Geography & Nations
Major Kingdoms and Nations
1. The Kingdom of Veyloris
Capital: Velmourn
A once-proud kingdom to the north of Portlaoise, known for its towering castles and rich cultural heritage. Now, it’s plagued by internal strife, as nobles squabble over land and power.
The King, Alistair VI, is old, paranoid, and rumored to be under the sway of a demon.
The Kingdom’s military is strong but split between those loyal to the Crown and factions sympathetic to the Riftborne Cult.
Geography:
Velmourn sits on the shores of the Lake of Tears, a massive body of water that never freezes, no matter how cold the winters get. The lake is thought to be cursed, and many believe it has a direct connection to the Rift, allowing nightmares to escape its depths.
Unique Element:
The Whispering Forests of Veyloris are filled with ancient trees that are alive with the power of the Rift, and many claim that the trees speak in a language only those corrupted by the Rift can understand.
2. The Dominion of Ashkarr
Capital: Ashkarith
A militaristic theocracy ruled by a council of Holy Inquisitors who claim direct communication with the gods. They believe that the Rift is a test from the divine and must be purged with fire and steel.
Ashkarr’s war machine is vast, and their obsession with purging the Rift has led them into conflict with many of their neighbors.
While they are powerful, their religious zeal has left them isolated—only a few neighboring kingdoms are willing to trade with them.
Geography:
Ashkarr is a desert kingdom, with a vast, barren wasteland that stretches as far as the eye can see. The Ashen Plains are said to have once been fertile, but the Rift’s influence turned the land to dust.
The Holy Peak, an isolated mountain, is home to the most sacred of the Inquisitors, where they conduct dark rituals to "purify" those infected by the Rift.
Unique Element:
The Wailing Desert is a region near Ashkarith where the winds carry the cries of the damned. It’s rumored that the Rift is the source of these wails—souls lost to its influence.
3. The Free Cities of Thal’Urak
Capital: Thal’shaed
A collection of independent city-states along the coast, thriving on trade and piracy. The cities are ruled by merchant lords who often fight amongst themselves for control over the region’s lucrative ports and trade routes.
Though they are not directly affected by the Rift, the growing darkness in Portlaoise has begun to spill over into the Free Cities, corrupting the seafaring people.
Geography:
Thal'Urak is a coastal region made up of several islands and peninsulas, with jagged cliffs, hidden coves, and winding harbors.
The Lurking Waters are mysterious, deep oceans that surround the islands. It is said that those who sail too far off the coast never return, as something stirs in the deep, drawn to the corruption from Portlaoise.
Unique Element:
The City of Fogs, an island city-state, is always blanketed in a thick, unnatural mist. The fog is dense, disorienting, and sometimes seems to whisper the desires of the city’s inhabitants—many of whom have been touched by the Rift’s influence.
Major Cities and Regions
1. Portlaoise (The Heart of Evil)
The center of the corruption, Portlaoise is a sprawling, twisted city on the edge of the Rift. Its streets are alive with dark magic, shifting reality, and an ever-present sense of dread.
Notable Features:
The Echoing Rift beneath the city, a vast planar wound that distorts reality and emits strange energies.
The Hollow Market, where cursed objects and dangerous knowledge are traded in the shadows.
The Black Spire, the ruined tower where the first breach between planes occurred, and where dark rituals are still carried out by cultists.
2. Goldwick
Population: 10,000
A mining town built around an ancient ruin said to be the resting place of an ancient god. Goldwick was once a place of wealth and prosperity, its mines rich with gold and enchanted ores.
However, the discovery of an ancient artifact within the mines triggered the awakening of an eldritch presence, corrupting the land and the people. The gold mines are now flooded with strange, sentient creatures that stalk the tunnels.
Unique Element:
Goldwick's mines occasionally produce “soulstone”, rare crystals that act as conduits for planar energy. These stones are highly prized by the Riftborne Cult.
3. Rivermarsh
Population: 5,000
A fog-cloaked village near the border of the Wilds, founded on the banks of a black river that flows through the corrupted boglands.
Known for its eerie beauty, Rivermarsh is a place where strange happenings are common, with entire families disappearing into the mist or returning changed, their minds warped by the Rift's influence.
Unique Element:
The Whispering River is said to hold the memories of the drowned, and those who drink from it sometimes hear whispers of long-lost souls, sometimes offering warnings, sometimes offering lies.
Geographic Features
1. The Dark Marshes
The vast swamp-like region east of Portlaoise, choked with fog, twisted trees, and thick undergrowth. The land here is cursed, and the deeper one goes, the more likely they are to encounter strange creatures, some of which were once human.
The marsh is slowly creeping toward Portlaoise, as the land itself appears to be infected by the Rift’s expansion.
2. The Shattered Plains
A vast expanse of cracked, lifeless earth stretching to the east, where the Rift's influence caused massive earthquakes, splitting the land into jagged, uneven plates.
Strange creatures, like earth elementals and mutated beasts, roam the plains. It is rumored that beneath the cracks, forgotten gods and ancient powers slumber.
3. The Frozen North
An uninhabited region north of Veyloris, where the cold never truly recedes. The ice here is ancient and strangely cold, even for a northern climate.
Some believe the Frozen North is the resting place of ancient dragons or elder gods, waiting to be reawakened by the Rift. Few venture this far, and fewer still return with their sanity intact.
Races & Cultures
1. Humans
Territories: Humans are the dominant race in Portlaoise and Veyloris, as well as in most of the Free Cities of Thal'Urak. They are the largest race by population and have the greatest political power, though their lands are often the most divided.
Culture: Humans in this world are often pragmatic, struggling to survive under the ever-present shadow of corruption. Some humans are obsessed with controlling the Rift, while others are simply trying to avoid its influence.
Attitude Towards Other Races: Humans have a complex relationship with other races. They see themselves as the natural rulers of the world but often look down on those who embrace the darker, more primal aspects of the Rift. Many humans are fearful of the influence of magic, while others are fascinated by its power.
2. Elves
Territories: The elves of Veyloris once ruled large swaths of land to the north, but their ancient kingdom fell into ruin as the Rift spread. Now, they have retreated into the Shrouded Forests—a mystical and nearly inaccessible region.
Culture: Elves in this world are deeply tied to the feywild and its strange energies. They are a reclusive race, seeking to preserve their ancient knowledge while also fighting the corruption that threatens their homelands. Many elves are cautious of the Rift, seeing it as an affront to the natural order.
Attitude Towards Other Races: Elves have a complex relationship with humans, often viewing them as both pitiable and dangerous. They see dwarves and halflings as useful allies, but they hold little love for orcs or the more barbaric races. They often maintain a stoic, almost disdainful distance from non-elves.
3. Dwarves
Territories: Dwarves primarily inhabit the Undermountains and Iron Hills to the west of Portlaoise, as well as the City of Goldwick and other mining towns.
Culture: Dwarves are resilient, stoic, and traditionally pragmatic. They value craft, honor, and their ancestral ties to the earth. However, many dwarven clans are beginning to fracture as the Rift’s influence twists their minds and hearts, particularly in Goldwick, where their greed for soulstones has brought ruin to their kin.
Attitude Towards Other Races: Dwarves are generally distrustful of elves, believing them to be haughty and disconnected from reality. They share a somewhat strained relationship with humans, feeling that humans’ short lifespans lead them to rash decisions. They have a mutual respect with halflings, but their relationship with orcs is one of deep animosity, stemming from ancient wars.
4. Orcs
Territories: Orcs are a scattered and often nomadic people, though they have significant settlements in the Ruined Wastes beyond Veyloris and the Dark Marshes. They are considered to be “barbaric” by many others, but the orcs are simply survivors, having learned to adapt to the corrupted, hostile lands they inhabit.
Culture: Orcish culture is tribal, with clans that honor strength, survival, and the pursuit of dominance. However, many orc tribes are now under the sway of the Riftborne Cult, believing that the Rift is a divine gift that will reshape the world in their image.
Attitude Towards Other Races: Orcs generally disdain the more "civilized" races, seeing them as weak and fragile. They have an uneasy truce with goblins and other creatures that live in the wilds, though their relationship with humans, elves, and dwarves is one of open hostility, particularly with dwarves.
5. Halflings
Territories: Halflings live in the Twixtlands, a series of rural, peaceful villages situated between the kingdoms of Veyloris and Thal'Urak. These idyllic, rolling hills hide many secrets, as halflings are known for their skill in tracking and uncovering hidden places. They are also spread throughout the Free Cities, acting as both traders and spies.
Culture: Halflings are a quiet, nomadic race, typically uninterested in the large-scale conflicts of the world. They place great value on home, hearth, and family. Many halflings are also deeply attuned to the forces of the natural world, able to sense disturbances in the fabric of reality.
Attitude Towards Other Races: Halflings are cautious in their dealings with others but are more willing to cooperate with elves and dwarves than with orcs or other more chaotic races. They share a long history with humans, though they keep to the sidelines in the politics of the larger kingdoms.
6. Goblins
Territories: Goblins dwell primarily in the Ruined Wastes and the Dark Marshes, where they scavenge from the detritus of fallen empires and corrupt ruins. They are also found in the subterranean regions of the Undermountains and in the Fogs of Thal'Urak.
Culture: Goblins are often seen as the vermin of the world, scavenging what they can from the ruins and wastelands. Their society is built on opportunism, with individuals constantly scheming to rise above others. However, some goblins are beginning to embrace the corrupting power of the Rift, seeking to manipulate its energies for their own gain.
Attitude Towards Other Races: Goblins are viewed with contempt by most other races, particularly dwarves and humans. However, they have a mutual respect for orcs, as both races understand the harshness of the world. Goblins often act as mercenaries or spies, trading information for protection or gold.
7. Tieflings
Territories: Tieflings are scattered across the lands, but they have a significant presence in Portlaoise, where they are often associated with the Riftborne Cult and the darker aspects of the city. They also have small enclaves in Ashkarr, where their infernal heritage is seen as a mark of divine favor.
Culture: Tieflings are an enigmatic and often mistrusted race, seen as outcasts or agents of infernal power. They have a complex relationship with the Rift, as many of their bloodlines have been twisted by its influence. Some tieflings seek redemption, while others embrace their heritage and use it to manipulate the forces of the Rift.
Attitude Towards Other Races: Tieflings are often shunned by other races, especially humans and elves, due to their infernal appearance. However, they find some measure of camaraderie with orcs and goblins, as they are both outcasts in their own way. They share a more nuanced relationship with dwarves, who see them as potential allies against the growing chaos.
8. Half-Elves
Territories: Half-elves are scattered throughout Veyloris, Thal’Urak, and Portlaoise, often acting as intermediaries between human and elven societies. Many are born in the borderlands between the various human and elven territories, making them common in cosmopolitan cities.
Culture: Half-elves often find themselves torn between the two worlds they inhabit, struggling with their identity and place in the world. Some embrace their elven heritage and seek refuge in the forests, while others are more closely aligned with their human roots. In Portlaoise, many half-elves are drawn to the growing influence of the Rift, finding that their mixed bloodlines give them an edge in understanding the planar energies.
Attitude Towards Other Races: Half-elves are often viewed with suspicion by both elves and humans. Elves see them as diluted, while humans may view them as elitist. However, many half-elves are able to navigate the tensions between the races, acting as mediators and diplomats.
Race Relations and Territories at a Glance
Humans: Dominant in Portlaoise, Veyloris, and the Free Cities. Divided in power but influential overall.
Elves: Isolated in the Shrouded Forests, deeply involved in combating the Rift’s influence. Skeptical of others, particularly humans and dwarves.
Dwarves: Largely in the Undermountains and Iron Hills. Proud but increasingly fractured by greed and the Rift’s pull. Distrustful of orcs and elves.
Orcs: Nomadic in the Ruined Wastes and Dark Marshes, with some tribes aligning with the Riftborne Cult. Fierce, barbaric, and proud.
Halflings: Live in the Twixtlands and Free Cities, independent but caught in the balance of larger political struggles.
Magic & Religion
1. Magic Comes from the Rift—Always
In this world, all magic ultimately traces back to the Echoing Rift, even if the user doesn’t realize it.
The Rift is a planar wound, leaking:
arcane energy
dreams from other realms
memories of forgotten gods
mutagenic power
whispers
Magic is therefore:
Unstable (sometimes surging or warping)
Costly (physical, mental, spiritual)
Slightly addictive (the more you use, the more it pulls you in)
Semi-sentient (it “notices” heavy users)
Those who cast magic are always being watched—by the Rift, by cults, or by unseen things that drift along its boundaries.
📘 Schools of Magic Are Mutated
Traditional magic schools exist, but all have a corrupted twist:
Evocation – “Surges”
Fireballs sometimes burn violet, and lightning may arc unexpectedly.
Evokers experience “aftershocks”—visions, whispers, or nausea.
Divination – “Echo Reading”
Diviners read the strings of fate through Rift-echoes.
Prophecies are partially true but twisted.
Necromancy – “Soul Tethering”
Animating the dead risks attracting Rift spirits, not the original soul.
Necromancers may accidentally raise something… else.
Transmutation – “Fleshweaving”
Matter bends easier near the Rift, but sometimes flesh responds instead of stone.
Miscasts cause mutations (minor or monstrous).
Conjuration – “Tearing”
Spells open micro-rifts to pull in creatures or objects. Sometimes something unwanted slips through.
✨ Who Can Use Magic?
Magic use is categorized into three main groups, each shaped by their source and risk:
1. Rift-Touched (Sorcerers, Warlocks, Blood Mages)
Innate or pact-bound magic.
These individuals are born near corruption or willingly bind themselves to the Rift.
They are powerful—but tempting prey for planar entities.
Common Traits:
Born with unusual marks (violet eyes, shifting shadows, dreams of other worlds)
More powerful surges
More vulnerable to mutation
Highly desired by the Riftborne Cult
Adventure Use:
NPC Rift-touched often become cult leaders, prophets, or unstable threats.
2. Learned Casters (Wizards, Artificers, Scholars)
They study the Rift’s energies, attempting to control or stabilize them.
Many trained at:
The Aethryn Academy in Veyloris (now closed due to visions)
Guild of Broken Cogs in Portlaoise (experimental magic-tech hybrids)
Their magic is controlled but dangerous—like handling explosives.
Common Traits:
Use focus items made from soulstone
Often suffer burnout or “arcane sickness”
Viewed with suspicion by the Inquisitors of Ashkarr
Adventure Use:
Scholar factions may need help defending research, acquiring rare reagents, or stopping their own runaway creations.
3. Faith Casters (Clerics, Paladins, Druids, Prophets)
Divine magic still comes from the Rift, but through the lens of deities.
This makes them less corrupted, but still vulnerable to influence.
Their power depends on:
the deity’s strength
the caster’s conviction
the Rift’s current “state”
Sometimes divine spells fail, twist, or manifest as nightmares.
🌌 Deities of Evil Portlaoise
There are five major deities recognized across the world, plus two forbidden ones tied to the Rift.
All deities feel the Rift’s presence—some fear it, some fight it, and some feed on it.
The Accepted Pantheon
1. Arelune, Lady of the Dawn
Domains: Light, Life, Renewal
Symbol: A rising sun behind a broken crown
Followers: Humans, halflings, idealistic clergy
Stance toward the Rift: Hostile; considers it a blight
She grants healing but warns clerics that using too much Rift-tainted magic may sever their connection.
Adventure Hook:
Her temples are losing power as her light fades in Portlaoise.
2. Thalanis, the Silent Willow
Domains: Nature, Peace, Spirits
Symbol: A willow with eyes in its bark
Followers: Elves, druids, forest communities
Stance toward the Rift: Terrified; her forests are mutating
She communicates via emotion, dreams, and plant life.
Adventure Hook:
A corrupted druid circle claims Thalanis is dead—and her body is turning into a monstrous grove.
3. Brontarus, the Hammer of the Deep
Domains: Forge, Earth, Protection
Symbol: Hammer striking a mountain
Followers: Dwarves, miners, builders
Stance toward the Rift: Defensive; tries to “seal the cracks”
Brontarus is weakening as deep-Earth tremors empower the Rift.
Adventure Hook:
A clan of dwarves believes Brontarus has become corrupted and must be forcibly “cleansed.”
4. Velkara, Mistress of Whispers
Domains: Shadows, Secrets, Fate
Symbol: A mask split in two
Followers: Spies, oracles, cult infiltrators
Stance toward the Rift: Utilitarian; sees it as a tool
Velkara teaches that secrets are the true currency of the world.
Adventure Hook:
Her priests are divided—some want to contain the Rift, others want to control it.
5. Arzakuun, Warden of Blades
Domains: War, Strategy, Courage
Symbol: Three crossed swords
Followers: Soldiers, mercenaries, Ashkarr zealots
Stance toward the Rift: Aggressive; wants it destroyed through holy war
Adventure Hook:
Arzakuun’s visions instruct his followers to attack Portlaoise immediately—divine or manipulated?
The Forbidden Gods
6. The One Beneath the Rift (The Drowned King)
Domains: Madness, Secrets, Transformation
Symbol: An eye opening underwater
Followers: Riftborne Cult, corrupted sorcerers
Nature: Possibly a god, possibly an alien mind trapped under the Rift
Its influence mutates, bestows visions, and creates “prophets.”
Adventure Hook:
Nightmares spread showing a door opening beneath Portlaoise.
7. Mirathuun, The Collector of Echoes
Domains: Souls, Memory, Time
Symbol: A broken hourglass that leaks shadow
Followers: Necromancers, desperate scholars
Nature: Feeds on memories lost to the Rift
Believed to sift through fragmented realities, collecting what falls out.
Adventure Hook:
People in Portlaoise begin losing entire days—and Mirathuun’s mark appears on their foreheads.
🎭 How Deities and Magic Interact
Clerics channel magic filtered through their deity, not directly from the Rift.
Wizards and sorcerers tap raw Rift energy.
Warlocks bind to Rift entities or forbidden gods.
Paladins draw power based on oaths reinforced by divine resonance.
Druids channel nature’s last resistance to corruption.
When the Rift surges:
divine spells flicker
arcane spells overload
nature-based spells falter
warlock spells often strengthen
This gives you a dynamic world where magic feels alive—and dangerous.