TABLE OF CONTENTS
Regions new
NEWEST UPDATE AS OF 01/31 (check updates)new
LIST OF CAMPAIGNS: Campaign: Fire and Ice, Campaign: Titans of Old, Campaign: The False Scion, Campaign: The Divine Heir, Campaign: Ashes of Divinity, Campaign: Fires of the Forgotten
LIST OF SAGAS: Rise of the Seventh Age
This is a wiki of sorts about the World of Eltia itself.
BUT if you are wanting to learn more about the campaigns in ELTIA instead, click above on the website link.
keep in mind, this is one-person passion project, so updates might be slow. enjoy this wiki to your hearts content!
Update: 11/02.
♥ Added 95+ spells including cantrips to the lorebooks/rentry based off a large collection of D&D 5e spells up to level 9.
♥ Added levels to the six party members with the level cap being 20.
♥ Added the 13 core classes from Dungeons & Dragons to the lorebooks/rentry.
♥ Also added 5e skills based off the core six stats into the lorebooks/rentry.
♥ Lastly, integrated the class system into the scenario.Update: 11/04.
♥ Added a new lorebook that consists of the lore/history of Eltia (will be constantly updated as time goes).
♥ Added a list of current Monarchs of Eltia for each kingdom.
♥ Added seven new notable figures of Eltia and separated the two types into Current and Historical notable figures of Eltia on rentry.
♥ Added the six eras / ages of Eltia.
♥ Added a list of Dragons of Old from previous eras/ages.Update: 11/06.
♥ Added a new ethnicity for those from the Untamed Wilds frontier.
♥ Added new lorebook that is specifically for the Fire and Ice Campaign.
♥ Added four new classes from the Pathfinder series and on the rentry.
♥ Added four new races from the Pathfinder series and on the ELTIA website.Update: 11/07.
♥ Released new Campaign here with a set of new party members, new lore, and side characters - enjoy! ♥Update: 11/12.
♥ Added four new classes from the Pathfinder series.
♥ Added subclasses for ten base DND classes using the 2024 5E DND version.
♥ Added four new races, the Undine, the Merfolk, the Tengu, and the Suli from the Pathfinder series to the Creature Index.
♥ Added two new locations - the city of Moreki and the Merfolk Kingdom.
♥ Added new language and two new ethnicities.
♥ Added the first of the Lost Pages of ELTIA and starting to get a glimpse of it's people's history.
♥ Added three new Pantheons.
♥ Added two new royal houses and monarchs.
♥ Updated map of ELTIA to fit the new locations.Update: 11/15.
♥ Released new Campaign here with new set of party members, new lore, several new items, etc.
♥ Added one new class, the Sentinel on the rentry.
♥ Added two new languages on the rentry.
♥ Added new noble house on the rentry.
♥ Added new unexplored region, mysterious Lands to the East beyond the misty seas, home of the Gnomes to the lore (not yet explored by others) on the ELTIA website.
♥ Added new race, the Gnome on the ELTIA website.
♥ Added new faction/order.
♥ Added new item/artifact section on rentry.Update: 11/16.
♥ Adding new events of ELTIA section on rentry.Update: 11/24.
♥ Replaced rentry with ELTIA wiki for easier access & updated information.
♥ Added new faction for the Dwarven Kingdom.Update: 11/27.
♥ Added five new locations
♥ Added three new classes - Loremaster, Oracle, and Holy Vindicator
♥ Added new pantheon - Rah
♥ Added new race & ethnicity & language - the Aasimar, the Aserai and Celestial language
♥ Added two new factions - Auric Sentinels and the Tidecallers
♥ Added new royal house - House Solvyr
♥ Released new campaign: The Divine HeirUpdate: 12/07.
♥ Deleted the day stat from intro's. Replaced with Conditions stat.
♥ Replaced {{user}} stats in Fire and Ice Campaign with unknown stats (for easier story-telling purposes for any beginners).
♥ Added a new stat: Conditions. The list of new Conditions are separated into two distinct categories, permanent and non-permanent on the wiki.
♥ Added new event in wiki that links to the Divine Heir Campaign.Update: 12/20.
♥ Released new campaign: Ashes of Divinity!
♥ Added two new classes: Magus and Skald.
♥ Added new Dragon of Old.
♥ Added new location: Isles of the Deadflow.
♥ Added two subraces of beastfolk: Tabaxi and Minotaur.
♥ Added new faction: The Secret Order.
♥ Added two new important items: Myrka’s Crystal & The Firicien Relic.
♥ Added new information on Tsuyori Archipelago.Update: 1/02.
♥ Added 20+ spells including cantrips to the lorebooks/rentry based off a large collection of D&D 5e spells & Pathfinder (PF1e / PF2e) up to level 9.
♥ Added new Food & Cuisine section on ELTIA wiki with 99+ recipes for each region.
♥ Added new House to the Kingdom of Solgard - House Walpurgis.
♥ Added new solo scenario for Alestair Helior here.Update: 1/21.
♥ Added one new language - giant.
♥ Added three new races - Bugbear, Half-Orc, Firbolg
♥ Added four new classes - Nature Warden, Brawler, Thaumaturge, and Swashbuckler.These specific updates are for bots in the Seventh Age ONLY:
♥ Added more lore to the event page.
♥ Added information on the Seventh Age: Age of Conquests.
♥ Added two new factions - Solgard Adventurer's Guild, and Lykros.
♥ Added new important figures list.
♥ Added new monarchs list.
♥ Added more lore to each kingdom/nation's page.
♥ Added new universal law.Update: 1/21.
These specific updates are for bots in the Seventh Age ONLY:
♥ Released new campaign here!
♥ Released new dragon - Vyrathis.
♥ Added new more lore to the event page.
♥ Added new noble house - House Ironvein.Update: 1/28.
♥ Added new faction/order - the Kingsguard.
♥ Added new class - Celestial Knight.
♥ Added new place - Dawnward Bastion.
♥ Updated to add eastern gates out of Solgard into Therian Road that leads to Northern Highlands.
♥ Added new dragon - Vael’thrax, the King of Dragons.Update: 1/31.
♥ Added new class - Warshaper.
♥ Added new history/lore of Fre'lan.
These specific updates are for bots in the Seventh Age ONLY:
♥ Added new place within Northern Highlands - Mj'ergar Village.
♥ Released new solo bot of Rokar Hudkan here.
These are currently known nations all across Velkin and it's surrounding area.
The heart of human civilization in the Halara Plains, Solgard is a radiant kingdom forged from unity, fire, and ambition, ruled by the Helior dynasty and guided by the faith of Solkaris.
A kingdom in the Northern Highlands with marble keeps and shadowed valleys, Varelmor thrives under Lord Maverick Kalorne’s lineage, bound to the hunt and devotion of Lyrren while wielding influence over vampire and werewolf clans.
Carved deep within the spines of the Pillar Mountains, the Dwarven Kingdom is a fortress of stone and flame, forged by Molmar Flamehand and devoted to craft, endurance, and ancestral honor.
A sun-scorched desert realm of lionkin, the Kingdom of Kuram endures through centuries of shifting rulers, tribal resilience, and mastery of survival in the Damaric Wastes.
The elven Kingdom of Elmar thrives among sunlit forests and crystalline waters, guided by the High Elven Council and Vaeluna Keepers in harmony with nature and ancient law.
Kingdom of Phia/Broken Isles new
A mist-laden archipelago kingdom ruled exclusively by a sole queen, Phia unites scattered island clans through ritual, diplomacy, and devotion to Hanasari, Keeper of Dreams and Illusion.
However, in the most recent Seventh Age, this kingdom no longer exists and is instead a coalition of islands called the Broken Isles.
A hidden city of the Tengu in Kinu Bay, Moreki preserves martial and mystical traditions under Amaterun’s guidance, thriving in isolation among cliffs, forests, and waterfalls.
A secretive underwater kingdom off Phia’s coast, the Merfolk Kingdom is shrouded in mystery, its culture, religion, and origins unknown to outsiders while maintaining discreet trade and diplomacy.
Aserai’th is a hidden, sky-clinging city of the aasimar, perched high in the northern mountains, shrouded in magic and secrecy, where its guardians train in vigilance, discipline, and celestial rites.
The people of Velkin had fled from their ancestral homeland of Fre’lan during the end of the Third Ages, escaping the rampage of titans that laid waste to the northern lands of Fre’lan. They then crossed a vast, perilous sea to the south — now largely uncharted and feared — to settle in Velkin, bringing with them the nearly no knowledge, culture, or magic of their lost homeland.
However, no one in the current age, knows the truth about this except for the Solgard royal family, a few scholars or beings that have lived long lives.
The original dragonborn of Fre’lan were powerful beings capable of partially transforming into dragons, ruling the northern lands with strength, wisdom, and draconic abilities. Their downfall came when greedy vampires, already cursed by Lyrren, sought dominion over their lands, prompting Lyrren to punish both: the dragonborn were cursed into lycanthropy, losing their draconic forms but retaining enhanced strength, speed, and senses, while vampires were bound as eternal predators.Over time, the true history was lost during the migration to Velkin, leaving werewolves as the shadowed descendants of dragonborn, their origins and the full curse known only to a select few.
Lost pages
War of the Blackened Faith
Between 1060 and 1072, the continent of Velkin was consumed by the War of Blackened Faith, a brutal and unrelenting conflict where devotion twisted into fanaticism and temples once devoted to peace became the very fields upon which countless lives were lost.
Kingdoms marched beneath banners of rival doctrines, their clerics, paladins, soldiers, and zealots turning sacred ground to ash as each faction proclaimed divine authority, driven by fractured prophecies and their own relentless pursuit of righteousness or vengeance.
At the center of the turmoil stood the awakening of an ancient relic from the Dragonian War, a catalyst that ignited fear across nations and convinced leaders that a fallen god’s influence had returned to plague the world.
As battles raged and faith hardened into weaponry, the war only ended when the supposed schemes of that fallen god were thwarted — or at least, that is what the Solgardian scripture claims, a truth still debated by scholars and survivors long after the final year of 1072.
Gorothar the Worldbreaker's Rise and Fall
Once bound beneath the Bahmuth Peaks by a rare alliance of dragons and mortal champions in the Third Age during the end of the Dragonian War, he remained dormant for millennia until the High Preceptor of the Venra Covenant shattered the ancient seals in the year cycle 412, unleashing a force long thought buried by time.His return ravaged the continent of Velkin for half a year before he was finally brought down in a grueling clash against the man later remembered as the Titan Slayer — Ruvel, the Covenant’s greatest and most enigmatic leader. Ruvel vanished shortly after the victory, leaving only legends in his wake, and the rest of the tale faded into the uncertain mists of history.

Gorothar the Worldbreaker

First King of Solgard, Thern Helior I
The Beginning of Solgard
In the year 142, a blazing column of fire struck the Halara Plains, burning for seven days without harming the grass. The people of many small villages witnessed the miracle and united, believing the Flame of Dawn had chosen a leader to bring order. From the fire stepped Thern Helior, who was hailed as the Divine Heir and the first king of what would become Solgard. Under his command, the villages were gathered, walls and halls were built, and the city of Solgard — the “City of Crowns” — was born.What no one knew was the truth: the column of fire marked Thern’s battle against a corrupted angel sent by Solkaris. Only a few companions survived, and Thern himself barely lived. The people saw a godsend, praising the king as chosen by Solkaris, while Thern silently carried the weight of death and betrayal. He cursed the god for the trials he had endured, hiding his pain beneath the mask of devotion.Ironically, while all of Solgard worshiped Solkaris, Thern devoted his life to secretly training his sons to become warriors strong enough to face any threat — even those sent by the god they revered. The city and its dynasty rose in light and glory, but the shadow of the Divine Heir’s true struggle remained unseen, known only to a few. And as time passed, many begin to forget the truth of Solkaris' deeds... especially those from the line of Helior.
The End of Phia & the Start of a New Age
In the 1277th Year Cycle, during the Month of Solven, the skies above the Kingdom of Phia tore open as the Angels of Solkaris descended upon the mist-veiled archipelago. Their judgment was devastating yet restrained: great cities were shattered, towers split, and illusion-wards unraveled, but the land itself was not annihilated. Streets burned without fully turning to ruin, and survivors crawled from the wreckage to find their kingdom broken but not erased. When the angels departed, Phia was left leaderless and fractured, its queen vanished, its faith shaken, and its people clinging to ruins while wondering why Hanasari, the Veiled Mother, had remained silent.Later that same year, during the Month of Farrinfall, the second destruction came. A catastrophic collapse of illusion magic, divine backlash, and unleashed arcane forces swept across the archipelago in what would forever be remembered as the Ashen Weeks. Some say it was heaven's rage, some say it were the divine artifacts. For nearly a month, mist turned to ash, spirits roamed freely, and entire districts vanished as the land folded inward under unstable magic.By the end of the Ashen Weeks, Phia no longer existed as a kingdom; its people were scattered across Eltia as refugees, and its homeland was renamed the Broken Isles — a shattered chain of haunted ruins, drifting illusions, and lingering echoes, standing as a scar upon the world and a warning of what happens when divine judgment and mortal magic collide. However, it did usher in a new age... and enemies of old returning to reclaim their place in this world.

The Kingdom of Phia, Isaru Harbor
Dragon resurgence in 1307
In this new age, the skies of Velkin tremble with whispers of a long-lost legacy stirring once more. Dragon sightings, once relegated to myths and ancient tomes, are beginning to pierce the lands from the northern tundras to the southern deserts.Hunters, scholars, and common folk alike speak in hushed tones of glimmers of scales in the moonlight, strange roars echoing across mountain passes, and sudden scorch marks upon forests long thought safe. The resurgence is subtle but undeniable — a generation of dragons, awakened or newly hatched, begins to reclaim a world that had long forgotten their might, their cunning, and their dominion over both land and legend.
Ethnic Backgrounds
Solgardans are the humans of the Kingdom of Solgard; ambitious, proud, and militaristic.
Helfjornins are the inhabitants of the Varethrim Tundra, especially along Hel Fjord; hardy, enduring, accustomed to cold and isolation.
Eldrens are the hardy folk of the Untamed Wilds, the Eldren are frontier settlers and small-village dwellers who live between civilization and wilderness, known for their resilience, quiet wisdom, and deep respect for the untamed lands that both sustain and challenge them.
The Vareeli are a variety of nobles, vampires, and highland humans of the Kingdom of Varelmor within the Northern Highlands; gothic, ritualistic, tied to blood and moon worship.
The few Vuldari are made up of the werewolf clans of Vuldar’s Reach; tribal, predatory, honor-bound, tied to the lunar cycles.
The Damari are the beastfolk and suli of the Damaric Wastes, including desert pirates of Fang’s Bay; resilient, cunning, desert-hardened.
The Dwarven are the dwarves of the Pillar Mountains; secretive, stoic, skilled in smithing and stonecraft.
The Phiari are the kitsune of the Kingdom of Phia; mystical, playful, illusion-wielding, and spiritually tied to the islands and surrounding seas.
The Elmaren are the sacred elves of the Kingdom of Elmar on the Rimerian Dominion; ancient, magical, in harmony with nature and moonlight.
The Karashu are the few tengu of Moreki on Kinu Bay; insular, disciplined, cunning, and devoted to ancestral traditions.
The Thalassian are the merfolk of the Merfolk Kingdom; graceful, ocean-bound, and deeply connected to their underwater realm.
Aserai are the the Aasimar of Aserai’th; celestial-touched, long-lived, and bound to prophecy and the guidance of Rah.

The Languages of Eltia
Common Tongue is the main language used all across Eltia.
Dwarvish is the main tongue of dwarves.
Draconic is what the Dragons of Old used to speak. Also goes by Old Tongue.
Elvish is the main tongue of elves.
Nocturn is the main tongue of vampires, werewolves and those who live in the Northern Highlands
Orcish are what most orcs and talking beasts in the Untamed Wilds speak.
Dramascis is the main tongue of beastfolk and whomever resides in the Damaric Wastes use this language as well.
Old Norse is the main tongue of whoever resides in the Varethrim Tundra.
Kinarin is the language of the Tengu, melodic and wind-inspired, used for speech, ritual, and ancestral record-keeping.
Fyrvanel is the main tongue of gnomes, soft and flowing, often layered with subtle meanings and capable of bending small illusions or devices.
Infernalic is the main tongue of tieflings, sharp and resonant, rich with hissing consonants and rolling vowels, often used to convey arcane intent or layered meaning.
Celestial is the main tongue of the Aasimar and other celestial beings.
Giant is the main tongue of giants and giant-related creatures, a powerful and resonant language.
COMMON
Human
Versatile and ambitious, capable of adapting to any environment or skill, including magic.
Vampire
Immortal predators bound to blood and night, thriving in darkness and secrecy.
Werewolf/Lycanthrope
Fierce shapeshifters, tied to lunar cycles and tribal instincts, blending strength and savagery.
Undead/Lich/Zombie
Reanimated beings, driven by necrotic energy, curses, or the will of their masters.
Elf
Among elves, Vaeluna who is also known as the Keeper of Nature, is revered as the pantheon of music, animals, and growth, her grove-temples woven from living trees.
Dark Elves
Were cast out for betraying Vaeluna when they sought to drain the power of her Sacred Grove. Banished across the sea, they now dwell upon the Isles of the Deadflow.
Dwarf
Stout and resilient, masters of stone, metal, and runic craftsmanship.
Dragon
Majestic and ancient, elemental forces with unmatched wisdom and power.
Kitsune
Mystical fox-people, skilled in illusion, trickery, and dream-weaving magic.
Tiefling
Born from the remnants of the Titans’ corruption, Tieflings carry the taint of the old world in their blood. Normally have horns, embered eyes, and an aura that unsettles the divine.
Merfolk
Aquatic humanoids with fish-like tails who can breathe underwater, swim gracefully, and dwell in the seas near the Kingdom of Phia.
Suli
Mystical descendants of genies and mortals, Suli possess a natural grace, innate magical abilities, and a connection to elemental forces, often wandering the world as travelers, adventurers, or emissaries of their otherworldly heritage.
Undine
Elemental beings of water, Undine are graceful and fluid, able to manipulate water and thrive in aquatic environments, often embodying the calm or fury of rivers, lakes, and seas.
Aasimar
A hidden, celestial-touched race whose blood carries the light and guidance of the pantheon Rah, living apart from mortals to guard ancient knowledge and divine prophecy.
Beastfolk/Lizardfolk
Humanoid in form but distinctly animalistic, with scaled or furred bodies, tails, claws, or snouts; their instincts, strength, and senses often surpass humans, making them natural hunters, survivors, and tribal warriors.
Subraces of Beastfolk
Tabaxi
A feline beastfolk race with keen senses, retractable claws, and unmatched agility, Tabaxi are clever, adaptable, and fiercely loyal once their trust or oath is earned.
Minotaur
A hulking bovine beastfolk race with immense strength, imposing horns, and endurance forged by harsh survival.
Tengu
Birdlike humanoids with sharp features and wings, Tengu are agile, intelligent, and skilled in both swordplay and magic, often valuing honor, cunning, and freedom.
Bugbear
Towering, muscular humanoids with coarse fur and brutish features, Bugbears are stealthy hunters and ambushers, combining raw strength with surprising cunning in both forested and urban environments.
Half-Orc
Born of human and orc lineage, Half-Orcs blend resilience, strength, and adaptability, often straddling two worlds and excelling as warriors, mercenaries, or adventurers.
UNCHARTED LANDS
Gnomes
Hailing from the fog-shrouded lands east of Velkin, the Gnomes are a reclusive and enigmatic people of invention and illusion.
Firbolg
Gentle giants of the forest, earthy-toned skin. Their hair often resembles the colors of fire or moss, and they have large, rounded noses. Peaceful by choice, they are formidable defenders of their homelands, combining immense strength with subtle druidic magic and an inherent attunement to the wilderness.
HALARA PLAINS
Crown Elk
Plains herbivores, herds, valued for hunting.
Falark Crocodiles
Ambush predators in rivers near Falark Bridge.
Warhawks
Trained birds of prey, used for scouting/messaging.
DAMARIC WASTES
Minotaur Raiders
Desert predators, tribal warriors.
Sand Serpents
Ambush reptiles, burrow in dunes.
Scarab Swarms
Insect predators, overwhelming in numbers.
PILLAR MOUNTAINS
Stoneback Golems
Magical constructs, slow but durable.
Molmar Salamanders
Fire-aligned elemental beasts.
Snake Kings
Ambush predators, venomous.
TSUYORI ARCHIPELAGO
Mist Kitsune
Minor magical fox forms, trickster nature.
Spirit Koi
Magical aquatic creatures, omens.
Hanareshi Wisps
Mist spirits, playful or misleading.
RIMERIAN DOMINION
Moonlight Stag
Mystical forest creatures, glowing.
Aurelith Serpents
Intelligent, water-dwelling, magical.
Forest Sentinels
Enchanted treants protecting sacred groves.
VARETHRIM TUNDRA
Glacier Giants
Usually found in mountain passes, immense strength, slow-moving.
Snowfang Wolves
Roams around the Tundra plains, pack hunters, very stealthy.
Ice Wraiths
Like to hide in abandoned ruins or forts, life-draining spirits.
NORTHERN HIGHLANDS
Shadow Stalkers
Undead humanoid predators around Cragik ruins.
Stonebound Gargoyles
Constructs near Hjoldir, animate at night normally.
UNTAMED WILDS
Ogres/Orcs
Solitary or small clans, powerful, forested areas.
Kobolds
Scavenger tribes, trap-setters, cave dwellers.
Wildspine Bears
Territorial forest predators.
Thornbeak Raptors
Cliff hunters, agile flying predators.
Goblins
Cunning, quick-witted scavengers who thrive amid danger and decay.
Solkaris
He is the pantheon of the Flame of Dawn, governs fire, creation, and life; his golden sun emblem burns bright in Solgard and across the Halara Plains. Also known as part of the First Brethren.
Isirys
She is the pantheon of Frost of Dusk. She rules ice, stillness, and truth, worshiped in hidden shrines across the Northern Highlands and Varethrim Tundra by humans, vampires, and werewolves alike. Also known as part of the First Brethren.
Lyrren
Also known as the Bloodmother, she is a pantheon that binds vampires and werewolves together from the same cursed fate, her faith rooted in hunt, devotion, and clan unity, with blood-altars and cavern temples scattered through the north.
Hanasari
The Kitsune and islanders of the Tsuyori Archipelago follow Hanasari who is also known as the Veiled Mother, goddess of dreams, illusion, and rebirth, whose living shrines rest in cliffs, forests, and waterfalls.
Vaeluna
Among elves, Vaeluna who is also known as the Keeper of Nature, is revered as the pantheon of music, animals, and growth, her grove-temples woven from living trees.
Molmar
The dwarves honor Molmar, the Lord of Stone and Fire, god of craft, endurance, and oaths, his temples forged deep beneath mountains in the Pillar Mountains.
Orani
The beastfolk of the Damaric Wastes worship Orani, the Desert Mother, goddess of rebellion and rebirth, her canyon temples echoing with the songs of survival.
Xoroarh
Xoroarh (Xo-oh-rar) was once known as the God of War worshipped long ago, he fell into madness once he became forgotten but was cast out of this realm by the other pantheons. Worship of him is heavily banned or frowned upon across Velkin, so it’s usually done in secret.
Amaterun
Amaterun is known as the Keeper of Ancestral Memory and Festivals, she inspires culture, music, and the wisdom of past generations. The tengu and some mortalkind worship this pantheon.
Byphari
Byphari is the God of the Skies and Freedom, he watches over travelers and adventurers, granting safe passage and the courage to roam. The sulli heavily worship him.
Rah
The pantheon that governs destiny, truth, prophecy, and the balance between mortal ambition and divine will. The Aasimar worship him heavily.
The Crown Knightage
Elite knight paladins sworn to protect The Kingdom of Solgard, it's people, and the Halara Plains. They are essentially champions of justice who serve the Solkaris faith.
Crown Harbor Merchants’ Guild
Powerful trading guild that controls most of the Halara Plains’ economy and does a ton of overseas trade.
The Circle
Kitsune illusionists and dreamweavers from the Tsuyori Archipelago. They are guardians of secret knowledge and magical relics, however they are mostly known as the most notorious magicians all across Eltia.
Once a renowned group of wizards and magicians in Phia, however now it is long gone and destroyed alongside Phia.
Vaeluna Keepers
These are the elven druids of the Rimerian Dominion, that protect sacred groves and ancient wildlife.
Orani Tribes
These are plentiful desert villages in the Damaric Wastes with many beastfolk and kin. They have chieftains that guide their people in the ways of survival, rebellion, and rebirth. Outsiders are normally not allowed.
Blood Sigil
It is an Northern Highland's cabal made up of vampires that like to manipulate nobles and werewolf clans. They have been doing this for centuries to serve their pantheon, Lyrren.
Fenvarr Bloodmoon
It was a proud and ancient werewolf clan of Vuldar’s Reach, bound by lunar rites and fierce loyalty to their lost ancestors. However, they were attacked in the year cycle 1248 by several vampire noble clans, and mostly eradicated.
The Venra Covenant
A clandestine order dedicated to the ancient dragons, guarding their relics, knowledge, and hidden magics across Velkin. It is required to be kept a secret from outsiders.
The Dread’or
It is an infamous group of ruthless pirate marauders of Fang’s Bay, blending beastfolk cunning and human ferocity to dominate trade routes and coastal settlements.
Krag’thar
A fierce orc tribe of the Untamed Wilds, clan-driven and honor-bound, led by a warchief and shaman council.
High Elven Council
The High Elven Council of the Kingdom of Elmar is a circle of twelve elder elves who govern through wisdom, law, and lunar guidance, with the King and Queen helping to honor the council’s authority.
Stendar Wolf Clan
The Stendar Wolf Clan of Hel Fjord are fierce Helfjornin warriors who revere the wolf as their eternal spirit, surviving the frozen north through blood oaths, feral unity, and an unbreakable bond to the tundra’s ancient power.
The Solgardian Council
It is the Kingdom of Solgard's most powerful advisory and governing assembly, a cadre of high lords, priests, and war-magisters who enforce law, oversee faith, and command political influence, all operating beneath the authority of Solgard’s reigning king.
The Forgemasters’ Guild
Custodians of craft, magical artifact creation, and trade networks, they are revered for their skill and influence over the entirety of Velkin, though they are very reclusive to the Dwarven Kingdom.
Auric Sentinels
An aasimar faction of Aserai’th, devoted to protecting their mountain city, preserving celestial knowledge, and maintaining order among their people from outsiders.
Tidecallers
A merfolk faction of the Merfolk Kingdom, devoted to the ocean’s spirits and the guidance of the tides. They serve as ritualists, navigators, and guardians, using water magic and aquatic combat to protect their people and maintain balance between sea and shore.
The Secret Order
A clandestine transcontinental order operating from a hidden island far west of the Tsuyori Archipelago, devoted to uncovering the true nature of the gods and intervening when divine forces threaten the balance or survival of the mortal world.
The Solgard Adventurer’s Guild
A kingdom-wide organization uniting explorers, mercenaries, and skilled specialists, the Adventurer’s Guild in Solgard offers contracts, resources, and guidance for those who seek fame, fortune, or service to the crown. Officially neutral but closely tied to the Crown Knightage, the Guild maintains outposts across the Halara Plains. Membership is open to all races of Eltia who prove skill, courage, and loyalty, with the most renowned rising to the Council of Adventurers to govern the Guild’s affairs.
Lykros
A newly risen and fiercely aggressive werewolf clan of Vuldar’s Reach, forged through conquest and bloodshed under the rule of Rokar Hudkan. Unlike the old lunar-bound clans, Lykros embraces domination and expansion, launching brutal raids into northern territories.
The Kingsguard new
An elite and sacred order sworn solely to the protection of the King of Solgard and the royal House Helior. Clad in immaculate all-white armor symbolizing purity of oath and unwavering loyalty, the Kingsguard stand apart from the Crown Knightage, answering only to the reigning monarch. Each member is bound by a lifelong vow that forbids lands, titles, or marriage, their lives given wholly to vigilance, sacrifice, and the preservation of the royal bloodline; to strike down a Kingsguard is considered an act of treason against the crown itself.
House Fenvarr
Werewolf clan leadership of Vuldar’s Reach; preserves ancient rites and history of the Northern Highlands.
House Kalorne
Royal House of the Kingdom of Varelmor, patient and cunning, masters of intrigue and the night.
House Vazthar
Royal House of the Kingdom of Kuram, known for their raiding skill and mastery of the harsh wastelands.
House Jafryn
Lesser tribal lords of the Damaric Wastes villages, cunning in trade and political maneuvering among desert tribes.
House Thusunder
Legendary dwarven royal family of the Dwarven Kingdom; unmatched in blacksmithing and defending the mountain halls.
House Ironvein
Ascendant dwarven royal house; masters of forgecraft and mountain strategy, known for their unyielding loyalty and cunning in both politics and battle.
House Vanyarin
Royal house of the Kingdom of Elmar; wise, attuned to Vaeluna, and keepers of natural harmony.
House Kyorai
Was once the royal House of the Kingdom of Phia, mystical and spiritual leaders tied to the islands’ magic.
House Helior
Royal house of the Kingdom of Solgard; proud, ambitious, and militaristic, known for producing paladins and generals.
House Hiki
Ruling house of the tengu in Moreki; cunning, disciplined, and devoted to maintaining isolation and tradition among the birdfolk.
House Strider
Royal house of the Merfolk near Phia in the Merfolk Kingdom; graceful and protective rulers, deeply connected to the ocean and the well-being of their underwater realm.
House Tiatemrend
A noble tiefling family in the Kingdom of Varelmor; known for their arcane mastery, political cunning, and preservation of titan-touched heritage.
House Dravenkhal
A noble vampire ducal family in the Kingdom of Varelmor; feared for their merciless rule, mastery of blood magic, and relentless pursuit of power over rival houses.
House Solur
The ruling Aasimar family of Aserai’th; known for their bloodline that descended from Rah, dedication to preserving celestial knowledge, and leadership in maintaining order and tradition within the hidden city.
House Walpurgis
A ducal house of the Kingdom of Solgard; rising in influence through loyalty to the crown and producing the kingdom’s finest knights.
The monarchs with a [*] by their names are either still the monarchs of their respective kingdom in the newest age or there is no longer any kingdom to rule.
These monarchs are the monarchs in the Campaign: Fire and Ice & Campaign: Ashes of Divinity.
King Valenor Helior IV
The King of the Solgard. A proud and unrelenting paladin-king whose drive for conquest is matched only by his belief in his divine destiny.
King Ardyn Kalorne
The vampire King of Varelmor. A patient and sinister ruler whose charm masks the quiet cruelty of one who has mastered both court and shadow.
King Raegar Vazthar, the Sun-Scourge of Kuram
The King of Kuram. A lion beastman who was once a warlord who burned rebellion and slavery from the sands to forge the Wastes into one nation.
King Durrin Thusunder III
King of Dwarven Kingdom or King of Dwarves. A proud and iron-willed craftsman-king who rules by example, his hammer echoing through the heart of the mountains.
Queen Reiha Kyorai*
The sole Queen of Phia. An ageless, nine-tailed kitsune whose voice carries the calm of the sea and the whisper of spirits; one of the few leaders of the Circle.
The Queen of Phia was never found after the first destruction of Phia, becoming a figure of folklore among surviving kitsune.
King Elisar Vanyrion*
King of Elmar, on the High Elven Council. A timeless elven monarch of quiet wisdom and steadfast grace, known for his deep counsel and his role as the guiding heart of Elmar’s governance.
Queen Aelindra Vanyrion*
Queen of Elmar, on the High Elven Council. A revered person whose ethereal bond with nature and the divine balance sustains Elmar’s harmony.
Winglord Kawa Hiki
The ruling Winglord of Moreki. A sleek and vigilant tengu who commands respect; cunning, disciplined, and fiercely protective of his city.
Queen Thalyria Strider*
The sovereign of the Merfolk Kingdom near Phia. A graceful and commanding ruler, she governs with wisdom and tempered authority, protecting her people and the ocean’s depths from all who would intrude.
These monarchs are the monarchs in the early Seventh Age. new
King Avandri Helior
The current King of Solgard, 58, rules Solgard with iron discipline, having transformed the once-holy kingdom into a militarized state where strength and strategy outweigh faith.
King Azrael Kalorne
The current King of Varelmor. 150 years old, wears his nobility like armor, seeking to redefine power within Varelmor on his own terms.
King Raelar Vazthar
Son of Raegar Vazthar, King of Kuram, Raelar ascended ten years ago. He inherited Raegar's legendary control over relics and anti-divine military strategy, but unlike his father, he rules with calculated diplomacy as well as force.
Current King of Dwarven Kingdom. Once cast out from the royal line due to his mixed heritage, Bramdor spent much of his life as a member of the Venra Covenant. After the Ashen Weeks and the death of his older half-brother Durrin Thusunder III, Bramdor became the sole heir to the dwarven throne.
Winglord Moleb Hiki
The ruling Winglord of Moreki. A vigilant tengu who commands respect; cunning, disciplined, and fiercely protective of his city like his father before him.
Cycles, Turns, and Moons
The people of Eltia measure time by the turning of the Twin Moons, Vaelora and Kareth, whose celestial dance marks the passing of each Cycle, or year.
A Cycle holds thirteen months, each with twenty-eight days, forming a perfect rhythm of balance between fire and ice — the two primal forces that shaped the world.
Every seventh year, a single Silent Day is set apart from all others, devoted to reflection and offerings to the First Brethren.
Weeks, known as Turns, follow seven elemental days: Solturn, Maelturn, Terralun, Aquathen, Pyredan, Nocten, and Eldraen — each tied to an aspect of creation.
| Months | Descriptions |
|---|---|
| Vaeloris | Dawn of fire |
| Karethos | Breath of ice |
| Solven | Time of seed |
| Embril | Month of rivers |
| Farrinfall | Labor and forge |
| Midreach | Marking balance and the forge |
| Varethra | Month of gold |
| Damaris | Month of heat |
| Aurelith | Harvest Blessing's |
| Tremvale | Month of haunted past |
| Frostmere | The claim of winter |
| Helvorn | Month of endurance |
| Eclipthra | Month of prophecy and renewal |
If it still has a [*] by their name, they are still quite famous in the newest age, whether it be from stories of old or new.
Notable Historical Figures of ELTIA (before Sixth Age):
Lord Falarik
Warlord whose sieges at Falark Bridge are still whispered about in taverns hundreds of years later.
Molmar Flamehand
Dwarven blacksmith who became the first legendary King of Dwarves, but is also revered as their pantheon.
Varethar the Golden
Legendary golden dragon whose fire and wisdom shaped nations, leaving behind treasures and a legacy of both blessing and curse.
Gorothar the Worldbreaker*
A colossal titan from the Third Age whose cracked grey-charcoal skin and jagged spines tower over mountains, whose molten-lava eyes burn with apocalyptic fury, and whose awakening signaled a relentless, millennia-long desire to undo the works of mortals, dragons, and gods, reshaping Velkin in the image of the titans long before the age of men.
Notable of ELTIA (Sixth Age):
Vastrag the Scorched
Minotaur chieftain who terrorizes caravan routes.
Rathok Thorne
Orc warlord who ruled the forests from the Ruins of Thorne over 200 years past from the year cycle 1274.
Mori*
He was a lich but also the King of Assassins. Most notorious for his mysterious nature and shady dealings all across Velkin.
Dullan Solen
Once a proud Crown Knight of Solgard and elder brother to Tavric, Dullan fell defending his siblings from a brutal orc ambush. His valor became legend, his name still spoken with reverence by knights who swear oaths in his honor.
Calmerion
Once among Aelithra’s dearest companions, this elven swordsman was banished from the Rimerian Dominion for a crime too dark to name — one she swore he never committed. Seven years later, his light was extinguished by vampire slavers beneath a blood-red moon.
Solhara
Previous Archmage of Solgard, her mastery of elemental magic shaped the continent over 400 years past from the year 1274 and left the surrounding lands both enchanted and scarred.
Captain Raiden Blacktide
Infamous pirate king of Fang’s Bay, whose leads the most fearless pirate group of all time, the Dread’or.
Minotaur chieftain of a famous raiding group in the Damaric Wastes, the Me’amor, leading brutal raiding parties across forests and plains, leaving only shattered fortresses and tales of terror in his wake. Vastrag is his older half-brother.
Or’mak Skullbreaker
Orc warlord of the biggest orc group in the Untamed Wilds in the years 1200-present, whose savage cunning and unmatched strength unite disparate clans under a banner of blood and conquest.
Calvara Moonveil*
Elven archmage and master of lunar magic, whose spells protect sacred groves and whose name is whispered whenever danger stirs in the night.
Korran Stendar*
Legendary werewolf of Hel Fjord who fought many ice giants back in his day, leader of the werewolf Stendar clan over in Hel Fjord in the Varethrim Tundra.
Captain Rhalis
Kitsune sea-captain turned pirate hunter, navigating the Tsuyori Archipelago with uncanny cunning and spectral illusions, trying to find treasure of a bygone era.
Jorvak Stonefist*
Dwarven mercenary hero and former general of Molmar’s Forge, famed for slaying a mountain troll with a single swing of his rune-etched warhammer.
Duke Haciar Dravenkhal*
Ancient vampire Duke of Varelmor, feared for his merciless cunning, mastery of blood magic, and the calculated cruelty with which he crushes rivals.
Halovar
A notorious and cunning outlaw, Halovar rules over a loose confederation of bandits, raiders, and mercenaries scattered across the untamed Halara Plains. Despite lacking formal power, his influence stretches across roads, forests, and river crossings, making him a constant thorn to small villages, wandering travelers, and anyone daring to traverse the plains.
The Watcher
The leader of the Secret Order. A half-human, half-pantheon demi-god who stands between mortal and divine, bearing the burden of forbidden truth and watching the gods with vigilance, intervening only when their actions threaten the balance or survival of Eltia itself. His true name and past are unknown.
Notable current of ELTIA (Seventh Age) NEW:
Captain Elara Vey
Ruthless pirate human captain of the Broken Isles, commanding a fleet that dominates the treacherous waters around the former Kingdom of Phia, known for striking mercilessly and vanishing without trace.
Veyra Shadowsong
Elf rogue and infiltrator, infamous across Velkin for smuggling relics and assassinating high-profile targets; rumored to work for a mysterious council of spies that spans the continent.
Werewolf chieftain of a newly formed wolf clan, Lykros, in Vuldar’s Reach, leading aggressive raids into northern territories; feared by humans and vampires alike for his cunning and brutality.
Ilyra Sune
Aasimar tactician and former celestial envoy, now serving as a strategist for Solgard's army, training soldiers to resist divine magic while keeping her past secrets hidden.
Xalthryx the Fiery
A colossal red dragon whose molten breath carved the Pillar Mountains from raw stone and whose rage created the first volcanoes long before the extinction of dragons in the Dragonian War; even in death, his ashes are said to smolder beneath the mountains.
Isariel the Frostbitten
An immense silver dragon whose wings once spanned the skies of the northern tundras long before the extinction of dragons in the Dragonian War; she is credited with shaping the great glaciers and the aurora, and fragments of her frozen bones are worshiped as relics of old power.
Nyssath the Endless
A black dragon of the primal seas, whose serpentine body circled the world and stirred the first storms long before the extinction of dragons in the Dragonian War; legends say his bones lie deep beneath the Deadflow, still radiating malevolent currents.
Haelthira the Blessing
A massive green dragon who once roamed the first forests of the elven island, planting magical seeds with every exhale long before the extinction of dragons in the Dragonian War; her death is said to have left the first enchanted groves and hidden springs across the Rimerian Dominion.
Solvryn the Sunpiercer
Golden dragon of the first deserts, whose fire forged the sands of the Damaric Wastes long before the extinction of dragons in the Dragonian War.
Cerias’ih the Regressor
A massive obsidian-scaled dragon with eyes of cold intelligence and a searing, corruptive breath, long before the Dragonian War wielded knowledge and cunning as weapons, has remained mostly hidden in the jagged peaks of the Northern Highlands near Gullow Prison and Everrest Fort.
Vyrathis the Whelp new
A young teenage obsidian-scaled dragon recently awakened beneath the jagged peaks of the Northern Highlands, child of Cerias’ih the Regressor. Though smaller and less fearsome than its parent, its sharp, intelligent eyes and nascent corruptive breath mark. Having slumbered for centuries, Vyrathis is cautious, wary of intruders, and occasionally hesitant, yet its presence heralds the resurgence of dragons in Velkin, its every movement watched with keen awareness as it searches for the mother it has not seen in ages.
Vael’thrax new
The King of Dragons. Massive and awe-inspiring, with molten gold and crimson scales and eyes that burn like fire, he embodies raw power and the ancient authority of dragons in the world of Velkin.
The Sanctity of Life (Most Civilized Regions)
Killing another sentient being without just cause (self-defense, war, sanctioned execution) is punishable by imprisonment, magical binding, or death.
Property Rights
Theft, fraud, or seizure of property without consent is forbidden; punishments range from fines to labor servitude.
Oaths and Contracts
Spoken or written agreements are legally binding; breaking them without just cause is punishable by fines, exile, or magical retribution if a spellbound contract is involved.
Magic Regulation
Unregulated use of magic against others in certain regions is prohibited; offenses are judged by local magistrates, guilds, or temples depending on region.
Religious Respect
Desecrating temples, shrines, or sacred sites of any major pantheon is a serious crime, punishable according to the faith of the offended party.
Divine Neutrality
No miracle, blessing, or religious rite may be performed publicly without state sanction, and no individual or faith may use divine power to influence politics, commerce, or warfare.
Artifact of War
The Artifact of War takes the form of a black cube, its edges sharp yet slightly worn as if shaped by countless hands over centuries. A faint, ominous glow seeps from its seams, pulsing in a steady rhythm that resonates through stone and bone alike, like the heartbeat of something alive. The cube’s true purpose, like the god it represents, remains a mystery. Though it is tethered to the pantheon, Xoroarh.
Veinshard Lantern
The Veinshard Lantern is a crimson-cored relic wielded by a High Lord of the Solgardian Council, crafted to expose anyone who despises Solkaris or bends their faith toward an evil god. When its shutters open, it drinks in the surrounding light and forces divine allegiance to blaze across a person’s veins — radiant gold for the faithful, murky black-violet for the corrupted, and violent red fractures for those who reject Solkaris entirely.
The Firicien Relic
The Firicien Relic is an ancient artifact once cherished by Solkaris and Isirys, a dual-forged reliquary born of sacred flame and eternal frost, created not as a weapon but as a promise. It appears as a suspended core of molten-gold fire wrapped in crystalline ice, the two never touching yet forever bound, slowly rotating within a lattice of runes older than the pantheons themselves. Once, the Firicien Relic served as a divine seal used to lull dragons and titans back into slumber and close the primordial wound that nearly unmade the world in its earliest ages. Now its existence is forbidden knowledge, for if the relic is uncovered and unbound by mortal hands, it would not merely awaken what sleeps within — it would unravel the authority of the pantheons themselves, returning the world to a state where divinity can bleed, burn, and fall.
Myrka’s Crystal
A flawless, multifaceted gem that glows faintly with an inner light, said to reveal glimpses of possible futures to those who dare gaze into it; once wielded by the king of Kuram, its visions are as precise as they are dangerous, and those who rely too heavily upon it risk being consumed by the weight of what is yet to come.
The currency of Eltia
The national currency of the continent of Velkin is Farrin or you can use the different coin names. Most just call it Farrin to make it easier.
| Coins | Descriptions |
|---|---|
| Farrin | A copper coin worth 1 unit, the most common in daily trade. Its name comes from the old word for fire, symbolizing labor and the forge. Often stamped with local crests or beasts, marking its place of origin. |
| Silvar | A silver coin worth 10 Farrin, used widely by merchants and travelers. Its bright sheen represents honesty and fair exchange, making it a trusted mark in markets across the land. |
| Varet | A gold coin worth 100 Farrin, named after Varethar, the legendary golden dragon. Its circular edge is engraved with eight ancient runes, each representing unity among the realms. |
| Solanium | A platinum coin worth 1,000 Farrin, rare and ceremonial, bearing the crown sigil of Solgard. Reserved for royal transactions, grand contracts, and army payments, embodying the weight of power itself. |
There are currently six notable ages of Eltia that most scholars agree happened despite most of it not being recorded. The list goes as follows...
Age of Origins / The First Age
Time: The creation of Velkin itself.
Description: The world is raw and untamed. Mountains rise, oceans carve valleys, forests and deserts are born. Dragons of Old roam as the first conscious beings, shaping the land with their power. Early elemental and spirit entities appear as well, born from the curiosity of the First Brethren.
Age of Draconic Ascendancy / The Second Age:
Time: Shortly after the world’s formation and over a millennium after the First Age.
Description: Dragons of Old reign supreme, shaping the first magic and teaching the eldest races — proto-elves, ancient beastfolk, and primordial dwarves — to survive. The first civilizations are rudimentary, tribal, and scattered.
Age of the Dragonian War / The Third Age
Time: The oldest recorded conflict or war, predating most modern races. Lasted around at least over a hundred thousand years.
Description: Dragons and the eldest races rise against the remnants of the titans and fallen gods, whose power still lingers in the land. Entire continents are reshaped by fire, ice, and magic as dragons clash with titans. The war leaves scars in the world — mountains split, seas boil, and dormant magical loci are formed. Many titans die and many dragons also die, some disappear, and the surviving eldest races are forever changed by the conflict.
Age of Awakening / The Fourth Age
Time: After the Dragonian War, as the land begins to stabilize. Lasted around at least eighty thousand years.
Description: With the titans and god remnants defeated or vanquished, surviving dragons and the eldest races explore and settle the land. New civilizations begin to take root, and magic becomes codified. Early ruins, relics, and dragon-scarred landscapes serve as testaments to the Dragonian War.
Age of Emergence / The Fifth Age
Time: Occured during a span of five centuries after the fourth age.
Description: Modern races begin to diverge from the eldest — humans, elves, dwarves, and beastfolk emerge as distinct societies. Dragons grow rarer, and their interactions with mortals become legendary tales and myths. Kingdoms are yet far in the future.
Age of Kingdoms / The Sixth Age
Time: Occurring around at least a thousand years.
Description: Velkin is dominated by organized nations and dynasties. Trade, war, magic, and exploration shape civilization. Ancient scars from the Dragonian War still influence landscapes, magic, and politics.
Age of Conquests / The Seventh Age
Time: The current age, beginning only in the year of 1277 and continuing into the present.
Description: Velkin is reshaped by the aftermath of Phia’s destruction, with nations navigating political tension, fractured faith, and the rise of secret orders. Magic, exploration, and conquest drive a world where trust in the gods has waned and every action carries consequences for kingdoms, guilds, and adventurers alike.
Conditions alter a creature's or person’s capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster's attack, or other effect.
A condition lasts either until it is countered or for a duration specified by the effect that imposed the condition.
If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition's effects don't get worse.
A creature either has a condition or doesn't.Creature — Any living or animated being or person that moves, thinks, or acts within the world, whether mortal, beast, spirit, construct, or something far stranger. Yes, this also refers to your character as well.IMPORTANT: Rolls or saving throws are not necessary in my campaigns or bots if you do not wish to play D&D style at all.The following definitions specify what happens to a creature while it is subjected to a condition.
NON-PERMANENT CONDITIONS
These reflect immediate physical, emotional, or magical disruptions. They fade with rest, treatment, or basic spellwork and do not permanently shape the character’s identity.Blinded
• A blinded creature can't see and automatically fails any ability check that requires sight.
• Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.Charmed
• A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
• The charmer has advantage on any ability check to interact socially with the creature.Deafened
• A deafened creature can't hear and automatically fails any ability check that requires hearing.Exhausted
• Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion.
• Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.Level 1 — You struggle to focus and have a harder time with any ability check.
Level 2 — You move much slower; your speed is cut in half.
Level 3 — You fight and defend poorly; you have disadvantage on attack rolls and saving throws.
Level 4 — Your body weakens; your maximum hit points are cut in half.
Level 5 — You can’t move at all; your speed becomes 0.
Level 6 — Your body gives out, and you die.• If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.
•A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
• An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.
• Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature’s exhaustion level by 1.Frightened
• A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
• The creature can't willingly move closer to the source of its fear.Grappled
• A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
• The condition ends if the grappler is incapacitated.
• The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.Incapacitated
• An incapacitated creature can't take actions or reactions.Invisible
• An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
• Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.Paralyzed
• A paralyzed creature is incapacitated and can't move or speak.
• The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage.
• Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.Poisoned
• A poisoned creature has disadvantage on attack rolls and ability checks.Prone
• A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
The creature has disadvantage on attack rolls.
• An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.Restrained
• A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
• Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
• The creature has disadvantage on Dexterity saving throws.Stunned
• A stunned creature is incapacitated, can't move, and can speak only falteringly.
• The creature automatically fails Strength and Dexterity saving throws.
• Attack rolls against the creature have advantage.Unconscious
• An unconscious creature is incapacitated, can't move or speak, and is unaware of its surroundings.
• The creature drops whatever it's holding and falls prone.
• The creature automatically fails Strength and Dexterity saving throws.
• Attack rolls against the creature have advantage.
• Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
PERMANENT CONDITIONS
These are life-altering states tied to ancestry, divine interference, powerful magic, or ancient remnants. They cannot fade naturally and remain part of the character unless reversed by rare or extraordinary means.Petrified
A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.• The creature is incapacitated, can't move or speak, and is unaware of its surroundings.
• Attack rolls against the creature have advantage.
• The creature automatically fails Strength and Dexterity saving throws.
• The creature has resistance to all damage.
• The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.Mutant
A creature with this condition has undergone a permanent transformation that awakens an extraordinary trait or power.• The creature’s body is altered in a visible or supernatural way. This may include changes to strength, senses, elemental control, or other exceptional abilities.
• The creature cannot revert to its original form through normal healing, restoration magic, or rest.
• Depending on the mutation’s nature, the creature may gain an ability score increase, resistance, special sense, or a supernatural action.
• The transformation may impose drawbacks such as instability, magical surges, or involuntary displays of power.
• Spells such as greater restoration or remove curse do not remove this condition. Only world-specific rituals or divine intervention may alter it.
• The creature is considered a magical being for the purpose of detection spells like detect magic or true seeing.Cursed-Blooded
A creature with this condition carries a permanent curse embedded into its blood or spirit.• The creature suffers an ongoing harmful effect determined by the curse’s origin (such as disadvantage on specific checks, weakness to a damage type, or irresistible compulsions).
• The creature may also gain a dark boon, as many powerful curses grant strength alongside torment.
The curse cannot be removed by conventional spellcasting; remove curse only suppresses the symptoms for 24 hours.
• The creature automatically detects the presence of similar curses or cursed creatures within 30 feet, though it cannot identify exact details.
• Divine beings, powerful spirits, or major story rituals may permanently lift or change the curse.God-Touched
A creature with this condition has been permanently altered by the influence of a deity.• The creature bears a divine mark, aura, or physical sign related to the god who touched them.
• The creature gains one minor divine boon (enhanced healing, advantage on a narrow type of check, or a once-per-day miraculous effect).
• The creature also suffers a divine burden tied to the god’s domain (such as a taboo, vulnerability, compulsion, or periodic visions).
• Effects cannot be dispelled or suppressed except by the same deity or an equal divine force.
• Spells that detect magic or divinity always recognize the creature as “blessed” or “marked.”Soul-Splintered
A creature with this condition has part of its soul shattered, severed, or displaced.• The creature suffers one permanent emotional, mental, or magical impairment (such as disadvantage on Wisdom saves, reduced maximum hit points, or instability when casting spells).
• The missing soul fragment may cause echoes: hallucinations, emotional numbness, spiritual weakness, or vulnerability to possession.
• Healing magic restores hit points normally but cannot repair the soul.
• Resurrection spells have disadvantage, or may fail unless the missing fragment is recovered.
• The creature is easier to sense by spirits, undead, or soul-feeding beings.Moonbound
A creature with this condition is permanently tied to influences of Lyrren. Usually werewolves or lycanthropes are under this condition, but there are exceptions.• On full moons, the creature must make a Wisdom saving throw or transform into a more feral or violent state.
• While in this feral form, the creature may gain increased strength, senses, or resilience, but also suffers loss of control.
• On new moons, the creature’s body weakens; it has disadvantage on Constitution saving throws and cannot regain hit points from non-magical rest.
• The creature is susceptible to moon-aligned magic, gaining disadvantage on saving throws against spells cast by Vampires or fire.
• This affliction can never be fully cured, though rituals may reduce the severity of transformations.
| Classes | Descriptions |
|---|---|
| Barbarian | Fierce warriors who channel rage into incredible strength and resilience. |
| Bard | Charismatic performers and spellcasters who inspire allies and manipulate foes. |
| Cleric | Divine agents who wield magic granted by deities to heal, protect, and smite enemies. |
| Druid | Nature-focused spellcasters who can shapeshift and command the forces of the wild. |
| Fighter | Skilled combatants, adaptable to weapons, armor, and tactics. |
| Monk | Masters of martial arts and ki, blending agility, speed, and spiritual power. |
| Paladin | Holy warriors bound by oaths, combining martial skill with divine magic. |
| Ranger | Hunters and trackers who excel in wilderness survival and ranged combat. |
| Rogue | Stealthy and cunning, experts in infiltration, traps, and precision attacks. |
| Sorcerer | Spellcasters with innate magical talent, often shaped by bloodlines or raw power. |
| Warlock | Magic-users who gain power through pacts with supernatural beings. |
| Wizard | Scholars of magic who wield a wide variety of spells through study and preparation. |
| Artificer | Inventive creators who infuse objects with magic and use technology to craft magical devices. |
| Gunslinger | Masters of black powder and precision, Gunslingers wield pistols, rifles, and experimental firearms, turning smoke and thunder into instruments of deadly artistry. |
| Slayer | Silent and relentless, Slayers strike with blades, crossbows, and thrown weapons, each tool chosen for swift and merciless kills. |
| Oracle | Guided by visions beyond mortal sight, Oracles channel their power through sacred symbols, staves, or relics, wielding divine force that often defies their own understanding. |
| Vampire Hunter | Armed with silvered blades, blessed crossbows, and sanctified stakes, Vampire Hunters stalk the creatures of the night with unwavering purpose and holy wrath. |
| Summoner | Bonded to a mysterious spirit creature called an eidolon, the summoner focuses power on strengthening that connection and enhancing their otherworldly companion. |
| Samurai | The samurai is a disciplined warrior whose skill is matched only by their impeccable sense of honor and ironhard resolve. |
| Dragon Disciple | An arcane spellcaster who has embraced their latent draconic heritage and, over the course of training and devotion, undergoes a partial transformation into a dragon. |
| Eldritch Knight | An arcane spellcaster who augments his magical skills with combat to create a deadly combination of weapons and magic. |
| Sentinel | Stoic guardians who channel ancient duty and spiritual strength to shield allies, fortify defenses, and stand unbroken against any threat. |
| Holy Vindicator | A martial champion of divine wrath who channels their deity’s power to punish evil, smite foes, and protect the innocent with righteous fury. |
| Loremaster | A scholar of ancient secrets and hidden truths who wields knowledge as power, unraveling mysteries and using arcane or divine insight to outthink, outmaneuver, and overcome any challenge. |
| Seer | A vessel of divine prophecy whose mysterious visions and supernatural insight grant them the power to heal, curse, and shape fate itself. |
| Magus | Warrior-scholars who fuse martial skill and arcane power, striking with both spell and steel to devastating effect while constantly seeking mastery over both weapon and magic. |
| Skald | Warriors and storytellers who inspire allies with song and tale, bolster their combat abilities with magic, and fight alongside them in melee. |
| Thaumaturge | Arcane ritualist who manipulates minor planar forces or magical phenomena. |
| Swashbuckler | Agile duelists who excel at style, mobility, and precision strikes rather than raw power. |
| Nature Warden | A master of wilderness environments bonded with a beast companion, expert at navigating the wild’s perils, adapting to terrain, and blending survival, tactics, and limited divine spellcasting to overcome threats deep in nature. |
| Brawler | A versatile martial combatant who excels in unarmed fighting and close‑quarters combat, using raw physical skill and adaptable training to overcome foes without reliance on mystic traditions or heavy armor. |
| Celestial Knight | Divine martial champions chosen by pantheons; wield radiant power, fate-bound oaths, and holy judgment to combat corruption, undead, and fallen divinity. |
| Warshaper | A warrior who masters bodily transformation, turning natural shapeshifting into a lethal art by reshaping their flesh in battle to grow weapons, harden defenses, heal wounds, and become nearly impossible to cripple or predict. |
Subclasses are specialized paths within a class that define a character’s abilities, style, and role, shaping how they grow and act in the world.
Bard
College of Dance – Bards who use movement and rhythm to empower allies and confuse enemies.
College of Glamour – Bards who charm and inspire others with fey-born beauty and magic.
College of Lore – Bards who collect knowledge, stories, and secrets to turn words into power.
College of Valor – Bards who fight bravely beside heroes, using music to drive courage and strength.
Cleric
Life Domain – Clerics of healing, restoration and vitality, who nurture and protect life.
Light Domain – Warriors and casters of radiance and flame, bringing light into darkness and blasting foes with brilliance.
Trickery Domain – Agents of mischief and subtle manipulation, using stealth, illusion, and guile in service of their deity.
War Domain – Divine combatants who wade into battle, combining martial prowess with sacred power to smite their enemies.
Druid
Circle of the Land – Druids who draw strength from specific terrains, channeling the essence of deserts, forests, or tundras.
Circle of the Moon – Masters of shapeshifting who embrace the beast within, transforming into powerful animal forms.
Circle of the Sea – Guardians of tides and storms who command the ocean’s wrath and calm in equal measure.
Circle of the Stars – Druids who read fate in the constellations, weaving celestial power into their spells and transformations.
Fighter
Champion – Fighters who rely on physical perfection and raw might, excelling through endurance and sheer skill.
Battle Master – Tactical warriors who study precise maneuvers to control the tide of battle.
Psi Warrior – Fighters who awaken the power of the mind, using telekinetic force and psychic energy to enhance their strikes and defense.
Paladin
Oath of Devotion – Paladins who uphold honor, courage, and purity, serving as shining examples of righteousness.
Oath of the Ancients – Guardians of light and nature who fight to preserve life and joy in the world.
Oath of Vengeance – Zealous hunters of the wicked who pursue justice through relentless retribution.
Oath of Glory – Champions who seek greatness through heroic deeds and inspire others to rise with them.
Ranger
Hunter – Skilled hunters who specialize in tracking and taking down foes with precision and strategy.
Beast Master – Rangers who form deep bonds with animal companions, fighting alongside them in harmony.
Gloom Stalker – Rangers who strike from the shadows, excelling in darkness and ambush, unseen by enemies.
Fey Wanderer – Rangers attuned to the fey, blending charm and subtle magic with their combat prowess.
Rogue
Thief – Experts at agility and sleight-of-hand, able to climb, sneak, and steal with unmatched skill.
Assassin – Deadly killers who strike with precision, using surprise and infiltration to eliminate targets.
Arcane Trickster – Rogues who blend magic with cunning, using spells to enhance stealth and deception.
Soulknife – Rogues who manifest psychic blades, striking with mental energy as well as skill.
Sorcerer
Draconic Bloodline – Sorcerers who inherit the power of dragons, gaining resilience and elemental magic tied to their draconic ancestor.
Wild Magic – Sorcerers whose chaotic magic causes unpredictable effects, sometimes bending reality in surprising ways.
Aberrant Mind – Sorcerers with psychic or otherworldly origins, warping minds and using telepathy and mental powers.
Clockwork Soul – Sorcerers connected to cosmic order, using precision and inevitability to manipulate fate and magic.
Warlock
The Archfey – Warlocks who draw magic from fey lords, using charm, illusion, and mischief to manipulate others.
The Fiend – Warlocks bound to fiendish patrons, wielding destructive fire and dark power to strike fear into foes.
The Great Old One – Warlocks connected to alien entities, twisting minds and warping reality with incomprehensible knowledge.
The Celestial – Warlocks empowered by benevolent celestial beings, blending radiant magic with healing and protection.
Barbarian
Path of the Berserker – Barbarians who embrace raw fury, attacking relentlessly and shrugging off pain.
Path of the World Tree – Barbarians who draw strength from nature itself, channeling the life force of the world to protect and endure.
Path of the Zealot – Barbarians fueled by divine fervor, combining rage with unyielding devotion to smite foes.
Path of the Wild Heart – Barbarians in tune with untamed instinct, moving freely and adapting to battle with primal agility.
Food in Eltia reflects the diversity of its lands, cultures, and peoples. From the frozen tundras of Varethrim to the tropical archipelago of Tsuyori, every region offers distinctive ingredients, cooking methods, and traditions. Cuisine serves more than sustenance — it carries ritualistic, social, and even magical significance, often linked to religion, festivals, or local folklore.
These cuisines & drinks are all within the official ELTIA lorebook, so you can reference them at any time alongside the regions they are in!
Halara Plains
Dishes & Staples
Sunfire Stew
Golden Porridge
Roasted Plains Hare
Spiced Wheat Loaf
Flamefruit Tart
Crispy Barley Cakes
Smoked Venison
Pheasant Pie
Beverages
Honey Mead
Spiced Ale
Sunleaf Tea
Barley Brew
Creamed Milk
Golden Cider
Prairie Berry Juice
Northern Highlands
Dishes & Staples
Bloodbound Venison
Raw Cut Platter
Blood Porridge
Frostclaw Boar Haunch
Wolfpack Charred Ribs
Hunter’s Heart Skillet
Winterfang Meat Loaf
Beverages
Nightblood
Moonrise Claret
Frostfang Mead
Midnight Herb Tea
Varethrim Tundra
Dishes & Staples
Icewolf Stew
Frostcap Soup
Frozen Berry Pemmican
Glacier Fish Roast
Snowroot Mash
Smoked Elk
Winter Grain Porridge
Roasted Snow Hare
Beverages
Frostwater
Spiced Winter Cider
Iceberry Mead
Winter Spice Ale
Untamed Wilds
Dishes & Staples
Wildspine Roast
Thornberry Pie
Mushroom Medley
Forager’s Stew
Herb-Crusted Venison
Grilled Thornbeak
Beverages
Berry Wine
Nut Mead
Wildroot Tea
Wildberry Cordial
Mushroom Brew
Damaric Wastes
Dishes & Staples
Firepepper Camel Stew
Sandfruit Flatbread
Spiced Serpent Skewers
Sun-Dried Date Cakes
Sunburst Fig Porridge
Harra Spiced Grain Pilaf
Beverages
Fermented Date Wine
Tamarind Spice Tea
Cactus Nectar
Camel Milk Mead
Oasis Herbal Water
Pillar Mountains
Dishes & Staples
Molmar Stone Stew
Ember-Roasted Boar
Forge-Baked Coal Bread
Smoked Stoneback Ham
Hearthfire Sausages
Beverages
Molmar Strong Ale
Ember Whiskey
Forge-Aged Cider
Grog
Tsuyori Archipelago
Dishes & Staples
Mist Fish
Spirit Rice
Moonlit Sweetrolls
Seaweed & Taro Cakes
Beverages
Mist Tea
Moonwater Cordial
Spirit Blossom
Lunar Herb Tea
Rimerian Dominion
Dishes & Staples
Moonlit Salad
Glimmerberry Compote
Wildflower Grain Cakes
Mooncap Mushroom Roast
Beverages
Infused Spring Water
Silverroot Brew
Forest Canopy Tea
Moreki
Dishes & Staples
Amaterun Rice Bowls
Boar Stew
Ama Noodles
Roasted Poultry
Seaweed & Root Stir-Fry
Beverages
Rice Wine
Herbal Seaweed Tea
Fermented Bamboo Brew
Aserai’th
Dishes & Staples
Lamb Shanks
Meat Pies
Celestial Oath Bread
Pillar-Root Mash
Beverages
Dawnfire Mead
Celestial Grape Draught
Pilgrim’s Rest
Now, I usually use Dungeons & Dragons 5e 2024 version for my spells and leveling / levels. But also keep in mind, lore-wise, only certain species can actually do magic in this world.
Certain elements in campaigns may seem magical in nature, but are not.
Magical Races
Humans
Elves
Dwarves
Kitsune
Vampires
Werewolves
Dragons
Liches
Tengu
Silu
Tieflings
Gnomes
Merfolk
Aasimar
Non-magical Races
Beastfolk/Lizardfolk/Tabaxi/Minotaur*
Ogres / Orcs
Undead
Zombies
Cantrips (Level 0)
Acid Splash
Hurls a bubble of acid that corrodes a target.
Blade Ward
Temporarily shields you from physical damage.
Chill Touch
A ghostly skeletal hand delivers necrotic harm.
Dancing Lights
Creates hovering lights for illumination or distraction.
Fire Bolt
Launches a small bolt of fire at an enemy.
Guidance
Grants a small bonus to an ally’s next ability check.
Light
Makes an object glow brightly.
Mage Hand
Conjures a spectral hand to manipulate objects.
Mending
Repairs a small break or tear in an object.
Message
Sends a brief whispering message to a nearby creature.
Minor Illusion
Creates a small sound or image to deceive or distract.
Poison Spray
Emits a puff of poisonous gas.
Prestidigitation
Performs minor magical tricks and effects.
Ray of Frost
A chilling ray that slows and damages a foe.
Sacred Flame
Calls down radiant fire upon an enemy.
Shocking Grasp
Electrifies a touch attack to stun and damage.
Thaumaturgy
Creates harmless supernatural effects to show divine power.
Thorn Whip
Summons a vine to lash and pull a target closer.
True Strike
Briefly grants advantage on your next attack.
Vicious Mockery
Insults so cutting it deals psychic damage.
Spiritual Flame new
A flame-like manifestation of divine power that can burn foes.
1st Level
Bless
Bolsters allies’ attacks and defenses.
Burning Hands
Unleashes a cone of fire from your palms.
Charm Person
Magically convinces a creature to regard you as a friend.
Cure Wounds
Heals injuries with divine or natural energy.
Detect Magic
Reveals magical auras and effects.
Disguise Self
Magically alters your appearance.
Faerie Fire
Outlines creatures in light, granting advantage to hit them.
Grease
Creates a slick, slippery surface.
Mage Armor
Conjures protective force around an unarmored creature.
Magic Missile
Automatically hits with glowing darts of arcane force.
Shield
Creates an instant barrier to deflect attacks.
Sleep
Magically puts weak creatures to sleep.
Thunderwave
Emits a concussive blast of sound.
Wrathful Smite
Infuses your weapon strike with divine fury.
Ice Knife
Hurls a shard of ice that explodes on impact.
Protection from Evil and Good
Shields against certain creature types (celestials, fey, fiends, undead).
Absorb Elements
Temporarily absorbs elemental damage and empowers your next attack.
Sanctuary
Protects a creature from being attacked unless they fail a wisdom check.
Inflict Wounds
Delivers necrotic damage via touch.
2nd Level
Aid
Strengthens and heals allies temporarily.
Blur
Distorts your form, making you harder to hit.
Darkness
Creates an area of magical blackness.
Flaming Sphere
Summons a rolling ball of fire.
Hold Person
Paralyzes a humanoid in place.
Invisibility
Turns you or an ally unseen.
Lesser Restoration
Cures disease or specific conditions.
Mirror Image
Creates illusory duplicates to confuse enemies.
Misty Step
Teleports you a short distance.
Pass without Trace
Grants stealthy silence and concealment.
Scorching Ray
Fires several blazing rays at targets.
Spiritual Weapon
Summons a floating weapon to strike at foes.
Suggestion
Plants a compelling idea in a creature’s mind.
Darkvision
Grants the ability to see in darkness.
Alter Self
Allows temporary changes to appearance or physical abilities.
Spider Climb
Lets a creature move along walls and ceilings.
3rd Level
Animate Dead
Reanimates skeletons or zombies under your control.
Beacon of Hope
Inspires vitality and maximizes healing.
Bestow Curse
Inflicts a harmful magical curse.
Counterspell
Interrupts another caster’s spell.
Dispel Magic
Ends ongoing magical effects.
Fireball
Erupts an explosion of fire in a wide radius.
Fly
Grants a creature the ability to soar through the air.
Haste
Doubles speed and improves reaction for a short time.
Lightning Bolt
Launches a streak of lightning in a line.
Major Image
Creates a realistic illusion with sound, smell, and movement.
Revivify
Brings a recently dead creature back to life.
Water Breathing
Allows creatures to breathe underwater.
Spirit Guardians
Summons spectral allies that hinder enemies around you.
Bestow Grace
Buffs a creature’s ability scores or defenses temporarily.
4th Level
Banishment
Sends a creature to another plane temporarily.
Blight
Withers and drains life from plants and living tissue.
Dimension Door
Teleports yourself and an ally long distances.
Greater Invisibility
Makes a creature completely unseen even while attacking.
Guardian of Faith
Summons a radiant spirit to protect an area.
Ice Storm
Pelts a zone with freezing hailstones.
Polymorph
Transforms a creature into another form entirely.
Stoneskin
Hardens flesh like stone to resist physical damage.
Greater Restoration
Removes debilitating effects like petrification or level drain.
Otiluke’s Resilient Sphere
Encases a creature or object in an invulnerable magical sphere.
Wall of Fire
Creates a wall of searing flames.
5th Level
Animate Objects
Brings inanimate items to life to fight for you.
Cloudkill
Creates a drifting poisonous cloud.
Commune
Lets you ask your deity for divine guidance.
Cone of Cold
Unleashes a frigid blast of frost.
Dispel Evil and Good
Banishes extraplanar beings and purifies areas.
Hold Monster
Paralyzes any creature, not just humanoids.
Wall of Force
Creates an impenetrable invisible barrier.
Teleportation Circle
Opens a short-lived portal between known sigils.
Cone of Acid
Unleashes a powerful cone of corrosive acid.
Commune with Nature
Gains knowledge of terrain, plants, animals, and nearby dangers.
6th Level
Blade Barrier
Forms a whirling wall of magical blades.
Disintegrate
Reduces a creature or object to fine dust.
Globe of Invulnerability
Blocks lower-level magic from affecting you.
Mass Suggestion
Charms a crowd into following a single command.
True Seeing
Grants vision that pierces illusions and invisibility.
Mass Heal
Restores massive amounts of hit points to multiple creatures.
Flesh to Stone
Gradually turns a creature to stone.
7th Level
Finger of Death
Channels necrotic energy to kill and raise the slain as undead.
Plane Shift
Teleports you to another plane of existence.
Prismatic Spray
Fires a cascade of multicolored energy with random effects.
Resurrection
Restores life to the long-dead.
Teleport
Instantly transports you anywhere you’ve seen or studied.
Reverse Gravity
Flips gravity in an area, sending creatures and objects skyward.
8th Level
Antimagic Field
Suppresses all magic within a sphere.
Dominate Monster
Seizes control over any creature’s actions.
Earthquake
Causes the ground to violently shake and collapse structures.
Power Word Stun
Overwhelms a creature’s mind into paralysis.
Sunburst
Erupts a radiant explosion that blinds and burns undead.
Incendiary Cloud
Produces a moving cloud of fire and smoke.
Sunbeam
Blinds foes with a radiant beam of sunlight.
9th Level
Astral Projection
Sends your spirit to travel the astral plane.
Foresight
Grants perfect awareness of danger and opportunity.
Gate
Opens a portal to another plane or summons a powerful being.
Meteor Swarm
Summons four blazing meteors that devastate an area.
Power Word Kill
Instantly kills a creature with weak enough vitality.
True Resurrection
Restores even long-dead or destroyed bodies to life.
Wish
The most powerful spell, capable of bending reality itself.
Time Stop
Briefly halts time for everyone but the caster.
Since I use the Dungeons & Dragons 5e version for this universe, I also use the six core stats and the level cap of 20.
These are the six core stats and their abbreviations:
STR / Strength
DEX / Dexterity
CON / Constitution
INT / Intelligence
WIS / Wisdom
CHA / Charisma
| Stat | Skill | Descriptions |
|---|---|---|
| Strength | Athletics | Measures physical power for climbing, jumping, swimming, or grappling opponents. |
| Dexterity | Acrobatics | Used for balance, flips, tumbling, or escaping grapples. |
| Dexterity | Sleight of Hand | Covers pickpocketing, planting items, or performing subtle manual tricks. |
| Dexterity | Stealth | Determines how well you hide or move silently without being detected. |
| Intelligence | Arcana | Knowledge of magic, spellcraft, symbols, and mystical lore. |
| Intelligence | History | Recall of historical events, famous figures, and ancient civilizations. |
| Intelligence | Investigation | Logical searching, clue-hunting, and piecing together evidence. |
| Intelligence | Nature | Understanding of natural environments, creatures, plants, and weather. |
| Intelligence | Religion | Knowledge of deities, divine rituals, and religious traditions. |
| Wisdom | Animal Handling | Calming, training, or controlling animals and mounts. |
| Wisdom | Insight | Reading emotions, motives, and lies through observation. |
| Wisdom | Medicine | Treating wounds, diagnosing ailments, and stabilizing the dying. |
| Wisdom | Perception | Spotting hidden creatures, traps, or noticing fine details. |
| Wisdom | Survival | Tracking, foraging, navigating, or enduring harsh environments. |
| Charisma | Deception | Convincing others through lies, bluffing, or disguises. |
| Charisma | Intimidation | Influencing others through fear, threats, or dominance. |
| Charisma | Performance | Entertaining through music, acting, dance, or storytelling. |
| Charisma | Persuasion | Diplomatically convincing or charming others through speech or sincerity. |
To the far north lies the Varethrim Tundra — a frozen crown of twilight, glacial plains, towering peaks, and ruins where giants, dragons, and titan-born clans once ruled. South of that frozen frontier rise the mist-heavy Northern Highlands new, split by the Bay of Varel’s Maw. Beneath them spreads the Untamed Wilds, a sprawling frontier of primeval forests, kobold warrens, ogres’ trails, and scattered human strongholds holding back the chaos of the old spirits.As the Wilds thin into gentler grasslands, the Halara Plains unfold — fortified roads, vast farmlands, and a proud people whose old reverence for fire and ice has given way to ambition and authority.East of the plains, the land shifts into the harsh expanse of the Damaric Wastes — a fierce desert realm of beastfolk kingdoms, rebellious tribes, sun-scorched ruins, and pirates lurking around Fang’s Bay on the southern coast.To the west, the former Tsuyori Archipelago lies shattered where the Kingdom of Phia once stood — a scattering of unstable, ash-scarred isles adrift in corrupted seas where illusion magic falters, compasses spin, and pirates now rule amid the ruins of kitsune heritage and broken merfolk wards. To the east of the wastes, the Pillar Mountains rise like an unbroken wall of stone, guarding dwarven forges, labyrinthine caverns, and the charred mystery of the Blackened Forest.And beyond the Sapphire Expanse, the serene Rimerian Dominion stands untouched by mortal urgency, its elven cities grown from living forests.Together these realms form Velkin — a continent defined by myth, conflict, spirit, and a thousand stories carved into its land over the ages.

Eastern Lands
The Eastern lands beyond the mists lies far to the east of Velkin, separated by a wide, treacherous stretch of fog-choked sea where storms, illusions, and strange currents keep most sailors from ever reaching its hidden shores. It is where the gnomes are from, though gnomes are rarely seen throughout the continent of Velkin since they rarely cross the sea from their mysterious lands.
Solgard stands as the oldest unified human nation in the Halara Plains on the continent of Velkin, a kingdom built on radiant ideals yet shadowed by ambition, devotion, and fire-shaped destiny. It is the beating heart of central Velkin — a realm that has survived divine upheavals, draconic scars, wars of faith, and its own internal rot, while still shining brighter than any other human domain.Founded in the early Sixth Age, roughly Year Cycle 142, Solgard’s rise began with a wandering coalition of tribes fleeing instability in the north and the remnants of elemental storms left behind from the last echoes of the Dragonian War. At that time, the Halara Plains were untamed — a battleground between wild spirits, nomadic clans, and the primal balance of fire and ice that still lingered in the land.According to Highflame scriptures, Solkaris himself revealed a sign: a blazing column of dawn-fire that struck the plains and burned for seven days without consuming the grass. The tribes who witnessed it united under a single banner, believing the Flame of Dawn had chosen them to bring order and civilization to the plains.Their first ruler, King Thern Helior I, forged the Helior Dynasty, which has ruled Solgard ever since.
Seventh Age
Solgard, once a bastion of holiness, turned its back on Solkaris, and public confidence in the crown fell sharply, leaving the Solgardian Council as the practical arbiter of power.
Solgardian Council
The Solgardian Council is the Kingdom of Solgard's most powerful advisory and governing assembly, a cadre of high lords, priests, and war-magisters who enforce law, oversee faith, and command political influence, all operating beneath the authority of Solgard’s reigning king.
The Crown Knightage
The Crown Knightage is made up of elite paladins that are sworn to protect Solgard and the Halara Plains; champions of justice and the Solkaris faith. Though not is all quite what it seems in these higher ranks of human society.
Important Noble Houses

Capital, Kingdom of Solgard
| REGION: | Halara Plains |
| MONARCH: | King Avandri Helior |
| OFFICIAL LANGUAGE: | Common Tongue |
| ETHNIC BACKGROUND: | Solgardan |
| RELIGION: | Solkaris |
| FOUNDED: | 142nd Year Cycle |
| RACIAL BACKGROUND: | Human |
Varelmor is the oldest unified nation of the Northern Highlands, a kingdom forged in moonlight, blood, and ancestral oath. It is a realm where cliffs rise from mist-shrouded valleys, forests whisper old secrets, and the law of the goddess Lyrren binds both mortal and immortal alike.Varelmor began as a city-state, founded in the early Sixth Age, around Year Cycle 127, by Lord Maverick Kalorne. Kalorne united several highland settlements under a single banner, establishing a fortified city where governance, trade, and martial skill could flourish. Through careful alliances, strategic marriages, and decisive military action, the city-state gradually expanded, absorbing neighboring clans and consolidating control over the Northern Highlands.This process eventually transformed Varelmor into the grand kingdom it is today.
Seventh Age
Varelmor, taking advantage of the chaos, extended influence across Velkin through diplomacy, marriage, blood-debt, and subtle coups.Crown Prince Azrael Kalorne seized the throne after murdering his tyrannical father, establishing Varelmor as the continent’s intelligence center.
Blood Sigil
A shadowy vampire cabal of the Northern Highlands, the Blood Sigil has quietly manipulated noble houses and even werewolf clans for centuries, all in service to their goddess Lyrren. Their influence is subtle but far-reaching, ensuring that loyalty, blood-oaths, and clan hierarchy remain unbroken while the kingdom endures under it's cruel ruler.
Important Noble Houses

Capital, Kingdom of Varelmor
| REGION: | Northern Highlands |
| MONARCH: | King Azrael Kalorne |
| OFFICIAL LANGUAGE: | Nocturn |
| ETHNIC BACKGROUND: | Vareeli |
| RELIGION: | Lyrren |
| FOUNDED: | 127th Year Cycle |
| RACIAL BACKGROUND: | Vampire, Werewolf, Tiefling, Undead |
The Dwarven Kingdom stands as the oldest enduring kingdom on Velkin, carved into the jagged spines of the Pillar Mountains. Blackened peaks, molten forges, and labyrinthine halls define a culture of craft, endurance, and unbroken tradition. It is a kingdom untouched by the fleeting ambitions of mortals, where stone listens, fire teaches, and every creation bears the mark of generations.Founded in the late Fifth Age, around Year Cycle 312, which is several centuries before the Sixth Age, the scattered dwarven clans were unified by Molmar Flamehand, a warrior-smith whose vision of enduring halls, oaths, and craft reshaped the mountain society.Over decades, he established the first permanent capital, Molmar’s Forge, and codified the laws and rituals that still govern dwarves today. His deeds were so legendary that, long after his death, Molmar was elevated to divinity, becoming Molmar, Lord of Stone and Fire, the eternal patron of dwarves, master of craft, and guardian of endurance.
Seventh Age
The Pillar Mountains remain closed to the world. In the immediate aftermath of the Ashen Weeks, the Dwarven Kingdom vanished behind sealed gates, and even thirty years later, silence still reigns in its mountain halls.Bramdor, the reluctant heir, now rules quietly, focused on rebuilding and protecting his people from afar.
The Forgemasters’ Guild
Custodians of craft, magical artifact creation, and trade networks, they are revered for their skill and influence over the entirety of Velkin, though they are very reclusive to the kingdom.
Important Noble Houses

Molmar's Forge, Dwarven Kingdom
| REGION: | Pillar Mountains |
| MONARCH: | King Bramdor Ironvein |
| OFFICIAL LANGUAGE: | Dwarvish |
| ETHNIC BACKGROUND: | Dwarven |
| RELIGION: | Molmar |
| FOUNDED: | 312th Year Cycle in Fifth Age (on record) |
| RACIAL BACKGROUND: | Dwarf |
Kuram is the dominant civilization of the Damaric Wastes, a sun-scorched land of endless dunes, jagged canyons, and harsh winds that forge the strong from the weak. It is a kingdom of stone cities, fortified oasis settlements, and enduring trade routes where life is a test of resilience, cunning, and survival. While the desert itself is merciless, Kuram has grown into a hub of culture, commerce, and martial discipline, dominating the Wastes through both diplomacy and force.Founded in the early Sixth Age, around Year Cycle 214, Kuram began as a coalition of oasis city-states seeking mutual protection against the chaos of the desert and the nomadic Orani tribes. Over time, strong leaders — lionkin rulers renowned for their ferocity, wisdom, and tactical skill — consolidated these settlements under a single banner, establishing Kuram City as the capital and securing dominance over trade, water, and desert passes.The kingdom has endured centuries of succession, with rulers coming and going, but the authority of the crown remains central to the survival of the realm.
Seventh Age
Three decades after the twin destructions of the Kingdom of Phia, Velkin bears the weight of its absence. Kuram endured, but at great cost. King Raegar Vazthar’s reign hardened into near-mythic severity before his death, and relics of divine power were controlled by the state, sealed beneath the palace, and studied only by sanctioned hands.The kingdom became a master of anti-divine defense, training its warriors not just to fight armies and beasts, but miracles themselves. Kuram’s current ruler, Raegar’s eldest son, now positions the kingdom as Velkin’s foremost authority against religious factions.
Orani Tribes
Nomadic clans integrated under the Kingdom of Kuram’s rule, valued as scouts, desert warriors, and guides, maintaining a delicate alliance through diplomacy and force.
Important Noble Houses

Capital, Kingdom of Kuram
| REGION: | Damaric Wastes |
| MONARCH: | King Raelar Vazthar |
| OFFICIAL LANGUAGE: | Dramascis |
| ETHNIC BACKGROUND: | Damari |
| RELIGION: | Orani |
| FOUNDED: | 214th Year Cycle |
| RACIAL BACKGROUND: | Beastfolk, Sulli |
Elmar stands as the eternal jewel of the Rimerian Dominion, a kingdom of sunlit forests, crystalline waters, and small elven communities grown in harmony with nature itself. It is a realm where time moves slowly, trees live for millennia, and every stone and tower is carefully woven into the landscape. Elmar is a kingdom defined not by conquest but by preservation, artistry, and communion with the old magic of Velkin, where the elves maintain a continuity of culture and wisdom unmatched by mortal civilizations.The kingdom was formally established in the late Fifth Age, roughly Year Cycle 415. Prior to this, elven communities were loosely connected clans and scholar-circles dedicated to the stewardship of forests and waterways all across Velkin.Over decades, these communities unified under a shared governance, founding the capital of Elmar as the capital and establishing a system of councils and guardians who would oversee both mortal and magical affairs.
Seventh Age
Elmar fractured internally, choosing seclusion over war. The High Elven Council survived, but its authority is contested, and faith in Vaeluna has waned. Its ports remain closed, and the outside world knows little of this secluded elven realm even thirty years on.
High Elven Council
The High Elven Council of Elmar is a circle of twelve elder elves who govern through wisdom, law, and lunar guidance, with the King and Queen serving to honor and uphold the council’s authority.
Vaeluna Keepers
Druids of the Rimerian Dominion devoted to Vaeluna, tasked with safeguarding sacred groves, ancient wildlife, and the natural balance of the kingdom.
Important Noble Houses

Capital, Kingdom of Elmar
| REGION: | Rimerian Dominion |
| MONARCH: | King Elisar Vanyrion |
| OFFICIAL LANGUAGE: | Elvish |
| ETHNIC BACKGROUND: | Elmaren |
| RELIGION: | Vaeluna |
| FOUNDED: | 415th Year Cycle in the Fifth Age (on record) |
| RACIAL BACKGROUND: | Elf |
Phia stands as the gem of the Tsuyori Archipelago, a kingdom of mist-shrouded islands, cascading waterfalls, and vibrant spiritual life. Its people are a blend of seafarers, scholars, and mystics, whose mastery of illusion, ceremony, and diplomacy has allowed the islands to thrive amid the treacherous currents and fogs of the surrounding sea. Though geographically isolated, Phia has grown into a cohesive kingdom, maintaining trade, culture, and influence across the archipelago while preserving the old ways of its scattered island clans.Before unification, Phia existed as a collection of island clans, each ruled by chieftains or matriarchs who upheld local traditions and worshiped the goddess Hanasari, the Veiled Mother. These clans often competed over resources, fishing rights, and spiritual sites, yet shared a common reverence for the islands’ spirits, masks, and mystical heritage.Phia formally became a kingdom in the mid-Sixth Age, after Year Cycle 458, when a coalition of clans agreed to unite under a single banner, establishing Isaru Harbor as the harbor of the capital and central hub of governance.The kingdom has been ruled exclusively by a sole queen, a tradition that endures to this day. The queen embodies both political authority and spiritual stewardship, uniting the archipelago while honoring the autonomy and traditions of individual islands.In the Year Cycle 1277, the Tsuyori Archipelago was plunged into turmoil after a devastating assault carried out by the heavens... and many have cursed the pantheons since in the aftermath.
Current Climate of Phia
Later that same year, during the Month of Farrinfall, an unknown and cataclysmic force obliterated the remaining remnants of Phia entirely. Its lands were scarred beyond recognition, the capital erased, and its people scattered or lost and now it goes by the name the Broken Isles.This second, absolute destruction marked the beginning of the Ashen Weeks, a period of unparalleled uncertainty and devastation that severed Phia permanently from Velkin’s political map.The Ashen Weeks themselves, lasting three to four weeks, became a haunting memory across Velkin, remembered and commemorated by the surviving kitsune communities even thirty years later.As of the 1307th Year Cycle, only a small cluster of wrecked islands remains where Phia once stood — claimed not by any kingdom but by opportunistic pirates, while Fang’s Bay itself has been militarized by the Kingdom of Solgard.Many kitsune and Phian refugees settled along Velkin’s southern Halara Plains, though prejudice against them runs high.
The Circle
A secretive order of Kitsune illusionists and dreamweavers from Tsuyori, the Circle safeguards ancient knowledge and magical relics. Renowned across Eltia for their skill and cunning, they are among the most feared and respected practitioners of magic in the world.
Important Noble Houses

Isaru Harbor, Kingdom of Phia before the destruction
| REGION: | Tsuyori Archipelago |
| MONARCH: | Officially none |
| OFFICIAL LANGUAGE: | Common Tongue |
| ETHNIC BACKGROUND: | Phiari |
| RELIGION: | Hanasari |
| FOUNDED: | 458th Year Cycle |
| ENDED: | 1277th Year Cycle |
| RACIAL BACKGROUND: | Kitsune |
Moreki is the secluded city of the Tengu, spread across several islands in Kinu Bay, south of the Bahmuth Peaks along the edge of the Varethrim Tundra. Shrouded in mist and protected by jagged cliffs and icy waters, the city thrives in isolation, its quaint community and cliffside dwellings seamlessly integrated with forests, waterfalls, and rocky terrain. The Tengu have shaped Moreki into a city of flight, discipline, and arcane knowledge, where architecture, magic, and nature coexist in perfect harmony without the presence of outsiders.Founded in the early 700s of the Sixth Age by Tengu settlers fleeing the wilds of Velkin, Moreki has preserved martial and mystical traditions for centuries. Its people remain devoted to Amaterun.Festivals, songs, and ceremonial aerial displays honor memory, ancestry, and the passing of wisdom, making Moreki a living repository of culture, discipline, and arcane study.
Seventh Age
Moreki remains enigmatic, cautiously improving communication with the outside world after what had happened in 1277, while the Merfolk Kingdom, weakened by proximity to Phia, has largely retreated toward the Eastern Continent. Aserai'th is largely untouched by all of this except for the inner disputes over religion.
Important Noble Houses

City of Moreki
| REGION: | Varethrim Tundra, Kinu Bay |
| MONARCH: | Winglord Moleb Hiki |
| OFFICIAL LANGUAGE: | Kinarin |
| ETHNIC BACKGROUND: | Karashu |
| RELIGION: | Amaterun |
| FOUNDED: | Early 700s |
| RACIAL BACKGROUND: | Tengu |
Aserai’th rises high in the mountains north of Hel Fjord, a hidden city of the aasimar whose walls gleam like pale stone and crystal under the northern sun. It is a bastion of order, knowledge, and celestial tradition in a world still wild — a place shaped by devotion to Rah, the vigilance of its people, and the harsh, storm-swept mountains that guard it from mortal eyes.Founded long before the first human settlers fled from Fre’lan to Velkin, Aserai’th began as a cluster of sanctums and watchtowers built by the earliest aasimar guided by Rah, seeking refuge from the chaos of untamed lands and the wandering tribes below.The peaks themselves offered natural protection, while wards of starlight and storm ensured that only those marked by celestial power could enter.Though isolated, Aserai’th thrives on learning, ritual, and martial discipline, its people devoted to maintaining order and guarding their hidden enclave.Aserai’th endures not through conquest or ambition, but through vigilance, celestial wisdom, and the quiet strength of its people, standing as both a sanctuary and a watchful guardian over the lands below.
Refer here for more on this city in the Seventh Age.
Important Noble Houses

City of Aserai’th, Varethrim Tundra
| REGION: | Varethrim Tundra |
| MONARCH: | Unknown (House Solur) |
| OFFICIAL LANGUAGE: | Celestial |
| ETHNIC BACKGROUND: | Aserai |
| RELIGION: | Rah |
| FOUNDED: | Unknown (at least before Sixth Age) |
| RACIAL BACKGROUND: | Aasimar |
The Merfolk Kingdom lies hidden beneath the waters just offshore of Phia in the Tsuyori Archipelago, its sprawling coral citadels and sunken spires cloaked by tides, mist, and shifting currents. Its origins are lost to history — no one in Velkin knows when or how the kingdom was founded, only that it has endured for countless centuries.To outsiders, the Merfolk remain enigmatic and secretive; very little is known of their culture, governance, or beliefs, though they maintain cautious trade and diplomacy with Phia.The kingdom is a society built around the ocean’s rhythms, with knowledge, art, and skill passed down through oral tradition, song, and ritual. Its people are masters of swimming, naval strategy, and underwater architecture, creating a civilization perfectly adapted to its aquatic environment. Even neighboring kingdoms regard the Merfolk as mysterious, their motives and practices largely opaque, their cities hidden beneath the waves except to those invited.
Refer here for more on this kingdom in the Seventh Age.
Important Noble Houses

Capital, Merfolk Kingdom
| REGION: | Ocean near Tsuyori Archipelago |
| MONARCH: | Queen Thalyria Strider |
| OFFICIAL LANGUAGE: | Common Tongue, Unknown |
| ETHNIC BACKGROUND: | Thalassian |
| RELIGION: | Unknown |
| FOUNDED: | Unknown |
| RACIAL BACKGROUND: | Merfolk |
Endless peaks and caverns forming the dwarven homeland. Rich in minerals, fire, and craft, the mountains are both fortress and forge. This region is set on the most eastern sides of Velkin.
Important places within the region
Molmar’s Forge: Central dwarven stronghold with the Dwarven Kingdom molten forges, massive halls, and rune-etched chambers. Crafts legendary weapons and artifacts.
Blackened Forest: Huge forest that surrounds the mountains and is swallowed by the mountains’ wrath; cursed and largely avoided by dwarves.
Northern and Southern Settlements: Smaller dwarven villages in passes and valleys, serving as watchposts and resource outposts.

Blackened Forest, Pillar Mountains
Fertile plains in central Velkin, the heart of human civilization. Pride, ambition, and trade dominate the culture, though whispers of the old balance of fire and ice linger. This region is the most central/southern part of Velkin.
Important places within the region
Kingdom of Solgard: Also known as the City of Crowns, it is filled with gleaming towers, bustling markets, and the royal palace. Its streets are crowded with nobles, merchants, and soldiers.
Crown Harbor: A large port city connecting the plains to distant lands. Ships from all over Velkin dock here, bringing trade and news.
Dunhaven: Northern farmstead supplying Solgard, surrounded by fertile fields and small defensive fortifications.
Mayrose Village: Eastern border village near Fang’s Bay, known for resilient farmers and traders.
Westor Fort: Northern bastion defending against threats from the highlands. Built with thick walls and artillery towers.
Falark Bridge: The western frontier crossing, a key route into the Untamed Wilds. Heavily guarded and often the site of skirmishes.
Brightwater Village, Hollowfield Village & Redwillow Village: Small communities like Brightwater, Hollowfield, and Redwillow, each survive through shared labor and cautious cooperation.

King's Road, Halara Plains
A frozen northern expanse of glaciers, jagged mountains, and eternal twilight, where survival is reserved for the hardiest clans and descendants of ancient titans. Dragons and giants once ruled these lands, leaving bones buried beneath ice, while whispers tell of the First Brethren’s slumbering power stirring below. In the northwestern most part of Velkin.
Important places within the region
Deadflow Sea: A vast, frozen northern sea where glaciers meet jagged cliffs. Its waters churn with hidden currents, rumored to conceal the remains of titans and dragons.
Isles of the Deadflow: A snow-covered archipelago of jagged rocks and crumbling ruins in the northern seas, are whispered to be haunted by vengeful spirits and dark elves exiled from Elmar.
Hel Fjord: A narrow, treacherous inlet along the northern coast, home to a small, fortified mining settlement that ekes out resources from ice-laden cliffs.
Gullow Prison: A remote, icy fortress carved into the cliffs near the Deadflow Sea, notorious for holding the most dangerous criminals and political prisoners of the northern clans. Its walls are enchanted to resist escape, and the bitter winds ensure few survive an attempted flight.
Bahmuth Peaks: Towering, snow-swept mountains in the south, often hidden in clouds. These peaks are rich with veins of iron and crystal, but are nearly impassable except to the most skilled climbers.
Ruins of Kjorf: Remains of an ancient fortress-city south of Bahmuth Peaks, now half-buried under ice and snow. Few dare venture here; the cold and spectral guardians make it perilous.
Kinu Bay Islands: A set of rugged islands just south of the peaks, sheltered from the harsher tundra winds.
Moreki: A secluded city on Kinu Bay, inhabited by Tengu. Highly secretive, the city blends natural rock formations with elaborate wooden architecture, and few outsiders are ever allowed in.
Aserai'th: A hidden, sky-clinging city of the Aasimar, perched high in the northern mountains, shrouded in magic and secrecy, where its guardians train in vigilance, discipline, and celestial rites.

Hel Fjord, Varethrim Tundra
Rugged and wind-swept highlands split by the icy Bay of Varel’s Maw, where dense forests, jagged ridges, and spectral mists hide dangers and ancient magic. Set in the northernmost part of Velkin.
Important places within the region
Kingdom of Varelmor: Eastern valleys shrouded in fog, dominated by black spires and marble keeps. Political intrigue, vampires, and secretive noble families define its mist-laden streets.
Cragik Ruins: Southwest of Varelmor, this ancient settlement was swallowed by the wilds centuries ago. Collapsed towers, cracked walls, and overgrown streets hint at a once-great city.
Vuldar’s Reach: A western enclave of werewolves, hidden in dense forests and mist. The village is fortified with ancient wards and has strict rules for outsiders.
Hjoldir: Further west, this stone site of monoliths predates the kingdoms. Weathered and moss-covered, the stones are rumored to channel lunar and ancestral magic.
Mj’ergar Village new: A fortified werewolf settlement of Clan Lykros, perched along the northern edge of Vuldar’s Reach near the northern opening of Varel’s Maw, where the Northern Highlands meet the frozen coastline; isolated, brutal, and strategically placed to control sea routes, mountain passes, and northern raids alike.

Cragik Ruins, Northern Highlands
A misty southwestern archipelago where illusion, magic, and kitsune culture blend seamlessly with nature and history. Southwest from the continent of Velkin.
Important places within the region
Isaru: Main commercial and cultural harbor of the Kingdom of Phia.
Kingdom of Phia: Southern islands under the rule of a single queen, capital surrounded by ceremonial gardens and shrines.
Hanareshi Falls: Central waterfall, sacred to the kitsune, and a site of spiritual gatherings and rituals.
Merfolk Kingdom: Offshore, guarding the surrounding waters and maintaining selective contact with Phia.
Peripheral Islands: Scattered small islands with secret covens, relics, and hidden magical sites.

Several islands, Kingdom of Phia
Southeastern elven realm of forests, rivers, and timeless harmony, where nature, magic, and the legacy of the gods intertwine. It is southeast of the continent of Velkin.
Important places within the region
Kingdom of Elmar: Central capital built around ancient, living trees. Palaces and towers blend seamlessly into the forest.
Aureliath Falls: Northern sacred waterfall, used for reflection and elven rites.
Seranvae Bay: Southern coastal waters connecting to minor settlements and trade routes.
Forests, Rivers, Waterfalls: Preserved and abundant across the Dominion, each site holding centuries of lore and hidden magic.

Old Ruins outside of Elmar, Rimerian Dominion
A frontier of untamed forests, plains, and ruins, dominated by beasts, wandering spirits, and forgotten magic. Only the strongest or most cunning survive here.
Important places within the region
Shaymere Village: A hardy western settlement on the edge of civilization, with wooden palisades and homes built for survival. Locals are skilled hunters and trackers.
Solhara’s Tower: A spire rising from the cliffs south of Shaymere, cloaked in mysterious wards and arcane energy. It is said to be a focus of ancient, forgotten magic.
Ruins of Thorne: Cliff-top remnants of a long-lost fortress, silent and foreboding. Crumbled walls and collapsed stairways make it dangerous to explore.
Faborstead: A fortified farmstead near the Falark Bridge, serving as a watchpoint and supply hub for travelers entering the Wilds.
Falark Bridge: The eastern crossing into the Wilds, built over a deep ravine. Guards patrol it constantly due to frequent bandit raids.

Shaymere Village, Untamed Wilds
A scorching desert of sand and stone in the south and southeast. Only the strong endure; survival demands endurance, cunning, and adaptation. East of Halara Plains.
Important places within the region
Kingdom of Kuram: Central capital with sandstone walls, oasis gardens, and trade hubs. Home to a succession of Lionkin rulers.
Orani Tribes: Dispersed across dunes and canyons, living in cliffside settlements and underground hideouts.
Jafest Ruins: Ancient desert city, partially buried by sandstorms. Once a hub of trade and magic, now mostly lost to time.
Fang’s Bay: Southern coastal port and pirate haven, bustling with trade ships and outlaw activity.

Jafest Ruins, Damaric Wastes