World Overview
I. Overview
The world known today as The Shattered Concord is a vast, ocean-bound realm of fourteen continental nations and countless independent island territories. It is a world divided by history, scarred by divine conflict, and bound by fragile alliances.
Two thousand years ago, the War of Virtue and Sin sundered the single landmass of the ancient world. The cataclysm tore continents apart and drowned cities beneath rising seas. When the divine struggle ended, only silence remained—save for the watchful gaze of the dragons who had intervened to stop it.
Now, in the present age, the world thrives amid peace and political tension. Ancient ruins and faiths linger beside thriving kingdoms and seafaring powers. The most recent event shaping the modern era is the birth of the Draconic Emissary, a mortal child of the departed Dragon Mother, Nyx, whose existence has reignited faith, politics, and prophecy alike.
II. The War of Virtue and Sin
In the dawn of the First Age, the world was ruled by fourteen divine entities—the Seven Virtues and the Seven Sins—each a living embodiment of the forces that shaped creation. The Virtues sought to perfect mortalkind through order, purity, and obedience. The Sins championed freedom, imperfection, and the right to choose.
Peace collapsed when the Virtue of Justice declared that the Sins would be purged for the salvation of the world. The Sins resisted, claiming that the Virtues’ “perfection” would erase mortal will. The war that followed lasted centuries, consuming land, sky, and sea.
As divine armies clashed, the world itself began to fracture. Mountains turned to ash, oceans boiled, and divine blood rained upon the land. Desperate to preserve creation, the dragons—ancient and elemental beings—descended from the skies.
Led by Nyx, the Dragon Mother, they broke both pantheons, binding their powers beyond mortal reach. Nyx’s intervention saved the world but shattered it beyond repair. Each divine was either slain, sealed, or lost to time.
When the storm ended, the dragons withdrew from the world. Only whispers remained of their influence.
III. The Survivors of the Divine War
Though the gods vanished, not all fell. Five Virtues and three Sins endure—hidden, mortal, or changed by the centuries.
The Virtues that Survive:
Justice, now ruling Valteria in secret as Queen Selara Aurenfeld.
Charity, a wandering healer who appears in times of great need.
Patience, guardian of the sealed ruins of Aeltherion.
Temperance, a philosopher said to live among mortals in Qyros.
Humility, last seen as a hermit in the northern wastes.
The Sins that Remain:
Pride, once a warlord, now a pirate captain wandering the seas of Iskavar, tormented by the memory of his failure.
Greed, once a benevolent king who sought abundance for his people; now a wandering beggar-lord with nothing but the memories of his ruined empire.
Lust, now a noblewoman of Serathis who rules a shadowed network of pleasure houses and spies beneath the veil of decadence.
These beings have abandoned their old war. Immortal yet weary, they live quietly, watching mortals carry the weight of their ancient sins.
IV. The Dragons and the Departure of Nyx
After the divine war, the dragons receded from mortal sight. Legends differ as to why, but all agree that Nyx, their progenitor, left the world to wander the unseen planes.
Before her departure, she left behind a single child—a mortal born of her own essence, no father, no divine spark but her flame-touched soul. That child, born twenty-seven years ago, would become known as the Draconic Emissary.
The Emissary’s birth marked the first time in two millennia that dragonfire had returned to mortal flesh. Though he lives as a man, his presence carries an unexplainable aura—neither divine nor mortal, but something in between.
The Flameblood Synod, a small religious sect devoted to the dragons, declared him the living symbol of balance and rebirth. Every kingdom honors him through the Pact of Scales, a law ratified across all lands granting the Emissary right to choose his partners freely, ensuring the continuation of draconic heritage.
Few know his secret lineage as the child of Nyx. Only the Emissary himself and High Flamekeeper Iseren Val of the Synod are aware of the truth.
V. The Continents of the Shattered Concord
Each of the fourteen continents stands alone, separated by vast oceans. Trade and diplomacy rely on fleets, magic, and daring seafarers. Though divided by sea, the nations remain bound by the Pact of Scales and centuries of fragile cooperation.
1. Valteria — The Crowned Heart
Capital: Solrath
Ruler: Queen Selara Aurenfeld (the hidden Virtue of Justice)
The most powerful and politically stable kingdom. Valteria’s marble cities and fortified coasts are centers of culture and learning. The Aurenfeld line has ruled for nearly four hundred years, tracing ancestry to the “First Flameblooded.”
Valteria’s nobles feud over succession, unaware that their queen has ruled for centuries through divine longevity. Beneath her reign, whispers grow of rebellion by the younger lords who see her unaging form as a sign of dark sorcery.
In the northern highlands lies the Old Fortress of Aeltherion, untouched since the divine war. It stands as a relic of forgotten gods—its gates sealed, its purpose unknown.
2. Eldrune — The Silverwood Dominion
Ruler: Archon Illyra Vessai
A continent of luminous forests, crystal rivers, and ancient elven cities grown from living trees. Eldrune is ruled by a council of Archons led by Illyra, whose grace conceals a ruthless ambition. The elves maintain ancient libraries that may still hold fragments of divine scripture.
Political tension brews as young elven reformists push for trade and technology, defying the old guard’s devotion to secrecy.
3. Durnholde — The Stone Kingdom
Ruler: King Harvak Ironmantle
A mountainous realm where dwarves carve fortresses within granite peaks. Durnholde’s forges produce unmatched weapons and artifacts. The Ironmantle dynasty struggles with internal dissent: the younger heir seeks alliance with Valteria, while the elder favors independence and warlike tradition.
Rumors tell of sealed halls where dwarves commune with slumbering dragons.
4. Korvath — The Wild Sovereignty
Ruler: Vahrra the Huntress
Homeland of beastfolk tribes—lionkin, wolfkin, and scaled ferans. Korvath thrives on unity through the annual Great Hunt, where chieftains gather to test strength and settle disputes. Coastal settlements increasingly trade with foreign powers, creating rifts between traditionalists and modernists.
5. Serathis — The Gilded Empire
Ruler: Empress Malthira the Gilded Serpent (Lamia)
A desert empire of sand, silk, and sin. The lamia Empress rules from her palace of mirrors. Wealth and temptation dominate Serathis, where merchants and courtesans hold as much power as soldiers. Beneath the palace, Lust herself weaves her hidden network of influence.
Rival noble houses plot constant coups, yet none succeed—the Empress is rumored to drink venom and prophecy alike.
6. Iskavar — The Sea Throne
Ruler: King Daeron Holt
An island nation of sailors, privateers, and pirates. Iskavar’s navy is unmatched, its fleets stretching across the world’s oceans. King Holt rules through strength and charisma, though many suspect his throne is influenced by Pride—the Sin reborn as a pirate captain who sails under no flag.
The line between piracy and patriotism is thin in Iskavar’s harbors.
7. Velmire — The Ashen Faith
Ruler: High Inquisitor Mael Thorn
A grim northern land of frozen plains and zealotry. Velmire’s faith preaches redemption through suffering. Mael Thorn claims to purge sin but secretly seeks divine artifacts to restore the power of the Virtues. Witch burnings and “purity trials” are common, fueling dissent among the oppressed.
8. Renvair — The Iron Marches
Ruler: Lord-General Kaedric Vale
A land of plains and fortress-cities built for war. Renvair’s society revolves around the contract—a written oath binding lords and mercenaries alike. Kaedric Vale maintains control through military discipline and economic might, yet his council of generals conspires behind his back to profit from foreign conflicts.
9. Qyros — The Scholar’s Realm
Ruler: The Magisterium Council
An archipelago of floating towers and universities devoted to magical research. Knowledge is currency; power is its price. The Council’s rival factions—Diviners, Elementalists, and Chronomancers—constantly maneuver for dominance.
Rumors suggest that Temperance, one of the surviving Virtues, hides among them under mortal guise, guiding their ethics from the shadows.
10. Morthalyn — The Frozen Expanse
Ruler: Queen Freya Ulfrsdottir
A tundra of auroras and ice-bound cities. Freya’s rule depends on fragile alliances between human settlers and beastfolk tribes. Trade with southern kingdoms brings wealth but erodes old traditions. Explorers claim strange crystalline fragments have fallen from the sky—heralds, perhaps, of divine remnants.
11. Cindervale — The Charred Realm
Ruler: Warlord Sarek of the Black Hand
A volcanic land of obsidian plains and lava rivers. The Black Hand Clans forge weapons from molten stone and drakebone. Sarek’s dominance is challenged by rival chiefs seeking independence, threatening to plunge the realm into civil war.
12. Nareth — The Emerald Dominion
Ruler: Regent Taru of the Broken Crown
A dense jungle empire of ancient ruins and warring tribes. Taru’s rule is contested by spirit cults and mercenaries who seek relics of the divine war buried beneath the canopy. Trade routes shift weekly due to feuds and beasts of unnatural origin.
13. Vornhal — The Fractured Duchy
Ruler: Duke Alaric Vornhal
A rugged continent known for its art, invention, and smuggling. Once part of Valteria, it broke away after civil war. Alaric maintains peace through charm and manipulation, balancing loyalty between Valterian nobles and outlaw guilds. His court is famous for intrigue and scandal.
14. Auralis — The Veiled Continent
Ruler: Unknown
Perpetually shrouded in storms, Auralis is largely unexplored. Sailors report lights moving across the clouds and voices echoing from the sea. Some claim it is where Nyx departed from the world. Expeditions vanish or return changed, speaking in tongues of flame.
VI. The Undersea Realm
Thalos Deep — The Kingdom Beneath
Ruler: Queen Nerida of the Coral Throne
Hidden in the abyssal trenches beneath the central oceans, Thalos Deep is home to the merfolk. They trade in pearls, relics, and secrets, serving as unseen arbiters between surface nations.
Though not counted among the fourteen, Thalos Deep’s influence on maritime politics is immense.
VII. Independent Island Factions
Between the continents lie hundreds of small islands—some wild, others thriving with civilization.
The Free Isles: A pirate confederation governed by captains and smugglers. Old Greg’s Tavern, located on Glimmerwatch Isle, serves as a neutral meeting ground for sailors, adventurers, and mercenaries.
The Opal League: Merchant princes controlling southern trade routes through a network of enchanted ships and whisper-pearls.
The Scarlet Atolls: Monastic islands where warrior-priests worship the Dragon Mother through flame and combat.
The Shardspire Enclave: A crystal island resonating with songlike vibrations. Scholars suspect it to be a fragment of the dragons’ original nesting ground.
The Driftlands: Floating islands drifting with the tides. Populated by nomadic traders and sky-sailors who claim their home moves with the will of the wind.
VIII. Factions, Orders, and Guilds
Civilization endures through organizations that span borders:
The Adventurer’s Guild: Independent guild offering contracts for exploration, monster hunting, and relic retrieval.
The Arcanum of Echoes: Scholars studying residual divine magic and forbidden technology.
The Concord Bureau: Neutral diplomats enforcing the Pact of Scales between kingdoms.
The Order of Ash: Knightly sect devoted to protecting draconic relics.
The Flameblood Synod: Faithful servants of Nyx, awaiting her prophesied return through her child.
IX. Current Events in the Modern Age
The current year marks the twenty-seventh since the birth of the Draconic Emissary. The world stands at a turning point once more:
The Valterian Summit: All monarchs gather in Solrath to reaffirm the Pact of Scales. Rumors circulate that Velmire intends to withdraw, declaring the Emissary a false prophet.
The Merchant Wars: The Opal League and Serathis vie for dominance of the southern trade routes. Privateers from Iskavar profit by playing both sides.
Rebellion in Durnholde: A dispute between the Ironmantle heirs threatens to ignite civil war, drawing foreign mercenaries into the mountain realm.
The Free Isles Mutiny: A power shift in the pirate council has led to the disappearance of several captains, believed to be the work of Pride himself.
Flameblood Disappearances: Priests of the Synod have vanished from temples across Eldrune and Renvair. High Flamekeeper Iseren claims they were “called home by the Mother’s flame.”
The Old Fortress Stirring: Travelers near Aeltherion report strange lights and voices. Valteria’s scholars warn that ancient seals may be weakening.
These events shape the lives of adventurers, scholars, and kings alike—mundane troubles masking the slow turning of something greater beneath the surface.
X. Old Greg’s Tavern
Nestled on Glimmerwatch Isle in the Free Isles, Old Greg’s Tavern is a large, weather-worn inn made of driftwood and stone. It has no magic, no secrets—only warm food, stronger drink, and a roof that has withstood centuries of storms.
Merchants, sailors, bounty hunters, and nobles in disguise all pass through its doors. It is a crossroads of rumor and opportunity, where the mighty and the forgotten share tables without fear of crown or creed.
The tavern’s proprietor, Old Greg, is a retired sailor of indeterminate age who claims to have “seen the sea before it knew what to be.” Whether he’s joking or not, none can say. His establishment has become the unofficial heart of global adventuring culture—a place where quests begin and legends are overheard.
XI. The Present Balance
The world of the Shattered Concord stands balanced between faith and fatigue. The dragons are gone, the gods silent, and mortals left to rule themselves. Yet the presence of the Emissary—the child of Nyx—reminds all that history is not finished.
No kingdom yet knows his destiny, and even he may not. The Flameblood Synod watches, guiding without command. The Virtues hide in human guise; the Sins wander in quiet remorse.
Across fourteen continents and countless seas, ambition, faith, and greed stir once more. Whether this age becomes one of peace or another of ruin will depend, as it always has, not on gods or dragons—but on the choices of mortal souls.
XII. Playable & Notable Races (added to the World Bible)
Humans — Versatile, numerous, and politically dominant. Human cultures span kingships, merchant oligarchies, and pirate confederacies.
Elves (Aelorians) — Long-lived, attuned to celestial and nature magics; maintain secluded forests and arcane academies.
Dwarves (Durnak) — Stone-hearted smiths and rune-crafters; control mountain forges and subterranean halls.
Beastfolk (Ferans) — A broad category of humanoid animals (wolfkin, leonine, ursine, avian, etc.); organized into tribes, clans, and city-states.
Lamia — Serpentine-bodied people with mortal torsos; influential in desert politics and prophecy.
Merfolk (Thalassari) — Ocean-dwelling peoples of Thalos Deep; guardians of undersea relics and trade.
Kitsune — Fox-spirits adept at glamour, disguise, and diplomacy; often act as intermediaries or tricksters.
Verrik (Demonic-descended) — Horned or shadow-marked folk whose blood ties trace back to the Sins; frequently misunderstood and politicized.
Dravari / Dragonborn (the Emissary) — The last true dragonborn (the Draconic Emissary) exists; rare half-draconic offspring (if any) are notable and politically valuable.
Half-bloods & Hybrids — Scattered mixes of the above: kitsune-human, dwarf-feran, merfolk-human, etc., common in ports and Free Isles.
Classic Monsters — Dragons (few remain), wyverns, giants, wraiths, liches, chimeras, and other legendary creatures still roam remote places.