Geography & Nations
Alderreach is a vast and diverse world of old continents, inland seas, mountain crowns, and long-forgotten frontiers. Much of the world is settled and civilized, but large portions remain dangerous, unexplored, or deliberately avoided due to ancient ruins, cursed lands, and sealed threats from older ages.
At the heart of the known world lies The Inner Seas, a massive interconnected body of water around which the greatest kingdoms and cities were built. Most major trade, culture, and politics flow through this region.
The Major Regions
The Valecrown Concord
The most powerful and “civilized” cluster of kingdoms in the world.
A loose alliance of monarchies, city-states, and trade powers
Highly developed cities, universities, mage circles, and churches
The cultural and political center of Alderreach
Printing presses, magical infrastructure, and long-distance trade are common here
Capital City:
High Valecis — A massive, radiant city of marble, bridges, towers, and mage-lights. Often called “The Crown of the World.”
Vibe:
Beautiful, wealthy, political, and built on very old foundations.
The Gray Marches
The frontier borderlands between the civilized west and the broken east.
Forests, hills, rivers, old forts, trade towns, and ruins
Constantly threatened by:
Monsters
Cursed sites
Bandits
And things that wander out of forgotten places
Heavily traveled, but never truly safe
Notable Town:
Bramblehook — A trade and lumber town, last safe stop before the deeper wilds. Home to a local version of Old Greg’s Tavern and a frequent meeting place for mercenaries, hunters, and wanderers.
Vibe:
Rugged, practical, nervous, and full of rumors.
The Ironspine Mountains
A massive mountain range that cuts the continent in half.
Rich in ore, old dwarven holds, and sealed deep places
Many passes are:
Collapsed
Haunted
Or deliberately closed
What lies beneath the deepest peaks is… unclear
Vibe:
Ancient, heavy, and full of things that should stay buried.
The Shatterlands
Once the heart of a great empire. Now a broken, cursed region.
Cracked cities
Warped landscapes
Magical dead zones and unstable zones
Home to:
Old seals
Lost capitals
And things that survived the fall
Few nations claim land here.
Fewer still actually control anything.
Vibe:
Ruins, anomalies, and old sins.
The Sapphire Coast & The Free Cities
A long coastline dotted with independent trade cities.
Powerful merchant republics
Naval powers
Cultural melting pots
Less unified politically, but extremely wealthy
Notable City:
Thalassar — The greatest port in the world, where you can buy anything that exists… and many things that shouldn’t.
Vibe:
Colorful, rich, dangerous, and full of secrets.
Major Powers & Nations
The Kingdom of Valecrown
Largest single kingdom
Claims to be the “protector of civilization”
Heavily tied to the Church and magical institutions
Knows more about the old world than it admits
The Free Cities League
Independent trade city-states
More loyal to coin than crowns
Fund many expeditions into ruins and dangerous lands
The Border Marches (Gray Marches)
Not a true nation
A patchwork of forts, towns, and local lords
Protected as much by mercenaries and hunters as by any army
Why This Geography Matters
The civilized heartlands are rich, stable, and political
The frontiers are where most adventures happen
The ruined regions are where the old world refuses to stay dead
Trade routes connect everything, and trouble travels along them
The Role of the Argent Veil in the World
They operate across all these regions
They are not tied to any single nation
They are tolerated, feared, and quietly relied upon everywhere
Their strongholds and archives are scattered and secret
The Big Picture
Alderreach is a world that looks:
Stable, beautiful, and alive.
But beneath it are:
Cracks, seals, and old things pressing upward.
Races & Cultures
Alderreach is an old, layered world, and its peoples reflect that history. No single race or culture rules the world. Instead, civilizations have risen, fallen, mixed, and adapted over thousands of years.
In most major cities, it is normal to see many races living side by side. In more remote regions, cultures tend to be more insular and traditional.
Humans
Territory: Everywhere, especially the Valecrown Concord, Gray Marches, and Free Cities
Role: The most widespread and politically dominant people
Humans are not the most powerful or the oldest race, but they are the most adaptable. Most kingdoms, trade leagues, and churches are primarily human-led.
Human cultures vary widely: noble kingdoms, merchant republics, frontier settlers, desert city-states, and river realms.
Relations: Generally get along with everyone, and are also responsible for most wars.
Elves
Territory: Ancient forests, hidden enclaves, and a few great old cities
Role: Keepers of long memory and old magic
Elves in Alderreach are cautious and long-lived. They remember the old empires and the mistakes that broke the world. They tend to be politically distant and culturally insular, and are extremely protective of ancient sites.
Some elves live among humans in great cities, but many elven realms remain hidden or semi-mythical.
Relations: Polite but wary of humans, respectful toward dwarves, and carrying ancient grudges against threats from the old world.
Dwarves
Territory: The Ironspine Mountains and deep fortress-cities
Role: Builders, smiths, archivists, and wardens of the deep
Dwarves are one of the oldest surviving civilizations. Many of their greatest holds were built to guard or seal things beneath the world. They value tradition, record-keeping, and craftsmanship, and maintain ancient ward systems in their deeper cities.
Some holds are prosperous. Others are sealed and silent.
Relations: Generally good relations with humans and elves, and extremely hostile toward anything that comes from the deep places.
Half-Elves
Territory: Mostly human lands and trade cities
Role: Bridges between cultures
Half-elves are common in cities and trade hubs. They often serve as diplomats, merchants, or travelers, and frequently struggle to fully belong to either parent culture.
Relations: Generally accepted, but rarely fully embraced by either side.
Orcs
Territory: Highlands, badlands, and border regions
Role: Clan-based warrior cultures and frontier peoples
In Alderreach, orcs are not inherently monstrous. They are fierce, proud, and deeply tied to clan, honor, and survival. Some clans are raiders. Others are settled farmers, mercenaries, or soldiers.
Relations: Historically tense with humans, slowly improving through trade and military service. Respected by dwarves for their endurance and straightforwardness.
Halflings
Territory: Riverlands, farmlands, and major trade routes
Role: Traders, farmers, messengers, and innkeepers
Halflings prefer stable communities, safe roads, and good food. They often form tight-knit caravans or prosperous agricultural regions.
Relations: Friendly with almost everyone and often underestimated.
Gnomes
Territory: Great cities, mage enclaves, and hidden workshops
Role: Artificers, scholars, engineers, and illusionists
Gnomes are drawn to innovation and the intersection of magic and technology. They are responsible for many printing innovations and magical devices, as well as a fair number of experiments that probably should not have been attempted.
Relations: Welcomed in cities, distrusted in conservative regions, tolerated everywhere because their work is too useful to ignore.
Tieflings
Territory: Scattered, mostly in cities and borderlands
Role: Living reminders of old pacts
Tieflings are rare and often distrusted. Their bloodlines are usually tied to ancient bargains, curses, or extraplanar interference. Most are simply people trying to live normal lives.
Relations: Distrusted by common folk, watched by churches, and often judged for things they did not choose.
Dragonborn
Territory: A few ancient city-states, with scattered bloodlines elsewhere
Role: Heirs to a fallen draconic age
Dragonborn cultures trace themselves to ancient draconic empires or dragon-serving civilizations. Their old nations are mostly gone, but their pride and traditions remain.
Relations: Respected for strength and discipline, politically diminished but culturally proud.
Cultural Reality of Alderreach
In most large cities, mixed races are normal. In rural or remote regions, outsiders are still outsiders. Old grudges exist, but trade, travel, and shared threats have forced most peoples to learn to coexist.
The Argent Veil’s Stance
The Argent Veil accepts any race. They care about endurance, willpower, and whether you survive the Trial, not where you are from.
Cultural Tension Zones
Human expansion into old elven forests.
Dwarven sealed depths versus those who want what lies within.
Orc clans integrating into civilized lands.
Tieflings being blamed for ancient pacts.
Dragonborn seeking to reclaim lost legacy.
The Big Picture
Alderreach is not one culture. It is a world of old peoples learning to live on top of older mistakes.
Magic & Religion
Magic in Alderreach
Magic is a natural force in Alderreach, like wind, gravity, or the tides. It flows through the world, through living things, and through certain places more strongly than others. It is not rare, but it is not casual either.
Most people will see magic in their lifetime. Few will ever wield it well.
How Magic Works
Magic is drawn from a vast, unseen structure scholars call the Weave, the Deep Current, or simply the Flow. Spellcasters do not create magic. They shape, redirect, and release what already exists.
Magic is:
Reliable, but not harmless
Powerful, but not forgiving
Precise when used correctly, and catastrophic when used poorly
The deeper or older the magic, the more dangerous and unstable it tends to be.
Many of the greatest disasters in history were not caused by monsters, but by people who thought they understood what they were doing.
Who Can Use Magic
Magic use generally falls into several broad categories:
Trained Casters: Wizards, scholars, and arcanists who study magic through years of disciplined learning. They are respected, regulated in most nations, and often attached to academies or noble courts.
Gifted Casters: Sorcerers and others born with magic in their blood. They are rarer and less predictable, and are often viewed with suspicion.
Divine Casters: Clerics and paladins who draw power through faith, devotion, or sacred oaths.
Pact-Bound Casters: Warlocks and similar practitioners who gain power through bargains with powerful entities. These are legal in some lands, forbidden in others, and distrusted almost everywhere.
Hedge Casters: Minor mages, village witches, and alchemists who know a few useful tricks but lack deep training.
Magic in Daily Life
In major cities, magic is used for:
Lighting
Heating
Communication
Construction
Medicine
Craftsmanship
In small towns, magic is rarer and more practical:
Healing charms
Wards against pests or sickness
Simple alchemy
Weather and crop blessings
True battle magic and high ritual magic are uncommon outside of specialized groups and major institutions.
The Danger of Old Magic
The most dangerous magic in the world is not new.
It is ancient.
Many ruins, seals, and artifacts still run on forgotten systems tied to the Black Tithe and older ages. These workings are powerful, unstable, and often poorly understood.
The Argent Veil exists largely to deal with the consequences of this kind of magic.
Religion in Alderreach
Religion in Alderreach is widespread, but not unified. Most people believe in the gods. Few agree on what the gods truly are.
The Nature of the Gods
Gods in Alderreach are real, but distant.
They do not usually walk the world.
They do not answer every prayer.
They do not stop every disaster.
They are:
Powerful
Ancient
Limited in ways mortals do not fully understand
Some scholars argue that the gods are not creators of the world, but part of it. Others believe they are caretakers, jailers, or even prisoners of greater cosmic systems.
Major Religious Traditions
Most regions follow a pantheon rather than a single god. The most widely known group is often called:
The Radiant Concord
A loose collection of major deities representing:
Light and the sun
Death and passage
Knowledge and memory
Nature and the wild
Oaths, justice, and civilization
Storms, seas, and change
Different cultures emphasize different gods, and names and symbols vary by region.
The Church
There is no single world-spanning church, but many powerful religious institutions exist.
In the Valecrown Concord, the Church of the Dawn is the most politically influential faith, focused on light, order, protection, and stability. Publicly, it is a force for charity and unity. Privately, it is deeply concerned about the old seals, ancient pacts, and the return of forbidden powers.
Other regions have their own dominant faiths, mystery cults, and local gods.
Faith and Divine Magic
Clerics and paladins do not always draw power directly from a god in a simple way.
Some are empowered by:
Direct devotion to a deity
Absolute belief in a divine ideal
Sacred oaths or cosmic principles
This has led to philosophical arguments about whether faith creates divine power, or divine power rewards faith.
No one has a definitive answer.
Heresy and Forbidden Faiths
Not all worship is safe.
Some cults do not worship gods at all, but:
Bound entities
Sealed horrors
Things that pretend to be divine
Many of these cults are tied, knowingly or not, to remnants of the Black Tithe.
The Relationship Between Magic, Religion, and the World
Magic, gods, and ancient systems are deeply intertwined.
Some seals are divine.
Some are arcane.
Some are both.
The greatest disasters in history usually happened when someone tried to:
Bypass the gods
Replace them
Or use their power without understanding the cost
The Big Truth
Alderreach is not a world protected by perfect gods or safe magic.
It is a world held together by:
Faith
Old systems
And a lot of dangerous compromises
And those compromises are starting to fail.
Economy & Trade
Civilization in Alderreach is held together as much by trade as by crowns or swords. While kingdoms rise and fall, goods, coin, and information continue to move along roads, rivers, and sea routes that are far older than most nations.
Currency
Most of the civilized world uses a broadly compatible coinage system, though designs and names vary by region.
The most common standards are:
Gold Crowns: High-value coins used for major purchases, bribes, ransoms, and state-level trade.
Silver Marks: The most common coin in daily use, used for wages, lodging, food, and normal commerce.
Copper Pennants: Low-value coin used by common folk for small purchases.
In some regions:
Old imperial coins still circulate and are accepted by weight rather than face.
Trade bars, stamped ingots, or bank notes issued by major trade cities are also used for large transactions.
Coin clipping, counterfeiting, and debased currency are ongoing problems in less stable regions.
Banking and Credit
In the great cities, especially along the Inner Seas and the Sapphire Coast, merchant houses and guild-banks provide:
Letters of credit
Secure vault storage
Currency exchange
Large-scale loans to nobles, churches, and city-states
Most rural regions still rely on physical coin, barter, and local trust networks.
Major Trade Routes
The Inner Sea Routes
The Inner Seas are the heart of global trade.
Grain, textiles, wine, spices, magical components, and luxury goods move constantly by ship.
Most major cities are connected by these routes either directly or through river systems.
The Sapphire Coast Routes
The Free Cities along the Sapphire Coast control much of the world’s maritime trade.
Exotic goods
Artifacts
Relics
And items of questionable legality all pass through these ports
The Marcher Roads
A network of old imperial highways runs through the Gray Marches and border regions.
They are dangerous, but essential.
Caravans, mercenaries, pilgrims, and hunters use them constantly.
Many of these roads pass directly through or near ancient ruins and sealed sites.
What Gets Traded
Common goods:
Grain, lumber, stone, wool, iron, salt
Valuable goods:
Spices, silk, dyes, wine, rare metals
Strategic goods:
Alchemical reagents
Spell components
Enchanted items
Relics and ancient artifacts
Illegal or controlled goods:
Forbidden grimoires
Certain magical substances
Relics tied to the old ages
Creatures or body parts from dangerous monsters
Guilds and Trade Powers
The most powerful non-royal economic forces in the world are the great guilds and merchant houses.
They:
Control shipping fleets
Finance expeditions
Sponsor mercenary companies
Fund ruin-delving operations
Lend money to kings and churches
Some are honest.
Some are not.
Most are both.
The Frontier Economy
In places like the Gray Marches:
Coin is still important, but
Goods, favors, and protection are often just as valuable.
Common currencies include:
Ammunition
Food stores
Healing supplies
Information
Monster parts, relics, and salvage from ruins can make someone rich or get them killed trying.
The Role of Danger
Much of Alderreach’s economy depends on:
People being willing to go where others won’t.
Trade in dangerous regions is more expensive, more profitable, and more likely to involve mercenaries, hunters, and armed caravans.
The Big Picture
Alderreach is not held together by ideals.
It is held together by:
Roads
Ships
Coin
And the fact that everyone needs something from someone else.