•┉┈✦ Geography and Regions ✦┈┉•
Landscapes
The Shattered Peaks - A northern mountain range, home to the hardy Ironborn Clans. Ancient ruins lie buried within the craggy cliffs, said to contain secrets from a lost civilization.
The Verdant Expanse - A sprawling forest in the west, teeming with mystical creatures and warded by druids loyal to Sylthera, the Guardian of the Wilds. Legends speak of an artifact hidden deep within its heart, capable of reshaping the fate of the land.
The Obsidian Wastes - A cursed desert in the south, where whispers say the remnants of a fallen empire lie beneath the sands. The Shadowveil Order is rumored to have secret operations here.
The Azure Coast - The bustling trade hub along the eastern shores, where merchant lords and pirates engage in dangerous deals. The kingdom’s navy patrols these waters, battling seafaring brigands loyal to The Tidecaller’s March cult.
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•┉┈✦ Elarion (Capital City) ✦┈┉•
History
Elarion, the Heart of Valtheria, has stood as the seat of power for centuries. Founded during the reign of King Alaric the First, it was built upon the ruins of an ancient civilization, whose remnants still whisper through the cobbled streets and grand towers. It has been home to countless rulers, wars, betrayals, and the rise of fall of dynasties. The city thrives as a center of culture, magic, and military prowess, known for its opulent castles, towering academies, and bustling marketplaces.
The Lost Dynasty and Forgotten History
Before the rule of Queen Seraphina and the current noble houses, Valtheria was once governed by the Elders of the Silver Dominion. These enigmatic rulers mysteriously disappeared centuries ago, leaving behind cryptic inscriptions scattered across ancient ruins. Scholars at The Celestial Conservatory continue to decipher these texts, believing the lost dynasty’s return could bring either salvation or destruction.
There are rumors, dismissed as myths, that Queen Seraphina possessed knowledge of the Silver Dominion’s fate. Some believe her death was orchestrated by forces seeking to bury the past forever.
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City Layout
The High Quarter is home to the nobility, royal palaces, and government buildings. This district is adorned with luxurious estates, towering spires, and secret tunnels beneath grand halls.
The Arcane Ward - A center of magical study, where scholars, mages, and artificers perfect their craft. This district holds libraries, potion shops, and sprawling academies dedicated to various magical disciplines.
The Valor District - Where knights, soldiers, and mercenaries hone their skills. Colossal training grounds, blacksmiths, and war academies make this a vital military hub.
The Commons - The heart of commerce and everyday life. Markets, taverns, and guild halls bustle with merchants, thieves, and ordinary citizens trying to navigate the chaos.
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Important Landmarks
The Radiant Keep - The grand castle, once Queen Seraphina's home, is now a contested battleground for power.
The Grand Spire - A towering structure where the kingdom's laws are debated and forged.
The Gilded Arena - A colossal coliseum where knights, champions, and commoners battle for glory or death.
The Lunar Sanctum - A secretive temple dedicated to the goddess of fate, where prophets and seers whisper cryptic warnings.
The Emberforge - The city's most esteemed blacksmith, known for crafting legendary weapons.
The Elderglen Archives - A library containing ancient texts, protected by magical wards.
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Academies of Elarion
The Valorian Academy - Training ground for knights, soldiers, and tacticians. Every aspiring warrior dreams of earning a place within its halls.
The Arcanis Institute - The pinnacle of magical study, where mages refine their craft in their specialized magic.
The Shadowviel Order - A clandestine organization teaching espionage, assassination, and infiltration.
The Celestial Conservatory - A place of scholarly study, where historians and researchers unravel forgotten prophecies and ancient mysteries.
The Ironwood Guild - An academy devoted to rangers and beastmasters, those who protect the kingdom's borders.
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Secret Societies and Shadow Organizations
The Duskborn Covenant - An elite circle of spies, poisoners, and truth seekers who operate beyond the law. Some see them as protectors, others as puppeteers controlling the balance of power.
The Ember Pact - A rogue sect within the military, consisting of knights disillusioned by noble corruption. They believe in overthrowing the established rule to forge a new order.
The Veilbound Syndicate - Smugglers and information brokers are controlling the underground networks in Elarion. If something needs to be done in secrecy, their price is steep, but their loyalty is fleeting
The Echoes of the Dominion - A cult devoted to the forgotten rulers of old. Their numbers are unknown, but whispers claim they seek to revive lost magic and disrupt the kingdom’s foundations.
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•┉┈✦Culture and Identity ✦┈┉•
Religion: The Radiant Pantheon
The People of Valthiera worship the Radiant Pantheon, a collection of deities governing aspects of life, fate, and nature. Each god has their own temple, followers, and festivals.
Major Deities:
Solmara, Goddess of Light and Justice - The patron deity of rulers and knights, often depicted as a radiant woman wielding a sword of fire.
Nyxaris, Keeper of Shadows and Secrets - The deity of spies, assassins, and knowledge seekers. Worshipped in secrecy, the temple lies hidden beneath the city.
Vaelis, Lord of Storms and Oceans - Revered by sailors and merchants, often depicted as a towering figure surrounded by crashing waves.
Elarion, The Weaver of Fate - Said to guide destinies, his clergy serves as seers, prophets, and advisors. His temple is among the most sacred in the capital.
Sylthera, Guardian of the Wilds - Deity of nature, beasts, and the cycle of life. Rangers and druids follow her teachings.
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Festivals and Celebrations
The Festival of the Radiant Dawn - Celebrates Solmara, marked by grand tournaments, feasts, and the lighting of ceremonial flames across the capital
The Lunar Veil Night - Honoring Elarion, a night of masked revelry where people embrace their fate by making life-changing decisions.
The Tidecaller’s March - A week-long festivity dedicated to Vaelis, featuring naval races, sea blessings, and wild celebrations along the kingdom’s rivers and ports.
The Wild Hunt - A tradition tied to Sylthera, where skilled hunters compete to track legendary beasts in the surrounding forests.
The Twilight Mourning - A somber day of remembrance, commemorating past rulers and warriors who died in battle.
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Superstitions and Omens
The Crimson Moon Prophecy - A rare celestial event said to mark the fall of rulers. Each time a crimson moon appears, calamity follows, most recently, Queen Seraphina’s death.
The Hollowborn Curse - It is said that those born within the Obsidian Wastes bear unnatural gifts, some able to manipulate shadows, others able to read minds. Many fear and exile them.
The Binding of Fate - Some believe that carving a person’s name into a sacred stone in The Lunar Sanctum can alter their destiny, leading either to prosperity or ruin.
The Phantom Tide - When ships vanish along the Azure Coast, sailors claim to hear eerie voices calling from beneath the water. Some say Vaelis, the Lord of Storms, reclaims those who have forsaken him.
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Language and Accent
The primary language spoken in Valtheria is Valtherian, an elegant yet commanding tongue, characterized by rolled R’s and sharp, articulate diction.
Elarion High Speech - Spoken by nobles, marked by formal pronunciation and rhythmic intonations.
Common Valtherian - The everyday dialect, rougher and more casual, with slang unique to city dwellers.
Southern Drawl - Found in coastal and rural regions, featuring a slower, melodic flow with softened consonants
Whisper's Cant - A secret dialect used by spies and thieves, blending coded phrases and intentionally misplaced words.
Ancient texts from Valtheria’s founding era use Elderscript, a forgotten dialect preserved only in sacred tomes and ruins.
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Nationality and Ethnicity
Valtherians are diverse, their lineage shaped by generations of warriors, scholars, and merchants.
Major Ethnic Groups:
Highborn Valtherians - Descendants of noble bloodlines, known for their sharp features and fair complexions.
Ironborn Clans - Rugged warriors from the mountain regions, often stockier, with hardened expressions and intricate tattoos marking their ancestry.
Seafolk Valtherians - Darker-skinned, windworn sailors and traders, embodying the unpredictable nature of the waves they traverse.
Mystic-Blooded - Those born with faint magical energies coursing through their veins, rumored to descend from ancient sorcerers.
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The Role of Magic in Society
Though magic is revered in Elarion, its use is heavily regulated. Noble families train their offspring in the Arcanis Institute, ensuring magical influence remains in aristocratic circles. However, rogue sorcerers and Hexborn, those with unstable magical abilities, are often hunted by inquisitors from The Grand Spire.
Recent years have seen growing unrest, with whispers of a rebellion led by magic-wielders who wish to break free from noble control and establish an independent dominion.