Geography & Nations
divided into three major continents and a web of strategic seas, mountains, and spellblight zones that define global politics and warfare.
🧭 CONTINENT I — SCEYARD
Home of the Draugen Empire (Expansionist Faction)
A cold, jagged land of poor soil, long winters, and ancient ruins buried beneath permafrost. The landscape itself pressures the Empire toward aggression: the continent does not produce enough food to sustain its population.
Major Geographic Features
• The Frostmarch Plateau
A frozen highland of tundra plains, ruined keeps, and old arcane battlegrounds. Frequent blizzards hide troop movements.
• The Ashen Rifts
Canyons formed by an ancient magical disaster. Spellblight storms rise from the depths, mutating wildlife.
• The Blackiron Mountains
Rich in ore but cursed with unstable arcane veins. Mines often uncover relics — or horrors.
• The Shattered Coast
Jagged cliffs and black beaches; naval shipyards line the coast.
NATIONS OF SCEYARD
1. The Draugen Empire
Capital: Vyrholdt
Government: Militaristic High Command + starving Senate
Culture: Stoic, proud, fatalistic, industrial
Why it matters:
The Empire’s lack of resources and history of international sanctions have driven it into a desperate war of survival.
Key Cities
Vyrholdt (Capital): fortified megacity; cold iron towers and arcane-forges.
Karnstadt: industrial heart; produces walkers, tanks, and runic artillery.
Brumheim: port city; base for Empire’s submarines and etheric torpedoes.
Eidelmark: built atop ancient ruins; site of massive archeomagical research labs.
2. The Vargan Tribes
Capital: None; tribal confederation
Nomadic reindeer riders, beastmasters, and tundra survivalists.
They resist the Empire but sometimes serve as scouts or mercenaries.
3. The Kaldur Freeholds
A collection of independent city-states loyal to no one.
They’re the center of global black-market magic trade.
🌍 CONTINENT II — SOLMARA
Seat of the Concordant Powers (Decaying Power Bloc)
Solmara is warmer, more fertile, and much wealthier than Sceyard — the heart of civilization, but rotting beneath its own decadence.
Major Geographic Features
• The Golden Lowlands
Massive farmlands producing surplus food — the very wealth the Concordants once used to control the starving Empire.
• The Sapphire Coast
Beautiful beaches and bustling trade ports.
Now fortified with anti-air runic shields and long-range spellcannons.
• The Verdant Marches
Ancient forests filled with ruins of forgotten magical empires.
• Mount Callidor
A dormant volcano housing the Concordance’s largest artifact vaults.
NATIONS OF SOLMARA
1. The Lumerian Republic
Capital: Heliospire
A democratic oligarchy with extreme wealth inequality.
Master manipulators of international politics.
2. The Arcanthian Hegemony
Capital: Solcryst
Publicly anti-magic; privately runs the largest network of black-ops mages in the world.
3. The Valceran Dominion
Capital: Ravess
Once a great naval empire; now reliant on Concordance backing.
Its navy forms the backbone of the Concordant fleets.
4. The Ostraen Compact
Capital: Gravenport
Industrial consortium nation; produces magitech planes, bombers, and golems.
Major Concordant Cities
Heliospire: marble domes, propaganda towers, Eden-like civic gardens.
Solcryst: crystalline buildings, oppressive police force, secret mage academies.
Gravenport: smoke-choked industrial megacity, shipyards, and arcane manufactories.
Ravess: naval headquarters and fortress city.
🌍 CONTINENT III — THE GLOOMFRONT
Neutral Zone / Deadlands / Ancient War-Torn Continent
A land cursed by ancient Eidolon detonations.
Nations send troops here to fight proxy wars and excavate artifacts.
Major Geographic Features
• The Blightscar
A continent-spanning rift emitting arcane radiation.
Those who travel too close mutate or go mad.
• The Pale Mire
Swamp of white, chalky water. Creatures here are albino, warped, and hostile.
• The Obsidian Steppe
A plain of black glass created by an Eidolon blast centuries ago.
Lightning crackles across its surface with no storm.
• The Hollow Spires
Floating monoliths that hum with periodic pulses of magic.
NATIONS & POWERS IN THE GLOOMFRONT
1. The Coalition Protectorate
A sham “neutral” territory controlled by the Concordant powers for artifact mining.
2. The Draugen Legionary Frontier
The Empire’s forward bases. Constant skirmishes, trench wars, and ruined landscapes.
3. The Ardent Path
A cult-like faction of magic-worshipping zealots who reject the global ban
and believe the Eidolons must be awakened to “cleanse” the world again.
4. Untamed Regions
Home to warped creatures, ancient constructs, and Eidolon guardians.
🌊 Strategic Seas & Zones
• The Iron Channel
The narrow sea between Solmara and Sceyard;
constant submarine warfare.
• The Azure Expanse
A major trade route and site of naval battles.
• The Everdark Current
An oceanic spellstorm region. Ships entering often vanish.
Rumored to hide a sunken Eidolon.
🏙️ OTHER IMPORTANT LOCATIONS
• The Vault of the First Crown
Hidden somewhere in Solmara; rumored to contain the Bastion Crown, the strongest shielding artifact.
• The Stargrave Pit
In the Gloomfront. A massive crater where the Stargrave Engine (campaign hook) is buried.
• The Mirrored Labyrinth
A multi-dimensional ruin filled with folded spaces.
Both factions send elite teams to uncover its power.
• The Red Bastille
A fortress-prison where the Concordance keeps rogue mages, rebels, and anyone who knows too much.
🟥 THE DRAUGEN EMPIRE
Continent: Sceyard
Capital: Vyrholdt
Government: Authoritarian Senate + Military High Command
Magic Stance: Harshly banned publicly, secretly exploited
Artifact Status: Actively excavating new Eidolons; possesses 1 confirmed, 1 rumored
🇪🇸 Overview
The Draugen Empire is a frost-bitten, resource-starved nation forced into militarism by centuries of economic sanctions, trade isolation, and environmental collapse. Once a rising industrial power, it was throttled by the Concordant Powers—creating deep resentment.
The Empire fights not for conquest, but for bread, heat, and survival.
🧠 Culture & Society
Highly disciplined, stoic, fatalistic
Strong “we survive together or die alone” mindset
Collective trauma from famine years
Education focuses on engineering, survivalism, and civic duty
Propaganda emphasizes persecution by foreign powers
The average citizen is exhausted, hungry, and loyal—but not blindly loyal.
⚔️ Military
Doctrine: Overwhelming mechanized force + magitech-enhanced infantry
Ether-fueled tanks
Frostwalkers (heavy infantry exosuits)
Runebound artillery
Limited air power but expanding rapidly
Special Units:
The Eidolon Excavation Corps (mages enslaved to dig for artifacts)
Nightwrought Division (shock troops enhanced by illegal rune serums)
⚡ Magitech
The Empire runs secret labs beneath Eidelmark. Their breakthroughs are dangerous but awe-inspiring:
Elemental-reactor engines
Anti-magic plating on tanks
Telepathic command nodes (unstable)
Frost cannons powered by suppressed mages
🎯 Campaign Hooks
PCs uncover proof that the Empire’s Senate wants peace but cannot stop the military.
PCs escort defecting scientists hunted by the Concordance.
PCs raid a forbidden lab containing a half-functioning Eidolon.
🟦 THE CONCORDANT POWERS (The Power Bloc)
Continent: Solmara
Capital: None (council rotates between Heliospire, Solcryst, and Ravess)
Government: Allied oligarchy
Magic Stance: Publicly banned, secretly weaponized
Artifact Status: Controls 3 known Eidolons
🇺🇳 Overview
The Concordant Powers—Lumeria, Arcanthia, Valcera, and Ostrae—maintain global dominance by controlling trade routes, food supply, and ancient artifacts. They portray themselves as righteous guardians of civilization, while hiding corruption, brutality, and internment camps.
They fear the Draugen Empire not because it is evil, but because it threatens the status quo.
MEMBER NATION PROFILES
🟨 1. The LUMERIAN REPUBLIC
Capital: Heliospire
Culture: Lavish, bureaucratic, politically manipulative
Strength: Diplomacy, propaganda, food exports
Weakness: Internal unrest; class tension
Description
Lumeria is the face of the Concordance—beautiful marble cities, lush farmland, and proud citizens. But its peace is built on exploitation of other continents.
Military
Precision air force
Elite runic-commando teams
Etheric bombardment units
Secret Magic
Lumeria keeps thousands of mages in “therapeutic sanctuaries” that are essentially prisons.
🟪 2. The ARCANTHIAN HEGEMONY
Capital: Solcryst
Culture: Order-obsessed, secretive, heavily policed
Strength: Intelligence agencies, arcane research
Weakness: Paranoia, oppressive rule
Description
Arcanthia enforces order with an iron fist. It houses the Concordant Black Vault—a clandestine magical weapon lab.
Special Units
“Silencers” (anti-magic assassins)
Echo Division (diviners who intercept communications)
🟫 3. The VALCERAN DOMINION
Capital: Ravess
Culture: Naval supremacy, colonial legacy, decaying aristocracy
Strength: Blue-water navy
Weakness: Overstretched empire
Description
Valcera once ruled the seas; now it struggles to maintain relevance. It relies on Concordant support to avoid collapse.
🟧 4. The OSTRAEN COMPACT
Capital: Gravenport
Culture: Industrial, gritty, “makers”
Strength: Manufacturing, engineering, golem production
Weakness: Environmental collapse
Description
A smoky, steel-forged city-state federation. Produces Concordant aircraft, armored golems, and ether-reactors.
🚨 Concordant Campaign Hooks
PCs witness a Concordant false-flag attack meant to spark further war
PCs infiltrate Solcryst to uncover illegal magical operations
PCs free imprisoned mages used as artifact-power sources
🟫 SCEYARD MINOR POWERS
🟫 THE VARGAN TRIBES
Territory: Northern steppes
Culture: Nomadic, shamanistic (secretly)
Strengths: Survivalism, terrain mastery
Weakness: Fragmented leadership
Vargans resent both Empire and Concordance. They worship ancestral spirits, practicing illegal magic.
🟫 THE KALDUR FREEHOLDS
Territory: Coastal city-states
Culture: Mercantile, diverse, cutthroat
Strength: Magical black market
Weakness: Zero unity
A den for smugglers, artifact thieves, and rogue mages. Both superpowers want control.
🟩 GLOOMFRONT POWERS
🟩 1. The COALITION PROTECTORATE
Backed by: Concordance
Type: Occupational puppet zone
Purpose: Artifact extraction & military bases
🟩 2. The DRAUGEN LEGIONARY FRONTIER
Empire’s warfront in the Gloomfront.
A nightmare of trenches, spell-blighted earth, and roaming abominations.
🟩 3. The ARDENT PATH
Type: Zealot cult-nation
Goal: Awaken all Eidolons
Strength: Charismatic sorcerer-prophets
Weakness: Considered insane by everyone else
Their numbers are growing frighteningly fast.
🟩 4. THE UNCLAIMED DEADLANDS
Spellblight regions.
Eidolon guardians roam here—giant constructs older than memory.
Races & Cultures
THE PEOPLES OF SCEYARD
(Homeland of the Draugen Empire)
1. Draugens
Appearance: Typically pale-skinned, sharp-featured, hardy from harsh climate
Culture: Stoic, collectivist, survival-oriented
Historical Trauma: Famine, economic strangulation, loss of national pride
Values: Duty, endurance, family loyalty, industrial craftsmanship
The Draugen people believe the world conspired to starve them.
They are proud, resentful, and driven—yet not inherently cruel.
Relationship with others:
Mistrusted by Solmarans
Resented by smaller nations for past military expansion
Secretly admired for their resolve and ingenuity
2. Vargans (Nomadic steppe tribes)
Appearance: Weathered skin, heavy furs, tattoos marking clan lineage
Culture: Shamanistic traditions (illegal), horseback mastery
Values: Freedom, tribal loyalty, spiritual balance
The Vargans are fragmented but fierce, skilled hunters and guides.
They only unite when threatened.
Relations:
Draugen Empire tries to conscript or subjugate them
Concordance considers them “primitive”
Some clans sell information to both sides
3. Kaldurans (Freehold City-folks)
Appearance: Diverse mix due to trade routes
Culture: Merchant-driven, cosmopolitan, pragmatic
Values: Profit, independence, personal liberty
Kaldurans care nothing for empire or ideology.
Relations:
No loyalty except to the highest bidder
Both superpowers operate spy networks here
Safe haven (and target) for mages, smugglers, and defectors
🟦 THE PEOPLES OF SOLMARA
(The Concordant Powers)
Solmara is ethnically diverse but bound together by long wealth, colonial history, and political machination.
1. Lumerians
Appearance: Olive to tan skin, well-groomed, ornate fashion
Culture: Educated, bureaucratic, financially comfortable
Values: Order, prosperity, diplomacy
Lumerians believe they are the rightful “stewards” of global stability.
This paternalistic worldview masks deep arrogance.
Relations:
Look down on Draugens
Fear Arcanthian authoritarianism
Treat Valcerans as old allies
2. Arcanthians
Appearance: Pale or olive; strict uniforms, minimalist clothing
Culture: Obedient, disciplined, privacy-controlled
Values: Order above all, national security, surveillance
Arcanthians are shaped by propaganda into believing the world is chaotic and only they can maintain stability.
Relations:
Mistrust nearly everyone
Particularly despise Vargan “chaos tribes”
Secretly model some systems after Draugen efficiency
3. Valcerans
Appearance: Bronze-skinned, seafaring build, bright eyes
Culture: Maritime legacy, proud families, but declining influence
Values: Tradition, honor, naval superiority
Valcerans once dominated the seas. Their culture mixes pride with insecurity.
Relations:
Nostalgic antagonism toward the Empire
Fierce rivalry with Ostraen engineers
Still respected by Concordant elites
4. Ostraens
Appearance: Soot-stained, rugged, industrial clothing
Culture: Working-class inventors, machinists, engineers
Values: Innovation, practicality, hard work
Ostraens are the backbone of the Concordant war machine.
They often resent how little credit they get.
Relations:
Tense relationship with Valcerans
Friendly rivalry with Lumerian scholars
No love for the Empire (industrial competition)
🟩 THE PEOPLES OF THE GLOOMFRONT
(Neutral / Deadlands / Ancient War Zone)
These groups do not form traditional nations and are shaped by the blight and ruins of their homeland.
1. Blightsurvivors
Appearance: Pale, sickly, mutated scars from arcane fallout
Culture: Small villages fortified against monsters
Values: Caution, secrecy, survival
Considered “tainted” by both superpowers.
Yet they know the Gloomfront better than any spy.
2. The Pathbound (Followers of the Ardent Path)
Appearance: Varied ethnicities; ritual scars, glowing ochre tattoos
Culture: Apocalyptic cult, mystical fanatics
Values: Awakening the Eidolons to reshape the world
They recruit refugees, deserters, mages, and the desperate.
Some join willingly. Others are “converted.”
3. Mercenary Clans
Mixed ethnicities who live by scavenging, artifact dealing, and trench warfare.
Relations:
Work for both superpowers, betray both superpowers, and love no superpower.
⭐ How Races/Cultures Interact
This is a world not divided by elves, dwarves, or orcs—but by:
Territory
Resource scarcity
Propaganda
Historical injustice
Regional identity
Economic power
Fear of magic & artifacts
Most conflicts are political, cultural, ideological—not racial in the fantasy sense.
🎭 Player-Facing Cultural Options (like "races" in D&D)
Instead of races giving ability scores, each culture grants traits:
Draugen
to Constitution-related checks (hardy)
Proficiency: Survival or Athletics
Feature: “Endure the Cold”
Lumerian
to Persuasion or Insight
Feature: “Educated Citizen”
Ostraen
Tool proficiency: Smith’s tools, tinkering tools
Feature: “Industrial Grit”
Vargan
to Animal Handling/Survival
Feature: “Nomad's Instinct”
Kalduran
Bonus language + Deception/Investigation proficiency
Blightsurvivor
Resistance to poison or minor radiation-like magic
Feature: “Blight Hardened”
…and so on, depending on your system.
Current Conflicts
CURRENT CONFLICTS OF VORNHAVEN
(Political tensions, covert operations, flashpoints, and crises that drive adventure)
The world of Vornhaven is balancing on a knife’s edge. Below are the major conflicts—open, hidden, and emerging—that define the setting and create endless opportunities for missions, espionage, and exploration.
🟥 1. The Pan-Sceyard War (Primary Global Conflict)
Belligerents: Draugen Empire vs the Concordant Powers
Status: Active invasion, spreading fronts
Flashpoints: Sceyard border, Gloomfront trenches, Iron Channel sea lanes
What’s happening?
The Draugen Empire, pushed to starvation and collapse, has launched a desperate expansion into neighboring regions. The Concordant Powers have responded with overwhelming force.
But neither side can afford total victory.
Both need the world to stay just stable enough to fight.
Adventure Opportunities
Sabotage rail lines or supply routes
Escort refugees fleeing bombardment
Retrieve a Concordant general captured by the Empire
Hunt down rogue Empire officers committing unsanctioned atrocities
This is the war that will decide Vornhaven’s future.
🟦 2. The Artifact Arms Race (Eidolon Crisis)
Belligerents: Everyone
Status: Escalating
Flashpoints: Gloomfront ruins, archaic vaults, sunken cities
What’s happening?
The ancient Eidolons—artifacts that function like magical nuclear weapons—are resurfacing. Anyone who controls even one can reshape the war.
Rumors say five may be active or reachable:
One held by the Draugen Empire
Three held by the Concordance
One newly discovered in the Gloomfront (your campaign hook)
Adventure Opportunities
Race an enemy strike team to recover a newly uncovered Eidolon
Infiltrate the Solcryst Black Vault to steal artifact blueprints
Stop the Ardent Path from awakening a dormant Eidolon
Destroy an artifact before it’s used on a civilian population
This is the most dangerous conflict in the world.
🟩 3. The Gloomfront Proxy War
Belligerents: Draugen Empire, Concordance, Ardent Path, mercenaries, scavengers
Status: Entrenched Hell
Flashpoints: Spellblight zones, ruins, artifact dig sites
What’s happening?
Neither superpower can openly occupy the Gloomfront without starting a global war.
So instead, they fight here—secretly, brutally, and without rules.
It’s World War trench warfare mixed with magical fallout and ancient guardians.
Adventure Opportunities
Survive a spellblight storm behind enemy lines
Negotiate with a mercenary clan for safe passage
Scout a new ruin before any faction claims it
Find proof that a faction is using banned magic
This is where small parties can change history.
🟨 4. The Famine Back Home (Draugen Hunger Crisis)
Belligerents: Draugen Senate vs public vs military vs black market
Status: Critical
Flashpoints: Bread riots, ration heists, political purges
What’s happening?
The Empire is starving. Their conquests must succeed, or the home front collapses.
This creates internal instability, which the Concordance hopes to exploit.
Adventure Opportunities
Guard or steal desperately needed food convoys
Protect a senator attempting to negotiate a secret ceasefire
Investigate a conspiracy to assassinate the High Command
Break up black-market raiding rings run by corrupt officers
This war begins at the dinner table.
🟫 5. The Silencer Scandal (Arcanthian Black Ops Crisis)
Belligerents: Arcanthian Hegemony’s security forces vs its own citizens
Status: Whispered panic
Flashpoints: Solcryst undercity, mage detention centers
What’s happening?
Leaks reveal that Arcanthia has been secretly using mage assassins, “Silencers,” to eliminate political enemies abroad—and loyal citizens at home.
The Hegemony denies everything, but it’s true.
Adventure Opportunities
PCs hunted by Silencers after seeing something forbidden
PCs help a Silencer defect
PCs infiltrate a detention facility to rescue mages
PCs uncover a secret order to kill a Concordant official
This scandal could topple the Concordance if exposed.
🟧 6. Valcera’s Naval Rebellion
Belligerents: Valceran splinter generals vs Concordant command
Status: Brewing
Flashpoints: Ravess harbor, island colonies, Sapphire Coast
What’s happening?
A faction of Valceran admirals believes their nation is being used and discarded by the Concordance. They are planning a naval mutiny.
Adventure Opportunities
PCs spy on rebellious admirals
PCs help prevent a mutiny—or help them succeed
PCs investigate Concordant secret deals that cripple Valcera
PCs join a naval battle with massive ether-powered dreadnoughts
A rebellion here could fracture the entire power bloc.
🟪 7. The Ardent Path Uprising
Belligerents: Religious-extremist cult vs everyone
Status: Explosive
Flashpoints: Gloomfront villages, abandoned temples, blight frontier
What’s happening?
The Ardent Path believes the Eidolons are divine instruments meant to “purify the world” and start anew.
Their membership has doubled in one year.
They now control several Gloomfront zones—armed, radicalized, and frighteningly organized.
Adventure Opportunities
Infiltrate a Path inner temple to steal prophecy tablets
Stop a doomsday ritual
Track down a charismatic prophet who’s uniting the cult
Protect a village targeted for “purification”
The war is terrifying—and then you meet these people.
🟫 8. The Vargan Tribal Insurrection
Belligerents: Vargan clans vs Empire & Concordance
Status: Accelerating
Flashpoints: Northern steppes, nomad cities, ancestral shrines
What’s happening?
Years of exploitation have pushed multiple Vargan clans toward war.
Some ally with the Empire.
Some ally with the Concordance.
Some attack both.
Adventure Opportunities
Escort diplomats seeking a fragile alliance
Defend a Vargan sacred site from invasion
Hunt down bandits impersonating Vargans to cause conflict
Broker peace between rival clans
This conflict can reshape Sceyard’s political map.
🟫 9. Mage Rebellions and Underground Sorcery
Belligerents: Mages vs global anti-magic authorities
Status: Growing
Flashpoints: Secret cells in every major city
What’s happening?
Magic is illegal everywhere.
Mages are imprisoned, conscripted, or executed.
For the first time in centuries, mage resistance cells are uniting internationally.
Adventure Opportunities
PCs help mages escape from a Concordant prison
PCs infiltrate a mage cell to assess whether it's a threat
PCs protect a village caught between rebels and law enforcers
PCs deliver a magical asset without detection
The world fears magic. Those who wield it fear the world.
🟦 10. The Iron Channel Naval Crisis
Belligerents: Empire submarines vs Concordant fleets
Status: High tension
Flashpoints: Iron Channel, northern trade lanes
What’s happening?
A single major naval battle could shatter supply lines and starve entire nations. Both sides maintain massive fleets here.
One wrong signal flare could start the deadliest battle of the war.
Adventure Opportunities
Submarine stealth missions
Boarding actions
Naval espionage
Smuggling through the blockade
The oceans may determine who wins the war.
200 YEARS AGO — THE TWILIGHT CALAMITY
A series of Eidolon detonations shatters the central continent (the Gloomfront).
Entire nations vanish. Arcane fallout mutates land and life.
Magic is blamed globally.
The Great Ban on Magic is enacted, enforced by a united global tribunal.
🕰️ 180 YEARS AGO — THE PURGE OF SORCERERS
Governments imprison, kill, or exile magic users. Books are burned.
Secret mage organizations go underground.
The Concordant Powers form the Arcane Compliance Authority to police all magical activity.
🕰️ 150 YEARS AGO — THE RISE OF THE CONCORDANCE
Solmara’s wealthy nations form the Concordant Powers, establishing:
Shared fleets
Joint artifact vaults
Economic unions
Control over global trade routes
Their goal: prevent any single nation from ever rising too strong.
They dominate the world economically for the next century.
🕰️ 120 YEARS AGO — THE SCEYARD WINTERS BEGIN
A long climate shift devastates the northern continent.
Crop failures and frozen rivers drive millions into poverty.
The Draugen tribes unify under a single republic.
They are quickly sanctioned by the Concordance over “destabilizing policies.”
🕰️ 90 YEARS AGO — THE FIRST SCEYARD WAR
The weakened Draugen Republic attempts limited territorial expansion to secure farmland.
The Concordance crushes them with overwhelming naval force.
The Treaty of Heliospire bans the Draugen from:
Naval development
Heavy weapons research
Foreign trade beyond a quota
This treaty ensures their slow starvation.
🕰️ 70 YEARS AGO — INDUSTRIAL AWAKENING IN SCEYARD
Despite sanctions, Draugen engineers achieve breakthroughs in:
Arcane-reactor engines
Runic machinery
Elemental binding
These developments are secretly supported by rogue mages fleeing Solmara.
The Concordance begins quietly planning a second conflict.
🕰️ 50 YEARS AGO — THE GREAT FAMINES
Unprecedented cold and drought wipe out food stores in Sceyard.
Millions die.
Riots and uprisings erupt.
The Republic falls.
The Draugen Empire rises—authoritarian, desperate, united by trauma.
🕰️ 30 YEARS AGO — START OF THE SHADOW WAR
Both sides engage in covert operations:
Concordance espionage
Draugen industrial theft
Assassinations
Harbor sabotage
Low-intensity border skirmishes
The Arcanthian Hegemony creates the Silencers to eliminate high-value targets.
🕰️ 20 YEARS AGO — DISCOVERY OF NEW EIDOLONS
Archaeologists uncover signs of multiple dormant Eidolons in the Gloomfront.
The Concordance seals the findings.
The Empire begins secret excavations.
The arms race begins.
🕰️ 10 YEARS AGO — COLLAPSE OF DIPLOMACY
A Concordant embargo blocks all food shipments to the Empire after a political dispute.
The Empire’s population faces extinction.
Military leadership begins planning Operation Frostbrand, a full-scale invasion of southern neighbors.
🕰️ 5 YEARS AGO — FIRST OPEN CLASHES
Skirmishes erupt along the Iron Channel and border cities.
Both sides blame the other.
Each claims to be “defending peace.”
🕰️ 1 YEAR AGO — THE PAN-SCEYARD WAR BEGINS
The Draugen Empire launches surprise invasions of neutral border states.
The Concordance declares total war.
Both sides mobilize their full militaries.
🕰️ 6 MONTHS AGO — THE ARDENT PATH EMERGES
A cult preaching Eidolon worship begins coordinating terror attacks.
Hundreds flock to their banner in the Gloomfront.
Governments panic.
🕰️ PRESENT DAY — DISCOVERY OF THE STARGRAVE ENGINE
A new Eidolon is found beneath a shattered city.
Whoever controls it wins the war.
Both sides claim neutrality.
Both send elite teams.
This is where your campaign begins.
🕵️♂️ SECRET AGENDAS OF VORNHAVEN
Below are the real goals of each major faction—most are unknown even to their own people.
🟥 DRAUGEN EMPIRE — SECRET AGENDAS
1. Acquire at least two functioning Eidolons.
Only with artifact deterrence can they force the Concordance to the peace table.
2. Trigger a rebellion inside the Concordant Powers.
Empire infiltrators fund dissent in Valcera and Ostrae.
Goal: fracture the alliance.
3. Secure fertile southern territories for food production.
This is their true war goal.
It’s survival, not conquest.
4. Kidnap mages for industrial purposes.
Officially magic is banned.
Unofficially, they are enslaving mages to power reactors.
5. Hide the impending collapse of the Empire’s food supply.
They have less than 14 months of rations left.
🟦 CONCORDANT POWERS — SECRET AGENDAS
1. Maintain global dominance at all costs.
Their moralizing rhetoric hides their true motive: control the world economy indefinitely.
2. Use the war to justify expansion of anti-magic laws.
They fear magic returning to power more than any empire.
3. Cover up decades of sanctioned oppression of the Draugen people.
If the truth comes out, the war loses moral justification.
4. Secure all five known Eidolons.
They already have three. They want all of them.
5. Undermine their own member nations to keep them dependent.
They sabotage Valcera’s independence and monitor Ostraen dissent.
🟫 ARCANTHIAN HEGEMONY — ULTRA-SECRET AGENDAS
1. Create a global surveillance state.
They believe only absolute information control prevents future calamity.
2. Develop a synthetic Eidolon powered by captive mages.
A “man-made doomsday device.”
3. Replace the Concordant Council with a technocratic junta.
Arcanthia seeks full dominance of the bloc.
4. Eliminate all independent mages worldwide.
The Silencer program exists for this purpose.
🟨 LUMERIAN REPUBLIC — SECRET AGENDAS
1. Manipulate public perception to remain the “moral leader” of the war.
Their propaganda is unmatched.
2. Avoid direct responsibility for atrocities committed in their name.
They outsource the dirty work to Arcanthia and Valcera.
3. Hoard food stores as global leverage.
Lumeria can starve or feed nations.
🟧 OSTRAEN COMPACT — SECRET AGENDAS
1. Develop magitech that supersedes magic entirely.
They want magic extinct.
2. Become independent from the Concordance.
Their leaders quietly resent Solmaran control.
3. Recover an Eidolon as a bargaining chip.
🟫 VALCERAN DOMINION — SECRET AGENDAS
1. Restore naval supremacy lost decades ago.
They dream of ruling the seas again.
2. Break free from the Concordance.
A naval coup is being planned.
3. Become kingmakers of the global conflict.
Play both sides until one guarantees Valcera’s rise.
🟩 ARDENT PATH — SECRET AGENDAS
1. Activate all Eidolons to trigger global purification.
They view the Twilight Calamity as divine will.
2. Assassinate political leaders to destabilize the world.
3. Awaken an “Eternal Eidolon” believed to exist beneath the Gloomfront.
If true, it's catastrophic.
🟫 MAGE UNDERGROUND — SECRET AGENDAS
1. End the global ban on magic.
2. Expose government crimes against mages.
3. Acquire a minor Eidolon to use as leverage for freedom.
4. Prevent the Ardent Path from seizing mages for rituals.
🟫 VARGAN CLANS — SECRET AGENDAS
1. Reclaim ancestral lands taken by both superpowers.
2. Protect clan shamans from anti-magic laws.
3. Create a Vargan Confederation for the first time in 800 years.
4. Exploit the chaos of the war to gain independence.
SHADOW TIMELINES OF VORNHAVEN
(Official History vs. Hidden History)
Each entry shows:
Public Timeline — what the world thinks happened
Shadow Timeline — what actually occurred beneath the surface
🕰️ 200 YEARS AGO — THE TWILIGHT CALAMITY
Public Timeline
A magical catastrophe triggered by rogue sorcerers detonates the continent of the Gloomfront.
All nations agree to ban magic forever.
Shadow Timeline
The calamity was caused by a Concordant predecessor state testing an Eidolon as a superweapon against a rival empire.
The magical ban was created not to protect the world—but to hide responsibility.
🕰️ 180 YEARS AGO — THE PURGE OF SORCERERS
Public Timeline
Sorcerers were purged because they were too dangerous to allow unchecked.
Shadow Timeline
Concordant agents orchestrated the Purge to eliminate magical families capable of rivaling their control over the remaining Eidolons.
Many mages were forcibly taken to secret labs, not executed.
🕰️ 150 YEARS AGO — THE RISE OF THE CONCORDANCE
Public Timeline
The Concordant Powers banded together to promote peace and regulate dangerous magitech.
Shadow Timeline
The Concordant Powers formed a trade cartel to dominate global shipping, enforce economic dependency, and control artifact resources.
Their stated mission of “peace” was a cover for worldwide economic hegemony.
🕰️ 120 YEARS AGO — THE SCEYARD WINTERS
Public Timeline
Unfortunate climate changes caused northern famine and poverty.
Shadow Timeline
Concordant weather-engineering experiments using bound elementals destabilized Sceyard’s climate patterns.
The resulting winters were an accidental but preventable disaster.
When the Concordance realized this, they classified the truth and blamed “natural cycles.”
🕰️ 90 YEARS AGO — THE FIRST SCEYARD WAR
Public Timeline
The Draugen Republic attacked its neighbors without warning.
The Concordance intervened to protect regional stability.
Shadow Timeline
The Draugen Republic was goaded into conflict by Concordant agents sabotaging their food reserves and assassinating moderate political leaders.
The Concordance wanted an excuse to impose the Treaty of Heliospire, cutting off Sceyard’s rise as an industrial competitor.
🕰️ 70 YEARS AGO — INDUSTRIAL AWAKENING
Public Timeline
The Empire illegally developed forbidden magitech, violating the Treaty and forcing the Concordance to tighten their restrictions.
Shadow Timeline
Concordant black-market contractors sold magitech to the Empire for profit, then used those sales as evidence that the Empire was dangerous.
The entire awakening was engineered.
🕰️ 50 YEARS AGO — THE GREAT FAMINES
Public Timeline
Sceyard’s failed crops were tragic but unavoidable.
International aid was offered but refused by the emerging Empire.
Shadow Timeline
The Concordance restricted aid deliveries because they wanted the Empire economically broken.
The Empire never refused—Lumerian propaganda fabricated that narrative.
The famine killed millions due to intentional neglect.
🕰️ 30 YEARS AGO — THE SHADOW WAR
Public Timeline
Neither side admitted wrongdoing—just routine border policing.
Shadow Timeline
The Shadow War was a full-scale clandestine conflict:
Arcanthian Silencers assassinated Empire engineers
Empire operatives bombed Concordant ports
Both sides tested forbidden spells on remote villages
Artifact guardians were disturbed, killing thousands
Governments lied, calling every tragedy an “accident.”
🕰️ 20 YEARS AGO — NEW EIDOLON DISCOVERIES
Public Timeline
A handful of ruins hinted at lost artifacts; most were unstable or inaccessible.
Shadow Timeline
Both sides fully excavated minor Eidolons, but hid the discoveries to avoid panic.
The Concordance secretly activated one as a deterrent.
The Empire used one to power their industrial comeback.
The world unknowingly entered a new nuclear age.
🕰️ 10 YEARS AGO — COLLAPSE OF DIPLOMACY
Public Timeline
The Empire became aggressive and hostile, forcing the Concordance to impose an embargo.
Shadow Timeline
Lumeria engineered a diplomatic scandal using forged correspondence, giving them political cover to cut off food shipments.
Their plan: force the Empire into collapse without a shot fired.
They underestimated Draugen resilience.
🕰️ 5 YEARS AGO — FIRST CLASHES
Public Timeline
The Empire launched unprovoked attacks on neutral territories.
The Concordance responded with necessary force.
Shadow Timeline
The “neutral territories” were covert Concordant puppet states used to encircle the Empire with forward artillery positions.
The Empire’s attacks were preemptive—panicked and brutal, but not irrational.
🕰️ 1 YEAR AGO — THE PAN-SCEYARD WAR
Public Timeline
The Empire ignited a global war.
The Concordance fights to save the world from tyranny.
Shadow Timeline
The Concordance leaked false intel to provoke the Empire into striking first.
They wanted moral justification, not peace.
The Empire took the bait.
Both sides are now locked in a war neither can escape.
🕰️ 6 MONTHS AGO — THE ARDENT PATH RISES
Public Timeline
A fanatical cult emerged from the chaos.
Shadow Timeline
The Ardent Path was originally a Concordant deep-state experiment meant to infiltrate mage uprisings.
It spiraled out of control when a charismatic prophet seized leadership and began uncovering real Eidolon secrets.
Now the Concordance is trying to destroy the monster they created.
🕰️ PRESENT DAY — DISCOVERY OF THE STARGRAVE ENGINE
Public Timeline
A dangerous artifact has been discovered but is unstable.
All nations send scientific teams to assess it.
Shadow Timeline
The Stargrave Engine is the most powerful Eidolon ever discovered—possibly capable of ending all magic or all life.
Both sides are preparing military strikes disguised as “research expeditions.”
A secret Arcanthian document calls it:
“The Final Decision Device.”
Your campaign begins as propaganda clashes with truth.
Magic & Religion
MAGIC & RELIGION OF VORNHAVEN
(How magic functions, who can use it, how it is controlled, and what spiritual forces shape the world)
Magic in Vornhaven is rare, feared, and violently regulated, but also vital to the functioning of magitech, the war effort, and the ancient powers sleeping beneath the Gloomfront.
Religion is fractured—rationalism dominates in wealthy nations, old gods linger in poor ones, and a growing apocalyptic faith threatens to ignite everything.
🔥 MAGIC IN VORNHAVEN
Magic is outlawed. But magic is everywhere.
Magic was banned after the Twilight Calamity 200 years ago, yet it never disappeared. Instead it became:
Illegal
State-controlled
Hidden in underground societies
Exploited for industrial and military gain
To most citizens, magic is synonymous with fear—mutations, sorcerous disasters, and forbidden rituals.
To governments, magic is synonymous with power.
🧬 HOW MAGIC WORKS
Vornhaven uses a low-magic, high-impact system:
✔ Magic is innate, not learned
People are born with magical potential, though 99% show no talent.
Spells cannot be learned from study alone—only refined.
✔ Magic is fueled by “Essence”
A living energy within the soul.
Overuse of Essence causes:
Madness
Physical degradation
Spellblight corruption
✔ Magic interacts with technology
Binding Essence to machinery creates magitech:
Ether-reactors
Runic engines
Telepathic communication nodes
Spell-infused artillery
Anti-magic plating
✔ Magic is incompatible with mass use
Only individuals with talent can perform complex spells.
Governments rely on:
Arcane batteries (from captured Essence users)
Mage-reactors (unethical, often fatal)
Runic automation (highly unstable)
Magic is powerful, dangerous, and intimately tied to life force.
🔒 MAGIC IS ILLEGAL—BUT EVERYONE USES IT
The Official Law
All nations ban:
Spellcasting
Magical artifacts
Enchantments
Summoning
Necromancy
Elementalism
Possession = execution or permanent imprisonment.
The Actual Reality
Every major government secretly:
Employs mages in black-site labs
Uses magic to power war machines
Conducts magical experiments
Executes rogue casters who won’t work for them
Breaks every treaty they publicly champion
The world’s greatest hypocrisy is this:
“Magic is outlawed…
unless the government uses it.”
🧙♂️ WHO CAN USE MAGIC?
🟥 1. Natural Mages (“Essentborn”)
Born with the ability to manipulate Essence.
Extremely rare (1 in 50,000).
Feared and hunted.
Uses:
Telekinesis
Elemental shaping
Healing
Seer abilities
Artifact attunement
Spell weaponry
🟦 2. Technomancers
Engineers who fuse tech with restrained Essence.
Not spellcasters—they channel magic indirectly through machines.
🟫 3. Shamans (Vargan & Gloomfront)
Ancestral magic passed orally.
Spiritual, ritualistic, dangerous.
Concordance considers them terrorists.
🟩 4. Eidolon-Touched
Individuals who survive exposure to ancient artifacts.
Gain unstable powers:
Glowing eyes
Prophetic visions
Aura flares
Uncontrolled magic bursts
They rarely live long.
🟪 5. Sorcerer-Engineers (Empire & Compact)
Mages conscripted into industrial weapons programs.
Power tends to drain their lifespan rapidly.
💀 THE COST OF MAGIC
Magic takes a toll:
Using Essence burns life energy
Spellcasting causes physical mutation in severe cases
Repeated use causes madness (“Essence Fracture”)
Using magic near Spellblight zones can mutate you instantly
Governments hide these facts from the public.
🔱 RELIGION IN VORNHAVEN
Religion never vanished—it fractured.
There are three major religious groups and dozens of local cults.
🌞 1. The Solar Canon (Lumeria & Concordance State Faith)
A rationalist, philosophy-heavy belief system.
Worships order, law, and civilization symbolically—no literal god.
Key Beliefs:
Magic is chaos
Order is sacred
The Concordance is divinely mandated
Eidolons are blasphemy
Political Use:
Used to justify anti-magic laws and wartime propaganda.
Temples function as civic halls, propaganda centers, and recruitment hubs.
❄️ 2. The Old Ways (Sceyard & Vargan regions)
Ancestral worship and local spirits.
Believes the world is inhabited by:
Ice spirits
Hearth gods
Storm ancestors
River wardens
War shades
Key Beliefs:
Magic is natural, not evil
Spirits are echoes of the dead
Bloodshed empowers dark spirits
Ancestral oaths bind the living
Political Status:
Outlawed by both Empire and Concordance, but still practiced secretly.
Vargan shamans are persecuted worst of all.
🔥 3. The Ardent Path (Gloomfront Apocalyptic Cult)
The fastest-growing religion in the world.
Key Beliefs:
Eidolons are divine engines
The Twilight Calamity was a sacred cleansing
Magic is holy
The world is corrupted and must be burned clean
A prophesied “Eternal Eidolon” sleeps beneath the earth
Practices:
Ritual scarring
Essence consumption
Violent purges
Artifact reactivation
Threat Level:
Apocalyptic.
Growing rapidly.
Already infiltrating both superpowers.
🌓 MINOR RELIGIONS
🟫 The High Tides (Valceran Sea Faith)
Sea gods, storms, forgotten leviathans.
Mostly symbolic, but sailors swear by it.
🟩 The Ninefold Spirits (Gloomfront survivors)
Worship mutated spirit-beings formed by Spellblight.
🟦 Mechanist Guild (Ostraen technophiles)
Believes technology should replace biological life.
THE VEILED COVENANT
(A secret, persecuted religion echoing early Christianity)
Followers: Fewer than 500 in the entire world
Symbols: A broken circle with a vertical line (representing “the Living Light pierced by darkness”)
Scripture: The Testament of the Hidden Light
Known To: Only the party + a few whispered contacts
Banned By: Empire, Concordance, Path, mage cells—everyone
This faith is so secret that most believe it died out centuries ago.
You can use it as a powerful story catalyst.
🌟 CORE BELIEFS
The Veiled Covenant worships The Living Light, a singular divine presence associated with:
mercy
sacrifice
truth
restoration
freedom from oppression
They believe the world is trapped between:
false gods (Eidolons & cult constructs)
false peace (Concordant propaganda)
false strength (Empire militarism)
Their teachings emphasize:
✔ Forgiveness instead of vengeance
✔ Hope instead of fear
✔ Truth instead of propaganda
✔ Light that no darkness can extinguish
🔥 THE HIDDEN MESSIAH
The Covenant follows the teachings of a historical figure known as:
“The Wanderer of Dawn”
(A Jesus-inspired prophet)
His documented deeds:
He healed the sick using gentle Essence that did not corrupt
He preached in slums, war-torn villages, and famine camps
He condemned government executions and magical oppression
He opposed both early Concordant rulers and Sceyard warlords
He was betrayed and executed (“Bound to the Iron Tree”)
His legacy:
After his execution, witnesses reported visions of him alive in pure Essence-light, speaking hope rather than judgment.
His followers were hunted—almost to extinction.
📜 THE TESTAMENT OF THE HIDDEN LIGHT
The Testament contains:
Parables of mercy in wartime
Calls to resist evil nonviolently
Warnings that Eidolons are “false thrones”
Prophecy of a “True Dawn” when the world is restored
Teachings that the soul is sacred and cannot be owned
Small fragments survive, usually hidden in:
hollow books
etched metal plates
coded passages in other texts
The Concordance destroys any copies on sight.
🕊️ PRACTICE
Since open worship is impossible, Covenant practice is simple:
secret gatherings in ruins or basements
whispered prayers
candlelight ceremonies
encoded blessings exchanged between believers
quiet acts of compassion in a brutal world
A Covenant believer survives by blending in and doing good in the shadows.
⚔️ WHY EVERYONE FEARS THEM
This religion is banned not because it is violent—but because:
✔ It encourages moral agency
(Threatening authoritarian obedience)
✔ It rejects all false narratives
(Threatening propaganda machines)
✔ It says Every Human Soul Has Equal Worth
(Threatening caste systems and militarism)
✔ It refuses to treat magic as inherently evil
(Threatening the anti-magic world order)
✔ It condemns state violence
(Threatening both superpowers)
The Ardent Path hates them most because the Covenant teaches that:
“If the Living Light wished to cleanse the world,
He would have done so through love,
not annihilation.”
👁️ WHY ONLY THE PARTY KNOWS
Your party may include:
descendants of old Covenant families
people who found old fragments of scripture
refugees saved by Covenant “wanderers”
mages rescued by secret Covenant healers
disciples taught in hiding by elderly believers
The Covenant sees the party as:
Agents of mercy in a merciless world.
Protectors of truth in a world of lies.
Those who carry the spark of the True Dawn.
This also gives you a GREAT character-bonding tool.
🌄 LONG-TERM STORY POTENTIAL
🎒 Adventure Hooks
Protect a hidden Covenant cell from Arcanthian Silencers
Recover a lost Testament fragment buried in Gloomfront ruins
Uncover evidence of the Wanderer’s resurrection event
Defend a secret chapel disguised as a ruin
Rescue a Covenant healer arrested as a war criminal
Find the Wanderer’s original burial site
🌅 Epic Arc Potential
Some prophecies hint that a Living Light may return:
“When the world stands on the edge of darkness…”
“When the false gods awaken…”
“When the innocent cry out for mercy…”
This ties directly into the Eidolon crisis.
You can decide whether this is literal, metaphorical, or magical.