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  1. Magika
  2. Lore

Athelgard

Athelgard

Athelgard is one of the most influential surviving islands of Magika, a rare stronghold of order in a fractured world. While many islands struggle with instability and corruption, Athelgard remains a center of learning, trade, and political power.

Because of its location and strength, Athelgard is often called the Keystone of the Inner Seas. Should it ever fall, the balance of power across the region would collapse with it.


The City of Eldoria

At the heart of the island rises the great city of Eldoria, a vast medieval metropolis built in a circular design around an ancient magic tower. The tower, known as the Spire of Accord, predates the Sundering and is believed to be a relic of the Radiant Age. Its creators are unknown.

The Spire stabilizes the island’s ley lines. Without it, Athelgard might have shattered long ago like many other lands after the Shattering War.

Eldoria is ruled by the Arcane Council, a conclave of archmages, scholars, and spell-lords. Noble houses exist, but their authority is secondary to magical law. Eldoria believes knowledge, not bloodlines, should rule the future.


Eldoria Plains

Surrounding the capital stretch the Eldoria Plains, a wide region of open grasslands, farmlands, and scattered forests. The land is fertile and beautiful, but not entirely safe.

Trade roads cross the plains, yet monsters from the wild regions often wander into settled lands. Ancient ruins still lie hidden beneath the soil, and travelers sometimes vanish without explanation.

The plains represent Magika itself: rich with opportunity, yet scarred by hidden danger.


Grav Village

Grav is Athelgard’s primary farming village and the foundation of the island’s survival. Its fields are blessed with unusually fertile soil touched faintly by lingering magic from the Spire.

Because of its importance, Grav is heavily defended. If the village were destroyed, famine would soon follow. Many soldiers begin their service guarding its fields before ever seeing the capital’s walls.


Finin Port

Finin Port is Athelgard’s gateway to the wider world. Merchant fleets, adventurers, and diplomats all pass through its harbors. Goods from distant islands and relics from sunken ruins flow constantly through its markets.

Though officially ruled by the Arcane Council, true power shifts between merchant guilds, noble agents, and criminal organizations. Finin Port is a city of profit, secrets, and quiet wars fought in shadows.


Mara Forest

Mara Forest is an ancient woodland that survived the Sundering largely intact. It is home to powerful beasts, rare magical creatures, and secretive druid circles.

The druids believe the forest remembers the Radiant Age and distrust the Spire of Accord, which they claim disrupts natural balance. While open conflict has not erupted, tension between forest and city remains unresolved.

Creatures within Mara Forest often show unnatural intelligence, shaped by lingering ancient magic.


Goblinwood

Goblinwood lies along the western edge of the island and is claimed by organized goblin tribes. These are not mindless monsters, but cunning and territorial societies.

Raids against nearby settlements are common. Some believe darker forces influence the tribes, using them to destabilize Athelgard from within.


Whispo Cliff

Whispo Cliff rises along the northeastern coast, eternally wrapped in thick unnatural fog. Voices echo through the mist in unknown tongues, and pale lights drift along the cliffs at night.

Scholars believe Whispo Cliff marks a thin place in reality left by the Shattering War. Many who climb too high vanish or return deeply changed, speaking of impossible landscapes hidden within the fog.


The Sea Hag Stone

Off the southwestern coast stands the Sea Hag Stone, a massive rock cliff rising from the sea.

At its summit grows a strange magical forest, twisted by ocean winds and ancient enchantments. Rare herbs and dangerous creatures thrive among its trees.

Below, hidden within sea caves carved into the cliff, dwells the Sea Hag, a monstrous witch said to lure ships to ruin. Wreckage from many eras litters the surrounding waters, making the Stone both cursed and tempting.


Broken Dream

To the east drifts Broken Dream, the wreck of a colossal ancient ship, shattered but still afloat through unknown magic. Once part of a lost Radiant Age fleet, it now serves as a neutral ground beyond any nation’s laws.

Broken Dream has become a floating city of criminals, mercenaries, and outcasts. Black markets trade in forbidden relics, cursed magic, and god-fragments. An underground arena draws warriors from across Magika to fight for gold, fame, or freedom.

No kingdom officially controls Broken Dream, yet many secretly depend on it.


The Corrupted Land

Far to the north floats a corrupted fragment of land, scarred by the remains of the Outer God. This floating island is home to warped monsters and unstable magic.

At its center burns a Corruption portal, constantly spawning twisted creatures. At times, flying abominations cross the sea and attack settlements without warning, driven by blind destructive instinct.

Many fear the Corrupted Land is slowly drifting closer to inhabited waters.