A fractured land of betrayal, dark magic, scheming, and a looming Veil to a realm of fallen gods.
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6. Elarion Grove
A lush, untamed forest alive with sentient flora and ancient magic. The Thornkin call this sacred ground home, guided by spirit-keepers who commune with primal forces. It is one of the last uncorrupted magical places in Aeltharia—protected fiercely. Outsiders rarely leave unchanged. Adventure Hook: The Grove’s Heart Tree is dying, and a group of corrupted druids claim the Veil must be allowed to merge with the world.
Caldreth Hold – Bastion of the Inquisition
A massive mountain fortress carved into obsidian stone, Caldreth Hold is the headquarters of the Inquisition. Here, suspected mages are brought for "redemption," and inquisitors are trained in holy rites and combat. Few escape once taken inside. The sky above is always storm-dark, and chants echo through its halls at all hours. Adventure Hook: A prisoner has escaped from Caldreth with knowledge that could dismantle the Theocracy’s hold on the continent.
Drenn’s Hollow
A slum-town hidden in a sea cave network along the southern coast, Drenn’s Hollow thrives on black market trade, illegal artifacts, and secret meetings. Nearly every faction uses it—if indirectly. A haven for pirates, spies, and Veil cults, where the wrong smile can mean a knife in your back. Adventure Hook: A Veil-powered relic is auctioned here, and every faction sends someone to claim it—peacefully or not.
Drenn’s Hollow
A slum-town hidden in a sea cave network along the southern coast, Drenn’s Hollow thrives on black market trade, illegal artifacts, and secret meetings. Nearly every faction uses it—if indirectly. A haven for pirates, spies, and Veil cults, where the wrong smile can mean a knife in your back.
Elarion Grove
A lush, untamed forest alive with sentient flora and ancient magic. The Thornkin call this sacred ground home, guided by spirit-keepers who commune with primal forces. It is one of the last uncorrupted magical places in Aeltharia—protected fiercely. Outsiders rarely leave unchanged
Hollowmere
Built in the ruins of a forgotten empire, Hollowmere is a city partially submerged in black water. It is a refuge for the Hollowborn and those exiled by the rest of society. Veil energies are thick here; illusions walk the streets, and whispers fill the air. Time flows strangely in its deeper wards. Adventure Hook: A magical disease is spreading beyond Hollowmere’s borders, and its source may lie within a sealed tomb in the city’s depths.
The Withered Expanse
A desolate, ash-choked wasteland that was once the site of the “Godfire War.” The ground glows faintly, littered with relics and bones of divine champions and Veil-corrupted horrors. Spirits roam freely, and the laws of physics bend. Legends say a fallen god still slumbers beneath the sands. Adventure Hook: A vein of god-metal has been uncovered—drawing prospectors, cultists, and ancient guardians to the surface.
Vaelgard
A bustling metropolis governed by a rotating council of mercenary lords, rogue mages, and freefolk leaders. Vaelgard is the stronghold of the Crimson Concord and home to the best smiths and worst criminals. Duels settle most disputes, and gold speaks louder than law. It’s a haven of freedom—and treachery. Adventure Hook: An assassin’s guild seeks to sway the council by targeting key members, and the party must protect—or eliminate—a candidate.
Vel’Thalas
Once the seat of an ancient empire of seers and arcane scholars, Vel’Thalas was shattered during the Sundering, when the Veil first tore open. Its broken tower pierces the sky like a jagged blade, glowing faintly with residual magic. Spirits wander its depths, and arcane secrets wait in forgotten vaults. Veilwalkers maintain a camp nearby, researching its mysteries—at great peril. Adventure Hook: Recover a forbidden ritual locked in the Spire’s sublevels before a rogue cult reaches it.