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| {{State | | {{State |
| |name=Velkar Spires | | | name = Velkar Spires |
| |capital=Zhirveth's Roost | | | capital = Zhirveth’s Roost |
| |population= | | | located in = Northern Coast, Western Continent |
| |located in = Eastern Continent | | | population = 5100000 |
| |landmarks=[[Azure Crown Mesa]]; [[Zephyrwalk Bridge]]; [[Sundering Gorge]]; [[Cloud-Leviathan Pass]] | | | geography = Velkar Spires is a storm-bound region of sheer mesas, needle-thin peaks, and wind-carved plateaus rising abruptly from the northern coasts of the western continent. Cities cling to stone spires and cliff faces, connected by bridges, windways, and lift-chains. The sky is an active presence here, shaped by converging storm corridors, constant updrafts, and resonance-charged weather systems that circle the Spires like migrating predators. Lightning scars the stone, and clouds often descend below the highest districts during deepglow. |
| |other_settlements= | | | people_and_culture = Velkar Spires is home to cultures that treat the sky as a living partner rather than an adversary. Humans, Elves, Fauns, Earthkin, and Aerial Kin coexist in vertically stratified societies where status is determined by altitude, responsibility, and risk. Velkar culture values courage, adaptability, and negotiated trust with forces that cannot be owned or controlled. |
| |factions=[[High Arcanum Concord]], [[Ascendant Schools]], [[Lattice Wardens]], [[Groundbound Compact]], [[Skybound Sect]]
| | | hazards = Storm-Echoes; Lightning Shear; Windfall Collapse; Skyfall Debris; Griefglass Conductors; and Altitude Sickness. |
| |coords=43.8076,86.1097 | | | landmarks = [[Zhirveth’s Roost]]; [[The Thunder Lattices]]; [[Stormcall Rings]]; [[The Cloudbound Archives]] |
| | | other_settlements = Windspire; Bolt’s Rest; Highdraft Crossing; Anvilcloud Hold |
| | | coords = 43.8076,86.1097 |
| }} | | }} |
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| '''Velkar Spires''' rise like broken spears from the northeast of the eastern continent, a sawtooth wall where storm and stone wage endless war. Clouds snarl perpetually around their snow-clad peaks, shot through with violet resonance when Solivar's rays break across the glaciers. Rains and meltwaters cascade from these highlands, feeding the rivers of Nokhul Vale to the south and the fertile plains of Torral to the west. To the east, sheer cliffs plunge into the Bangrave Sea, their ports few and perilous, lashed by gales that batter ship and sailor alike.
| | = Velkar Spires = |
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| Isolation defines the Spires. Rope-bridges sway over abyssal chasms; mountain monasteries cling like barnacles to stone faces; aerial patrols vanish into fog for weeks at a time. Yet their resonance-rich heights draw seekers from every land: miners, sages, and oath-swearers who come to test themselves against storms that strip the false from the soul. To dwell in the Spires is to measure life by endurance, of rope, of vow, of breath.
| | == Overview == |
| | Velkar Spires is a realm suspended between stone and sky, where survival depends on engaging forces that cannot be mastered. Storms here are not background phenomena. They are participants. Wind carries memory, lightning bears messages, and thunder marks moments when the world chose to speak loudly. |
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| The Velkari are famed storm-watchers and oath-binders. Their societies organize into sky-clans, each anchored to a citadel but bound by shared winds. Laws are declared in lightning-lit assemblies, where resonance crystals hum in agreement or fracture in dissent. To outsiders, Velkar seems a place of constant peril; to its people, the storms are scripture, and the peaks themselves are living covenant.
| | Unlike the Bastion of Aurex, which suppresses resonance, or Aeterron, which confronts it directly, Velkar communes with it. The people of the Spires believe that attempting to bind or silence the sky invites disaster. Instead, they negotiate, appease, and listen, accepting risk as the price of balance. |
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| == Capital - Zhirveth's Roost == | | == Geography == |
| {{Settlement
| | The Spires rise sharply from the northern coastline, their cliffs plunging into cold, mist-laden seas fed by the Smithsoll currents. Narrow plateaus and knife-edge ridges host cities anchored with resonance-dampened pylons and griefglass-reinforced stone. |
| |name=Zhirveth's Roost
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| |state=Velkar Spires
| | Storm corridors converge above the region, creating near-constant atmospheric activity. During longbright, Solivar’s light fractures through layered clouds, casting shifting bands of illumination across the peaks. During deepglow, moonlight from Tasserin and Cassanda reflects off stormbanks, turning the sky into a luminous ceiling of moving silver and violet. |
| |type=City
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| | == People & Culture == |
| }}
| | Life in Velkar Spires is vertical and precarious. |
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| | '''Humans''' — Builders, pilots, and storm-negotiators. |
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| | '''Elves''' — Sky-scholars and wind-choristers interpreting atmospheric resonance. |
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| | '''Fauns''' — Balance-walkers and courier-guides across exposed routes. |
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| | '''Earthkin''' — Structural engineers anchoring cities to living stone. |
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| | '''Aerial Kin''' — Glider-clans and winged lineages adapted to high-altitude life. |
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| | Altitude carries social meaning. Those who live higher bear greater responsibility and risk, while lower districts manage logistics, agriculture, and recovery. |
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| | == Governance & Sky Authority == |
| | Velkar has no singular monarch. Authority is distributed among city-councils and storm-circles, each responsible for interpreting the sky’s will within their domain. |
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| The capital '''Zhirveth's Roost''' clings to a knife-edged saddle where five wind-bridges converge, a city that marries storm-worship with craft. Its outer buttresses bristle with the [[Gale-Fanes]], shrines of storm-glass whose bells toll only at Cyressel's second nightly arc, warning sky-pilots of rogue squalls rising off the Bangrave Sea. Each toll is considered a vow: no pilot dares sail without heeding it.
| | === Capital — Zhirveth’s Roost === |
| | Zhirveth’s Roost crowns the tallest stable spire in the region, a vast aerie-city carved directly into the stone and reinforced with layered griefglass anchors. Upper platforms frequently vanish into cloud cover, while lower terraces cling precariously above sheer drops. |
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| Toward the city's heart, the [[Aerium Foundries]] hang like bronze fruit from chain-cranes, suspended in the endless updrafts of the abyss. Earthkin smiths pour molten ore into crucibles and cast them into the gale, letting resonance winds shape and cool the alloy into windsteel, a supple, silver-blue metal prized by Aurexian beacon-smelters and Gravenreach echo-forges alike.
| | The Roost serves as Velkar’s political, ceremonial, and strategic heart. Major storm negotiations, inter-state treaties, and emergency evacuations are coordinated here. The Stormcall Circles convene in open sky-chambers, where lightning and wind are allowed to pass freely through the space as part of deliberation. |
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| Between cloisters and ringing gantries sprawls the [[Roost Bazaar]], a market suspended in perpetual drafts where fabric stalls whip like banners. Traders barter sky-feather cloth, violet thunder-opals, and cloud-fleece, buoyant wool shorn from stratus-grazing goats that cling to moss on mesa crowns. Goblin tinkers hawk lightning rods and glider wings, while Human and Elven caravans bear resonance scrolls and memory-crystals. Yet every deal is measured first by the wind: stall-keepers pause when the gales shift, for Velkar's vow is always to listen before speaking, to weigh before binding, to endure as storm and stone endure together.
| | == Hazards & Stormborne Threats == |
| | Velkar’s dangers arrive from above as often as from within: |
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| == Mesas, Wind-Bridges & Storm-Paths ==
| | Storm-Echoes — Atmospheric manifestations of past catastrophes replaying through weather. |
| Velkar is defined by its high mesas, perilous bridges, and storm-scoured passes:
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| * '''[[Azure Crown Mesa]]''' - Tallest of the Spire mesas, crowned by the [[Sky-Archivum]], a living library of storm-glass slates etched by Earthkin scribes and Elven wind-chanters. Goblin tinkers devised pulley-wings to shuttle slates between cliffside shelves swaying in the updrafts.
| | Lightning Shear — Sudden electrical discharges along bridges and windways. |
| * '''[[Zephyrwalk Bridge]]''' - A 14-mile calcite span coaxed into form by Earthkin geomancers. Its stones hum in fifths whenever the north wind cuts across, resonating like a vast harp. Goblin "bridge-singers" patrol the harmonic tunnels, listening for fractures in the vow-stone.
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| * '''[[Sundering Gorge]]''' - A storm-path canyon where lightning strikes precisely at the turning of each hour. Earthkin smiths use it as a forge-clock, timing hammer-strikes by the thunder. Storm-silica harvested here is vital for windsteel.
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| * '''[[Cloud-Leviathan Pass]]''' - A pass navigable only during the Night-Still, two calm hours after Tassaryn's rise. Rumors claim the shattered carcass of a leviathan sky-ship lies here, tangled in storm-roots and humming with residual resonance.
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| == Sacred Pilgrimages into the Clouds ==
| | Windfall Collapse — Structural failures caused by resonance-charged gusts. |
| === Giants, Sky-Remembering ===
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| Once each decade, Giants of the Earthkin kin-clades climb the [[Sky-Remembering Pathwalk]], beginning at Solivar-dawn and ending exactly one deepglow later. They haul memory-boulders etched with clan histories, glowing when Tassaryn's pearl light sweeps the peaks. At the aerolith rims, the stones are carved into altars of storm-chalk, then tipped into jet streams, fragments scattering as thunder-seed, spreading ancestral wisdom across Velthuryn whenever lightning strikes.
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| *Mechanics (for Daggerheart play):* Completing a Pathwalk grants a Giant PC a permanent +1 Presence while in the Velkar Spires, and advantage on social rolls with Giant communities elsewhere.
| | Skyfall Debris — Fragments of ruined sky-cities or drifting stone masses. |
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| === Katari, Moonfold Ascent ===
| | Griefglass Conductors — Overcharged lightning rods that attract Echo Adversaries. |
| During Verdant Zenith, when Solivar quickens jungle bloom, Katari pilgrims don glider-silks woven from moon-moth filament and leap from the [[Petal Ledges]]. Thermal columns from Mellheiller cyclones lift them toward [[Upper-Current Shrines]], vine balconies visible only under Cyressel's second pass. There, amid storm-glass hum and orchid perfume, pilgrims brew stratus-dew tea that opens senses to the [[Moonfold Road]], an astral current flowing between the twin moons.
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| *Mechanics (for Daggerheart play):* Drinking the tea allows a Katari PC (or one invited ally) to ask the GM one prophetic question per session until the next Verdant Zenith.
| | Altitude Sickness — Resonance-induced vertigo, memory distortion, and emotional amplification. |
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| == Trade & Travel of the Velkar Spires == | | == Economy & Exchange == |
| Storm and stone shape how goods and people move through Velkar:
| | Velkar trades in wind-harvested energy, storm-forged alloys, skyglass, high-altitude crops, and advanced weather prophecy. Trade routes are vertical as often as horizontal, relying on airships, gliders, lift-currents, and storm windows rather than roads. |
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| * '''[[Thunderrail]]''' - A chain of windsteel carts bolted to sheer cliff walls, running from Torral's jungle foothills up to Zhirveth's Roost. Storm-glass capacitors discharge lightning into braking coils, their sparks visible for miles. It moves bulk ore, stormglass shards, windsteel billets, thunder-opals, and jungle herbs, but risks lightning surges, Goblin "spark-thieves", and leaping sky-leeches.
| | == Relations & Reputation == |
| * '''[[Storm-Path Skyships]]''' - Tidekin-built sky-keel vessels with lunasilk sails braced by Velkar windsteel spars. They ride laminar jet-streams over the mesas, guided by beacon-towers that flash coded bursts of storm-light. They face storm-wraith ambushes, time-slip gusts, and corsairs in griefglass masks.
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| * '''[[Gale-Step Caravans]]''' - Pack trains of Earthkin, Clanks, and Humans scaling wind-bridges between mesas. They carry grain from Torral foothills, sky-feather cloth, storm-forged weapons, and memory-crystals, but risk bridge collapses, raider tolls, and pursuit by Verdant Wardens.
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| * '''[[Cloud-Raft Markets]]''' - Seasonal floating bazaars lashed from ballooned storm-bark, tethered to mesa rims by chain-anchors. Goblins and Humans barter storm-forged trinkets for Sunlash chronal goods, but markets can drift into rogue cyclones or fall prey to sky-cutters.
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| * '''[[Riftwatch Pilgrimage Road]]''' - A narrow trail climbing toward the Aethergrave's Verge, lined with windshrines at every turn. Merchants risk the road to sell griefglass visors, resonance charms, and anchor glyphs to the wardens.
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| == Storm-Economy Exports ==
| | The Bastion of Aurex — Ideological opposition over containment versus communion. |
| Velkar's most prized exports include:
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| * '''Windsteel''' - Alloy forged by casting molten ore into resonance winds, spiral-cooled to be supple yet stronger than vault-steel. Coveted by Aurex beacon-smiths and Gravenreach forge-councils, but it attracts storm-wraiths and must travel in guarded convoys.
| | Aeterron — Cooperative data-sharing on resonance storms and Echo emergence. |
| * '''Stormglass''' - Resonant crystal fused from lightning-struck quartz that hums with harmonic overtones. Used in Lexharrow rune-lycea and Sunlash star-beacons, but shatters under sudden pressure shifts.
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| * '''Thunder-Opals''' - Violet gems birthed by Solivar lightning in slick basalt veins. Bought by Scorval cult circles and Tidekin storm-singers, they warp compass arrays and can cloak skyship positions.
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| * '''Cloud-Fleece''' - Buoyant wool sheared from goats grazing moss on mesa crowns, woven into storm-cloaks and sky-sails. Valued by Sunlash sailwrights and Thirasil wolf-riders, but can drift away or change weight with moisture.
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| * '''Resonance Prisms''' - Storm-etched glass cut to amplify sound or bind oath-words into the wind. Desired by Lexharrow scholars and Aurex heliograph priests, but cracked prisms replay old oaths and dangerous secrets.
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| == Hazards & Hospitality ==
| | Tarkhos Dominion — Trade partners via mountain passes and high caravan routes. |
| The Velkar Spires are perilous to the unwary:
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| * '''[[Storm-Wraith Corsairs]]''' - Rogue sky-riders who channel oath-breaker energy into griefglass gliders, diving from thunderclouds to ambush caravans and bind captives into false oaths.
| | Thirasil — Occasional collaboration on migratory weather and forest–storm interactions. |
| * '''[[Resonance Storms (Velkar)]]''' - Sonic tempests that ripple through the Spires, shattering bridges and crystal cargo. Earthkin pilots carry harmonic forks to counter them, but a mistimed strike can destroy an entire caravan.
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| * '''[[Lightning Leeches]]''' - Winged predators drawn to static fields. They latch onto metal carts or skyships, bleeding charge until brakes fail and sails collapse.
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| * '''[[Stone-Reckoners]]''' - Animated oath-golems carved from mesa basalt that patrol storm-paths and demand travelers show valid sigil-brands.
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| * '''[[Avalanche Winds]]''' - Sudden downdrafts that sweep across wind-bridges and markets, collapsing stalls or flinging caravans into ravines.
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| * '''[[Cloud-Drakes]]''' - Pale draconic predators nesting in storm-churned crags, circling skyships and scattering cloud-fleece herds.
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| * '''[[Echo-Mire Ravines]]''' - Hidden gullies where sound bends back upon itself, trapping travelers in looping echoes and whispered future oaths.
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| Safe conduct for visitors:
| | Velkar is admired for its daring, distrusted for its unpredictability, and feared for what its storms sometimes reveal. |
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| * Travelers may present an ''Echo-Oath'', shouted into a wind-tunnel under Earthkin witness. The wind must carry the vow clearly; if it falters, the caravan is denied passage.
| | == Ancestry Distribution == |
| * Sky-Houses built into cliff hollows along wind-bridges offer rest. Guests must add a verse to the House Ballad before departing, or risk being branded oathless.
| | === Predominant === |
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| === Ascension Is Outpacing Containment ===
| | Humans, Elves, Aerial Kin |
| Velkar Spires rewards ambition without sufficiently punishing failure. Every mage is encouraged to climb higher, experiment deeper, and reach further, while the systems meant to contain disaster strain under cumulative risk. No single authority can slow progress without losing power, and no single breakthrough can justify the damage left behind.
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| If Velkar halts advancement, it collapses politically and economically. If it continues unchecked, one failure may bring down entire spires, or worse, tear something open that cannot be sealed again.
| | === Significant Minorities === |
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| This conflict cannot be solved. It can only be managed, deferred, or catastrophically triggered.
| | Fauns, Earthkin |
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| == Campaign Hooks in Velkar Spires == | | === Transient Populations === |
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| === 1. The Falling School ===
| | Storm scholars, merchants, Echohunters, sky-pilgrims, and diplomats |
| An entire Ascendant School vanishes overnight when its spire partially phases out of reality. The Concord insists it was an accident. Survivors claim it was sabotage tied to a suppressed discovery.
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| === 2. Cracks in the Lattice === | | == Fauna of Velkar Spires == |
| The Lattice Wardens detect a growing stress fracture that runs through multiple spires. Stabilizing it requires shutting down critical research projects, each backed by powerful patrons who refuse to comply.
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| === 3. The Groundbound Ultimatum ===
| | Thunder Rocs — Massive avians nesting within storm cells. |
| The Groundbound Compact threatens to withdraw labor from the upper spires unless granted meaningful protections. Several elite mages propose magical replacements instead.
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| === 4. The Sky That Whispers ===
| | Cloud Serpents — Lightning-charged sky predators. |
| Something answers Skybound Sect rituals now. It offers guidance, power, and elevation, but its instructions subtly destabilize containment wards across the city.
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| === 5. The Forbidden Curriculum ===
| | Windrams — Sure-footed herd-beasts adapted to narrow ledges. |
| A banned spell framework resurfaces, teaching students how to bypass Concord oversight entirely. Its graduates advance faster than anyone else, and fail far more catastrophically.
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| === 6. The Day the Shadows Fell Upward ===
| | Storm Mantas — Gliding creatures that ride permanent updrafts. |
| At dawn, shadows across the Spires point toward the sky instead of the ground. Lattice Wardens warn this is a precursor to inversion collapse. Several Schools race to exploit the phenomenon before it ends.
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| == Ancestry Distribution ==
| | Echo Wisps — Luminous entities formed from atmospheric memory. |
| * '''Earthkin''' - Predominant ancestry, stone-bodied folk who carve cliff homes and shape stormcraft and stone-binding culture.
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| * '''Goblins''' - Windship engineers and lightning-rod tinkers whose daring inventions sometimes rival Earthkin mastery.
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| * '''Humans''' - Traders and intermediaries ferrying goods down to Sunlash or inland to Aurex.
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| * '''Elves''' - Keepers of memory-shrines and storm-oracle courts, preserving ephemeral windsongs.
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| * '''Clanks''' - Sometimes welcomed as anchors amid the storms, sometimes shunned as "lifeless stone."
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| * '''Infernis''' - Distrusted for flame regarded as an imbalance to storm and stone.
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| * '''Orcs''' - Rare, often seen as mercenary climbers or raiders rather than settlers.
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| Respect the wind, cite the latest sky-chart, and Velkar Spires opens its heights with exhilarating grace. Defy the currents, and even the bridges may decide you no longer belong.
| | == Sky, Risk, and Trust == |
| | In Velkar Spires, trust replaces control. The sky cannot be commanded, only understood well enough to survive. Those who live here learn that danger is not a failure of planning, but a condition of existence. To stand in Zhirveth’s Roost is to accept that the world will always have the final say, and to build anyway. |
Velkar Spires
Overview
Velkar Spires is a realm suspended between stone and sky, where survival depends on engaging forces that cannot be mastered. Storms here are not background phenomena. They are participants. Wind carries memory, lightning bears messages, and thunder marks moments when the world chose to speak loudly.
Unlike the Bastion of Aurex, which suppresses resonance, or Aeterron, which confronts it directly, Velkar communes with it. The people of the Spires believe that attempting to bind or silence the sky invites disaster. Instead, they negotiate, appease, and listen, accepting risk as the price of balance.
Geography
The Spires rise sharply from the northern coastline, their cliffs plunging into cold, mist-laden seas fed by the Smithsoll currents. Narrow plateaus and knife-edge ridges host cities anchored with resonance-dampened pylons and griefglass-reinforced stone.
Storm corridors converge above the region, creating near-constant atmospheric activity. During longbright, Solivar’s light fractures through layered clouds, casting shifting bands of illumination across the peaks. During deepglow, moonlight from Tasserin and Cassanda reflects off stormbanks, turning the sky into a luminous ceiling of moving silver and violet.
People & Culture
Life in Velkar Spires is vertical and precarious.
Humans — Builders, pilots, and storm-negotiators.
Elves — Sky-scholars and wind-choristers interpreting atmospheric resonance.
Fauns — Balance-walkers and courier-guides across exposed routes.
Earthkin — Structural engineers anchoring cities to living stone.
Aerial Kin — Glider-clans and winged lineages adapted to high-altitude life.
Altitude carries social meaning. Those who live higher bear greater responsibility and risk, while lower districts manage logistics, agriculture, and recovery.
Governance & Sky Authority
Velkar has no singular monarch. Authority is distributed among city-councils and storm-circles, each responsible for interpreting the sky’s will within their domain.
Capital — Zhirveth’s Roost
Zhirveth’s Roost crowns the tallest stable spire in the region, a vast aerie-city carved directly into the stone and reinforced with layered griefglass anchors. Upper platforms frequently vanish into cloud cover, while lower terraces cling precariously above sheer drops.
The Roost serves as Velkar’s political, ceremonial, and strategic heart. Major storm negotiations, inter-state treaties, and emergency evacuations are coordinated here. The Stormcall Circles convene in open sky-chambers, where lightning and wind are allowed to pass freely through the space as part of deliberation.
Hazards & Stormborne Threats
Velkar’s dangers arrive from above as often as from within:
Storm-Echoes — Atmospheric manifestations of past catastrophes replaying through weather.
Lightning Shear — Sudden electrical discharges along bridges and windways.
Windfall Collapse — Structural failures caused by resonance-charged gusts.
Skyfall Debris — Fragments of ruined sky-cities or drifting stone masses.
Griefglass Conductors — Overcharged lightning rods that attract Echo Adversaries.
Altitude Sickness — Resonance-induced vertigo, memory distortion, and emotional amplification.
Economy & Exchange
Velkar trades in wind-harvested energy, storm-forged alloys, skyglass, high-altitude crops, and advanced weather prophecy. Trade routes are vertical as often as horizontal, relying on airships, gliders, lift-currents, and storm windows rather than roads.
Relations & Reputation
The Bastion of Aurex — Ideological opposition over containment versus communion.
Aeterron — Cooperative data-sharing on resonance storms and Echo emergence.
Tarkhos Dominion — Trade partners via mountain passes and high caravan routes.
Thirasil — Occasional collaboration on migratory weather and forest–storm interactions.
Velkar is admired for its daring, distrusted for its unpredictability, and feared for what its storms sometimes reveal.
Ancestry Distribution
Predominant
Humans, Elves, Aerial Kin
Significant Minorities
Fauns, Earthkin
Transient Populations
Storm scholars, merchants, Echohunters, sky-pilgrims, and diplomats
Fauna of Velkar Spires
Thunder Rocs — Massive avians nesting within storm cells.
Cloud Serpents — Lightning-charged sky predators.
Windrams — Sure-footed herd-beasts adapted to narrow ledges.
Storm Mantas — Gliding creatures that ride permanent updrafts.
Echo Wisps — Luminous entities formed from atmospheric memory.
Sky, Risk, and Trust
In Velkar Spires, trust replaces control. The sky cannot be commanded, only understood well enough to survive. Those who live here learn that danger is not a failure of planning, but a condition of existence. To stand in Zhirveth’s Roost is to accept that the world will always have the final say, and to build anyway.