Valdros World Info
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Valdros World Info
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Lorebook for the Valdros high-fantasy realm.
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- #1Valdros
Keys: world, universe, Valdros
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World Setting Information
Valdros is an epic high-fantasy realm shaped by wars, shifting borders, and ancient grudges. Magic flows through buried ley-lines. Every kingdom in Valdros is plagued by its own unique set of problems and deep-seated corruption.
The Regions:
1. Caelvane A radiant western empire of gilded banners, faith, and honor — ruled by the beautiful yet cunning Empress Seraphyne Vaelarys. Known for brilliant politics and ruthless intrigue, it stands as a bastion of divine authority and ambition. Outwardly noble, inwardly cutthroat, its golden cities gleam with devotion and deception in equal measure. Blue banners.
2. Sylthariel A secretive northern realm of elves and fae-blooded houses, with marble cities hidden in vast forests. Ruled by dynasties said to descend from the First Songs, its capital is the mystical Aurethil. Their prodigies seldom leave — and never without purpose. Yellow banners.
3. Jotai A vast empire to the distant east ruled by the Eight Great Clans under the Emperor from its capital, Kyoufei. Home to humans, beastkin, and spiritfolk. Known for discipline, honor, and harmony with spirits. Jotaian warriors are hardened and precise; their mages wield unorthodox, spirit-bound arts. Green banners.
4. Vharnghast A southern scorched land with its own unique cultures under the iron reign of Demon King Malgrith in his capital, Korath. Its demonkin legions raid every border, born of survival and vengeance. Few Vharnghasti leave their realm, though mercenaries, warlocks, and defectors sometimes appear abroad. Red banners.
5. Frostscar Peaks
- Gargantuan, snow-covered mountains filled with scattered settlements and fortified dwarven cities carved deep into their slopes. Though technically Caelvani territory, the region is largely independent due to its harsh terrain, isolated holds, and powerful dwarven clans.
6. Sundered Sands
- A vast desert of shifting dunes and relentless heat, dotted with isolated, independent cities and hardened trade outposts built around scarce resources. Mercenaries, free agents, and wanderers are common throughout the region, and those born beneath its harsh sun often possess darker or tanned complexions.
7. Auralith Isles
- A chain of mystical sky islands drifting above the clouds, largely unexplored and cloaked in storms, ruins, and ancient secrets. Reached only by rare airships or powerful magic, they are said to hold lost civilizations and relics older than the kingdoms below.
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Adventurers’ Guild: Neutral branches across all nations, hiring mercenaries and wanderers for escorts, hunts, and investigations. A refuge for outcasts and a tool for common survival.
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Months in order: 1 - Janaris, 2 - Febryn, 3 - Marveil, 4 - Apriel, 5 - Mayren, 6 - Junel, 7 - Juleth, 8 - Augryn, 9 - Septis, 10 - Octhyr, 11 - Novane, 12 - Deceris. Years before 0000 (Year of the Fracture) are denoted as negative values (e.g., -245, Pre-Fracture).
- #2The Fracture
Keys: fracture, pre-fracture
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The Fracture (Year 0000)
A catastrophic event in which the world’s ley-lines destabilized, violently reshaping the flow of magic across Valdros. Entire regions were altered or destroyed, ancient civilizations collapsed, and new creatures and anomalies began to emerge.
The Fracture marked the end of the old world and the beginning of recorded history as it is known today. Much of the Pre-Fracture era remains fragmented.
- Many believe the emergence of modern Arts and the rise of powerful entities can be traced back to this event.
- #3Arts
Keys: Art, Arts
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Art
An Art is a rare, individualized, & unique ability possessed by gifted individuals such as elite knights, high-rank adventurers, and prodigies. Each Art manifests uniquely based on the user’s nature, trauma, or lineage, granting a distinctive combat or magical capability that sets them apart from ordinary fighters. Arts are uncommon and typically emerge only in those with significant talent or strength. Each Art possesses a distinct name (1 to 3 words) and identity.
- Examples of Arts include abilities such as summoning spectral soldiers to form defensive formations, forming lightning clones, or issuing magically enforced commands that compel opponents to obey brief orders.
- Arts are distinct from conventional magic.
- Individuals can still be powerful even without an Art.
- #4Caelvane
Keys: Vaelarys, Seraphyne, Arclight, Caelvani, Caelvane, Solmaris, Empress, Academy
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Caelvane is the radiant empire of the west, draped in gilded banners of faith, honor, and ambition. Outwardly it projects nobility and virtue, but within it thrives on intrigue, bloodlines, and ruthless politics. Its rulers and nobles claim divine right and wield both faith and steel to maintain their supremacy.
- Some notable cities, towns, and landmarks in Caelvane include Solmaris, Caelen Watch, Dawnrest, Brighthollow, Rynvale, Ivory Cliffs and Sunhaven, among many others spread across the empire.
Government & Leadership:
- Ruled by the Empress Seraphyne Vaelarys, a monarch as beautiful and charming as she is cunning and ruthlessly pragmatic. She values stability and power above all else, able to shift from disarming charm to chilling menace in the blink of an eye.
- The true power in Caelvane lies with the Great Houses. These ancient noble families control vast lands, command knights, and possess immense resources, all while constantly vying for greater influence through a web of alliances, betrayals, and strategic marriages. Their bitter rivalries often escalate into shadow wars fought just beneath the empire's polished facade.
- Commoners in Caelvane typically survive through trade, by joining the Adventurers' Guild, or by entering the service of one of the Great Houses. However, upward mobility is exceedingly rare without the patronage of a noble.
Capital — Solmaris:
- The grand capital city of Solmaris is a breathtaking sight, with its towering marble spires and radiant cathedrals. It is the seat of the Empress's power.
- Houses the Arclight Academy, a prestigious institution where the elite are trained in both politics and magic. Though traditionally exclusive to Caelvani citizens, the Academy has recently opened its doors to commoners and exchange students from the other kingdoms in a controversial political gesture. Its graduates hold immense sway across the empire.
Culture:
- A society that prizes honor, faith, and beauty — but beneath this lies corruption and ambition.
- The Great Houses are the spine of the Caelvane empire. These noble lines of ancient blood are each entrusted with vast lands, standing armies, and a voice on the High Council.
- Caelvani knights and orders are famed for their shining armor and rigid codes, yet many act as enforcers of noble intrigue.
- Magical potential is widespread, but formal training is a rare privilege. The noble houses and the prestigious Arclight Academy hoard the resources and knowledge required to refine raw talent into true power, ensuring the most potent forms of magic remain in the hands of the elite.
- Caelvane hosts immigrants from across Valdros, but Jotaians, demihumans and demonkin often face prejudice or fetishism, viewed with suspicion or treated as second-class. Elves are respected for their grace and magic but regarded with suspicion, often seen as aloof outsiders whose loyalty lies with Sylthariel rather than the empire.
- An insidious and thriving underground economy of slavery, involving all races, exists within Caelvane.
Reputation:
- Seen by outsiders as noble and radiant, but often whispered of as hypocritical, ruthless, and consumed by vanity.
- #5Sylthariel
Keys: Elven, Elves, Sylthari, Sylthariel, Fae, Elf
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Sylthariel is a secretive northern realm, its vast forests veiling marble cities and ancient courts. The Sylthari dynasties claim descent from the First Songs — primordial echoes that bind their bloodlines to magic and the land itself. Outsiders rarely set foot in Sylthariel.
- Some notable cities, towns, and landmarks in Sylthariel include Aurethil, Luminar Strait, Elarion, Aestra Grove, and Ryndor, among many others hidden throughout the forests and courts of the realm.
Capital — Aurethil:
- The hidden capital of Sylthariel, Aurethil is a breathtaking city of white marble, silver bridges, and towering trees woven seamlessly into ancient elven architecture.
Society & Rule:
- Governed by the Sylthari Courts, noble houses bound by song, blood, and ancient pacts.
- Lineage and heritage define status; each house holds fragments of the First Songs, granting them prestige and influence.
- Common Sylthari live under these houses but share in the realm’s long traditions of art, magic, and harmony with the forests.
- Outsiders are almost never granted entry into Sylthariel. In the rare instances they are, they are often treated as mere curiosities or potential threats.
- The Sylthari are known to be particularly brutal in their methods and are not above using underhanded strategies against those they deem to be "lesser" beings.
Culture:
- Magic and music are woven into everyday life — song, ritual, and craft are as essential as food or water.
- The people are elegant, disciplined, and often distant toward outsiders.
- A sense of superiority is common among many Sylthari, who believe their longevity, beauty, and profound connection to the First Songs make them inherently better than other races. This pride can often make dealings with them tense and condescending.
- The practice of demihuman slavery is a common and accepted part of life among the nobility of Sylthariel.
The World Beyond:
- Few Sylthari elves ever choose to leave their homeland. Those who do are often on a specific mission, such as ambassadors, prodigies on a quest for knowledge, or exiles. These individuals are rare but always notable figures.
- Some elves, however, willingly migrate, breaking with their ancient traditions to seek new lives, pursue forbidden love, or find freedom from the rigid expectations of their noble houses.
Reputation:
- To outsiders, Sylthariel is a land of mystery, its people seen as distant, timeless, proud, but potentially arrogant.
- To its people, Sylthariel is sacred — a living forest bound by ancient songs, a sanctuary they guard fiercely from foreign eyes.
- #6Jotai
Keys: Jotaian, Emperor, Jotai, Easterner, Kyoufei, Asian, Clan, Eastern
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Jotai is a vast distant eastern empire, renowned for its discipline, order, and harmony with spirits. Its lands stretch from fertile, sakura-blessed plains to jagged mountains, dotted with fortified cities and ancient shrines. The empire stands as one of the most powerful forces in Valdros, ruled from the Imperial Court yet sustained by the strength of its Eight Great Clans.
- Some notable cities, towns, and landmarks in Jotai include Kyoufei, Lunshira, Yuekawa, Lianzhou, Hinokawa, and the Yulong Mountains, among many others across the eastern empire.
Capital — Kyoufei:
- The imperial capital of Jotai, Kyoufei is a sprawling city of jade roofs, red-lacquered pillars, and winding ceremonial avenues designed to display both cultural grandeur and imperial dominance.
Society & Rule:
- The Emperor holds supreme and unquestioned authority, commanding the absolute loyalty of the clans. His word is considered divine law.
- The Eight Great Clans form the backbone of the empire — each with its own traditions, armies, and spirit-bound arts. They feud and rival one another, but all bow to the Emperor in times of crisis.
- Loyalty, hierarchy, and an iron-willed discipline shape daily life from the highest general to the humblest farmer, creating a society where the social pressure to maintain honor can potentially be suffocating.
- Outsiders who demonstrate discipline or artistic talent are generally met with respect.
Culture:
- Jotai is a land deeply intertwined with the spirit world. Shrines and ancient pacts with spirits govern many aspects of daily life, and many families claim to have guardian spirits bound to their lineages.
- A strong martial tradition is central to Jotaian culture. Warriors train with a focus on precision, blending the art of steel with the unique spirit arts of their respective clans.
- The mages of Jotai practice spirit-bound arts, forging pacts with a wide range of ancestral and elemental spirits. Each clan nurtures its own distinct magical traditions, making their magic diverse, highly ritualistic, and inseparable from the spirits they serve.
- Scholars, poets, and artisans are also honored, for mastery in any discipline is seen as a path to harmony.
The World Beyond:
- Jotaian warriors, scholars, and diplomats are respected abroad for their discipline and refinement.
- Despite the empire's emphasis on order, the rivalries between the clans sometimes spill across its borders, and it is not uncommon to find Jotaian mercenaries far from their homeland.
- While many value harmony, there are those within Jotai who see conquest as their empire’s rightful path.
Reputation:
- To outsiders, Jotai is disciplined, powerful, and enigmatic, both admired and feared for its unity with spirits and its vast armies.
- Within the empire, people see themselves as heirs to an enduring legacy — a nation destined to stand eternal, even if the clans quarrel beneath the Emperor’s shadow.
- #7Vharnghast
Keys: Malgrith, Vharnghast, Vharnghasti, Demonkin, Xaela, Demon King
Enabled · Author’s note top · Order 700 · 100%
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Vharnghast is the scorched southern homeland of the demonkin, born from blood and vengeance. Once hunted nearly to extinction, the scattered tribes united beneath Malgrith, who rose as Demon King and forged their realm through survival and strength in Korath, Vharnghast's capital. To its people, he is both protector and executioner — the fist that ensures demonkin will never again be prey.
- Some notable cities, towns, and landmarks in Vharnghast include Korath, Drakgor, and the Ashlands, among many others scattered throughout the scorched southern realm.
Capital — Korath:
- Korath is the smoldering heart of Vharnghast — a fortress-city carved from black basalt and volcanic stone. Built upon a volcano, its towers rise from the earth like beautiful jagged fangs, wreathed in emberlight and the glow of ever-burning braziers.
Society & Rule:
- Ruled by Demon King Malgrith, a figure of relentless strength and iron will.
- A notable cultural trait is that demonkin royalty and high nobility do not use surnames, being known only by their given names.
- The Vharnghasti Legions are the backbone of the kingdom, and every citizen is, in some way, tied to the defense of their people.
- Outsiders are a rare sight in Vharnghast, and any foreigners who venture into the realm are met with deep mistrust unless they can prove their strength.
- Demonic magic and raw physical strength, fueled by powerful bloodlines and an ancestral wrath, are common among the warlocks and generals of Vharnghast.
Culture:
- While the outside world may only see a culture of raids and warfare, Vharnghast is a kingdom with its own rich traditions and immense pride. The cities of the demonkin are lively hubs of activity, with festivals, music, and skilled artisan crafts being as much a part of daily life as rigorous training and battle.
- Family bonds and loyalty are highly valued; strength is celebrated, but so is endurance, skill, and creativity.
- Honor is measured in survival, contribution to one’s kin, and service to the realm.
The World Beyond:
- Vharnghast is feared abroad, and many demonkin embrace this reputation. Yet not all agree with Malgrith’s endless war. Some demonkin leave — as mercenaries, warlocks, wanderers, or defectors seeking a different life.
- Such exiles are rare, but their presence abroad has made “demonkin outcasts” a known, if mistrusted, sight in foreign lands.
Notable Figures:
- Demon King Malgrith: feared ruler, embodiment of vengeance and survival.
- Princess Xaela: his proud daughter, known as a himedere — haughty yet idealistic, dreaming of peace despite her pride.
Reputation:
- To outsiders, Vharnghast is a land of raiders and monsters. To demonkin themselves, it is home — a proud kingdom where they can live without fear, build families, and thrive in their own way.
- #8House Veythar
Keys: Veythar
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House Veythar: A house known for its cold ambition and mastery of political maneuvering, they are feared as much for their cunning as they are for their immense wealth. The heirs of House Veythar are raised to dominate the court as ruthlessly as they would a battlefield. They value bloodline above all, and their sons and daughters bear the signature of their lineage — white hair and crimson eyes. Their main estate is in the capital of Solmaris, with ley-rich ancestral lands.
- #9House Draemyr
Keys: Draemyr
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House Draemyr: This house is the iron shield of the empire. They are militaristic, relentless, and uncompromising, with a legacy forged in the fires of war. The heirs of House Draemyr are trained as soldiers first and nobles second, and value strength & power over anything else. Unlike houses such as Veythar that cling to bloodline purity, Draemyr heirs may be born of blood, adopted from outside, or even chosen through brutal trials of strength and discipline. Their main estate is in Blackhaven Fortress, a sprawling citadel carved into northern cliffs.
- #10House Rhalis
Keys: Rhalis
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House Rhalis: The lifeblood of the empire’s commerce, House Rhalis commands fleets, markets, and the flow of coin itself. Their ships sail every sea, their merchants fill every harbor, and their influence seeps into every ledger. They rule not by crown or blade, but by contract — smiling as they bind kings and commoners alike in threads of debt. The heirs of Rhalis are taught to bargain before they can walk and to lie beautifully before they can read. Their main estate is in The Gilded Spire, a seaside palace rising over Solmaris’ merchant harbor — half fortress, half treasury.
- #11House Caelmont
Keys: Caelmont
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House Caelmont: Renowned for producing the empire’s finest diplomats, scholars, and administrators, House Caelmont serves as the empire’s quiet architect of stability. Where other houses rule through war, wealth, or intrigue, Caelmont rules through reputation, refinement, and influence. Their heirs are raised under relentless expectations of excellence in etiquette, education, and public conduct, often becoming celebrated figures within the academy and court alike. Their main estate is Ivorygarden Manor, an expansive marble estate surrounded by cultivated gardens and academies just outside the capital of Solmaris.
- #12Eight Great Clans of Jotai
Keys: Arasune, Great Clans
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These are the Eight Great Clans that exist under the rule of the Emperor - each embodying a distinct virtue, philosophy, and style of spirit-bound magic. Their bloody feuds, alliances, and rivalries shape much of Jotai’s politics and history, yet all swear loyalty to the Emperor above all else. Some examples are:
- Clan Arasune: A clan of mostly fox demihumans known for their discipline, meditation, and mastery of spirit-forged blades. They channel foxfire spirits through their weapons and serve as guardians of the Spirit Path. Members of this clan are calm, precise, and uphold strict personal codes of balance and restraint.
- #13Races of Valdros
Keys: Jotaian, Human, Racist, Demihumans, Caelvani, Species, Vharnghasti, Elves, Demonkin, Demon, Sylthari, Elf, Races, Racism
Enabled · Author’s note top · Order 1300 · 100%
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Valdros is a world populated by a multitude of races, each with a history shaped by long and often brutal periods of war, a constant struggle for survival, and unyielding ambition.
Humans:
- Versatile, ambitious, and culturally diverse, humans are most commonly found in the nations of Caelvane and Jotai.
Demonkin:
- A war-forged people characterized by their horns, tails, and inverted sclera. Their skin tones range from a pale ash-grey to deep shades of purple.
- Once hunted nearly to extinction, they united under Demon King Malgrith to forge Vharnghast.
- Abroad they are feared and mistrusted, though some leave as mercenaries, warlocks, or exiles.
Elves:
- Long-lived and secretive, bound to Sylthariel’s forests and the First Songs.
- They are known for being elegant, disciplined, and often distant towards outsiders. Many elves believe themselves to be superior to other races.
- Some migrate beyond their realm, seeking knowledge, freedom, or love.
Demihumans:
- These are a diverse group of people with animal-like features, including wolfkin, catfolk, and fox-spirits. They are most common in Jotai but can be found scattered across all of Valdros.
Others:
- Dwarves: Dwelling in their northwestern mountain strongholds, the dwarves are renowned for their exceptional craftsmanship and their resilience.
- Fae and Spiritfolk: These beings wander the forests and wilds of Valdros, bound to ancient magic and a set of strange, otherworldly laws.
- A multitude of other races also exist across the vast and tangled world of Valdros—from those with dragon-blooded lineages to long-forgotten half-breeds—all serving as reminders of the realm's complex past and its endless diversity.
- #14Adventurers Guild
Keys: adventurer, guild, Adventurers Guild
Enabled · Author’s note top · Order 1400 · 100%
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Adventurers’ Guild: This neutral organization has branches in all nations. It hires mercenaries and wanderers for a variety of tasks, including escorts, hunts, and investigations. The Guild serves as a refuge for outcasts and is an essential tool for the survival of the common folk. The Caelvane Adventurers’ Guild operates independently from the crown, with its own hierarchy and laws. Its headquarters in Solmaris is a massive fortress-like hub for contracts, rankings, and party operations.
- #15Black Bastion
Keys: Bastion, Prison
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The Black Bastion:
- A colossal and extremely brutal underground prison carved into the cliffs of western Caelvane, said to descend for miles beneath the surface. Considered the worst prison in Valdros.
- Serves as a dumping ground for normal prisoners, assassins, heretics, and prisoners of war from every nation.
- It doubles as a bloodsport arena where nobles wager on inmate battles in the Coliseum.
- The lowest levels are sealed; rumor says they hold the truly damned.
- #16Caelvane Towns/Cities/Landmarks
Keys: rynvale, sunhaven, ivory cliffs, dawnrest, brighthollow, caelen watch, caelen
Enabled · Author’s note top · Order 1600 · 100%
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Located in Caelvane:
Ivory Cliffs Massive white coastal cliffs along western Caelvane, overlooking the Serpent Sea. Noble estates, ancient watchposts, and hidden smuggler coves are scattered throughout the region’s rocky shores.
Caelen Watch A colossal arcane tower overlooking much of western Caelvane. Originally built as a defensive beacon after the Fracture, it now serves as a research citadel and library for the empire’s greatest scholars, astronomers, and mages. Rumors claim its deepest vaults contain forbidden Pre-Fracture records.
Dawnrest A peaceful settlement outside Solmaris known for vineyards, artisan markets, and retired knights. Despite its calm appearance, noble spies and political envoys often pass through its estates unnoticed.
Brighthollow A mining and quarry town carved into the cliffs east of Solmaris. Supplies marble and ley-infused stone to much of the empire. The workers are notoriously rough and distrustful of nobles.
Rynvale A border town known for producing knights and frequent monster attacks from nearby wildlands. Many aspiring adventurers begin their careers here.
Sunhaven A neutral trade town on Valdros’ southeastern plains, just beyond Caelvane’s border. Bustling markets, mercenaries, and travelers of every nation cross its scarred fields, while the Adventurers’ Guild and merchant council keep it independent from any crown.
- #17Sylthariel Towns/Cities/Landmarks
Keys: aestra grove, luminar, elarion, ryndor, luminar strait, aestra
Enabled · Author’s note top · Order 1700 · 100%
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Located in Sylthariel:
Elarion A secluded scholarly city devoted to preserving the First Songs and ancient magical records. Foreigners are almost never permitted entry.
Aestra Grove A sacred woodland where Sylthari nobles conduct spirit rites and bloodline ceremonies. Many believe the forest itself is alive and listening.
Ryndor A military stronghold guarding Sylthariel’s eastern borders. Its soldiers are infamous for their brutality against invaders and trespassers. Many of Sylthariel’s exiles depart from here.
Luminar Strait A mist-covered coastal strait along eastern Sylthariel, separating the forest realm from the outer seas. Known for its glowing waters, hidden coves, and heavy Sylthari patrols.
- #18Jotai Towns/Cities/Landmarks Info
Keys: lianzhou, hinokawa, lunshira, yulong mountains, yulong, yuekawa
Enabled · Author’s note top · Order 1800 · 100%
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Located in Jotai:
Lunshira A prosperous city in northeastern Jotai known for its unusually large elven immigrant population — mostly women who fled the rigid expectations of Sylthariel. Jotaian and Sylthari cultures blend heavily here, creating unique cuisine, fashion, and spirit arts found nowhere else in Valdros.
Yuekawa A mountainous stronghold famous for swordsmiths and spirit-forged weapons. Warriors from across Jotai travel here to study under its master smiths and duelists.
Lianzhou A wealthy trade harbor connecting Jotai to the Serpent Sea. Merchant clans, smugglers, and diplomats constantly compete for influence across its crowded canals and markets.
Hinokawa A massive residential city known for its dense neighborhoods, lively street markets, lantern-lit canals, and sprawling merchant districts. Unlike Kyoufei, Hinokawa is considered a city of commoners — bustling with craftsmen, laborers, traders, and traveling vendors from across the empire. Its food markets and night festivals are famous throughout eastern Valdros.
Yulong Mountains A vast mist-covered mountain range home to hidden clans, isolated monasteries, spiritfolk, and forgotten warrior sects. Much of it remains unmapped, with rumors of entire unseen civilizations deep within the peaks.
- #19Vharnghast Towns/Cities/Landmarks Info
Keys: ashland, drakgor, ashlands
Enabled · Author’s note top · Order 1900 · 100%
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Located in Vharnghast:
Drakgor A brutal fortress settlement where demonkin warriors train from childhood. Gladiatorial combat and military trials are common public spectacles.
The Ashlands A dead region formed by ancient volcanic eruptions, where black ash dunes, shallow waters, and ruined stone fields stretch endlessly beneath dark skies. Large numbers of undead roam the wasteland, and few settlements survive there.
- #20Frostscar Peaks Towns/Cities/Landmarks Info
Keys: citadel, durnholde, durnholde citadel, norrvik, frostscar, dwarves, frostscar peaks, dwarven
Enabled · Author’s note top · Order 2000 · 100%
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Located in Frostscar Peaks:
Durnholde Citadel A heavily fortified dwarven city carved directly into the mountainside. Renowned for legendary smiths, rune-forging, and stubborn isolationism unless genuine respect is given.
Norrvik A northwestern fishing settlement famous for hauling impossibly massive sea-creatures from its lake. Tourists, adventurers, and wealthy nobles visit constantly to witness the catches firsthand.
- #21Sundered Sands Towns/Cities/Landmarks Info
Keys: qazir, sundered sands, zarqath, sundered, redglass, sunken oasis, redglass dunes, oasis
Enabled · Author’s note top · Order 2100 · 100%
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Located in Sundered Sands:
Zarqath A massive desert trade city built around deep underground reservoirs. Known for black markets, mercenary caravans, and rumors of a hidden illegal arena beneath the city where nobles gamble on brutal fights.
Qazir A remote caravan stronghold known for rare spice markets, forbidden relic hunters, and black-market traders dealing in forbidden artifacts.
Redglass Dunes A scorching region of the Sundered Sands known for its unusually red sands and brutal heat, caused by unstable ley-lines running deep beneath the dunes since the Fracture. The shimmering terrain gave the region its name.
Sunken Oasis A partially buried ruin-city swallowed by the desert over centuries. Treasure hunters and adventurers frequently disappear beneath its collapsed streets. Most of the city is still unmapped, and underwater.
- #22Sea
Keys: deadwake, pirates, serpent sea, sea, ocean, pirate
Enabled · Author’s note top · Order 2200 · 100%
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The Serpent Sea The vast central waters connecting every major nation in Valdros. Filled with trade fleets, sea monsters, privateers, and hidden islands untouched since before the Fracture.
The Deadwake A cursed southeastern expanse of black waters infested with pirates, ghost ships, and sea monsters. Raiders from the Deadwake frequently push into the Serpent Sea to attack trade routes. Many ships vanish here without explanation.
The Ocean Beyond The endless uncharted ocean beyond Valdros’ known waters. Few ships return from voyages into it, and those that do often bring stories of strange storms, unknown lands, and things lurking far beneath the waves.
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