Anderlynd→
Free to roam, free to be.
A kingdom in the Golden Sea ruled from Wickholm by the heirs of Ander.
Other Nations of Valyr
The Stravin Empire→
A vast southern power built on faith, wealth, and righteous fervour, now reaching beyond the seas.
The Dominion→
A network of Dussari city-states whose trade, guilds, and diplomacy shape civilisation across Valyr.
Skarn→
A rugged kingdom south of Anderlynd, born from rebellion and ruled by the bold King Alrik Ragnarsson.
Kalais→
A cultured northern kingdom of fertile fields, grand academies, and devout Luminist knights.
Alyria→
An elected council governs this prosperous land of vineyards, gems, and cautious magical scholarship.
Malburg→
A mountain kingdom famed for fine arms, giant ruins, and the imposing Folburg fortress.
Umlau Peninsula→
An untamed peninsula of jungle and mangrove, home to tribes who revere the land and its spirits.
Thaklaz→
Once ruled by demons, now a council-governed land of tinkerers and geothermal forges.
Vyrandam→
An independent southern port built in the abandoned fey stronghold of Annwydam.
Locations of Interest
The Kharybdis Expanse▼
The Kharybdis Expanse is an endless and roiling ocean. Rolling fog denies all hope of navigation by sun or star, and storms that defy any sane theory of wave and wind deposit ships that survive their onslaught impossibly far from their intended course. Many sailors have braved these waters. Significantly fewer have returned, and until recently, none had ever traversed beyond. The sight of massive beasts of the depths and stories of lost yet still laden galleons and forgotten island caches ensures that any sailor worth their salt will wish to sail the Expanse at least once… To do so at a king's behest is honestly just a bonus.
Seahaven▼
A curious uninhibited isle outside the purview of all nations. Its windswept shores make it ill-suited for long-term habitation though ruins there indicated some ancient peoples must have once resided there. In modern nights it is used by smugglers and pirates alike to meet or stash ill-gotten cargo in various disguised and trapped hideouts. It is not uncommon for sailors from rival ships to run into each other, or across cultists performing dark rituals, or druids communing with the sea. In all cases it is best for everyone to pretend you saw nothing and carry on with your business. What happens in Seahaven stays in Seahaven.
The Deadlands▼
This wasteland once bustling with life suffered a great calamity of fell magics during the conflict between The Stravin Empire and the Umlaui Tribes over a thousand years ago. The necrotic plague winds that swept across the land killed all life and polluted the rivers. Unfortunately the dead here did not stay that way. The undead hordes of the Pale Scourge arose to claim dominion over this corrupted landscape. A solution to this advancing menace has yet to be found so the neighbouring nations have had to resort to constant border patrols and containment. Few scouting teams sent into the region return and the ones that do speak of untold horrors within.