Valindris: Locations

by Iriazi

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The World of Valindris

Locations

On the Map

Legends and Rumors

The World of Valindris

The world of Valindris is filled with wonder and mystery. This book describes the many of the locations across the world, though there are still landmarks and settlements that are yet to be discovered or aren't charted on most maps.

Use this to familiarize yourself with the setting, and take ideas for the characters you will play within this world. There are a lot of details to base your character on and find a good goal to follow in a campaign.

Ahnkalla

The islands that make up Ahnkalla hold a harsh environment. An overgrown bog-like jungle teeming with long forgotten monsters, and the derelict ruins of the once great Medusa empire. Traversing overland across the isles is a dangerous task that not many are brave enough to attempt.

To make matters worse, the seas around Ahnkalla are usually rough. Even on good days, its all too easy to run your ship into the hidden reefs that surround the islands. Because of how inhospitable the islands are, the Freehold Brotherhood have taken up roost here. Somewhere through the narrow passages between the islands lies Dagger Cove, the brotherhood's base of operations.

What do people know?

Most people don't know much about Ahnkalla, aside from the fact that the Freehold Brotherhood call Ahnkalla their home that is. There are several rumors and legends that float around crowded taverns and docks across Valindris. Few people actually know if any are true or not though.

The ruins of the fabled Agda Jand lie somewhere off the coast of Ahnkalla, sunken to the bottom of the ocean.
The Freehold Brotherhood are working on something secret. It's why they've stolen so much Markhesian tech lately.
The reason the isalnds are so hard to get across or to is because of a Swamp Giant settlement. They've struck a deal with the pirates though.
Those naga that've shown up in the south recently are doing something in Ahnkalla.
Ahnkalla is the home to a large flock of Rocs. It's where the guilds keep getting Roc Feathers and Eggs.
Somewhere in the jungles is an ancient Hunter's Altar from some long forgotten civilization.
Theres been at LEAST 200 bounties put on Dread Captain Aldrice's head by the guilds.
Hydras are loose all over the islands. Put that in with the pirates and dinosaurs, and it's no wonder nobody goes to Ahnkalla!

The Ashen Peaks

Possibly one of the most dangerous places in Valindris. The Ashen Peaks were once the peaks of a great mountain range. Since the flood, only the peaks remain, and at their center is the Eternal Furnace; the capital of the Fire Giants that rests in the caldera of a volcano that constantly spews forth ash and cinders. Because of this, the air as you go further up the peaks becomes far less breathable for most mortals.

Couple this with the Fire Giants that reside at the center of the peaks, and most people don't even dream of venturing into the Ashen Peaks. That is, nobody until the discovery of Black Powder. It turns out that almost every component of the alchemical formula to create black powder can be readily found within the peaks.

Because of this need to venture into the peaks constantly, a group of brave adventurers formed the Ash Walkers. These warriors escort expeditions into the mountains on a regular basis. They have also taken it upon themselves to try and rid the mountains of all of its very large problems.

What do people know?

Most people across Valindris know of the Ash Walkers. They are a legendary fighting force on the peaks. The fire giants are known about by many sailors due to the ships they send out.

The last of the red dragons are allied with the giants.
The peaks used to be home to a race of bird people. The ruins of their civilization are scattered around the peaks.
Didn't you hear? Gehrman fell in battle with the giants! Yn'Tha is set to take his place leading the Ash Walkers.
The Eternal Furnace houses an artifact forge that can create the world's finest metals.
The trouble with the Elemental Plane of Fire is spilling over into the peaks. The Ash Walkers are gonna need some help.
A giant ship laid waste to a Markhesian Hunter's Fleet... One ship!

The Ash Walkers

About 25 years ago, the materials needed to make black powder were discovered on the Ashen Peak, and in plentiful quantities. With the threat of giants and other large creatures, as well as the conditions on the peaks, the Alchemist's Guild wrote the Ashen Peaks off as a loss. That was, until a group of adventurers took up a contract with the guild to retrieve materials.

This group, lead by Gehrman, traveled to the peaks and did battle with the giants there. After roughly two weeks, they returned to the guild to collect their reward. With the amount of material they returned with, the guild quickly wrote up a contract for this group to do continual work on the peaks.

Eventually, the group recruited more and set up a base of operations at the base of the Ashen Peaks. Among the recruits that came into the group was a young Goblin engineer by the name of Darius Rezlo and his sister Tilly. Over the coming years, Darius cooked up some truly inspired designs for the Ash Walkers. Among them, the Ballistola, a portable siege weapon made for taking down giants and their fortresses.

Meanwhile, Tilly came up with a very unorthodox concoction: Alchemical Mutagens. These elixirs work inside of the imbibers body to enhance their abilities and senses to supernatural levels. These elixirs come with numerous side effects that Tilly still hasn't worked out, but their effect has more than made up for them.

Members of the Ash Walkers

Gehrman

A human with a wild streak. Gehrman was of noble birth originally, though he forsook his family's wealth and titles to pursue adventure on the seas of Valindris. This life eventually lead him to the events that would found the Ash Walkers.

He now commands the Ash Walkers, conducting operations on the Ashen Peaks. Gehrman is a good leader, showing his troops respect and kindness and sharing with them the occasional story of his past adventures.

Yn'Tha

Behind Gehrman, there is one ash walker that commands a similar level of respect and admiration. That is Yn'Tha, the gorgon rogue who has managed to sneak through the halls of the Eternal Furnace and return with tales of the giant's fortress. Yn'Tha is a very serious woman who values very few things more than the ash walkers.


Darius Rezlo

Not much is known of Darius outside of the ash walker camps and bases. He is a lively goblin with a bit of a knack for blowing things up. Most members of the ash walkers are surprised Darius is still alive. He has caught a bit of fame for the invention of the Ballistola though. A truly remarkable design that is talked about with a jealous tint within circles of engineers and tinkerers.

Tilly Rezlo

Much less is known about Tilly Rezlo, younger sister of Darius. She is an aspiring alchemist and arcanist and has cooked up some odd and unconventional elixirs and potions for the ash walkers.

The Bay of Dreams

In the western isles there is a large bay that has garnered a lot of attention in recent years. The Bay of Dreams is what most people know this bay as. Somehow, the essence of the Feywild has begun to seep into the material plane. Somewhere within the bay and the surrounding shores must be its location.

The bay is now covered with luminescent plant life and vibrantly mutated wildlife. Many people from all over Valindris have journeyed to the Bay of Dreams. Some seek wonder and amazement, others after rare and exotic ingredients for alchemical concoctions, and some to seek an audience with the Vendilion Clique.

What do people know?

Most people across Valindris have at least heard of the Bay of Dreams by now. Most people in Markhanis know slightly more details about it, and also know that the Alchemists Guild has nearly non-stop contracts out for rare ingredients from the bay.

The presence of the fey in the Bay of Dreams has also given way to Eladrin across Valindris. It has also lead to a fairly strong fey presence in the Zher'Eshi District of Caetirym.

The Alchemists Guild in Markhanis is in constant need of ingredients from the bay.
The Vendilion Clique was exiled from the Feywilds for crimes against the courts in power there.
A great beast roams the bay. A once normal, but still terrifying, Hydra has been warped by the fey. Someone's gotta be willing to pay a hefty fee for its remains. For science, right?
Many people returning from the bay have no recollection of their time spent there.
Someone's posted a bounty on the Vendilion Clique. They are offering a hefty reward.
The Coilfang have taken an interest in something within the bay.

The Vendilion Clique

It is said that at the center of the bay, a group of powerful sprites or pixies have made their home. Some who have met them always talk of their fierceness and beauty, while others claim them to be cruel and cunning. Little is known to be fact about this group of fey. What is known however, is that they were either exiled or expelled from the Feywilds, and wound up here in the material plane.

Caetirym

In the western isles, north of the Bay of Dreams and south of Torvos lies Caetirym, the city of wonder. Caetirym began its life as a city roughly 200 years ago. It was built around an ancient structure atop the high cliffs of the islands. This large pyramid now serves as the center of the city and an icon of worship for the people living there.

The Great Pyramid of Caetirym is the home to some being of great power. It is said she knows not only the future, but the past and present as well. Nobody knows exactly who or what she is, but many flocked to meet with her. Eventually, factions began construction of the city around her ancient seat.

As a city, Caetirym is odd. It holds no central seat of power, or government structure. Instead, factions vie for control of the city, though none have won it yet. There are several large factions and groups that help prop the city up, creating a clashing look and feel to the city. Great Markhesian bazaars abruptly end as Zher'eshi temples dot the streets.

Throughout Caetirym, an outsider is met with the sights and sounds from nearly every corner of Valindris. The city is divided into four districts, each of which is run by one of the factions vying for control of the city.

The Markhesian District

The eastern section of Caetirym is run by the Arcanists Guild from Markhanis. The guild believes that the Matron of Caetirym is an archmage named Velandra. Velandra was once a high ranking member of the Arcanists Guild that saw over divination magic in Markhanis. However, Velandra disappeared about 300 years ago when she decided to personally oversee an expedition to the west.

As soon as word of the Matron of Caetirym made it to Markhanis, the Arcanists Guild sent a great deal of resources to Caetirym to secure what the guild surely believes is a wayward member. Nobody is sure if Velandra is actually the figure residing within the pyramid, though high ranking members of the guild have put enough stock into that theory to warrant a large amount of resources and manpower.

Markhesian Wonders

Throughout the eastern section of Caetirym, one can find all sorts of exotic sites and wondrous sounds. This section of the city almost looks like an extension of Markhanis itself. It is lined with colorful buildings, and along its southern border lies a grand Markhesian bazaar, where all sorts of rare and wonderful items can be found.

Rumors and Information

Each district within Caetirym has a unique view of the city it seems. The people of the Markhesian district mostly believe that Velandra is the Matron of the city, and they trust that the Arcanists Guild is working on a way to get to Velandra to figure out exactly what is going on in Caetirym.

They also put a lot of trust in First Arcanist Tephra Jahl, a high ranking member of the guild who has been put in charge of the guild's interests in Caetirym.

Tephra Jahl

The Arcanists Guild's interests in Caetirym are lead by First Arcanist Tephra. Tephra is an elementalist, and one of the more powerful members of the Arcanists Guild. She is famous throughout Markhanis because of her rise to power along with her twin sister Nephra.

The sisters were not born into wealth like many high ranking guild members. They both showed an amazing aptitude for the arcane though, and caught the eye of Arcanists Guild. While Tephra now serves as a noble leader within the guild, her sister Nephra is a high ranking Arcane Inquisitor, a group that hunt down those wanted by the guilds of Markhanis.

The Zher'eshi District

The southern district of Caetirym is controlled by orcs and lizardfolk that have settled here from Zher'esh. This district is built up with buildings made from the earth itself. Much like Omaht Zalar, lizardfolk earthshapers constructed much of this district by rising the earth and shaping it into highly functional dwellings, shops, and temples.

The orc and lizardfolk in Caetirym are largely made up of Zeals, a religious sect of lizardfolk that seek out relics and ruins that relate to the Loa. The lizardfolk here believe that the Matron of Caetirym is in fact the Loa spirit of the Owl. A mystical figure that is thought to oversee fortune and fate.

Rumors and Information

Many of the lizardfolk and orcs that settled in Caetirym believe in the Zeals. The lizardfolk follow a bit more blindly than the orcs however. There are whispers throughout the district that some of the orcs in the city don't believe that the Owl Loa resides within the pyramid. The lizardfolk have a much stronger connection to the spirits than the orcs though, and they pursue the Loa with great purpose.

This is also one of the few places in Valindris where lizardfolk have settled near other races. They are typically a much more secluded and secretive race. Many lizardfolk look at the surrounding districts in awe and wonder. Many believe that the Markhesian way of life is a direct heresy of their way of life. Many Markhesian mages are called witches and looked down upon by the lizardfolk.

Zealous Ka

The Zeals in Caetirym are lead by Zealous Ka, a highly devout follower of the Loa. Ka oversees the lizardfolk operations within the city. He also is always striving for the earthshapers to construct more temples to try and appease Loa, though this strategy has not worked yet.

Ka himself is very loud and brash. He often time butts heads with others within his district over small matters. Many of the lizardfolk here still follow him though. He was selected for his role by the Loa after all.

General Argesh

General Argesh is the orcish counter to Ka's
zeal. An intelligent and strong half orc,
Argesh was sent to accompany Ka and act
as both an ambassador and tactical
overseer. Argesh has served the Zehr'eshi
military for decades, recently showing great
promise after leading several victories
against the Coilfang forces that have
arisen in the south.

She is a fierce military leader,
though Argesh has a much softer
side when interacting with common
folk. She loves sharing stories and
joking over a round of drinks.

The Skaldir District

The western district of Caetirym is inhabited by the Skaldir. Brave northerners that have come to the pyramid seeking Astrid, a figure they worship as the goddess of knowledge and enlightenment. Skaldir clerics proclaim that Astrid has been silent since the floods, and that the emergence of the Matron of Caetirym is a sign that she lives on. They also believe that Astrid is somehow trapped within the pyramid.

Life in the Skaldir District

Much of the Skaldir District has fallen to lawlessness. The Skaldir's lack of interest in the city has begun to show within the streets of their district. Seeing drunkards stumble through the streets is a common sight now. Many shop keepers and merchants that used to frequent this district have recently left, leaving this section of city feeling largely empty.

Rumors and Information

The Skaldir cannot be shaken from their belief that Astrid is trapped within the pyramid at the center of Caetirym. The problem the Skaldir have run into however is the pyramid itself. Many believe that the pyramid is an ancient contruct of Hel, the goddess of death and the underworld. They believe Hel constructed this pyramid to trap their gods in, and that Astrid is only the first.

The northerners have found no way so far to even mark the pyramid with a scratch. It remains intact and as pristine as ever. This, above all else, angers the Skaldir. They are a people known for their wrath and destruction. And yet, this pyramid exists and shows no signs of damage.

The Skaldir that reside within the city have grown tired. Some even believe that their purpose there has been long forsaken. If Astrid is truly trapped within the pyramid, generations of Skaldir have found no way to free her. Many of them that remain in the city have started to question Valasha Freya's command to remain here. The resentment brewing in Caetirym isn't too hard to see either. Many outside of the Skaldir believe that if this type of resentment were to reach the Torvos Isle, it could spell doom for Freya's rule of the clans.

Skaldva Morissa

Morissa is a general within the Skaldir navy. She typically leads expeditions and exploratory missions. Freya stationed Morissa here 10 years ago, and Morissa has yet to grow comfortable with life in Caetirym. The city life sits very uneasy with her, as does commanding so many people that she doesn't consider combatants. "Like herding cats!" is a common expression she has been known to utter when speaking of her station in Caetirym.

The Dwarven District

The northern district of Caetirym has been settled by a large faction of dwarven clergy and holy warriors. The dwarves here come from all over Valindris, proclaiming to be following a great calling. It is said that centuries ago, clerics within Maradin's domain saw a vision of a bright, gleaming pyramid set against a setting sun. In this vision, the clerics were told that clarity and wisdom would be found inside of the pyramid.

Since that vision, proclamations spread far and wide about this pyramid. And then roughly 200 years ago, the dwarves were among the first to come to Caetirym. This district of the city is by far the oldest and also the most stable. The dwarves that live here aren't here for some higher purpose, simply to be within reach of the wisdom that the Matron offers. There is no hope to free a trapped god, or study anything. Simple venture to the pyramid seeking wisdom, and receive a worthy gift.

Rumors and Information

The dwarves in this district are mostly devout followers of Maradin, the dwarven god of creation. Ever since they settled here, they have watched as other nations and peoples settled in, forming this now makeshift city. Many dwarven merchants and traders within this district know a great deal about the workings of some of their neighboring districts.

The dwarves also know a bit more about the pyramid then most others outside of the Arcanists Guild. They have grown weary of sharing their knowledge however, due to a longstanding hatred of what they say by the Skaldir and lizardfolk that reside within the city.

The Great Pyramid of Caetirym

Very little is known about the pyramid at the center of Caetirym. People know that some type of being lives within the pyramid. And that this being seems to know the past, present, and future of not only the world, but of those who visit with her.

She is said to have a kind voice, and speak in a very soothing manner. Nobody has ever seen her though, she seems to exist within some part of the pyramid that nobody has been able to reach yet. A great number of people of tried to explore the pyramid as well. Each and every one of them tell a different story of what lies inside of the great structure.

It is because of wildly conflicting stories that Caetirym has remained so mysterious. Thousands of different people have seen thousands of different things within the pyramid. The only constant seems to be the woman's voice, as though she speaks from outside of time itself. Some claim to have been put through a trial to earn knowledge of their fate, while other have been pressed with a great riddle.


Whats even more curious is the pyramids construction. According to all accounts, it is an ancient structure. However, it shows no signs of age or wear. It's marble walls and stairs appear freshly set. The pyramid lacks any kind of iconography as well, all except for a single rune set above the entrance into the pyramid. This rune is said to be arcane in nature, and it translates interestingly into many different languages. It usually translates to something along the lines of "To seek answers." Though some say if matched to ancient runes, it more closely resembles the phrase "To seek ones end."

The Cinder Isles

The Cinder Isles were once a string of rocky islands that extended from the Ashen Peaks. Over the last decade though, the isles have underwent a rapid transformation. The elemental plane of fire has begun to bleed through into the world, and as this happens, the Cinder Isles are being transformed to more closely resemble the fire plane.

It is believed that an Elemental Lord is behind this recent shift in balance. If emissaries from the Flamewardens are to be believed, this change in the isles will spread throughout Valindris if the Elemental Lord is not defeated or at least pushed back. Without actually seeing this shift its hard for some to believe the warnings, though with the Flamewardens reaching out for help, the population of Valindris has been stirred into alertness at least.

What do people know?

Not much is known of the Cinder Isles outside of what the Flamewarden emissaries have talked about. The emissaries are present in most settlements and cities across the world though, so a large portion of the population at least know a little about whats been happening.

If the plane of fire opens like the plane of water did... Valindris can't survive that.
Flamekeeper Dalvo has battled with all sorts of elementals and grave threats. He's a brilliant leader.
The Ash Walkers have started to send men to the Cinder Isles to help fight back the fire.
The Flamewards are paying anyone able to fight if they travel to the isles and help their cause.
Passage between the isles has become nearly impossible due to... Lava?
The Alchemists and Smithies Guild are asking for materials from the elemental plane of fire. And they are paying handsomely.
Freehold ships have been seen around the isles. What on earth do pirates want there?

The Flamewardens

The Flamewardens are an order of warriors started shortly after the floods. An order was formed to watch over the borders between the material plane and each of the elemental planes, and the Flamewardens watch over the plane of fire in the Cinder Isles. They are normally a fairly secretive group, but with the escalation thats been happening in the isles, they have been seen throughout the world trying to recruit help.

Flamekeeper Dalvo

Dalvo is the commander of the Flamewardens. It is his orders that have broken the orders secrecy and sent emissaries out to the corners of the world. By all accounts, Dalvo is a truly remarkable commander. The Flamewardens aren't a very large fighting force by anyones account, and he has managed to keep the elemental plane of fire back up until this point.

Because of the cry for help from the Flamewardens, people have become a little more worried for the safety of the world. And Dalvo has sent each emissary with word that Valindris is safe as long as the Flamewardens receive some manner of aid in their fight.

Hoten

Far in the northeastern corner of Valindris lies Hoten, the great dwarven city. Hoten is an ancient city, built long before the flood. Hoten was built into the base of a large mountain range for the express purpose of mining and smithing. Much of Hoten's population survived the floods, and there are a number of dwarves within the city that remember life before the seas rose up.

Hoten continues mining operations within the mountains its built into. The city is the worlds largest supplier of iron, copper, and though very rare, adamantine. Day to day life in the city is filled with hard work for most, but the nights in Hoten are also filled with drunken merriment.

What do people know?

Hoten has a large presence in Valindris and because of that, much is known about the city. Though the city still has its secrets.

King Balefist is a great leader. The people love him!
The noble houses hold no political power in Hoten. King Balefist listens to the rich just as much as the poor.
The dwarves dug into something they shouldn't have in the mines. Madness grips the city's infirmaries.
There are several Bronzeforge working in Hoten. They're
a wondrous site to behold!
Though Hoten survived the flood, not all of it did. Theres still an entire section of the city that collapsed during the great war.
Somewhere in the city, theres an extensive black market. Many believe it exists, though nobody could point you to where to find it within the city.
Sometimes at night, a huge dragon has been seen flying through the mountains above Hoten.

King Corin Balefist

King Corin Balefist has lead the people of Hoten for nearly 1,500 years. It is said that he has sealed a pact with Maradin, the dwarven god of creation. The pact is said to have been struck so that Corin can watch over his people for as long as he is needed. And the people of Hoten love him dearly.

It is said that Corin lead the dwarven armies against the forces that rose from the sea to seize Hoten. He is said to have fought valorously and helped keep Hoten protected. The king is said to be a fierce warrior, even now in his old age. Many aspiring dwarven fighters look up to him as an icon of sorts.

The king rarely leaves Hoten anymore. In centuries past, he would visit Markhanis to meet with their senate and discuss trade agreements and policies. It seems as though he's turned his back on the world at large to focus on Hoten and his people. Concerns stemming from something that was recently found in the mines, and troubling rumors that an extensive criminal underbelly exists within his city.

Markhanis

The jewel of Valindris. Markhanis is a marvel of a city. Every wonder imaginable exists here. Jewel topped architecture, large open air marketplaces, and the Temple of Ishta with its stained glass domes are but a few of the wonders that Markhanis offers.

Life in the city is easy for those among the upper crust of society, but Markhanis has a sizable district that is filled with poverty and people crushed by the shadow of the guilds that rule the city. Despite the appearance Markhanis offers on the surface, there is much turmoil within the city's structure. The senate, made up of guild appointed senators, seems to cater to the rich. This along with the fact that the upper markets are stocked with any item imaginable at some of the highest prices you'll find anywhere have left a bitter taste in the mouths of the poor in the city.

The Guilds

Markhanis is essentially ruled by the guilds. Each guild puts a senator forward, and the senate sees over laws and regulations within the city. The guilds also possess more wealth then anyone could imagine, as many of the city's profits are derived from guild work and inventions.

The guilds make for profitable work for anyone able to gain membership though. There are many tales of young aspiring crafters getting into a guild and quickly rising to fortune and fame.

The Arcanists Guild

Leader: Supreme Arcanist Wolfe
The Arcanists Guild is made up of wizards and sorcerers that oversee arcane studies within the city. The upper ranks of the guild make up some of the most powerful spellcasters in Valindris. They are responsible also for most of the enchanting that is done within guild work.

The Talrei Academy in the city is the world's leading arcane college and is responsible for most well respected wizards across the world. The guild believes that without direction and teaching, the arcane can lead young wizards down dangerous paths. It is for this reason that the academy welcomes wizards from anywhere, regardless of station or wealth.

The Arcanists Guild also heads up the Arcane Inquisition. Not much is known of these mages other then they are tasked with hunting and taking down magic wielders who clash with the laws of society. They are often heard of through tales spun in taverns, often involving epic battles across the seas of the world. They are also feared by many magic users who lack the training provided in Talrei Academy.

The Alchemists Guild

Leader: Drav'Ga the Enlightened
The Alchemists Guild is the second richest of the guilds. Responsible for the manufacturing of all elixirs and potions within the city, they also oversee the production of black powder, which has ramped up production within the last 20 years.

The Engineers Guild

Leader: Dromthar Cogwhistle
The Engineers Guild is quite possibly responsible for some of the most remarkable things that have come out of Markhanis over the past decade. Dromthar Cogwhistle, who is now the guilds senator, was the dwarf who came up with the design for the Bronzeforge. Meanwhile, a brilliant goblin by the name of Hal Tragstop came up with design schematics for airships just 10 years ago. The first two airships took flight just over 3 years ago now and their designs and efficiency is constantly being tinkered with.

The Tinkerers Guild

Leader: Gil Damrins
The Tinkerers Guild is responsible for many of the gadgets and smaller mechanical inventions within Markhanis. Though they are now most famous, or infamous for the invention of the firearm. They have since come up numerous designs for them, though rumor has it that the guild's inventors are jealous of Darius Rezlo, a goblin inventor working for the Ash Walkers on the Ashen Peaks. His designs seem to be a step ahead of the guild as of late.

The Smithies Guild

Leader: Bran Anvilmire
The Smithies Guild has been the focus of much discussion lately. It is rumored that they are pulling out of the Markhesian Senate and moving their headquarters to Hoten, the source of most of the metal they work with. Since the King of Hoten hasn't been to Markhanis in some time to renegotiate trade agreements, the guild is said to be thinking about moving their operations to save considerably on their costs to operate.

The Shipbuilders Guild

Leader: Lorna Greene
The Shipbuilders Guild is responsible for the manufacturing of all manner of ships. They have made great strides in the past few years with new ship designs. They are one of the most essential guilds within Markhanis simple due to the state of the world. The Markhesian fleet is comprised almost entirely of a new design of ship now. It is said to allow for much greater mobility at sea and much faster travel due to something the guild cooked up with the Engineers Guild.

The Merchants Guild

Leader: Ja Ornell
The Merchants Guild is by far the richest of the guilds. They oversee all commerce within the city, and all trade going out or coming into the city. Merchants belonging to the guild share in their profits in exchange for the ease and comfort of operating within the city.

Ishta's Focus

Leader: High Priestess Delorn
Though not truly a guild, Ishta's Focus has gotten their way into the city's senate. Their priests and clerics operate the Temple of Ishta, the largest place of worship in the city.

The Jeweled Shield

Leader: High Commander Alrissa
The Jeweled Shield, much like Ishta's Focus, has put forth their commander into the senate to weigh in on matters of defense and law. The Jeweled Shield make up Markhanis's defense force. They not only defend the city in case of invasion, but help keep order within the city as well.

Tien

To the northeast lies Tien, a large windswept forested island. The elemental plane of air's barrier fluctuates here, often causing storms and heavy winds. Though there hasn't been any massive breaches from the air plane like there has from the water or fire planes. Tien also holds numerous ruins and ancient secrets buried by centuries of high winds and overgrowth.

On a small island on the eastern side of Tien is the Jade Forest, a mystical forest that is partially crystallized in green crystal. Within the Jade Forest the mistweavers of the Jade Monastery watch over the elemental plane of air.

What do people know?

Outside of the mistweavers of the Jade Monastery, not much else is know about Tien or the Jade Forest.

Tien is a touch destination to reach. The winds around the island create dangerous conditions for ships.
The monks of the Jade Monastery brew the best ale.
The crystal that covers the Jade Forest is worth a fortune in Markhanis.
A Jade Dragon resides in the Jade Forest.

The Jade Monastery

At the center of the Jade Forest lies the Jade Monastery. The mistweavers that reside there watch over the plane of air. They have taken to a life of solitude, rarely interacting with the outside world. They are a hyper focused group and because of that, they are some of the worlds most formidable fighters.

The monks worship Yu'lon, an ancient Jade Dragon of almost divine power. Yu'lon has resided in the Jade Forest for his whole life, which stretches back to well before the floods. He imparts the monks with wisdom and in turn, receives gifts and worship.

Mistcaller Li

The head monk, Li, is an older Aasimar woman. She has lead the monks of the Jade Monastery for nearly 40 years now. She has a very kind soul and warm smile. Li has been known to take in strangers and teach them the ways of mistweaving, asking nothing in return other then praise toward Yu'lon. She regards the ancient dragon as the giver of the mists. She believes it is Yu'lon's power that the monks draw
from in order to heal.

Though Li isn't well known throughout
Valindris, her work is. Both the Jade Wind
Tea and Xuen's Fang are brews that she
came up with. Along with her control over
the mists, her love of good drink has
brought about what is widely regarded as
the best ale in Valindris. Though Li nor the
monks receive the extremely high prices
the drinks fetch in taverns around the world.

The Torvos Isles

The rocky and unforgiving islands of the northwestern seas make up the Torvos Isles. Many small islands jut out of the water with their basalt cliffs, spiring high above the waters. To the west of this cluster of islands lies Stormheim, the largest of the Torvos islands. It is in this mountainous landscape that the Skaldir clans make their home.

Within Stormheim's mountains there are numerous small villages and towns populated by the different clans that make up the Skaldir. All of these clans are united under the leadership of Valisha Freya from Valdisdall, the largest of the Skaldir settlements.

The Skaldir

Long before the floods, the northern lands were filled with roaming goliath clans, human settlers, and snow covered wilderness. The inhabitants for the north were heavily displaced by the rising seas. Over time, clans formed and bitterly fought with one another over territory and minor disputes.

Then came the frost giants. The giants swept across the northern isles, easily defeating the scattered clans. Eventually, a champion rose up and managed to unite most of the clans under one banner. She is known as Ingris, the first Valisha. Ingris lead her newly united forces against the giants and eventually defeated them.

After the battles were fought, clan leaders met and came to an agreement. The clans would unite under the leadership of Ingris. They called this new alliance Skaldir, a term that roughly translates to "crushing storm." The Skaldir settled and began reconstructing their towns and villages. They now inhabit some of the most defensible settlements in all of Valindris.

What do people know?

Not many people know too much about the Torvos Isles themselves. The Skaldir however, are widely known and feared.

The Skaldir are unrelenting. Hope you never see one of their raiding ships coming for you.
Theres infighting within the Skaldir clans. The Skaldir presence in Caetirym doesn't sit well with some of the northerners.
Theres still tales of frost giants roaming the isles.
Valdisdall is a surprisingly lavish city. The Skaldir do actually conduct trade with Markhanis and Hoten.
The eastern isles are littered with ruins and relics. There's also something there that isn't welcoming to outsiders.

Wonders of the Isles

Stormheim is the only one of the Torvos Isles that is populated as far as most people know. The other smaller isles are still littered with the remains of life before the flood. Ancient ruins and secrets that most Skaldir don't seem to have too much interest in.

Adventurers have been known to chart courses for the eastern section of the isles in hopes of discovering some ancient temple or tomb within the rocky landscape. Several of these expeditions have returned from the isles with wondrous treasures and lore. Recently though, adventuring parties venturing into the isles haven't returned.

This is half expected of many people. The harsh landscape of the isles coupled with the Skaldir make for a tough journey. However, a tattered ship recently carried back a skeleton crew to Caetirym that spoke of meeting with some frightening force in the isles. Barbaric warriors that don't fall under the Skaldir alliance but fight just as fiercely, if not more so then the Skaldir.

Valdisdall

The capital city of the Skaldir clans. It is here that Valisha Freya leads her people with the aid of a council made up of members from the different clans. Valdisdall is built against the base of an icy cliff on its northern side and two sets of high walls extending around its perimeter, that end on each side at a high watch tower. On the approach, the city looks like it was built for war.

Within the city walls is a fairly small city. Snow covered streets wind through two to three story buildings and eventually converge on the city's center. The city itself is built around the grand hall, a truly impressive sight to behold. The grand hall is essentially a gigantic tavern where the Skaldir meet, eat, drink, and make merry. It is also within this hall that Freya meets with her council and makes decisions for the clans.

Dissension Within the Clans

Valisha Freya's rule over the clans has been rocky since she took the seat of Valisha 13 years ago. She has recently scaled back naval raids so that trade could be brought into to Valdisdall. This did not sit well with many clans, despite it bringing much needed supplies to Valdisdall. Along with trade, she has brought in a new fleet of ships that proved to be much faster and more durable then the Skaldir's normal ships.

The new fleet brought Freya back into the better graces of the clans. Things were looking better for Freya, but Skaldva Morissa's station in Caetirym still leaves a bitter taste in the mouth of many Skaldir. Mystics believed that Astrid, one of the Skaldir's goddesses was trapped within the pyramid in Caetirym. After nearly a decade without results, many question when Morissa and the other Skaldir in Caetirym will be brought home.

Valisha Freya

Freya was a remarkable warrior before becoming Valisha. She returned from her right of passage at the age of 12 on board a Freehold Ship, the head of its former captain skewered on a pike mounted to the bow of the ship. This marked Freya for greatness in the eyes of the Skaldir. She was leading raiding ships by the time she was 16 and is said to have been one of the fiercest combatants to come out of the Torvos Isles in a generation or more.

Freya asipired to be the Valisha from a very young age. When she was 19, she seized the opportunity to do so. Sprigg, the former Valisha, died and the clans were set to put forth a new Valisha. The clans put forth a Valisha to lead the Skaldir in a rotating order. The only time this rotation is interrupted is by a Valorous Trial. The Tideskorn clan of southern Stormheim was set to put forward Sprigg as the new Valisha until Freya called for a trial.

Freya managed to easily best Sprigg,
in battle to claim the seat of Valisha.
Some of the clans were unhappy by
Freya's brashness in seizing the
seat, but many saw a great spark
in her.

Zehr'esh

The islands that make up Zehr'esh are covered in thick jungles, carnivorous plant life, and predatory creatures. It is not a place most people would travel were it not for Omaht Zalar, the capital city of the lizardfolk on the largest island in the chain. The wilds of Zehr'esh are truly nightmarish to those not familiar with it. Though that hasn't stopped countless explorers and adventurers from meeting their doom within the jungles.

The eastern Zehr'eshi islands are littered with ancient tombs and temples that are constantly being discovered. However, the farther from Omaht Zalar one travels, the more danger you're likely to run into. Coilfang Naga have been sighted within the isles and the eastern most islands in the chain are now home to newly built Gorian war camps.

What do people know?

Omaht Zalar lies at the center of Zehr'esh's largest island. This is the most common thing known about the southern chain of islands. Though lizardfolk traders and merchants make it to Markhanis often enough to allow people further insight into things happening in Zehr'esh.

There are still dinosaurs on Zehr'esh. The lizardfolk have apparently tamed some.
Somewhere at the bottom of the sea north of Zehr'esh is the ruins of Gor'Tok and Grund. The two largest orcish citys before the floods.
The lizardfolk's empire was once named Zalar and stretched across much of the southern lands. When the floods came, much of it was destroyed.
The orcs are like brothers to the lizardmen now. Their army's presence on a battlefield must be intimidating.
The Coilfang are searching for something in Zehr'esh.
Gorian ogres have made war camps in Zehr'esh. It seems like they want to conquer the islands.

The Zehr'eshi Fronts

Lizardfolk and orcs from Omaht Zalar are stations all across the isles now in makeshift villages and forts. Their military is being stretched thin by the recent incursion of not only the Coilfang but the ogres of the Gorian clan. The lizardfolk have set a fierce orcish commander by the name of Runthukk in charge of the defensive operations within the jungle.

Runthukk is a seasoned military leader and brilliant tactician. His efforts in the jungle however are proving more difficult then the lizardfolk could have predicted. He lead his troops into the jungle to combat the incursion of Gorian ogres to the east. In the midst of battle with the ogres, the Coilfang began to resurface across the islands. Runthukk is now trying to defend the islands from two different forces with a force that was only meant to defend against one.

Requests for reinforcements have made it back to Omaht Zalar and reinforcements are currently cutting through the jungle to get to Commander Runthukk's position. The lizardfolk have also begun to enlist the help of adventurers looking to earn a little coin while fighting either of the threats present on the islands.

Omaht Zalar

The streets of Omaht Zalar are a sight to behold. Called by some the City of Gold, the lizardfolk's capital is as decorative as it is grand. High aqueducts bring water into the city from the jungle and feed into a series of channels that run through the city along the sides of the streets.

There are more temples then most care to count, each dedicated to a different Loa. Above ground housing belongs mostly to the orc population, while the lizardfolk reside in underground dwellings beneath the streets. All of the strange sounds and wonder lead to a large marketplace that is spread around the entrance to Zalari Palace, home to Ahtell, the Prophet Supreme.

Sections of the City

Zalari Palace marks the northern side of the city with the large market at its entrance.

To the east is the martial ward, which houses barracks and training grounds for the lizardfolk and orc soldiers. Its also home to the Zalari Stables, the pens where lizardfolk keep domesticated dinosaurs. Omaht Zalar is the only place in Valindris where you can see dinosaurs walking through the streets.

The southern section of the city is the residential district. Large dwellings built above ground typically house two or three orcish families, while the water channels along the street in this district flow underground through large pipes. These pipes lead to the lizardfolk's homes.

The western section of Omaht Zalar houses the lizardfolk's crafters and artisans. There is a strong Guild presence here as the lizardfolk are some of the best goldsmiths in Valindris.

Ahtell, Prophet Supreme

Seated on a golden throne within the Zalari Palace is Ahtell. He serves as the leader of the lizardfolk and the priest who has the strongest connection to the Loa. Ahtell communes for hours each day for guidance, and he imparts this wisdom to his people in a daily address.

Ahtell is a grand figure. He has been groomed from a young age for his current position, and because of that has picked up many mannerisms from the softer skinned races. He is constantly making sweeping arm gestures while speaking, and has taken to using sarcasm when addressing humans, something lizardfolk seldom do.

Ahtell is loved by his people. Because of his strong connection to the Loa, his word is considered final and is rarely questioned. Disrespecting his authority or speaking ill of the Loas while in Omaht Zalar is a crime that is punishable by death, and very few lizardfolk find this to be cruel.

Rumors & Legends

Ever since the great calamity, much of the world's history lay sunken beneath the seas. Many adventurers and treasure hunters spend their lifetime seeking out ancient secrets and riches. Stories and legends permeate taverns all across the lands. Some are believed to be truth, while others have lead many fool hearty adventurers to their end.

Agda Jand

Long before the floods and the great war, there was a kingdom known as Agda Jand. It was lead by a terrible hierarchy of Rakshasa demons. The Rakshasa bound lesser demons to their will and enslaved many of the mortals that lived in surrounding regions of Valindris. Legend says that the kingdom existed during the great war, and that it only fell when the oceans rose up.

Nobody knows where Agda Jand rests now, though many suspect that it lies somewhere at the ocean floor off the coast of Ahnkalla. And many suspect the cities and palaces to still hold untold treasures.

Droum

Somewhere in the mountains to the east of Markhanis lies the ancient ruins of Droum. Droum was a once proud city, but it was decimated by the forces of the Drowned One long ago. Recently, a sprawling necropolis was discovered far beneath the city. The Guilds have sent teams to excavate the site in search of artifacts but have stumbled into resistance in the form of undead. The guilds are reporting that these undead don't seem to be mindless and are attacking with more strategy and intelligence than zombies typically show.

The guilds are offering a hefty reward to any adventurers willing to escort their archaeological teams through the ruins. They've reportedly already lost a highly respected team of treasure hunters within the necropolis.

The Eternal Prison

Unsettling news has begun to spring forth from cities all across Valindris. Cults worshiping the Drowned One have been seen spreading fear and lies. They say that the Drowned One is not truely defeated. That it merely lays sleeping in a prison in the abyss of the ocean. It is said that the cult is seeking 5 Pillars, or keys, to the Drowned One's prison.

Many cities and organizations have begun to offer bounties on the cult members.

Naglfar, the Floating Fortress

One of the most known and feared stories is the one of Naglfar. It is said that long ago, a faction of sailors struck an alliance with the Drowned One and sailed an armada into battle against the forces of Valindris. When these sailors were eventually defeated, and their ships sunk, it is said that their souls were cursed to forever wander the sea.

This rumor on its own doesn't strike much fear into the average sailor or fisherman. However, when conditions are right out at sea, there have been reports of a heavy fog rolling in out of nowhere. So thick it is nearly blinding. Within the fog, sailors have heard the groans of the dead, and caught glimpses of a colossal ship. It is said this ship is at least ten times the size of the largest Gelleon in Markhanis's fleet.

Ships have gone missing while out at sea. Coastal villages have been plundered under the cover of heavy fog. And yet, nobody can accurately describe who or what is responsible. Everything that is spoken in stories seem to be second hand at best.

Kari Zev

New of Kari Zev has spread quickly from Markhanis. The Engineers Guild has recently put up a bounty for her capture and the return of what she stole. What she robbed the guild of might be the most brazen act of thievery that Markhanis has ever witnessed.

Kari was a brilliant member of the Engineers Guild and was one of the chief designers working on the airships that just flew from Markhanis three years ago. She then served as a lead designer on a recent prototype airship that was set to fly from the city within the month. Sometime within the last week Kari and her familiar, Ragavan, flew out of Markhanis on board the prototype airship.

Before the theft, there was talk of the ship Kari was working. It was supposed to use some new form of arcane engines instead of hot air and sails. It supposedly works off a similar technology to the elevators and lifts within Markhanis.

Nobody is sure yet what Kari hopes to do with the stolen airship. All that is known, is that the Engineers Guild is offering enough gold for the return of the ship to flatter a small kingdom.

Ves'Ri the Pursuer

Ves'Ri is possibly the most notorious and feared pirate in all of Valindris. She has sunk countless ships and gotten away with hoards of loot from all across the sea. The guilds have collectively put together a hefty bounty for her, to be collected on her capture or death, though this bounty has lead to the death of many hunters.

Ves'Ri captain's the Stone Glare, a mighty Galleon modified with more added weaponry then most war fleets have at their disposal. To further complicate matters then, she also is usually accompanied by two Caravels filled with pirates that have allied themselves with her.

Rumor says Ves'Ri was a member of the Freehold Brotherhood years ago but left over some kind of dispute. The ships that sail with her are said to clearly be of Freehold in origin. Though they show no qualms in sinking Freehold ships or sacking Freehold coastal outposts and camps.

She is said to mostly strike in the dead of night and warning has been posted on all bounty contracts that she has shown signs of her medusa heritage. The figurehead on her ship is said to be a petrified Naga coiled around the bowsprit and it is rumored she has turned a number of sailors to stone.

The Gorian Empire and Highmaul

In the southwestern corner of Valindris just east of Zehr'esh lies Highmaul, home of the Gorian empire, or whats left of it at least. The islands east of Zehr'esh is also home to the weakened barrier with the elemental plane of earth. The ogres of Highmaul have watched over the earthen plane in the past, though nobody's sure if they still do.

The ogres at one point were somewhat contained within their islands. Though recently, their leader Imperator Mar'gok was slain in what appeared to be a coup. Little to nothing is known about the group or individual that seized power though. If rumors are to be believed though, a pair of ogres took the throne. Each sound as though they are preparing the Gorian ogres for war.

The Elemental Plane of Earth

The barrier with the earthen plane has created a crag filled, rocky landscape in the islands surrounding Highmaul. The ogres of the isles have also undergone some changes due to their proximity to the rift. The ogron and gronn are two new types of ogres that have shown up in Highmaul over the past century. The ogron are cyclopean creatures with jagged rocky protrusions coming out of their hide. The gronn are a truly terrifying thing. Gigantic ogre like creatures with rocky hide and the ability to rupture the earth around it with each step.

Other than localized events, there have been no signs of the elemental plane of earth flaring up like whats happening on the Cinder Isles with the plane of fire. Many are still worried that with the Gorians on a warpath, the earthen plane will either be neglected or abused. Based on what's been seen in Zehr'esh, the ladder is more likely.

Akriot

Long ago, before the floods and before the empires of the Rakshasa and Medusa even, there stood Akriot. An empire built by the minds of mages that the world has yet to see the likes of. As Akriot grew old, it's arcane orders grew ever hungry for power. It is said that it was this hunger for power that first created necromancy, as well as blood magic. It is also believed that as the mages of Akriot meddled in forbidden practices, they caused the barriers between planes to rupture and wear thin. The Arcanists Guild of Markhanis believes that the flood would have never happened if the mages of Akriot hadn't delved into forbidden matters.

The mages tore into ancient tomes and lore not meant for mortal minds. And as they learned forbidden secrets, they brought about a plague of eldritch horrors that crippled the great empire in the span of five days. The ruins of the empire now mostly lie at the bottom of the sea, though some ruins still lay scattered above the water.

Many adventurers have gone seeking ruins of Akriot's great empire, even though relics from Akriot are often forbidden by the Arcanists Guild. A good number of Akriot relics appear in black markets and underground rings, though many of these end up being counterfeit.

The Cursed City

A man named Ludwig recently arrived in Markhanis looking to hire adventurers. He claims to belong to an order of eldritch hunters and has lost his home. He has large gaps in his memory and has no recollection of where he came from.

On an island in the northern seas, a colossal wall of mist was recently found by him and a group of people with similar gaps in their memory. They had no luck figuring out what was causing the mist, but something about the landscape surrounding it felt familiar to them.

In an effort to uncover the truth, they recently sent a large group into the mists with magical devices that would allow them to contact the rest of their group outside of the mists. Ludwig stayed behind in case outside help was needed. There was a long string of silence before they finally heard from the exploratory team.

Maria, the leader of the explorers, first sent the message "Ludwig... It's home but there's something very wrong here." This gave hope to Ludwig until another message was received several days later. "The way is clear. The path... Open. The end calls, she awaits. I will meet you again... Where the hands move unhindered."

With these messages, Ludwig hopes to find a brave enough adventuring party to venture into the mists and find out whats happened to Maria and her team, as well as their home. He has been offering up a very large sum of coin in return for the help.

Tortuga

Somewhere in the seas of Valindris is a small string of islands that holds the small port town of Tortuga. Tortuga is a famous pirate town, though nobody seems to know exactly where it is. Stories run wild about what manner of things can be found in the town, which is supposedly home to the world's largest supply of illicit goods.

What is known about Tortuga is that it is run by the pirate turned Governor, Gaston Demarto. Gaston was a feared pirate captain some thirty years ago. It is said that he used the fortunes he amassed at sea to found Tortuga and keep it away from the public eye. It is believed that some kind of magic hides the islands from the world.

Sacred Artifacts

All over Valindris there are tales of long lost artifacts and relics from before the flood. Items ranging from the lost armaments of a northern king to the regalia worn by Trag'oul, a necromancer who lead legions of undead against the drowned one. There aren't many relics that people know the location of, but that hasn't stopped countless vessels from being charted by explorers and adventurers in search of some powerful artifact.

Ghost Ships

Though Naglfar is the most feared ghost ship on the seas, there are many other cursed ships across Valindris. Some drift about in the open waters of the sea, while others lay run aground on some remote island or string of sharp rocks.

Among the tales told of these derelict ships, several are mentioned specifically. The Governess, a famous guild ship that was lost at sea ten years ago. It is believed that the Governess was transporting a large sum of gold and platinum for the Alchemists Guild.

The Evertide was one of the first ships to sail under the Freehold Brotherhood flag. The pirates who sailed this ship we said to have recovered some relic from the ocean's floor before mutiny broke out aboard the ship. The ship is believed to have been left drifting, devoid of crew somewhere southeast of Caetirym.

Some sailors have reported seeing a half broken ship, hanging above the sea by several large jagged rocks off the coast of Zehr'esh. Agonizing screams have been heard coming from within the ship. Not many who have seen the ship have been brave enough to investigate further.

 

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