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Navigator's Guide to Vandrius

Welcome to the world of Vandrius!

A world of great kingdoms and terrible monsters, legendary empires and vast undersea nations. Thanks to the recent development of technological advances like ocean-worthy ships and gunpowder, the borders of the map of Vandrius are expanding by the day, and worlds collide. As little as 24 years ago, the humans of the continent of Vandrius made landfall on Eleron, a vast land inhabited by elves and creatures of the fey. Tentative alliances and trade agreements have been made, but how long can this peace last?   The newly discovered Vandrian Archipelago is a string of islands in the middle of the sea which have developed into a powder keg ready to blow. Each kingdom, city state, and empire scrambles to establish their own foothold in the archipelago, setting up trading colonies and naval forts wherever they can. Meanwhile, piracy thrives on the chaos, and the native merfolk struggle to maintain their place in the archipelago.

Geography 101:

  The planet is called Vandrius by those from the continent of Vandrius. (The humans are a self-centered lot.) Those from the continent of Eleron call it Qadanna, after the god of creation, Qa. The continent of Vandrius is the birthplace of humans, and all races that descended from them (Dwarves, Halflings, Centaurs, etc.) Eleron is the continent across the sea from Vandrius, and is home to the elves and all the creatures descended from the fey. This includes fairies, goblins, gnomes, and orcs. The Vandrian Archipelago is a long, snaking series of islands formed at the mid-oceanic ridge between Vandrius and Eleron. It is home to Tortles and the Coral Merfolk, but in recent years, various human and elven colonies have been established here. The seas of Vandrius are full of aquatic races like Merfolk, Tritons, Sea Elves, and many more!  
Vandrius

Vandrius:

 
  • The Holy Kingdom of Colova. Once a very minor nation on the world's stage, Colova has quickly risen to great power and riches by virtue of being the first to discover the "new world" and establish a trading colony in the archipelago. Mostly Human, but other races are common.
  • The Empire of Korris: An ancient land of epic heroes and mythical monsters. Known as the birthplace of humans, Korris is also home to Draga (Dragonborn), Centaurs, Minotaurs, Satyrs, Harpies, and Half-Gorgons. Made up of three city-states: Palavos, Thrakis, and Ephadia.
  • The Kakani Wilds is a dense, sprawling jungle region in southern Vandrius known for its gigantic dinosaurs and even larger trees. The nations of Tlaxca, Kl'atepan, and Checha are located here. Lizardfolk, Grung, Shifters, and Aven call this jungle their home.
  • Tlaxca is the largest of the three nations, and is home to fierce Raptor Warriors, Sun Priests of Resh, and dinosaur wranglers. Their capital, Orazca, is a gleaming city of gold dedicated to the sun deity Resh, and a bastion against the dangers that await outside the city walls.
  • Kl'atepan is a city-state built within the dense jungles of the Kakani Wilds. Kl'atepan was one of the only major civilizations to avoid being conquered by Korrian invasions, and they have remained a defensive isolationist state ever since. Ever under the threat of great beasts from the wilds, the arcanists of the city have constructed great golems to defend their borders, some of which have gained sentience, and are known as the Guardians (Warforged).
  • Checha is a collective of four smaller tribes situated in the mountains and valley to the west of this region. One tribe resides in the northern mountains, one in the valley along the river, one along the coast, and one in the eastern mountains. Checha is about 50% Human and 50% inhabited by Aven who reside in the mountains of this region.
  • The desert nation of Raqis is a mercantile paradise thanks to its central location on the continent. All land-based trade between Korris and the Kakani Wilds and rest of northern Vandrius passes through their borders. While a primarily human nation, Raqis is also home to Lamia, Goliaths, and some Centaurs.
  • The ancient land of Najka is the center of religious faith in Vandrius, and is said to be the terrestrial home of the gods. Najka is situated in the floodplains of a great river in the desert to the west of Raqis. People from all over Vandrius flock here to pray at the temples to The Seven. Najka is home to Khenra, Tabaxi, Lamia, Aven, Crocodilian Lizardfolk, and humans.
  • The landscape of the island of Dhamba is pockmarked by large crystalline formations growing from the ground, which cause the local wildlife to mutate and grow to monstrous size. The people of Dhamba live is a great walled city to defend against the beasts around them. They find great sport in taming and hunting the beasts out on the plains. Leonin, Rhox, and centaurs call this place home alongside the humans of the city.
  • The Great Bastion of Bhaldoral is home to all Mountain Dwarfs. Bhaldoral is a magnificent city carved from the stone of the vast network of caves beneath the Abraska Mountains. Not many surface-dwellers know much of the bastion, other than that they trade in valuable metals and minerals, and that anyone wishing to meet with them must descend down into the city; the dwarves will never breach the surface.
  • Boulderrest is a settlement founded by Hill Dwarfs built around a large boulder in the Sprawling Bushveld. This boulder has recently been determined to be extraterrestrial in nature, containing an extremely valuable meteorite metal known as Nethecite. As such, boomtowns are popping up all around the area as people come from all over to scavenge for and mine the rare metal. The dwarves, however, revere the boulder itself, and forbid anyone from mining the source rock itself. They consider themselves defenders of the sacred stone.
  • Pereonopolis, founded by its namesake, Pereon the Great of Korris, was used as a staging ground for the empire's campaign on the northern reaches of the continent. Is has since grown into the largest city in Vandrius, and is known for its modern and cosmopolitan sensibilities and towering buildings.
  • Tel Quessith is a mountainside fortress city founded by exiled Tieflings in the mountains in the north of Vandrius. Originally the city served as a monastery as the tieflings aimed to avoid their demonic nature. Over time however, this monasticism has given way to more hedonistic tendencies as many tieflings rebel against the "puritan" values of their past. Tel Quessith is home to an astral observatory and scientific/mages college.
  • Bashka is the northernmost kingdom on the continent of Vandrius. It is ruled by a Witchqueen, and all of its rulers claim descent from the goddess of ice and magic herself, Kihone. Arcane magic is viewed as sacred here, and its practitioners are highly regarded in society. Those with Hexblood are common here.
  • Risea is a land made up of many small villages who share their wealth and resources but do not have a centralized seat of power. Like their neighbors the Bashkans, many here practice arcane magic, but Riseans reject the notion that only those of the blood should have status or station. The Risean Witchweald is a mystical and mysterious forest, and is home to more than a few witch covens.
  • The five nations in the northeast of Vandrius are collectively known as The River Kingdoms. Located in an otherwise peaceful land of hills and plains, the kingdoms of Cadiemma, Ardwyn, Ryzik, Caer Lorian, and Glayn are virtually always locked in a series of wars, with borders being redrawn every few years.
  • Cadiemma is the easternmost of the River Kingdoms, and is known throughout Vandrius for their ferocious highland warriors and skilled Griffon Knights. They have a reputation for being gruff and unrefined, but their honor and valor cannot be denied. Goliaths and giants make up a significant percentage of Cadiemma's population.
  • Ardwyn is the oldest of the River Kingdoms, and has long been known as a land of nobility, virtuous knights, and devotion to the gods. Recently the long-standing monarchy was overthrown and replaced by an oligarchy of wizards. The newly formed order of mage knights are a formidable force. The Ardwyn Academy is the foremost mage's academy in Vandrius.
  • The Kalashtar nation of Ryzik is notable for being the only human nation to reject the worship of the gods. Located in the mountains to the northeast, Ryzik is ruled by a council of ghosts who remain eternally in power by bonding with new Kalashtar hosts throughout the ages.
  • For centuries, Caer Lorian was ruled by vampires. A joint assault by the other River Kingdoms, led by the mage lords of Ardwyn was able to defeat the vampire rulers, but in doing so, cursed the land, causing slain spirits to eternally wage war on the fields. Caer Lorian is now ruled over by a group of leaders appointed by the rulers of the other kingdoms. They promise a new path forward for Caer Lorian, but the people now struggle with failing crops and monsters in the night. Due to the vampiric presence and the curse on the land, Dhampirs and Reborn tend to be found here.
  • The Kingdom of Glayn is located on the northern edge of central Vandrius. Castle Glayn is connected to the Isle of Tallis by a series of small forts and precarious bridges built on top of crumbling stone pillars and cliffs that dot the channel between the island and the mainland. The Aven of this island trade rare alchemical materials with the people of Glayn.
  • Aeskiir is a land of snow and ice to the far northeast inhabited by giants and Goliaths. The human city of Varhelle is home to noble hunters and savage warriors. There is a long history of Aeskiir raiders sacking towns all along the northern coast.
 

Eleron:

  • Kos Entheas is a large, cosmopolitan city-state. It is home to the Sun Elves, those who put their faith in the gods. Kos Entheas shines as a golden beacon above the savannahs of Eastern Eleron. Great temples stand tall in dedication to each of the gods of the pantheon. Mirrors placed throughout the city reflect the sun's light up towards a central beacon which absorbs and stores the light, which then shines out at night, making the city just at bright at all times of day.
  • Kos Trathus is the city-state of those who adhere to the ways of the Moon Elves, who devote themselves to the worship of the moon goddess Eilistra above all others. The city is nestled in the foothills of the Ithis Mountains, with breathtaking scenic vistas and towering waterfalls a common sight. The city was founded by an alliance of the Drow who have deserted the Vrasi Ascendency and the Vale Elves, and as such the city never truly sleeps. When the sun sets and most elves go to sleep, the Drow wake and go about their business.
  • Kos Ralthas is the city-state founded by Wood Elves, who dedicate themselves to the Archfey rather than the gods. Located deep in the The Forest of Kalenthia, Kos Ralthas exists amongst the trees. Bridges of branches weave together to connect tree to tree, forming an elaborate web of tree houses where the elves live. As the newly emerged Sylvari integrate themselves into Ralthian society and The Wither threatens the very heart of the forest, the elves of Kos Ralthas need to learn to adapt - something they have historically not been exceptional at.
  • The Singing Steppe is a vast expanse of steppe grassland in the shadow of the Ithis Mountains. It gets its name from the "singing" war cries of the Khazan Clans that reside here. The term "Wild Elf" is a somewhat derisive term for the various elf tribes of the boreal and steppe regions. These elves are united by their devotion to the planet itself, and to the spirits of nature. This ideology serves as something of a rejection of the other elf ideologies' adherence to extraplanar beings.
  • Kethrys is the region west of the Steppe covered in a boreal rainforest. The Wild Elves and Firbolg make their homes here amongst the towering redwood and fir trees that pierce through the ever-present dense fog.
  • The Kaheli Sandsea is a vast desert filled with sand that moves and acts as if it were water. Towering dunes crash on top of each other like ocean waves on a windy day. It is not possible to construct a permanent settlement within the sandsea, but The Houses of Kahel and other denizens of the surrounding areas have developed ways to surf or skim along the surface of the sands to traverse its expanse.
  • The Temari Jungle is a tropical rainforest in the shadow of Jadoko Plateau. For reasons unknown, the plateau seeps with oceanic saltwater that flows in large rivers through the jungle to the sea. The Lake of the Dead is a saltwater bog that is so salty that anything that dies there remains floating on the surface. Additionally, the high salinity prevents the remains from decomposing by most normal means. This leads to the grisly sight of a vast array of corpses floating in a fetid lake in various states of decay. The worst bit? Sometimes the corpses wake up.
  • Ralzenrok is an Orcish nation on the volcanic eastern shores of Eleron. They are fiercely independent and drive off any who would seek to enter their borders.
  • The Tribes of the Tan-ha are the denizens of the Ithis Mountains. The members of the tribes are fierce, rugged survivalists, living in the snowy peaks of the mountains, only venturing to the foothills to raid nearby villages. These people have strong ties to the great beasts of the mountains, like mammoths, saber-tooth tigers, and bears.
  • The Path of Yalai is a monastic order based out of the Moonlit Monastery on Mt. Jethria in the Ithis Mountains . The Path teaches the importance of discovery and seeking enlightenment. Followers of The Path are martial artists, mystics, and wandering warriors. They direct their energies toward learning and "ascending" to ever greater levels of accomplishment.
  • Whisperwind Vale is home to the vale elves. Historically, the vale elves were divided into five warring clans. However, in recent times, these clans have united and joined together with the Drow to found Kos Trathus in honor of Eilistra. While the five clans are no longer recognized as separate political powers, the unique history, cultures, and grudges remain.
  • The Pallid North is the snow-covered land to the north of the Vale. Cerynitis make their homes here in nomadic tribes, along with the occasional elf or orc.
  • The Vrasi Ascendency is an autocratic Drow nation. Located deep within the jungles of southwestern Eleron, the Drow use necromancy to assert their iron grasp on the surrounding areas.
  • The Druza Badlands are desolate, arid landscapes marked by jagged protrusions of rock and not much else. The Goblinoid clans wage endless wars upon each other, fighting for whatever lands and resources they can scrounge up.
  • The Brizzlebap Marshes are a large swampy area in the lowlands southeast of Kos Entheas. The marsh gnomes make their homes here, either constructing their houses on or around existing trees, or by building raised platforms above the marshland. The marsh gnomes are masters of alchemy and brew all kinds of concoctions using the various swamp ingredients they find there.
  • The Mushroom Forest of Nyup is a whimsical place where mushrooms grow as tall as trees, and the magic of the feywild runs rampant. The Myconid race calls this place home, as do the Rock Gnomes and Sprites.
  • Arashu's Talons are a group of islands connecting Eleron to the continent of Gharas. The Coastal Elves that live here are excellent sailors who show a particular reverence for the wind goddess Arashu.
 

Subcontinents:

  • Gharas is the small continent south of Eleron. The nation of Rashan is located here. The Rashani pride themselves on their intellectual endeavors, and are known throughout Eleron for their intricate and beautiful mechanical wonders and artisanal contraptions. The native Vanara live here amongst the elves.
  • Kyxix is home to the insectoid races, the Thri-kreen and Lera.
 

The Vandrian Archipelago:

  • The Vandrian Archipelago is a long, snaking series of islands formed at the mid-oceanic ridge between Vandrius and Eleron. Originally home to the Tortles and Coral Merfolk, it is quickly being colonized by both human and elven interests.
  • Puertovilla is the largest colony, belonging to Colova.
  • Kosica is the Korrian colony on the archipelago.
  • Kos Antika is a Sun Elven colony in the north of the archipelago.
  • Raider's Refuge is a bustling hideout city, governed by the ungovernable. Pirates, cutthroats, and other ne'erdowells thrive here outside the reach of colonial law.
 

Seas:

  • The denizens of the seas of Vandrius divide the ocean into 3 lateral layers based on depth and light penetration: The Sunlit Seas, the Twilight Waters, and the Midnight Depths.
  • The Kelp Forest of Nerelor is an expansive kelp forest in Tender Sea north of Eleron, and is home to the Kelp Merfolk and Selkies.
  • Natathys is the home of the Tritons. The city is built into an undersea cliffside near the ruins of Ithicus and Jahar's Descent, and is protected by a large coral castle.
  • Kos Thalas is the undersea city of the Sea Elves. It is is a large, cosmopolitan city-state that acts as a bridge between undersea people and drylanders.
  • Kyshya'la is the largest of the floating cities built by the Cnidarians. Much like its people, the city drifts along the sea, being guided by wind and ocean currents, doing trade with whichever place they end up.
  • The city of Dreth Tavra is located at the bottom of the sea around deep hydrothermal vents, and is the home of the Karkinoi.

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