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Welcome to the Velthuryn Atlas & Archive, an online atlas and encyclopedia for the high-magic world 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 lands that dream, bleed, and resist.

The world of Velthuryn


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.

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.

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

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

Atlas & Map Index

Campaign Frames & Campaign Log

CampaignSettingComplexityPitch
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.