, those myriad civilizations lost to a shared cataclysm, linger in every grain of sand, every gust of wind, and every drop of water. Tales of empires, such as the majestic Vae'thern, echo in the ruins and the vast stretches of the Vorheas Desert, bearing witness to the heights of achievement and the depths of despair. Yet, amidst these remnants of the past, vibrant cultures of today thrive, weaving new narratives and dreams. From the bustling markets of Xahn to the serene waters of the Jarakkal Oasis, the region is a melting pot of traditions, beliefs, and aspirations. Scholars seek to unravel its mysteries, adventurers quest for its hidden treasures, and dreamers envision a future as rich and diverse as its past. Adr'Hra, in its essence, is a living chronicle of Folkswave's heart and soul, beckoning all who yearn to be part of its enduring saga.
A Brief Timeline of Adr'Hra
  • The Age of the Forgotten: A magnificent civilization stretches across the land, their mastery over both arcane and tangible realms unparalleled. However, in their pursuit of greatness, they trigger cataclysmic events that reshape the very fabric of the world.
  • Post-Forgotten Era: As the dust settles, the survivors venture forth, clinging to the stories and legends of their once-glorious past. From these remnants, new societies begin to sprout.
  • Ancient Times: Amidst the shifting sands and challenging terrains, the Vae'thern Empire rises. Their cities, built with intricate designs and powered by mystical energies, dominate the landscape.
  • 500 EC: At the height of its power, the Vae'thern Empire governs vast territories, encompassing present-day Vorheas Desert and beyond. Their relationship with the nomadic Adrhraxaz tribes oscillates between diplomacy and tension.
  • 700 EC: Darkness emerges from the Deimos Chasm, and malevolent forces challenge the empire's dominion. Despite their arcane prowess, the Vae'thern find themselves on the defensive.
  • 750 EC: The once-majestic Vae'thern Empire succumbs, its grandeur buried beneath the ever-expanding Vorheas Desert. The silent Gravehold ruins remain, whispering tales of their past glory.
  • 800 EC: In the wake of the empire's fall, tribes and fledgling settlements dot Adr'Hra. The life-giving waters of Jarakkal Oasis become a beacon for many, its depths rumored to hold ancient secrets.
  • 850 EC: The Infernal Court of Deimos rises, its shadowy corridors and chambers a magnet for those seeking power or knowledge. Whispers of a gateway to another realm within the court stir the winds.
  • 900 EC: Xahn, situated at the confluence of time-worn trade routes, blossoms. A melting pot of traditions, it offers solace and opportunity in the heart of Adr'Hra.
  • 950 EC: Outside forces cast their eyes upon Adr'Hra's riches. The tribes and settlements, sensing the looming storm, forge alliances, preparing to defend their heritage.
  • 1000 EC: Religious fervor sweeps the region as cults and spiritual movements emerge. In Xahn, the Children of Ophois, with their sacred rituals, become central to the spiritual tapestry of Adr'Hra.
  • 1050 EC: The oasis, once a symbol of unity, becomes a battleground as water grows scarcer. The fragile balance of power is tested, alliances strained, and old rivalries rekindled.
  • 1100 EC: Amidst the shifting sands, the New Ad'rHra settlement stands resilient, a testament to the spirit of unity and hope that the oasis has always symbolized.
  • 1150 EC: Trade, ideas, and innovations flow into Adr'Hra from distant lands, heralding a new era of enlightenment and challenge.
Adr'Hra - Vorheas Desert, Deimos Chasm, Jarakkal Oasis & Xahn
VORHEAS DESERT

Vorheas Desert, with its shifting sands and mirages, is as much a keeper of secrets as it is a challenge to those who tread its expanse. The dunes have seen the rise and fall of civilizations, their stories buried deep, waiting for intrepid souls to unearth. Ancient caravans once treaded these sands, carrying with them tales of distant lands, treasures, and fables. Today, nomadic tribes traverse the desert, their traditions a blend of ancient rituals and adaptations to the ever-changing desert. They share stories of hidden oases, buried ruins, and spirits that dance with the desert winds, ensuring that the lore of Vorheas remains alive.

DEIMOS CHASM

To the east of Thaumar, enveloped by the vast and unforgiving Vorheas Desert, the remnants of Gravehold stand as a grim testament to the once-majestic Vae'thern Empire. The harsh desert winds carry with them whispers of the past—a civilization's grandeur, its tragic downfall, and the dark forces that led to its demise.

Beneath the ever-watchful gaze of the smoldering Deimos Volcano lies the Deimos Chasm, a gaping maw in the earth from which malevolent forces once emerged. This abyss remains a hive of infernal activity, with the Infernal Court of Deimos pulsating at its heart. Here, demons continue their dark machinations, their plots and intrigues echoing through the chasm's fiery corridors. Rumors persist of a portal within the court, a sinister gateway to the Profane Realm, where even darker powers reside.

The surrounding Vorheas Desert adds to the region's peril. Its treacherous sands and blistering heat make any approach towards the chasm daunting, with many an adventurer succumbing to its merciless expanse.

In this forsaken landscape, the Gravehold Ruins serve as a chilling reminder of the Vae'thern's legacy. While its structures hint at a bygone era of splendor, they also stand as a monument to a civilization's tragic end at the hands of relentless and malevolent forces.

JARAKKAL OASIS

A verdant jewel amidst the scorching Vorheas Desert, the Jarakkal Oasis stands as a beacon of resilience and survival. This enclave of life, surrounded by relentless dunes, is both a sanctuary and a fortress. Its life-giving waters, rumored to possess healing qualities, have sustained generations, but they also remain a coveted resource in such an unforgiving landscape. Ancient carvings and inscriptions around the oasis hint at its storied past, suggesting sacred rituals, age-old pacts, and moonlit ceremonies. While it has historically been a haven for weary travelers and traders, the current residents of the oasis, primarily nomads, are cautious and often suspicious of outsiders. Their lives, shaped by the desert's challenges, have taught them the value of vigilance. The New Ad'rHra settlement, which has grown around the oasis, is a tight-knit community, its members bound by shared experiences, traditions, and the need for mutual protection. Here, amidst the shade of date palms and the gentle rustle of reeds, stories of survival, trepidation, and guarded hospitality are woven, with tales of old being recounted around protective fires, ensuring that the lore of Jarakkal remains both vibrant and wary.

XAHN

Perched at the nexus of ancient trade routes, Xahn emerges from the desert like a mirage, steeped in history and buzzing with life. The town, with its sun-baked walls and wind-swept streets, carries the legacy of past ages while pulsing with the present energy. Architectural marvels rise from its heart, displaying a harmonious blend of time-honored designs juxtaposed against innovative adaptations. As one wanders through its bustling markets, the air is thick with the aroma of exotic spices, the tinkling of finely crafted wares, and the melodious cadence of haggling merchants.

Diverse as the desert, Xahn's inhabitants bring myriad colors, sounds, and tales to its tapestry. With stories of distant dunes and oases, nomads share their space with ingenious gnomes, their fingers dancing over intricate creations. Mysterious demons, with their enigmatic aura, cross paths with the fierce Campions, infernal progeny, and guardians of the town's lore and order. The town square, a hub of activity, often vibrates with spirited debates, enchanting music, and the shared joy of festivals. Here, ancient traditions, such as the reverent rituals dedicated to the Children of Ophois, coexist seamlessly with newer customs, reflecting the town's adaptability and reverence for its roots. In essence, Xahn is more than just a town; it's a living testament to the desert's enduring spirit, where memories are etched in sand and stone and every gust of wind carries tales of yesteryears and dreams of tomorrow.
Kingdoms of the South - Valethorn
Valethorn is the greatest empire in Folkswave. Its borders include Glenfield, Innford, Barrow's Bay, Fort Harrow, Llanvale, Misthold and Albruk.
A Brief Timeline of the South
  • 200 EC: Illuvann Nhoriel, a chieftain among the Saethar elves, discovers the Island of Valethorn. Intrigued by the remnants of "The Forgotten", he is captivated by the arcane mysteries within the ruins. This inspires him to envision a city of immense power and knowledge. His explorations lead him to the ruins of an ancient metropolis on the southernmost part of Valethorn island.
  • 220 EC: Guided by the knowledge from the ruins, Illuvann establishes Albruk on the southernmost part of Valethorn island, assuming its leadership. The city, imbued with the arcane energies of the ruins, emerges as Valethorn's nucleus of magical research and innovation.
  • 225 EC: Illuvann's daughter, Alluna, is struck by a mysterious ailment, later identified as the Bloodmist Curse. As she becomes the inaugural Vampire, Albruk evolves into a sanctuary for vampires, with Alluna governing from the obscurity.
  • 250 EC: The Bloodmist Curse begins to impact more individuals. Although vampires are formidable, they are forced to remain hidden in Valethorn's society. Outside Albruk, they endure persecution and are largely unwelcome.
  • 270 EC: As Valethorn expands, settlements like Llanvale and Fort Harrow take shape. Each boasts its distinctive culture and relationship with Albruk's central power.
  • 280 EC: Albruk witnesses the construction of a grand temple dedicated to Aion, the god of unbounded time and eternal stars. Apart from being a religious epicenter, this temple attracts scholars and astrologers from all over, strengthening Albruk's reputation as a hub of knowledge.
  • 300 EC: In Fort Harrow, amidst its unique steampunk-inspired architecture, the Cult of Nuer'lat emerges. The cultists, residing within age-old structures, fuse ancient technologies into their beings, merging flesh with machinery. They idolize the "Forgotten", aspiring to achieve the ultimate fusion with machines.
  • 350 EC: Llanvale, celebrated for its commerce and industry, flourishes into a major city within Valethorn.
  • 400 EC: Valethorn, now acknowledged as a formidable empire, annexes colonies like Glenfield, Innford, and Barrow's Bay to its west. Although Albruk retains its status as the capital, every region has distinct governance and dynamics. The noble house Nhoriel's power base remains in Albruk, with Alluna's shadowy influence clearly perceivable.
  • 450 EC: The Valethorn Academy, while still a learning hub, forms the Path of Enlightenment organization. This group delves into the mysteries of the Bloodmist Curse, seeking understanding and potential cures.
  • 480 EC: Whispers of the Cult of Nuer'lat grow louder as their influence expands. Their beliefs and rituals become more widespread in the Valethorn empire, especially in areas like Fort Harrow.
  • 750 EC: With its intricate network of informants, the Gilded Hand starts influencing the political landscape discreetly. Their reach begins to extend beyond Valethorn's borders.
  • 765 EC: A cataclysmic arcane mishap near Glenfield results in the formation of the Great Crater. This disaster prompts introspection and a reevaluation of the empire's arcane practices, paving the way for a new era of Enlightenment in Albruk.
  • 780 EC: Following the Great Crater incident, reforms in arcane governance emphasize safety and sustainability. Operational ancient Clockworks are unearthed in the catacombs beneath Albruk, marking the onset of a new Steampunk era.
  • 1000 EC: Valethorn's maritime interests expand rapidly. The vastness of the seas and the wealth flowing through them beckon threats from pirates, rival empires, and arcane monstrosities from the ocean depths. To counter these threats and safeguard their interests, Valethorn establishes the Knights of the Silver Spire. These elite knights, trained both in martial combat and sea magic, are tasked with safeguarding Valethorn's trade routes and territorial waters. With their silver-tipped lances and enchanted ships, they quickly ensure maritime dominance for Valethorn.
  • 1236 EC: The Gilded Hand, known for its covert operations and vast intelligence network, sees an opportunity in the political landscape of Roverford. With its vast intelligence network, the Gilded Hand provided the Vortex with crucial information about the king's defenses, his allies, and potential vulnerabilities. In return, the Vortex promised the Gilded Hand unparalleled access to arcane artifacts and shared governance once Roverford was under their control. This unholy alliance accelerated the War of Roverford, leading to a series of surprise attacks, betrayals, and political machinations that shook the very foundations of the kingdom.
Valethorn - Glenfield, Innford & Barrow's Bay
GLENFIELD

Nestled southeast of Hirdwood, where dense forests meet the sea, lies the bustling port town of Glenfield. Its strategic coastal position has cemented its status as a premier trading hub in the Heartlands. Ships from various corners of the world dock at its piers, bringing with them exotic goods and news from distant shores.

The town itself is a vibrant mix of humans, gnomes, Galdoraks, and Goblins. Humans, with their entrepreneurial spirit, manage much of the commerce and administration of Glenfield. The gnomes, known for their ingenuity, have turned the town into a hotspot for innovation, with their workshops crafting everything from nautical equipment to intricate trinkets. In the shadows of the bustling streets and behind the facades of grand buildings, Galdoraks and Goblins live as retainers, often marginalized, but playing essential roles in the daily grind of Glenfield.

Yet, not all in Glenfield live in the open. Vampires, though few, lurk in the shadows, mingling in harmony with the locals. Their presence, while not overt, is felt by those who know where to look. Whispers in dark alleys, the occasional mysterious figure in the town's taverns, and tales of enchanting strangers are testaments to their subtle existence.

However, Glenfield's prosperity is juxtaposed with the looming shadow of Glenfield's Crater, which lies ominously to its northwest. This vast scar on the land, a result of a catastrophic magical mishap from the nearby Tower of Elements, has deeply influenced Glenfield's culture and psyche. Tales of the crater's formation are passed down through generations, serving as cautionary tales about the limits of ambition and the respect magic demands.

The town has built defensive structures and early warning systems to monitor any unusual activities from the crater, ensuring the safety of its inhabitants. Additionally, the crater has become a source of economic activity. Adventurers and researchers, drawn to the mysteries of the crater, often use Glenfield as a base, bringing with them tales of their exploits and occasionally, rare artifacts recovered from the depths.

Subtle influences of the Cult of Nuer'lat can be found in Glenfield. While their presence is not as dominant as in other parts of the Empire, symbols and motifs associated with the cult can occasionally be spotted, especially around the old parts of the town.

The crater has also influenced Glenfield's architecture and art. Motifs of the explosion, the chaotic elements, and the rebirth of the town can be seen in murals, statues, and even in the design of buildings. Annual festivals commemorate the resilience of Glenfield, celebrating its recovery and continued prosperity in the face of adversity.

GLENFIELD'S CRATER

Spanning the expanse between the Tower of Elements and the port town of Glenfield is the barren landscape known as Glenfield's Crater. This desolation stands as a monument to a tragic accident from ages past. Mages from the tower, in their quest for greater power and understanding, attempted an experiment of unprecedented scale. The result was a devastating explosion that reshaped the land, creating the massive crater that now bears Glenfield's name.

The crater is a realm of chaotic magical surges, bizarrely mutated fauna, and tempestuous arcane phenomena. The very ground seems fractured, with cracks that sporadically emit bursts of raw elemental power. In this unpredictable environment, fire might take on the chill of ice, and water could scald like molten lava.

While many give Glenfield's Crater a wide berth, there are those who are lured by tales of potent artifacts and age-old treasures concealed within its depths. The Tower of Elements, ever reminded of their grave error, has established outposts around the crater's periphery.

INNFORD

Situated along the bank of the River Innel, Innford is a bustling town known for its thriving markets and agricultural prowess. The fertile plains surrounding Innford have made it a significant food supplier to the Valethorn Empire. Farmers and merchants converge in its markets to trade grains, vegetables, and fruits, making it an essential economic hub.

While humans predominantly run the administrative and commercial sectors, the town also has a substantial presence of gnomes, Galdoraks, and Goblins. The gnomes, with their penchant for crafting, have established several artisanal workshops producing intricate tools and machinery that aid in farming. Galdoraks and Goblins, often seen as retainers or farmhands, play a vital role in the agricultural activities. Their labor ensures the continuous flow of produce to the markets.

However, as night falls, a shadow looms over Innford. The town faces a growing vampire problem. These nocturnal predators have been preying on the unsuspecting residents, leading to tales of terror whispered in hushed tones. The town has taken measures, with guards patrolling the streets at night and various establishments offering protective charms and garlic. The presence of these creatures has also attracted vampire hunters, who often blend with the townsfolk, ever vigilant and ready to act.

Amidst Innford's traditional architecture, occasional remnants of ancient structures stand out, hinting at the subtle presence of the Nuer'lat Cultists. These adherents, recognizable by their fusion of flesh and long-lost machinery, are not as prominent in Innford as they are in places like Fort Harrow. However, their unique and somewhat eerie enhancements serve as a testament to their unwavering devotion to the 'Forgotten'.

While their influence in Innford is not overwhelming, the beliefs of the Nuer'lat Cult have found traction among certain pockets of the populace. Whispers circulate of their mysterious rituals and ceremonies dedicated to ancient entities. The presence of these cultists adds an underlying layer of mystique to Innford, with some residents both curious and apprehensive about their secretive practices.

The architecture of Innford reflects its agricultural heritage. Buildings made of sun-baked bricks, murals depicting farming activities, and statues of deities blessing the crops are commonplace. The annual Harvest Festival is a significant event, celebrating the town's agricultural success and its contributions to the empire.

The River Innel, apart from being a lifeline for Innford's agricultural activities, also has a recreational side. Boating and fishing are popular pastimes, and on special occasions, boat races draw crowds from neighboring towns.

BARROW'S BAY

East of Innford and south of the floating wonder that is Thaumar, Barrow's Bay stretches along the coast, its harbor filled with ships from distant lands. The town, a blend of Human and Dwarven architecture, is a testament to the collaboration of these two races, each contributing their unique styles and sensibilities.

But beneath its bustling façade, Barrow's Bay hides a murkier side. The town has earned a reputation as a hub for illicit activities. Smugglers navigate its waters under the cover of night, their cargo hidden from prying eyes. Narrow alleys and shadowed corners serve as meeting points for those seeking to conduct business away from the watchful gaze of the law.

Dominating the town's skyline is Graven's Keep, an imposing fortress that stands as a grim reminder of the power and influence of its owner, a notorious assassin whose name is whispered with a mix of fear and respect.

While the vampire threat in Barrow's Bay isn't as pervasive as in Innford, the presence of the Ancient Vampire, Kreul von Volyk, casts a long shadow over the town. Rumors of his lair, hidden deep within the town's labyrinthine streets, are shared in hushed tones, adding to the town's enigmatic allure.

For those who know where to look, Barrow's Bay offers opportunities and dangers in equal measure—a place where fortunes can be made, alliances forged, and secrets uncovered.
Valethorn - Vanburg, Fort Harrow & Llanvale
VANBURG

South of Innford and northeast of Fort Harrow, the coastal village of Vanburg casts a somber silhouette against the horizon. The gentle ebb and flow of the tides bring with them tales not just of fish and bounty, but of old sailors and pirates who found solace in this seemingly tranquil haven.

The village, primarily inhabited by Dwarves and Humans, thrives on its fishing industry. Nets stretched out to dry, fishmongers peddling their daily catch, and boats bobbing on the waters paint a vivid picture of a community deeply connected to the sea. Yet, amidst the everyday hustle, there's an unmistakable undercurrent of unease.

Whispers circulate of the old Vanburg Keep, a looming structure that has stood the test of time, its stone walls bearing silent witness to countless secrets. Tales of ghosts, hidden chambers, and mythical treasures have been passed down through generations. But one name, Trajan von Burg, an ancient vampire, is spoken of with a mix of fear and reverence. The keep is said to be his lair, and those brave—or perhaps foolhardy—enough to venture within its walls are seldom heard from again.

As night falls, the village takes on an even more eerie ambiance. The occasional flicker of a lantern, the distant hum of a sea shanty, and the silhouettes of Vampires, who coexist with the village's other inhabitants, add to Vanburg's enigmatic charm.

In Vanburg, the sea's lullaby is often punctuated by hushed conversations, furtive glances, and the weight of untold stories. It's a place where the line between reality and legend blurs, and where every wave might just carry a new mystery ashore.

FORT HARROW

South of the fortified Glenfield lies Fort Harrow, a coastal stronghold bearing witness to the passage of time and the evolution of civilizations. Its history is etched into every stone and whispered with every sea breeze—tales of a vast landmass that once stretched to the west, now submerged and lost to the annals of time.

The town's inhabitants, a mix of Galdoraks, Humans, and Mutated Humans, lead lives marked by resilience and adaptability. Echoes from the cataclysmic events of a forgotten era persist, with the remnants of ancient energies causing some children to be born with unique and varied mutations.

Amidst Fort Harrow's cobbled streets and steampunk-inspired architecture, the Nuer'lat Cultists stand out. Dwelling within the remnants of ancient structures, they have harnessed long-lost technologies, integrating them into their very beings in a fusion of flesh and machinery. These strange enhancements, although a marvel to behold, are also a testament to their unwavering devotion to the 'Forgotten'.

The cult's influence has grown rapidly, its beliefs spreading like wildfire among the populace. Whispers of their rituals and ceremonies, dedicated to entities from a bygone age, add an air of mystique and apprehension to Fort Harrow's atmosphere.

As one ventures deeper into the southern kingdoms, the blend of medieval charm and steampunk innovations becomes more pronounced, signaling a world in flux—holding onto its past while hurtling towards a new dawn.

LLANVALE

Lying to the east of Fort Harrow and south of the mysterious port of Vanburg, Llanvale stands as a beacon of industry and innovation amidst the southern kingdoms. Its skyline, punctuated by rising chimneys and gleaming clocktowers, tells a tale of a city that has embraced the steampunk era with fervor.

The streets of Llanvale bustle with activity—traders hawking their wares, artisans showcasing their latest creations, and the unmistakable sight of clockworks patrolling the avenues. These mechanical marvels, with their intricate designs and precise movements, are a testament to the city's technological prowess.

Yet, for all its advancements, Llanvale is not without its mysteries. As dusk descends, the Llanvale plains are blanketed in an atmosphere of unease. Whispers among the villagers speak of a headless specter—a dullahan—that roams the expanses under the cloak of night. This headless horseman has become the stuff of legends, with tales of its haunting presence casting a shadow over the city's vibrant nights.

Within Llanvale's walls, the social hierarchy is evident. While Humans dominate the city's affairs, Galdoraks and Goblins, though present, often find themselves relegated to roles of servitude.
Valethorn - Misthold & Albruk
MISTHOLD

To the east of the industrious city of Llanvale, ensconced amidst a thick woodland, lies Misthold—a village where the boundaries between the known and the unknown blur. Every morning, a blanket of mist envelopes the village, casting ethereal silhouettes and adding to Misthold's enigmatic charm.

The village is a harmonious blend of Humans, Gnomes, and Vampires, each community adding its distinct flavor to Misthold's cultural tapestry. The Gnomes, with their innate affinity for the woods, often serve as guides and protectors, ensuring that the village remains in tune with nature. Humans, with their adaptability and resilience, form the backbone of Misthold's daily life. Yet, as night falls, the Vampires emerge, their silent grace and age-old wisdom adding an air of mystery to the village's nocturnal ambiance.

Beyond the village boundaries, the surrounding woods hold secrets of their own. These woods, perpetually shrouded in mist, are rife with tales of spirits, ancient guardians, and hidden groves. And further north, the looming mountain range hides a labyrinth of caverns that stretch deep into the earth. Here, tribes of Galdoraks have carved out their homes, their subterranean dwellings a testament to their mastery over stone and shadow.

ALBRUK (Capital)

In the heart of the Southern Kingdom, Albruk stands tall—a testament to resilience, innovation, and the indomitable spirit of its inhabitants. The city's skyline, dominated by towering spires, intricate clockworks, and billowing steam, paints a vivid picture of a metropolis that has embraced the steampunk era with unmatched fervor.

Humans and Gnomes form the lifeblood of Albruk, their daily endeavors shaping the city's vibrant culture and bustling commerce. Yet, behind the scenes, vampire nobles maneuver with calculated precision, their influence weaving a web of power and intrigue that casts long shadows over the city's gleaming streets.

The rhythmic clank of clockwork patrols, the hiss of steam engines, and the hum of machinery resonate through Albruk's avenues. But these modern marvels are just the surface. Beneath the cobbled streets lies a vast labyrinth—an underground network of tunnels and chambers, remnants of the Forgotten civilization. These ancient passageways, echoing with whispers of a bygone era, serve as a constant reminder of the city's layered history.

Where once stood a metropolis of unparalleled grandeur, a cataclysm left only ruins. Yet, from these very ruins, Albruk emerged, its new foundations laid upon the vestiges of the past. Buildings of stone and metal rise side by side, encapsulating the city's journey from the ashes of devastation to the pinnacle of rebirth.

In Albruk, the pulse of progress beats in harmony with tales of antiquity—a city where the legacy of the Forgotten intertwines with the dreams of a new dawn.

In the poorer sections of the town, Goblins and Galdoraks can be seen working as retainers, living modestly yet playing a crucial role in the town's daily life.

Unbeknownst to many, vampires lurk in the shadows, plotting and scheming. The average townsfolk remain oblivious to their clandestine activities, only hearing whispers and rumors.

Whispers of the Cult of Nuer'lat can occasionally be heard, hinting at their clandestine activities in the region.

The town boasts a magnificent temple dedicated to Aion, the god of the unbounded time and the eternal stars, attracting pilgrims from neighboring towns and villages. The temple serves as a beacon of faith and hope for many.
Independent Islands of the Southern Coast - Fort Crooklaw, Serpent Island & Tethyar
FORT CROOKLAW

Perched on a rugged cliffside along the southern coast, Fort Crooklaw stands tall as an emblem of lawlessness and audacity. The massive stone bastion, its walls bearing the scars of countless sea battles, whispers tales of valor and defiance.

Within the fort's sprawling confines, a vibrant mosaic of life unfurls. Pirates of every conceivable origin – from elven swashbucklers recounting tales of ancient treasures to Galdorak buccaneers boasting of their recent exploits – throng the labyrinthine alleys and raucous taverns. Unity in Fort Crooklaw isn't founded on shared lineage or culture, but a communal disdain for authority and an insatiable lust for adventure and wealth.

Yet, it's the west side of the island that holds Fort Crooklaw's most infamous attraction: the Black Market. Spread across the beachside in a sprawl of makeshift tents, this open-air bazaar offers the rarest and most exotic items. Enchanted relics from forgotten epochs, forbidden tomes of arcane knowledge, and more can be found here. Cloaked merchants, their identities hidden in shadow, trade their mysterious goods, while savvy buyers haggle fiercely, ever watchful for treachery or deceit.

The fort's strategic maritime position, combined with its formidable defenses, has rendered it near impervious to external threats. Over the centuries, Fort Crooklaw has grown into more than a sanctuary for pirates; it's a bustling microcosm where peril and opportunity are two sides of the same coin, and where tales of bravery and betrayal are an integral part of its legacy.

SERPENT ISLAND

Nestled southeast of Xahn and positioned to the northeast of Fort Crooklaw, Serpent Island is a verdant oasis amidst the vastness of the surrounding sea. Its dense jungles, alive with the calls of exotic creatures, drape the island in layers of mystery and allure.

Through the thick canopy, magnificent stone temples emerge, their grandeur hinting at the island's rich heritage. Among these, one pyramid stands out, whispered among locals and adventurers alike as the final resting place of Hnathuxaep. This legendary figure, a Revenant wrapped in age-old mummy bandages, is said to still haunt the corridors of his tomb. The island's inhabitants revere Hnathuxaep, offering tributes at the pyramid's entrance and worshiping him as a god, respecting the balance between reverence and fear.

The Lizardfolk, deeply connected to the island's terrain, coexist harmoniously with the enigmatic Zhaghul. Together, they uphold the traditions and architectural marvels of their ancestors, ensuring that the legacy of Serpent Island remains undiminished.

While tales of the island's beauty lure many, it's the legend of Hnathuxaep's tomb that captivates the bravest of souls. Yet, all who venture into the island's depths are reminded to tread with both wonder and caution, for the jungle and its legends demand respect.

TETHYAR

Situated to the west of Xahn and south of Rivermoor, Tethyar stands as a testament to the harmonious coexistence of land and water. The coastal town of Tethyar, reflecting architectural styles reminiscent of neighboring islands, stretches outwards in a blend of stately buildings and winding streets. Yet, it's the island's submerged portions that truly captivate the soul, with vast underwater caverns beckoning explorers to delve into their azure depths.

These aquatic wonders are home to Nereids and Undines, ethereal beings who glide gracefully through the crystalline waters, their songs and stories echoing through the submerged grottoes. On the outskirts, dense jungles resonate with the croaks and calls of the Feroggs, amphibian creatures who walk a fine line between land and water.

The Nereids and certain Ferogg tribes have shared a bond of friendship that spans generations. Their mutual respect and camaraderie have birthed countless tales of joint ventures and celebrations. However, ripples of discord have emerged recently, with a particular Ferogg tribe showing signs of aggression. Tensions simmer beneath the surface, and the once peaceful island now stands at the brink of unforeseen challenges.
Religion
The modern religion of Folkswave, also known as the Seven, is the dominant faith in the kingdom of New Doven. It is based on a pantheon of seven deities who are believed to govern the world and its inhabitants. The religion was established by Thaddeus the first, and it has become the dominant faith in New Doven.

The religion banned all the former gods that were worshipped by the Ulniir populations, and during the 'Holy Purge' of 1120 EC, most Druidic circles in Folkswave were disbanded. Their members were forced to acknowledge the Seven and to accept Diana as the true Goddess of Nature. This caused a great deal of tension between the followers of the old ways and the new religion.

Those who refused to follow the Seven and kept their faith in Gaea, the ancient goddess of nature, were branded heretics and met a painful death in the Pyre. The handful of Druids that survived the purge went into hiding, and eventually became the founders of the new Druid orders in Folkswave.

The seven deities of the religion are Neriene, goddess of valor, chivalry and penance; Diana, goddess of nature, hunting, and revelry; Hyperion, god of the sun and the eternal light; Deimos, god of war, terror, and dread; Aion, god of the unbounded time and the eternal stars; Boreas, god of the cold North Wind and bringer of Winter; and Morheliss, goddess of undeath, affliction, and decay.

In recent years, an eighth deity was added to the faith by queen Zefya the second - Enyo the goddess of destruction, sacrifice, and blood magic.

The religion of New Doven is polytheistic, and it is believed that each deity governs a specific aspect of life, such as war, nature, and death. The followers of the religion believe that by honoring and appeasing these deities, they can gain their favor and blessings in their daily lives and in the afterlife. Each deity is associated with specific aspects of life and nature, and their followers often perform rituals and offerings to gain their favor and to ask for their guidance and protection.
Religion - Deities
Neriene
Neriene is the goddess of valor, chivalry and penance. She is often depicted as a fierce warrior, holding a sword and shield in her hands. She is also known as the protector of the weak and the champion of the oppressed. In times of war, she is called upon by soldiers to give them the courage to fight and the strength to endure. In times of peace, she is invoked by those who wish to seek redemption for their past wrongs and those who strive to live a virtuous life. Her followers often take vows of poverty, chastity and obedience in her service.

Diana
Diana is the goddess of nature, hunting, and revelry. She is often depicted as a beautiful maiden, dressed in a flowing gown and holding a bow and arrows. She is the protector of wild animals and the guardian of the forests and the wilderness. She is known to be a fierce hunter, and her followers often take part in hunting rituals to honor her. She is also associated with the full moon, and many festivals and celebrations are held in her honor during the full moon. She is also known to be a benevolent deity, who is always ready to help her followers in times of need.

Hyperion
Hyperion is the god of the sun and the eternal light. He is often depicted as a strong and powerful figure, holding a torch or a sun disk. He is known as the bringer of warmth and life, and it is said that the sun rises and sets at his command. He is also associated with the concept of enlightenment and knowledge, and many scholars and philosophers worship him in hopes of gaining wisdom and understanding. His followers often engage in rituals that involve fire and light, to honor him and to gain his favor.

Deimos
Deimos is the god of war, terror, and dread. He is often depicted as a fearsome warrior, holding a sword and shield in his hands. He is known as the bringer of death and destruction, and it is said that he takes pleasure in the carnage of battle. He is also associated with fear and the unknown, and his followers often perform rituals to invoke his power in order to strike fear into their enemies. His followers are often warriors, soldiers and other people who are in the business of war.

Aion
Aion is the god of the unbounded time and the eternal stars. He is often depicted as an old man with a long white beard, holding a hourglass or a star chart. He is known as the bringer of order and stability, and it is said that he is responsible for the cyclical nature of time. He is also associated with fate and destiny, and his followers often seek his guidance in matters of divination and prophecy. His followers are often scholars, astrologers, and other people who are interested in the workings of time and fate.

Boreas
Boreas is the god of the cold North Wind and bringer of Winter. He is often depicted as a tall, muscular man with wild hair, holding a horn. He is known as the bringer of cold and snow, and it is said that he is responsible for the harsh winters that ravage the land. He is also associated with the concept of change and transformation, and his followers often seek his guidance in matters of change and rebirth. His followers are often people who live in the North, hunters, and those who are in the business of traveling through snow.

Morheliss
Morheliss is the goddess of undeath, affliction, and decay. She is known as the mistress of the underworld, and it is said that she presides over the realm of the dead. She is associated with death, decay, and the passage of time. Her followers often seek her guidance in matters of death and the afterlife, and they often perform rituals to honor the dead and to appease her. Some of her followers believe that by pleasing her, they will be granted a peaceful death and a favorable afterlife. However, it is also believed by many that Morheliss is a vengeful and cruel deity, who takes pleasure in the suffering of the living and the dead alike. She is often invoked by those who seek to cause harm and destruction, and her power is said to be able to raise the dead as her undead minions, who will obey her every command. Her followers are often necromancers, dark priests, and others who seek to control the power of death. It is said that those who anger Morheliss will face her wrath in the form of plagues, curses, and even death.

Enyo
Enyo is the goddess of destruction, sacrifice, and blood magic. She is often depicted as a fierce warrior, holding a sword and a bowl or chalice. She is known as the bringer of chaos and violence, and it is said that she takes pleasure in the destruction of all things. She is associated with war, blood, and the concept of sacrifice. Her followers often perform rituals to invoke her power, in order to gain strength in battle or to make sacrifices in order to appease her. Some of her followers believe that by making sacrifices to her, they will gain her favor and protection in battle.
Religion - Myth of Creation & The Otherworld
Myth of Creation

In the beginning, there was only chaos and darkness. But from that darkness emerged the first deity, Aion, the god of the unbounded time and the eternal stars. He looked upon the chaos and saw the potential for order and stability. And so, he set about creating the universe and all that is within it.

With the passing of time, Aion gave birth to other deities. First came Hyperion, the god of the sun and the eternal light, who brought warmth and life to the universe. Then came Diana, the goddess of nature, hunting, and revelry, who created the forests, the wilderness and the animals that inhabit them.

As time passed, the other deities came into being. Neriene, the goddess of valor, chivalry and penance, was born to protect the weak and to champion the oppressed. Deimos, the god of war, terror and dread, was created to bring death and destruction. Boreas, the god of the cold North Wind and bringer of Winter, was created to bring change and transformation to the world. Morheliss, the goddess of Undeath, Affliction and Decay, was created to preside over the realm of the dead and to guide the souls of the departed. Enyo, the goddess of Destruction, Sacrifice and Blood Magic was born to bring chaos and violence to the world.

With the creation of these deities, the universe was given shape and purpose. They were each given domains to govern and they set about creating the world as it is known today.

The Otherworld

The otherworld, also known as the 'lands beyond the veil', exists beyond the physical realm. It is a realm of spirits and the afterlife, where the souls of the deceased journey after death. Its mystery and association with magic, ghosts, and other supernatural entities make it a place of intrigue and fascination.

Legends speak of its great beauty and wonder, but also of the dangers it holds. The spirits of the dead are often trapped there, unable to move on to the next world. These spirits can be either peaceful or malevolent, and they often manifest as ghosts and other supernatural entities.

Primeval spirits, entities that existed before time, also reside in the otherworld. They possess great power and wisdom, and are associated with nature and the elements, having control over the forces of the natural world. They can grant power and knowledge to those who can communicate with them.

The otherworld is also a place of powerful magic, where spells and rituals that are beyond the capabilities of mortals can be performed. Necromancers and other practitioners of the dark arts believe that the otherworld holds the key to immortality, and they seek to enter it to gain access to the secrets of the afterlife and the power that comes with it.

The veil between the living and the dead is thinnest in the bowels of Nrekveil, the veil is particularly thin during nights of the full moon, and those who accidentally cross it are said to be lost forever.

Nrekveil is said to be watched over by Morheliss, the goddess of undeath, affliction, and decay. It is said that she is the one who holds the key to the veil between our world and the otherworld, and she is the one who decides who is allowed to pass through. Those who seek her favor may be granted access to the secrets of the afterlife, but they must be willing to pay a steep price.
Major Organizations - Part I
BLOOD COVEN

The Blood Coven is a secret organization formed by the First Vampires. The First were the first individuals to be cursed with the Bloodmist Curse, a mysterious affliction that transformed them into Vampires. The Blood Coven was formed by the First to study blood's magical properties and unlock its secrets. The Coven operates in secrecy, seeking to avoid the attention of those who fear and mistrust the Vampires.

Members of the Blood Coven are all Vampires, and they believe that the secrets of their existence and the full potential of their powers can be unlocked through their studies of blood magic. They are dedicated to unlocking the secrets of their curse and finding ways to overcome the limitations and weaknesses associated with being a Vampire.

The Blood Coven is highly hierarchical, with the First at the top and the newest members at the bottom. Membership is by invitation only, and new members are selected based on their abilities and willingness to further the goals of the Coven. The Blood Coven is known for its brutal and uncompromising methods, and its members are feared by those who know of their existence.

Despite their secretive and feared reputation, the Blood Coven is rumored to possess vast knowledge and power, making them a force to be reckoned with in the world of Erannorth.

CANTICUM NOCTEM

Canticum Noctem is an organization of followers of the Old Ways, particularly the worship of the goddess Hecate. They are practitioners of Witchcraft and keepers of the knowledge and traditions of the pre-existing religious and cultural beliefs that existed before the establishment of the modern religion of Folkswave.

Canticum Noctem was formed as a response to the Holy Purge, a period of persecution during which the followers of the Old Ways were hunted down and put to death. Despite the danger, some continued to practice their beliefs secretly, leading to the formation of Canticum Noctem. The organization operates in secrecy, hidden from the eyes of the authorities who would persecute them if they were discovered.

Members of Canticum Noctem are drawn from all walks of life, united by their devotion to Hecate and their belief in the Old Ways. They practice their beliefs in secret, often in the form of small covens and gatherings, and are known for their cunning and their use of magic.

Canticum Noctem is seen as a threat by the Order of Light, which is sworn to guard humanity against heretics and practitioners of the Old Ways. Despite the danger, Canticum Noctem continues to exist, and its members remain devoted to their goddess and their beliefs, determined to keep the Old Ways alive despite the risk.


ORDER OF LIGHT

The Order of Light is a knightly order sworn to guard humanity against heretics and practitioners of the Old Ways. It is a religious organization formed in support of the modern religion of Folkswave, also known as the Seven.

Members of the Order of Light are elite knights, trained in combat and devoted to their faith. They are sworn to protect the kingdom from external and internal threats and maintain order and stability. The Order is well respected, and its members are highly regarded for their bravery and their devotion to their faith.

The Order of Light was established in response to the division between those who follow the Seven and those who cling to the Old Ways. The followers of the Old Ways were seen as a threat, and the Order of Light was created to enforce the Seven's dominance and maintain order in the kingdom.

As a result of its mission, the Order of Light often conflicts with organizations that follow the Old Ways, such as Canticum Noctem. The Order is seen as a symbol of the dominant religion and is often used to enforce the will of the Holy Emperor of New Doven.

Despite its reputation as a protector of the kingdom, the Order of Light has been criticized for its tactics, which have sometimes been seen as overly aggressive and heavy-handed. Nevertheless, the Order remains a powerful force in Folkswave, and its members are dedicated to their mission and their faith.

ORDO TENEBRIS

Ordo Tenebris is a Cabal that practices the Occult and operates in secrecy and deceit. The name "Ordo Tenebris" literally means "Order of Darkness" in the ancient tongue, hinting at the nature of their practices. The members of this Cabal are believed to be skilled in the arts of magic and manipulation, using their powers to gain influence and control over those around them.

The Ordo Tenebris recognizes power as the only currency, and they will stop at nothing to obtain more of it. They are rumored to have connections with dark forces, possibly even making pacts with demons or other malevolent beings in exchange for increased power. This has led many to fear the Cabal and to view them as a threat to society.

Despite its dangerous reputation, the Ordo Tenebris remains a powerful and influential organization. They operate in the shadows, pulling the strings of those in power and influencing the course of events in the world of Erannorth. Their ultimate goal is to amass as much power as possible and become the land's dominant force.

RESURGANT TENEBRIS

Resurgant Tenebris is a cult devoted to the worship of Morheliss, the goddess of Undeath and Corruption. The members of this cult believe that the path to immortality lies in the power of Morheliss, and they will stop at nothing to attain it. The cult is known for its secretive and sinister practices, often involving manipulating death and sacrificing the living and the dead.

The members of Resurgant Tenebris believe that the ultimate goal of life is to achieve immortality, and they are willing to go to great lengths to attain it, including engaging in dark rituals, spreading plagues, and causing destruction and chaos wherever they go. The cult is also known for its skill in necromancy, the practice of communicating with the dead, and for its ability to control the undead. Despite the danger they pose, Resurgant Tenebris continues to attract new members who are drawn to the promise of immortality.

FAE ALLIANCE

The Fae Alliance is a sacred alliance between the civilized Faekind, most notably Fay and Elves, who have come together to protect the natural world and maintain the balance of the elements. The Fae is believed to possess magical powers that allow them to control the elements and communicate with the spirits of nature. They view themselves as protectors of the land, and they often work to prevent humans from destroying the environment or exploiting its resources for their own gain.

The Fae Alliance is also responsible for maintaining the peace between different fae communities and for settling disputes between Faekind and the other species.

However, the Fae Alliance is not just comprised of fae folk, but also includes other species who deeply connect with nature and the old ways. Druids of other species who still follow the old spiritual beliefs and practices often seek refuge, find a home among the fae, and are welcomed into the Alliance. These druids bring with them their own unique perspectives and skills, and they work together with the fae to protect the natural world and maintain the balance of the elements. The Fae Alliance serves as a symbol of unity and hope, for all those who believe in the importance of preserving the natural world.
Major Organizations - Part II
UNDERWORLD

The Underworld is a shadowy organization comprised of thieves, outlaws, and assassins. Its members operate in the shadows, carrying out tasks and missions for those who are willing to pay their fee. The organization is known for its cunning and ability to evade the law. It is rumored that the Underworld has extensive networks of spies and informants that allow it to stay one step ahead of the authorities.

Despite its reputation, the Underworld is not simply a criminal organization. Many of its members are skilled craftsmen, adventurers, and warriors who have found a place in the organization where they can put their skills to use. The Underworld is also known for its code of honor, which requires its members to keep their word and respect the lives and property of their fellow members.

Despite its reputation, the Underworld is not without its enemies. The Order of Light, for example, views it as a threat to the stability of society, and the Fae Alliance often views it as a threat to the natural world. Nevertheless, the Underworld continues to thrive, thanks in part to its reputation for being able to get things done that others cannot.


PATH OF ENLIGHTENMENT

The Path of Enlightenment is a secret organization dedicated to uncovering the lost knowledge and technologies of the Forgotten civilization. They believe that by studying the ruins and inventions left behind, they can gain insight into the wisdom and power of the Forgotten and use this knowledge to bring about a new era of prosperity and technological advancement.

The Path of Enlightenment is composed of scholars, alchemists, mystics, and inventors, who believe that the knowledge of the Forgotten holds the key to unlocking the mysteries of the world and transcending the limitations of their current civilization. They are often viewed with suspicion by the ruling powers, who see them as dangerous and subversive, but they continue their work in secret, seeking to unlock the secrets of the Forgotten and bring about a new era of enlightenment.

PIRATE COALITION

-- Past
The Pirate Coalition was a notorious group of pirates who terrorized the coastal regions of Folkswave during the reign of Queen Zefya the First. The coalition was led by the Dreaded Russo Sisters, who were known for their cruelty and cunning. The pirate fleet was made up of several ships, each one captained by a pirate of some renown, who followed the orders of the Russo Sisters without question.

The pirates of the Pirate Coalition were known for their indiscriminate looting and pillaging of towns and villages along the coast. They would leave nothing but destruction in their wake, and the people of the coastal towns lived in constant fear of their attacks. Many were forced to flee their homes and seek refuge in the cities or in the mountains, where they were somewhat safer from the pirate's depredations.

Despite their fearsome reputation, the Pirate Coalition was eventually defeated by the Order of Light, a powerful knightly order dedicated to protecting the kingdom and its people. The Order of Light was led by a powerful paladin named Aric, who was able to defeat the Russo Sisters and their pirate fleet, bringing peace to the coastal towns and ending the reign of terror inflicted by the Pirate Coalition.

-- Present
The Pirate Coalition, once thought to be a thing of the past, has recently re-emerged with unknown leaders at the helm. The fleet has been rebuilt and is said to be even more dangerous than before. The coastal towns of Folkswave are once again living in fear, as the pirates indiscriminately loot and pillage, leaving nothing but destruction in their wake.

Despite the efforts of the Order of Light, the pirate threat continues to grow, as they have begun to target even the largest cities along the coast. The Order of Light, once a symbol of hope and protection, is struggling to keep up with the renewed threat posed by the Pirate Coalition.

Rumors have begun to circulate about the true motives and goals of the Pirate Coalition. Some believe that they are searching for a powerful artifact, lost for centuries, which would give them control over the seas. Others believe that they have formed an alliance with an unknown power, who is using the Pirate Coalition as a means to gain control over the coast.

Regardless of their motivations, the Pirate Coalition has become a force to be reckoned with, and the people of Folkswave are desperately searching for a way to stop them before they bring the kingdom to its knees.


VIA AURUM

Via Aurum, on the surface, is a well-respected and powerful Merchant's Guild operating in Folkswave. They are known for their extensive network of trade routes and their control of the flow of goods and commerce throughout the kingdom. The guild is made up of wealthy merchants and tradespeople who have banded together to protect their interests and to ensure the prosperity of their members.

However, rumors have circulated that Via Aurum's true purpose goes far beyond simple commerce. Some claim that the guild uses their control over trade and commerce as a cover for their real interests, which include power, control, and the acquisition of wealth and resources. It is rumored that the guild has spies and agents placed throughout the kingdom, who work to further the goals of the guild and to gather information that can be used to their advantage.

Despite these rumors, the members of Via Aurum continue to deny any wrongdoing, and they maintain their reputation as a respected and upstanding Merchant's Guild. However, many remain wary of the guild and its true motives, and it is widely believed that there is more to Via Aurum than meets the eye.


TOWER OF ELEMENTS

The Tower of Elements is a mystical organization dedicated to studying and mastering the elemental leylines. Their headquarters is located in a magnificent structure that has been built at the convergence of the four elemental leylines. This tower serves as a hub of knowledge and learning, where mystics and scholars gather to study the leylines and explore new ways to harness their power.

The mystics of the Tower of Elements believe that the elemental leylines are the key to unlocking the full potential of magic, and they work tirelessly to study them and uncover the secrets that they hold. The mystics who work at the Tower are experts in their field, and they are renowned for their ability to tap into the elemental leylines and use their power to achieve incredible feats of magic.

The members of the Tower of Elements are also dedicated to spreading their knowledge and teachings to others. They believe that magic is a gift that should be shared with the world, and they work to raise awareness of the importance of magic and the elemental leylines. They believe that by doing so, they will be able to preserve the knowledge of magic for future generations and ensure that it is not lost to the world.

EMBER DAWN

The Ember Dawn is a feared and respected organization of Bounty Hunters that operate across the realm. Their expertise in tracking and neutralizing supernatural creatures, monsters, and curses has made them sought after by towns and kingdoms alike. The members of Ember Dawn are known for their courage, cunning, and their ability to navigate the dangerous and often unseen world of the supernatural.

The organization was founded by a group of veteran hunters who saw the need for a more organized and efficient approach to dealing with supernatural threats. They brought together the best hunters from across the realm and created a training program that would hone the skills of new hunters and keep the experienced ones at the top of their game.

The Ember Dawn has become a powerful force in the realm, and their services are in high demand. They are known for their strict code of ethics and their refusal to work for those who they believe to be unjust or evil.
Major Organizations - Part III
VORTEX

In the golden annals of Roverford's history, a period stains the lustrous sheen: The War of Roverford. Amidst this chaotic chapter, an evil organization found its roots, seeking control and power, thriving in the secrecy of shadows. That organization, now known as the Vortex, bears a symbol - a golden spider with a magnificent purple gemstone embedded within her torso, poised looking down upon a realm it seeks to dominate. This chapter seeks to delve into the clandestine origins and history of this insidious faction.

House Nargath: Masters of Conjuration

The Nargath lineage, known throughout the kingdom for their aptitude for conjuration, had always held significant sway within the city of Roverford. Their power lay not just in their magic, but also their strategic cunning and considerable influence. They employed conjuration as a tool of power, creating guardians for their estates and even occasionally, unseen spies to surveil their rivals.

During the War of Roverford, the Nargath house foresaw the imminent danger posed by the united Ulniir forces. In the ensuing chaos, the head of the house, Lord Xyvion Nargath, suggested an alliance to the other two major houses, setting the foundation for the creation of the Vortex.

House Aedorr: The Seductresses

House Aedorr held a reputation for their beguiling allure and captivating charm. Through their powers of seduction, both magical and mundane, they held a manipulative grip on the hearts and minds of Roverford's high society. The Aedorr's ability to infatuate and control was legendary, creating a veil of attraction and illusion that allowed them to navigate through the volatile political landscapes.

Lady Venya Aedorr, witnessing the strength of the Ulniir and the disarray of Roverford, found wisdom in Lord Xyvion's proposal for unity. Believing in the strength of unity, she offered her house's support, marking the second strand in the forming web of the Vortex.

House Jethal: The Mind Readers

Telepathy was the gift and curse of House Jethal. Known as the Mind Readers, they were feared and respected in equal measures. While this ability provided them an edge in diplomatic negotiations and political maneuverings, it also marked them as outliers, often viewed with suspicion and unease.

Understanding the importance of their powers in the war against the Ulniir, Patriarch Karth Jethal agreed to the proposed alliance, thus completing the trinity of houses that would go on to form the secret cabal known as the Vortex.

The Formation of Vortex

In the throes of war, as the city of Roverford teetered on the edge of despair, these three noble houses united, forming the Vortex under the watchful eyes of their golden spider. Their collective goal was to undermine the Ulniir invasion, exert control over Roverford, and most importantly, manipulate the throne from the shadows. They devised a complex web of manipulations and strategies, leveraging their unique skills and powers to sow discord among the Ulniir and to eventually push the king into a position of mere puppetry.

The Vortex thus came into existence, turning the tide of the war subtly from behind the scenes. Their operations remained clandestine, their presence felt but never seen. Each house, with its unique talents, wove intricate strategies that influenced the course of the war, and even the kingdom's destiny.

Vortex's existence and role in the War of Roverford are secrets kept even till today, their golden spider only a symbol recognized by the few who dare to question the history and truths of the kingdom.

The Vortex's Reign of Shadows

Post the War of Roverford, the influence of the Vortex did not wane. They worked from the shadows, manipulating the political landscape and pulling the strings of the kingdom. They had achieved their goal of becoming the power behind the throne, with the king none the wiser of the puppeteers controlling his strings.

Through subtlety and secrecy, they deepened their roots within the kingdom, gaining control over various facets of society. House Nargath's conjured creatures began to serve as hidden sentinels throughout the city. House Aedorr's charm influenced key figures within the court, ensuring decisions fell in line with their desires. House Jethal's telepathy offered an edge in negotiations and securing secrets, enabling them to stay one step ahead of their adversaries.

The Veiled Agenda

While maintaining an image of loyalty to the crown, the Vortex has continued their relentless pursuit of power. Their operations have expanded, their influences reaching beyond the walls of Roverford. Many high-ranking officials and influential nobles are under their sway, knowingly or unknowingly furthering the Vortex's sinister agenda. The city still remains unaware of this puppetry, believing in the royal rule while being silently governed by the Vortex.

Despite their different natures and objectives, the houses remain united in their purpose - to control and steer the kingdom as they see fit. The war had been the catalyst for their unity, and now they stand together, a testament to their combined strength and shared ambition.

The golden spider continues to gaze upon its domain, a silent observer to the machinations of the Vortex. It serves as a symbol of their shared ambition and a reminder of their humble beginnings in a time of war and chaos. The Vortex, from its clandestine corner, watches over Roverford, a puppet master with strings stretched across the kingdom.

Their influence is a tightly woven web of power, with each house's capabilities reinforcing the other, creating a formidable force that continues to shape the future of Roverford. The Vortex remains hidden, etched in the shadows of history, their tale a secret narrative that underlies the chronicles of Roverford. Yet, their impact reverberates through the kingdom, their existence sensed, yet unseen, felt, yet untouched - a ghost in the machine, the golden spider of Roverford.
Major Organizations - Part IV
DAUNTLESS PIONEERS

The Dauntless Pioneers are renowned throughout Folkswave as the foremost adventurers' guild, attracting only the most skilled and experienced individuals from all walks of life. Founded in a time of great peril, when the kingdoms of Folkswave were beset by savage beasts and hostile forces from beyond their borders, the guild was born out of necessity. The first members of the Dauntless Pioneers were a ragtag group of warriors, scholars, and explorers who banded together to confront the dangers that threatened their homes and loved ones.

Over time, the guild grew in size and influence, drawing in new members from all corners of the land. The Dauntless Pioneers became known for their daring exploits and their unflagging commitment to the cause of adventure and discovery. Whether it was mapping uncharted territories, slaying fierce monsters, or rescuing hostages from the clutches of enemy forces, the Pioneers always rose to the challenge.

Today, the guild is a sprawling network of adventurers, with members in every kingdom of Folkswave and beyond. The Dauntless Pioneers have established outposts in remote regions, from the icy tundras of the north to the steamy jungles of the south. They have developed a sophisticated system of communication and logistics, enabling them to coordinate complex missions and respond quickly to emergent threats.

Despite their reputation as fierce warriors and daring explorers, the members of the Dauntless Pioneers are not solely driven by a thirst for adventure and glory. Many of them are motivated by a sense of duty and honor, feeling called to protect the people of Folkswave from the dangers that lurk beyond their borders. Others are driven by a desire to unlock the secrets of the universe, to explore the unknown and uncover the mysteries of existence.

Whatever their motivations, the members of the Dauntless Pioneers share a common bond: a deep-seated passion for adventure and discovery, and an unbreakable commitment to the guild and its ideals. They are a band of brothers and sisters, united by a common cause and bound together by a fierce loyalty that knows no bounds.
Prominent Knight Orders
The Flame Order
The Flame Order is a feared Inquisition sect that is dedicated to the eradication of witches, warlocks, and any other practitioners of dark magic. Their fanatical devotion to their cause is matched only by the brutal methods they employ in the pursuit of their enemies. They are often the first line of defense against the forces of darkness and are known to stop at nothing to protect the innocent and vanquish their foes. They are a powerful and uncompromising force in Folkswave, striking fear into the hearts of those who would dare to wield forbidden powers.

The Order of the Rose
The Order of Rose is an elite group of romantic errant knights, who roam the land in search of adventure and glory. They are known for their chivalry and honor, which are as legendary as their deeds. They are the embodiment of the knightly virtues, and their quest for glory is tempered by their unwavering sense of justice and compassion. They are the champions of the weak and helpless, and are often called upon to defend those who cannot defend themselves. They are the shining beacon of hope in a world where darkness threatens to consume all, and their deeds will be remembered for generations to come.

The Order of the Moon
The Order of Moon is a mysterious and elite vampire knight order, dedicated to the protection of their own kind and the secrecy of their existence. They are known for their martial prowess, honed over centuries of existence, as well as their fierce loyalty to their own. Their presence is rarely seen but their power is felt as they operate in the shadows, watching over the vampire community, ensuring their safety and security. They are the protectors of their own, and will go to any lengths to ensure the survival of their kind, even if it means making the ultimate sacrifice. They are the silent guardians of the night, sworn to secrecy and bound by their duty to the vampire community.

The Order of the Purple Eagle
The Order of Purple Eagle is an elite order of valorous knights, sworn to the service of King Thaddeus the III of Roverford. They are known for their martial prowess and their love of tournaments, where they showcase their skills and earn the admiration of the people. They are the epitome of chivalry and honor, and their devotion to the crown is unwavering. They are fiercely loyal to the kingdom and its people and will not hesitate to defend it from any enemy, whether they be foreign invaders or internal dissenters. They are the protectors of the realm, and the defenders of the crown. The sight of the Purple Eagles on the battlefield is a sight to behold, as they strike fear in the hearts of the enemies of Roverford.

The Order of Elk
The Order of Elk is a legendary order of fay knights, sworn to the protection of the realms of the fay. They are known for their skill in battle, honed over centuries of existence, and their unwavering loyalty to the faykind, regardless of whether they belong to the Seelie or Unseelie court. They are a shining example of unity among the fay, as they accept all members of faykind equally into their ranks. Their presence alone is a symbol of hope for the fay realms, as they are called upon to defend it from the mortal world's threats. The Order of Elk is a force to be reckoned with, their warriors are fierce and deadly, and their magic is powerful.
Notable Factions
In the world of Erannorth, several factions oppose the player's journey. These factions each have their own unique motivations, goals, and strengths, providing a diverse range of challenges and obstacles for the player to overcome. If you want to know more about a particular faction, let me know, and I'll add them below.

THE CHILDREN OF OPHOIS

The Children of Ophois is a cult of nomads who reside in the harsh desert region of Xahn. They are devout people, sworn to the revival of worship for the ancient god Ophois, whom they believe to be their direct ancestor. The legends speak of a time, long ago, when the world was ravaged by an apocalyptic event, wiping out all but a select few gods and leaving man's civilization in ruins. Ophois, it is said, emerged victorious from the ashes, granting his divine bloodline to the ancestors of the Children of Ophois and charging them with the duty to spread his worship anew.

The Children of Ophois are easily recognizable by their distinctive tattoos and piercings, adorned with symbols of their god. They roam the desert, spreading their beliefs and performing rituals to appease Ophois and bring prosperity to the land. But they are also known for their darker practices, dabbling in necromancy and performing forbidden rituals, even human sacrifices, in a bid to gain their god's favor.

NETHERWORLD

The Netherworld (or Nether Realm) is a Domain in the Profane Realms and is home to various demonic and infernal beings. The Netherfolk are a vicious species of lesser demonic beings that inhabit there. They are ruled by Baal, the Demon Prince, and exist to serve him and his insatiable hunger for destruction and chaos. The Netherfolk are creatures of pure evil and exist solely to spread darkness and destruction. However, they are not to be trifled with, as they will stop at nothing to achieve their goals and will show no mercy to those who stand in their way.

Other demonic creatures of that realm include:

1. Imps - Small, mischievous demons that enjoy causing trouble and tormenting the souls of the damned. They are the most numerous of the Netherfolk and act as spies and messengers for Baal.
2. Succubi/Incubi - Alluring and seductive demons that feed on the life force of mortals. They use their charms to manipulate their victims and draw them into the Nether Realm, where Baal consumes them.
3. Hellhounds - Brutal beasts that serve as Baal's loyal guard dogs. They are feared throughout the Nether Realm and are said to have the power to breathe fire.
4. Demons of wrath and vengeance - Vengeful demons delight in tormenting the souls of those they deem deserving of punishment. They revel in the pain they inflict and are often summoned to the mortal realm to carry out Baal's wrath.

VAE'THERN

The Vae'thern Empire was originally established where the Deimos Chasm stands today. At the time, the area was lush with plains and meadows, not a barren desert and scorched lands as it is now. The Vae'thern revered the sky and the stars, and their culture was centered around the worship of their gods. Their society was sophisticated, with both advanced architecture and technology.

The opening of Deimos Chasm marked the beginning of the end for the Vae'thern Empire. It served as a gateway to the Profane Realms, bringing legions of fiends and demons led by the Dark Prince Zharkovan. As a result, the once-peaceful lands of the Vae'thern were transformed into a barren desert and scorched earth.

Dark Prince Zharkovan and his army descended upon them, wiping out their culture and establishing his Infernal Court in Deimos Chasm. In a desperate bid to preserve their beliefs and way of life, the few surviving Vae'thern fled to build a new city, which today is known as Gravehold.

King Elgathiir, in a desperate attempt to defeat the Dark Prince, delved into forbidden and dark magic, seeking a way to fight fire with fire. However, the magic corrupted him and ultimately led to the downfall of the Vae'thern. The curse he unleashed turned his people into undead creatures, signaling the final demise of the once-great Vae'thern Empire. The remnants of their civilization now serve as a haunting reminder of their downfall and the destructive power of dark magic.

HORRORS OF THE DEEP

The Horrors of the Deep and their ruler, Cthonos, instill fear in all who dare to enter the ocean's abyss. Cthonos, a grotesque monster resembling a giant tentacled squid with legs to walk and crab-like claws for arms, presides over a horde of vicious abyssal creatures that terrorize ships and sailors. The Horrors of the Deep have claimed a kingdom deep in the ocean, and their cunning and relentless nature has led to the constant expansion of their power.

Sailors tell tales of the unspeakable horrors in the ocean's depths, warning of the wrath of Cthonos, who demands tribute from all who cross its path. Those who brave the ocean's abyss are met with constant danger from the Horrors of the Deep, who are known for their unpredictable and powerful strikes.

However, for some, the Horrors of the Deep are a revered power that offers protection and strength in a dangerous world. And, it is whispered that a vortex in the ocean's depths leads to the Void Realm, where even greater horrors and unknown dangers reside.

VOIDSPAWNS

The Voidspawn is a mysterious and formidable faction that resides in the Void Realm, a dark and foreboding dimension beyond the physical world. Their motivations remain a mystery, shrouded in speculation and uncertainty. Some believe they are simply trying to protect their realm, the Void Realm, from intruders and preserve its secrets. Others suggest that they seek to expand their influence and power into the physical world, using their mastery of reality manipulation to achieve their goals.

However, despite the various theories, people are still determining what drives the Voidspawn. Some suspect that they may be offsprings of Cthonos or that perhaps Cthonos himself originates from the Void Realm, adding to the already considerable intrigue surrounding the faction. Whatever their motivations, the Voidspawn remains a powerful and unpredictable force whose true nature and purpose remain a subject of much speculation and fascination.
21 Comments
[ER] Raven  [author] Feb 7, 2024 @ 12:14pm 
In gameplay terms, it's the latter, but storywise, there can always be exceptions. Canonically, assuming a Dreamshaper survived the passing of their soulmate, they would feel hollow and be deprived of any Dreamshaping abilities.
MORROGANDER Feb 7, 2024 @ 11:16am 
So what if a dreamshaper physically die, can they live in the partner's dream or they simply both die?
the former would make a good story.
[ER] Raven  [author] Feb 6, 2024 @ 2:53pm 
It's a real person, and also a Dreamshaper themselves.
MORROGANDER Feb 6, 2024 @ 2:27pm 
So what is the soulmate of a dreamshaper? Is it a real person from physical world who bond with the dreamshaper or just a imaginary partner from the dreamshaper's dream?
[ER] Raven  [author] Feb 7, 2023 @ 12:50pm 
All the native species in Folkswave have long been affected by its unique leylines, which is what gives them certain traits, strengths, weaknesses etc.
jmvbento Feb 7, 2023 @ 11:33am 
I was thinking more of the Shadow Templar, actually, but I suppose your point stands. XD


I think my main question is "what's the origin of the Galdoraks?", because trying to figure out why they'd be vulnerable to silver* is how I got completely sidetracked by the "and who else gets extra-stabbed by silver" rabbit hole. XD

*In real world myths, vulnerability to silver tends to stem from either bred-in-the-bone evil (which is why you can stab vampires with it and, coincidentally, is why vampires are supposed to have no reflection in mirrors) or a connection to the moon (the most common example being werewolves, which then got expanded to other shifters).
[ER] Raven  [author] Feb 7, 2023 @ 4:45am 
Coincidentally, the Darksworn are a sect formed by former members of Ordo Tenebris. However, the reasoning for reaching this conclusion is incorrect. Both having Imp Warriors or Talondak Fiends in their ranks doesn't really mean anything. ie. There is more than one Imp Warrior or Talondak Fiend in the world, and they can all serve different masters and interests.

Descendants of the Vargrdraktiir, Vampires, certain supernatural entities, and various species all have a natural aversion to silver. However, it is worth noting that there are magical items that can modify natural resistances or weaknesses, potions, magic, etc. We are in a high fantasy setting, after all. And enemies, like the PC, have ways to overcome their weaknesses too. Hovering and inspecting them is the only way to know. ;)
jmvbento Feb 7, 2023 @ 4:15am 
Are Ordo Tenebris and the Darksworn used interchangeably (maybe DS is the name used by the common folk?)? I notice the OT cards contain a lot of DS enemies.

Also, I'm having trouble figuring out the criteria for silver weakness:

- the Galdorak all have it, which would suggest they have origins in a dark power (the other common reason for it is shapeshifting). Are they a "made" race?

- Blighters do, which makes sense, as they're "impure". Same for fleshy undead.

- some ulniir have it, others don't. E.g.: the Purebloods don't, which makes sense, as they're still mostly human. Hyanar all seem to, but sharkniir don't, and neither do centaurs. The Outcast Brute is weak to silver, but the boarfolk bandit is not, which is strange (also strange, the OB is tagged as a boarfolk - still shows up when you search for ulniir - , but the BB is tagged as an ulniir, bot not as a boarfolk. I should really take the time one day to run through every creature in the book and note tag oddities XD).
[ER] Raven  [author] Feb 7, 2023 @ 3:23am 
No, it's a different hermit.
jmvbento Feb 7, 2023 @ 2:45am 
Is the hermit to whom the Hermit's Hut southwest of Arboris presumably belongs the same hermit from the Nereis quests, or is that a different dude?