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Vael'Thyra

@Vael’Tyrra

THE ABANDONED CONTINENT

Vael’Thyrra — The Scar of the World

“Maps end here. Prayers fail here. Gods once screamed here.”

GENERAL OVERVIEW

Name: Vael’Thyrra (common scholarly name)

Other Names:

  • The Godscar

  • The Wild Silence

  • The Broken Cradle

  • The Waiting Land

Vael’Thyrra is the first continent, the place where the War of Chaos and Creation reached its absolute peak. When Verghar intervened and forced the Divine Accord, this land was already beyond salvation.

Rather than healing it, Verghar cut it loose.

What remains is a continent where:

  • Creation, Chaos, and Order coexist without dominance

  • Natural laws fluctuate

  • Magic behaves instinctively

  • Evolution is violent and accelerated

No nation claims it.

No god rules it.

And Gozu waits at its heart.

THE LAND ITSELF

Vael’Thyrra is not uniformly corrupted — it is fragmented, as if reality itself shattered and reassembled incorrectly.

1. Living Geography

  • Mountains shift subtly over decades

  • Forests migrate

  • Rivers sometimes flow upward or disappear entirely

  • Storms form without weather systems

The land reacts to presence.

Travelers report:

  • Paths closing behind them

  • Terrain reshaping after battles

  • Ancient ruins reactivating when approached

2. Magical Saturation Zones

Magic pools openly:

  • Ley scars erupt with uncontrolled spell effects

  • Chaos zones mutate creatures rapidly

  • Old witchfields amplify curses unintentionally

  • Dead miracle zones suppress all divine effects

Spellcasting here is dangerous — not because it fails, but because it may succeed too well.

FAUNA & CREATURES

Vael’Thyrra is home to creatures not found anywhere else.

Wild Beasts

  • Descendants of early chaos experiments

  • Hyper-adaptive

  • Often immortal unless destroyed utterly

  • Some exhibit rudimentary intelligence

Wild Shifters

  • Shifters who lost control generations ago

  • Fully beast-dominant minds

  • Often territorial, sometimes worshipped by lesser creatures

Proto-Creatures

Entities believed to be:

  • Failed divine designs

  • Early witch experiments

  • Chaos-altered life that predates current classifications

They do not fit known taxonomy.

ANCIENT RUINS

Vael’Thyrra is layered with ruins from every phase of the war.

Witch Citadels @Witch Citadels

  • Built from bloodline-specific magic

  • Still guarded by autonomous curses

  • Some contain knowledge forbidden by the Coven

Chaos Forges @Chaos Forges

  • Places where Thyrix altered life en masse

  • Still active

  • Highly dangerous

  • Often produce new monsters unintentionally

Miracle Craters @Miracle Craters

  • Locations where Verghar intervened directly

  • Magic is sterilized

  • Silence dominates

  • Even beasts avoid them

THE HEART OF VAEL’THYRRA

@The Heart of Vael'Thyrra

The Waiting Expanse

At the center of the continent lies a vast, scarred plain of black stone and crimson veins.

Here:

  • No storms form

  • No magic surges

  • No creatures wander freely

This is where Gozu resides.

GOZU’S DOMAIN

Gozu does not rule Vael’Thyrra.

The land simply acknowledges him.

The Throne of Adaptation

  • Not a literal throne

  • A region where damage, conflict, and struggle accelerate evolution

  • Creatures entering this area change rapidly — often fatally

Gozu’s State

  • Usually dormant

  • Semi-meditative

  • Actively regenerating and refining his form

He is waiting, not sleeping.

THE PROPHECY OF WAITING

Ancient chaos inscriptions recovered by the Quiet Room speak of:

“The blood that commands without voice

Will wake the hand that ends the age.”

This is widely interpreted as:

  • A Guide descendant

  • Or a chaos-touched individual capable of commanding beasts

Until that figure appears, Gozu will not move.

WHO ENTERS VAEL’THYRRA?

Very few.

Known Visitors:

  • Quiet Room operatives (rare, high fatality)

  • Rogue witches seeking forbidden knowledge

  • Angelica’s followers (rumored)

  • Beasts drawn by instinct

  • Scholars who never return

Why They Go:

  • Lost artifacts

  • Pre-Accord magic

  • Chaos relics

  • Prophecy validation

  • Or obsession

WHY NO ONE CLAIMS IT

Holy Empire

Considers it divinely quarantined.

Entering is heresy unless sanctioned.

Nobles & Democracies

Too costly. Too unpredictable. No return on investment.

Coven

Secretly forbids exploration — officially denies interest.

Quiet Room

Classifies it as:

“Containment Zone Omega — Observation Only.”

CAMPAIGN FUNCTION (VERY IMPORTANT)

Vael’Thyrra is:

  • Not an early-game location

  • Not a standard dungeon

  • Not meant to be “cleared”

It is:

  • A mythic zone

  • A place where rules bend

  • A narrative accelerant

If players go here, the story is already near collapse.

FINAL CANON STATEMENT

Vael’Thyrra is not cursed.

It is unfinished.

And at its center waits the proof that the world may need to end to begin again.