A scarred world where gods have departed, but their consequences remain.
Magic and science coexist uneasily:
Runic engines
Alchemy-based medicine
Firearms enhanced with enchantments
Magitech infrastructure
Yet true miracles and witchcraft still sit above technology — feared, regulated, or worshipped.
“Here, the world never healed.”
Role: Mythic danger zone / endgame region
Status: Unclaimed, forbidden, alive
Vael’Tyrra is where the 500-year war reached its absolute peak. When Verghar halted the conflict, this continent was already broken beyond repair.
Geography mutates
Forests grow overnight
Ruins bleed magic
Weather behaves like a living thing
Magic flows without rules
Chaos and order coexist violently
Ancient witch laws still echo in the air
Beasts roam freely
Failed miracles still walk as phenomena
Gozu is believed to dwell here, dormant or waiting
The “Prophet of Chaos” is foretold to awaken him
Witches who enter feel their bloodline magic resisted
Miracle-workers lose certainty — faith flickers here
“The land judges intent”
“Vael’Tyrra remembers the war”
“Some cities still exist — intact — but only at night”
DM Use:
High-risk expeditions
Legendary artifacts
Reality-warping encounters
Campaign climax location
Government: Absolute monarchy + noble houses
Culture: Tradition, bloodline, honor
Tech Level: Moderate magitech, conservative adoption
Eldharyn believes power is inherited, not earned.
King rules by divine tradition (not miracle)
Noble families control land, armies, and magic licenses
Witches are tolerated if bound to noble houses
Peasants rarely see advanced technology
Magic academies tied to aristocracy
Witch bloodlines secretly bred or married into houses
Beast-hunting is a noble sport
Miracles are viewed with suspicion
Younger nobles want democracy
Some houses secretly ally with Guides
A rumor claims the royal bloodline descends from a witch
DM Use:
Political intrigue
Court conspiracies
Noble-backed witch PCs
Slow-burning civil conflict
Government: Democratic republic (flawed)
Culture: Innovation, progress, freedom
Tech Level: Highest in the world
Astra Polis believes gods are obsolete.
Rail networks powered by runic cores
Firearms standard issue
Arcane-scientific universities
Witchcraft is regulated, licensed, and dissected
Witches treated as dangerous specialists
Humans learn structured magic through technology
Miracle-workers are monitored or expelled
Beasts are hunted, studied, and weaponized
Democracy masks corporate rule
Experiments on beast regeneration
Artificial miracles in development
Some citizens willingly accept chaos mutations for power
DM Use:
Noir investigations
Ethical dilemmas
Tech-vs-divine conflicts
Urban campaigns
Government: Theocratic empire
Culture: Faith, obedience, purity
Tech Level: Selective (miracle-focused)
Sanct Verghar claims moral victory over the war.
Ruled by the High Synod
Miracle-workers are clergy and generals
Witches are heretics
Beasts are abominations
Education is religious
Technology allowed only if it serves faith
Public miracles reinforce belief
Secret prisons for witches and Guides
Uses captured witches to power relics
Miracle-workers slowly burn out their humanity
Faith weakens far from the capital
DM Use:
Religious oppression
Moral conflict campaigns
Fallen miracle-workers
Rebellion arcs
Vael’Tyrra is changing
Guides are manipulating politics
Witch bloodlines are disappearing
Verghar’s miracles are growing weaker
Aethyra has not spoken in centuries
Thyrix’s prophecy is nearing fulfillment