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[[File:Velthuryn Globe.jpg|thumb|Globe view of the eastern continent]]
Welcome to the Velthuryn Atlas & Archive, an online atlas and encyclopedia for the high-magic world of Velthuryn.
 
= Velthuryn Atlas & Archive =
 
Welcome to the Velthuryn Atlas & Archive, an online atlas and encyclopedia for the high-magic world of Velthuryn, designed to integrate with Semantic MediaWiki, maps, and Daggerheart campaigns.


== Overview of Velthuryn ==
== Overview of Velthuryn ==


Velthuryn is a fractured, high-magic world built for heroic and emotionally resonant stories in the Daggerheart RPG system. Shaped by divine war, elemental upheaval, and echoing grief, Velthuryn offers explorers, warriors, scholars, and mystics the opportunity to uncover truths hidden within
[[File:VelthurynGlobe.gif|left|712x712px|frameless|border|The world of Velthuryn]] Velthuryn is a fractured, high-magic world built for heroic and emotionally resonant stories in the [https://www.daggerheart.com 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.
lands that dream, bleed, and resist.


Velthuryn drifts around the copper-gold blaze of Solivar in a slow, deliberate turn, giving rise to the realm’s signature 36-hour longbright - eighteen hours of mounting daylight followed by eighteen hours of cooling deepglow. During the longbright, Solivar’s extended arc bakes the skylands in steady warmth; barkstone orchards swell with resin-rich fruit, and tide-lilies along the saltmarsh rims open and close in unhurried rhythms. As deepglow settles, fog gathers in silver coils across the lowlands, glowshroom caverns glitter like inverted starfields, and griefglass veins pulse faintly with mirrored moonfire. Within the Prism-Forum of Aurex, heliomancers etch Solivar’s eccentric waltz into brass ephemerides, arguing that the sun’s shifting distance tugs subtly at the planet’s mantle. Meanwhile, the Way-singers of Nokhul Vale claim the length of each deepglow grants spirits time to murmur through root and stone before the next longbright stirs the world awake again.
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.


Once Solivar dips beneath the Mellheiller horizon, Tasserin and Cassanda divide the darkness in their resonant dance. Tasserin, the elder moon, broad and pale-gold, crosses the heavens in a stately sixty-day circuit, its storm-veined face earning it the title the Memory Mirror in Thirasil lore. Cassanda, the swifter and smaller companion, completes two orbits in that same span, streaking ember-bright across the firmament in a quickened cadence that lights griefglass ridgelines and calls forth resonance squalls along the Scorval coast. When the moons align in the rare Sisters’ Embrace, Cassanda’s shadow trims a crescent from Tasserin’s face, sending shifting veils of darkness skimming across the seas.
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.


See the [[Calendar And Time]] page for details about the world's calendar, time-keeping system, and special days.
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.


A diverse set of Daggerheart ancestries and communities exist across fourteen distinct states with eight complex religions, making Velthuryn an expansive yet thematically cohesive realm. Magic permeates all things, hope and fear manifest as forces of change, and ancient powers stir within the lands' deepest wounds, especially within the Aethergrave.
The [[Velthuryn Details]] page has more details about its history, climate, and more.


Velthuryn is a world divided yet bound together by breath, tide, and stone. Its two continents face one another across the Bangrave Sea, a warm 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 misted coasts of the Velkar Spires. To the south, the Waters of Tunneau lap the shores of Lexharrow and Sunlash Coast before mingling westward with the storm-fed Mellheiller Ocean. Inland, the Sea of Lir and the Gulf of Wakewall split and shape states along the western continent’s coasts, their tides carrying both wealth and woe.
A number of [[Faction Overview|factions]] exist across the world for players and GMs to leverage.


== Climate ==
Campaigns that were run in the world of Velthuryn are listed on this page: [[Campaigns Log]]
Velthuryn’s breath moves with its waters. Westerly winds sweep moisture across the Waters of Tunneau, greening the coasts of Lexharrow and Sunlash Coast. Trade winds off Mellheiller thunder north into the Spires and Rise, their spent rains falling soft upon Myrrun Hollow. Cold surges from the Smithsoll Sea carry brine and storm into Torral and Velkar’s north coasts, while the Bangrave Sea’s warm tides knit east and west together.


Between mountain and sea, biomes shift rapidly: taiga belts fade into orchid-draped jungles; deserts lie ringed by grassland mosaics; wetlands stretch where estuaries meet volcanic loam. The land itself is restless, reshaped by tectonic pulses and Aethergrave fractures that hum with violet resonance.


== States of Velthuryn ==
== States of Velthuryn ==
 
Velthuryn is divided into two continents, each home to multiple independent states. Use the links below to explore state pages.
Velthuryn is divided into two continents, each home to multiple independent states. Use the links below to explore state pages (and their settlements, regions, and features) as you add them.
{| class="wikitable"
 
|+
=== Western Continent ===
!Western Continent
{{#ask:
!Eastern Continent
|- style="vertical-align: top"
|{{#ask:
[[Has entity type::State]]
[[Has entity type::State]]
[[Has located in::Western Continent]]
[[Has located in::Western Continent]]
|format = ul
|format = ul
}}
}}
 
|{{#ask:
=== Eastern Continent ===
* [[Ohlai Steppe]]
* [[Nokhul Vale]]
* [[Myrrun Hollow]]
* [[Bastion of Aurex]]
---
{{#ask:
[[Has entity type::State]]
[[Has entity type::State]]
[[Has located in::Eastern Continent]]
[[Has located in::Eastern Continent]]
|format = ul
|format = ul
}}
|}
== Factions ==
{{#ask:
[[Category:Factions]]
|?Has faction type=Type
|?Has faction size=Size
|format=table
|mainlabel=Faction
}}
}}


== Campaign Frames & Campaign Log ==
{{#ask:
[[Has entity type::Campaign Frame]]
|?Has setting=Setting
|?Has campaign complexity=Complexity
|?Has pitch=pitch
|mainlabel=title
|format=broadtable
|headers=plain
}}
== Atlas & Map Index ==
== Atlas & Map Index ==


* [[Adversary Compendium]]
Testing resources:
* [[AtlasIndex|Interactive Atlas Index]] – browse all mapped states, regions, settlements, and features.
* [[AtlasIndex|Interactive Atlas Index]] – browse all mapped states, regions, settlements, and features.
* [[Special:Ask]] – run custom Semantic MediaWiki queries across the setting.
* [[Special:Ask]] – run custom Semantic MediaWiki queries across the setting.
== Campaign Frames & Campaign Log ==
In the future, this section will list:
* Daggerheart campaign frames set in Velthuryn (with links to their frame pages).
* Individual campaigns that have been run, including:
** When they were played
** Which frame they used
** Where in Velthuryn they took place (linked to map features and states)
For now, you can begin adding campaign frame pages under a namespace such as '''Campaign:''' and individual campaign logs under '''Campaign Run:''' or a similar structure that fits your workflow.

Latest revision as of 13:01, 14 January 2026

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: