Main Page

From Velthuryn

Welcome to the Velthuryn Atlas & Archive, an online atlas and encyclopedia for the high-magic world of Velthuryn.

Overview of Velthuryn

The world of Velthuryn
The world of Velthuryn

Velthuryn is a fractured, high-magic world built for heroic and emotionally resonant stories in the Daggerheart RPG system. Slightly smaller than Earth, it turns slowly beneath its star, Solivar, completing a full axial rotation every thirty-six hours. Each cycle is evenly divided into eighteen hours of radiant longbright and eighteen hours of luminous deepglow. Night is never truly dark. Two highly reflective moons, Tasserin and Cassanda, travel the sky in differing cycles, flooding most nights with silvery light that feels closer to dusk than darkness. A full year lasts 428 days, and time itself feels patient, heavy, and deliberate. Velthuryn is a world where memory lingers, where lands seem aware of what has come before, and where heroes are shaped as much by emotional consequence as by steel or spellcraft.

The modern age of Velthuryn is defined by the Aethergrave, a vast and unresolved wound in reality whose cause remains unknown. Its emergence shattered landscapes, rewrote oaths, bent time, and scattered griefglass across the world. Griefglass, born of loss and resonance, is now central to magic, religion, law, and war, revered by some and feared by others. The Aethergrave set the world humming with resonance, a force that binds memory, emotion, and place. Forests remember their ancestors, rivers carry emotion downstream, deserts whisper of futures never lived, and fortress-states compress truth until it becomes dangerous. Alongside beasts of flesh and blood, Echo Adversaries now arise, manifestations of suppressed truths, unresolved choices, and histories that refuse to stay buried.

Velthuryn is divided into fourteen distinct states, each shaped by how it responds to resonance rather than by simple borders or lineage. Across these lands exist diverse ancestries, communities, and eight complex religions that interpret the world’s wounds in sharply different ways. Some cultures adapt and listen, others suppress and contain, while still others exploit resonance for power or profit. Hope and Fear are not abstract ideas here, but forces that visibly shape outcomes, relationships, and geography. Velthuryn is not a setting of rising and falling empires, but a living world learning, imperfectly, how to survive its own memory.

Geographically, Velthuryn is bound together by breath, tide, and stone. Its two great continents face one another across the warm Bangrave Sea, a central gulf that cleaves the realm in twain. To the north, the Smithsoll Sea gathers the Bangrave’s outflow into cold, echoing waters that scour the Torral promontory and the mist-laden coasts of the Velkar Spires. To the south, the Waters of Tunneau lap against Lexharrow and the Sunlash Coast before mingling westward with the storm-fed Mellheiller Ocean. Inland, the Sea of Lir and the Gulf of Wakewall shape the western continent’s shores, their tides carrying trade, memory, and consequence alike. For players and GMs, Velthuryn offers a setting where every journey leaves a mark, every choice echoes, and the world itself is always listening during the longbright and the deepglow.

The Velthuryn Details page has more details about its history, climate, and more.

A number of factions exist across the world for players and GMs to leverage.

Campaigns that were run in the world of Velthuryn are listed on this page: Campaigns Log


States of Velthuryn

Velthuryn is divided into two continents, each home to multiple independent states. Use the links below to explore state pages.

Western Continent Eastern Continent

Factions

FactionTypeSize
The Bone-Root WayReligiousLarge but decentralized
The Choir of GlassReligiousSmall, secretive cells
The Codex WardensPoliticalMedium; concentrated in institutions
The Concord of Measured SilenceReligiousSmall but influential; scattered enclaves and monasteries
The Dreamtide ChorusReligiousDiffuse; culturally embedded rather than centralized
The EchohuntersMercenarySmall, elite
The Emberbound ClansSocialLarge, decentralized
The Flame of AccordReligiousMedium to large; structured orders
The Glass Market SyndicatesCriminalLarge, fragmented
The Griefbound CommunionReligiousMedium; cult-like cells connected by ritual
The Luminous ArchiveReligiousLarge; institutional, cross-state
The MycelialsSocialLarge within Myrrun; diffuse elsewhere
The Pale AccordReligiousVery small; clandestine
The River-CovenantPoliticalMedium; mobile membership
The Spirits BetweenReligiousWidespread, informal
The Stone Verdict AssemblyPoliticalMedium; institutional rather than populous
The Stormcall CirclesReligiousSmall but culturally powerful
The Sunvault CovenantReligiousLarge within Aurex; limited elsewhere
The UnsealersCriminalSmall, covert, highly motivated
The Vigilant ConcordPoliticalLarge within Aurex; minimal presence elsewhere

Campaign Frames & Campaign Log

titleSettingComplexitypitch
Stop The Boomwright!Fleaspark Union⏺⏺Brightcrawl is the beating, sparking, occasionally-on-fire heart of the Fleaspark Union, and tonight it’s hosting the legendary Patent Duel, the only civic event where competitive inventing, mild arson, and legal procedure are the same thing. But before the first boomstick can be unveiled, the judges mysteriously vanish, strange tremors shake the plaza, and someone starts replacing respected officials with suspiciously polite impostors. Rumor points to Grellix “Boomwright” Barmuzzle, a disgraced alchemist whose inventions usually end with apologies and craters. Now it’s up to a handful of brave (or deeply confused) heroes to sniff out the saboteur, out-invent a madman, and save a city where every street corner is either a workshop or an explosion hazard. Succeed, and Brightcrawl might just throw you a parade; fail, and… well, at least the fireworks will be spectacular.
The Echo BelowScorval BlightA stolen Resonance Core has vanished into the fog-choked wilds of Scorval Blight, and its unstable energies have begun to rattle the coastline like a held breath ready to break. Whispers from Uled’s harbor factions point in every direction, but all of them agree on one thing: something beneath the land is waking. Echo-storms twist memory, griefglass bleeds old tragedies into new ones, and even the roads seem to hum with warnings no one wants to hear. As rival powers scramble to seize control of the Core, the heroes must navigate lies, sabotage, and echo-haunted ruins to uncover the truth. Each step north drags them closer to Baled, a town crushed by its own history, and to a mine where grief itself has grown teeth. If the Core reaches its final chord, the entire coast may be rewritten in violet light.
The Frost-Wraith of Frostglen RestThirasil⏺⏺

Each winter, Thirasil observes the Snow Quiet Vigil, a sacred time of stillness when the people honor winter spirits and ancestors. This year, something responds to the Vigil with violence. Travelers vanish along the ridge, the wind carries sounds that are not its own, and Frostglen Rest becomes a place of unease rather than refuge. Rumors speak of a Snow Wraith, an old legend connected to deep places and ancient rites. Adventurers are needed to uncover what stalks the storm. The path is not fixed. Players choose how to investigate and which clues to follow as they explore Frostglen Rest, the Shrine of Fu Lan Chi, and the Old Gravenreach Timberway. Each location holds fragments of truth hidden in wind patterns, old machinery, and forgotten symbols. The storm worsens and the ridge grows restless. In time, the choices players make will draw them to the heart of the winter mystery and into a final battle against a force older than the Vigil itself.
The Stormsong TrialsVelkar SpiresHigh in the Velkar Spires, where storms remember every promise ever spoken, a simple caravan crossing becomes a trial of endurance, belief, and identity. Bound by rope and circumstance, the characters are drawn into a monastery that treats survival as judgment and silence as scripture. The storm listens, the mountain watches, and every vow carries weight. In The Stormsong Trials, the question is not whether you will face the storm, but what it will hear when you do.

Atlas & Map Index

Testing resources: