AtlasThe WorldThe continent you're on, and as far as you're aware the world, is called Valyn. Years ago, it was invaded by endless demonic hordes that swept over the land, killing everyone and corrupting the very ground. Today only a few pockets of human settlement remain, holding out against both bloodthirsty assaults and a malign influence that kills the land. Most other areas are infested with demons or twisted monsters, and often hostile or at least inhospitable to human life besides.
There are many legends and stories of lands beyond the sea, but few believe there's anything out there, or at least anything reachable. When the demons came, many attempted to flee on ships- if they found anything but a watery grave, they don't appear to have returned to tell anyone about it.
Havens are bastions of humanity, places where the demons hold no sway. Their exact definition is somewhat contested, however; notable schisms include civilian presence, sustainability, containment, and the status of the land. A purely military fortress located on barren, blasted red soil might be a Haven to one person and an outpost to another.
The largest and most important Havens, however, do tend to have methods of resisting the demonic tainting of the land. Without this quality, it is nearly impossible to acquire food, meaning it'd be difficult for Havens without it to be self-sufficient. The exact method of this resistance varies somewhat, but often involves divine power.
Havens tend to be tragically rare, but many hold out hope that there are numerous other Havens located elsewhere, undiscovered by anyone from the currently known network.
The Outlands are essentially anywhere that isn't a Haven, or to some anywhere that isn't otherwise guarded. Since even areas without traditional demons tend to be incredibly dangerous and uninhabitable, differences in classification don't usually go beyond that.
The Outlands are, however, incredibly varied. One of the most common, and in some ways archetypal, types of terrain are the Red Wastes, a vast expanse of cracked red earth, wracked by dust storms and patrolled by packs of demons. However, other areas include mist-shrouded forests, haunted swamps, or crags that seem to suck the light out of the air.
The dangers of a given land tend to vary, but demons or things like them are very nearly a constant. Other hazards include a simple lack of food and water- even in places where things still grow, they are almost universally unnatural and dangerous.
Travel through the Outlands is usually performed only by or under escort of experienced individuals who know how to traverse and fight their way through them safely.
HavensThe largest and arguably most important Haven is often called simply Haven, especially by its inhabitants. Its city is called Whitekeep, which lends its official name to the Haven as a whole.
Whitekeep Haven is massive by Haven standards, encompassing a sizable city as well as great fields and orchards. Many other Havens receive food and other supplies from it, when they can be spared and transported, and most people consider it the safest place in the world.
Deadwood is a far-flung Haven, surrounded by dangers that make it difficult to reach. It's a walled village located in a dead forest near the Red Wastes, Haunted Marsh, and Nightmare Crags, but it manages to face only sporadic attacks in spite of this.
Deadwood is somewhat isolationist; they have trouble growing their own food, but have little to trade for it and limited interest in much else. Deadwood mercenaries are known for being perceptive but paranoid.
A secure but isolated Haven, Emerald Haven consists of a walled coastal village. It is located on the shores of the Fey Coast, which is thought to protect it from many of the other horrors of the Outlands, but keeping out the effects of the Fey Coast and its inhabitants is a challenge in its own right.
Emerald Haven is known for producing unusual, if largely decorative, materials. Its people tend to be understandably superstitious, but very charitable and often honorable and compassionate. Emerald healers and alchemists often travel to other Havens to provide assistance, as do its warriors and scouts when their particular talents are required.
One of the smallest and strangest Havens, Wellspring Haven consists of a single copper tower and its inhabitants, most of which are very handsome blue-haired young men. The Haven is renowned for the sacred waters at its base and the magical herbs that are grown using them.
Wellspring is generally understood to be some kind of temple to the goddess of its spring, though the deity is poorly known elsewhere. Wellspring does not accept long-term refugees or provide direct assistance to other Havens except under dire circumstances, but its healers and magical resources are highly valued and often traded for.
Blackthorn Cabal is a gathering of necromancers who refused to give up their art when Whitekeep outlawed most of its uses. Instead, they founded a tiny settlement in the Twisted Forest, solving the issue of Whitekeep's edicts and their lack of corpses in one stroke. Debates over whether Blackthorn qualifies as a Haven are mildly popular in Whitekeep, but typically of limited interest to the necromancers themselves.
While Blackthorn's necromantic might is fully capable of defending itself against the horrors of the Twisted Forest, it still can't really produce food for itself, making its members dependent on trade with Whitekeep. Most of its coin for doing so comes from selling products from the forest itself, which is perhaps ironic given the city's stance on the materials there.
Raveneye Haven, also sometimes called Raven's Perch, is a giant tree inhabited by a coven of crow witches. They use their magic to keep the horrors of both the Twisted Forest and the Red Wastes at bay, and occasionally even venture into the Fey Coast to treat with its inhabitants.
Raveneye is decidedly mercenary in its dealings with other Havens, having little interest in altruism and a good eye for opportunities. Its members offer a wide range of magical services to individuals in need of them, but tend to specialize in divinations, alchemy, and charmcraft.
When one thinks of a Haven, one does not generally imagine a few ragged tents sitting in a dust storm in the Red Wastes. However, this more or less sums up Deadman's Crevice, also known as Deadman's Haven, a camp that barely warrants the name located in a place no one would think safe.
Deadman's Crevice consists of a large outcrop of pinkish stone in the Red Wastes, with a vertical crevice in one side and a cluster of tents nearby. Its handful of inhabitants are almost universally those banished from or otherwise not welcome in other Havens, such as thieves, necromancers, and the worshipers of dark gods. With little to lose and not many prospects, many work as escorts, guides, or even demonhunters for those traveling through the Red Wastes. They otherwise have little to offer besides a surprisingly safe place to do things no other Haven would allow, and they receive regular aid from Whitekeep to prevent anyone starving to death.
OutlandsThe Outlands are the world that has been left after the demonic invasion. Most of the world now appears to be demon-controlled, but a few areas have undergone entirely different transformations.
One consequence of the dangers of the world is that exploration is somewhat limited. No one is entirely sure what lies beyond the current barriers to exploration.
The Red Wastes are a vast expanse to the northeast of Whitekeep Haven. It is composed of cracked red earth wracked by dust storms. Most of it is fairly flat, but hills and crevices are common near its borders.
Demons are common here, usually in small roving packs. Larger forces sometimes mass to assault Whitekeep or patrol near demonic fortresses.
The Twisted Forest is a dark forest of warped trees and worse wildlife. The trees are twisting and darkly colored, and generally considered too tainted to use in anything intended for Whitekeep.
The Twisted Forest is exceptional for being composed of living things rather than literal demons, but the difference is a fairly fine one to many. Its unclear where the creatures that reside within come from, but they don't appear natural in any sense of the word, often sharing the trees' coloration and twisting, unnatural appearance.
The Fey Coast is the coast to the east of Whitekeep, shrouded in perpetual mists over green grasses and ferns. It's a downright pleasant place at first glance, but it's far more dangerous than it appears. Creatures from the Twisted Forest sometimes venture into it to feed, and mysterious entities and forces prey on the unwary with harmless tricks and sudden disappearances.
The inhabitants of the Fey Coast are hard to classify and poorly understood. They're generally considered far too benign to be demons, but they don't appear to be natural or mundane; additionally, their appearances and mannerisms vary wildly, making it unclear if or how they're related to each other. Their goals are similarly difficult to fathom, but seem to range from harmless mischief to sadistic malice.
The Shrouded Marsh is a swamp along the coast to the north of Whitekeep. It's a place of dead trees, waist-deep water, and perpetual fogs.
The Shrouded Marsh is generally considered a deathtrap. It's haunted by what appear to be either the spirits of the dead, incorporeal demons, or both. These apparitions tend to warp the mind and break the soul, a trait that appears to be shared by the land itself. Even those that don't encounter or sense any malicious entities tend to suffer from the afflictions of this place.
The Nightmare Crags are a series of dark ravines to the north of the Red Wastes. They are impenetrable to any who have tried and lived to tell about it, but the rock appears an unnatural purple, and the light seems to be sucked out of the very air.
The inhabitants of the Nightmare Crags are known only from a few examples encountered near their edges, but so far appear to be horrifyingly powerful, acrobatic demons of a similar coloration as the Crags.
Whitekeep HavenAs the largest, strongest, and generally most prosperous Haven, Whitekeep is in many ways the center of humanity. More people live there than anywhere else, and it serves as a vital center for communication and trade.
Whitekeep Haven consists of a city near the coast also named Whitekeep, and a fairly large, lush area of land around it. Three primary, heavily fortified towers guard the border, with numerous smaller watchposts and fortifications helping to fill in the cracks.
Whitekeep is ruled by a council of elders with the support of people close to them. Their goals tend to be the safety and comfort of their people, and they're known to be paranoid about Whitekeep's spiritual security.
Whitekeep is noteworthy for placing restrictions on certain magic types, magically reactive materials, and the worship of certain gods. Restricted schools may not be practiced, restricted gods may not be worshiped, and restricted goods may not be brought past the outer towers without a permit from the council, which tends to be rather loathe to do so.
The reason for these restrictions is simple- Whitekeep's vaunted aura. By far the largest of its kind, Whitekeep's aura is a protective field that stops demonic corruption from seeping in and killing the land. It is the reason Whitekeep has such a large, lush area around the city, and therefore the reason Whitekeep can feed itself and the reason it has so much breathing room. Restricted items are in danger of weakening or destabilizing this aura, and are thus forbidden without special permission.
Restricted actions and schools include animating the dead, tampering with souls, summoning and conjuration, and any other effect in danger of disrupting Whitekeep's aura, either by its nature or by virtue of being used in excess.
Restricted gods are generally any "evil" deities, with some additions which are arguably not "evil" per se but are still deemed a threat to Whitekeep's aura.
Restricted goods are demons and undead, any portions thereof that might be magically reactive, and any other magically aligned reagents of a powerful or questionable nature. Unlike the previous two restrictions, Whitekeep does make a habit of allowing these items in after inspection, generally provided the bearer can claim a good use for them. Hauling in a cartload of demon corpses "just in case" is unlikely to be authorized.
Enforcement of these laws usually falls to whichever authorities are local. This means the primary tower near the Red Wastes has initial authority over items brought into Whitekeep that way, for instance.
Whitekeep CityThe most populous known city is known as Whitekeep.
Whitekeep is surrounded by a large circular wall of white stone. This wall has only four gates, the largest and most fortified of which faces northeast towards the Red Wastes. Inside, the city is partitioned into four districts, while an inner wall separates the majority of the city from a central keep.
Market DistrictOccasionally referred to as the Gate District, the Market District is the northeastern district of the city, and thus first in line for the brunt of most demonic assaults. Its gate is the most heavily fortified in the city, hence the district's older, more official name, and much of it is fairly open for troops to move around and fight in.
When not under attack, however, the district is much better known for housing various merchants and shops. Its proximity to Whitekeep's exterior and fields and lack of other duties makes it an ideal place to conduct business.
Run by the sisters Rindil and Rindel, also known as Rin and Ren, Rindol's provides weapons, armor, and other gear for those looking to defend themselves or engage in travel. Rin and Ren are friendly and fairly pretty, with straight blonde hair and green eyes. If they're not twins, they're doing a good impression of it, and most people can't tell them apart.
Most of Rindol's equipment comes from other suppliers in the Craftsman's District, and is typically intended to be affordable and dependable rather than of particularly high quality. The sisters do specialize in assembly and dabble in mechanical tinkering, however, and so perform some custom work in refitting or adjusting gear and creating or attaching minor mechanical trinkets.
Craftsman's DistrictThe Craftsman's District is the industrial center of Whitekeep, and where most forging and heavy construction is done. Many workshops send their goods to the Market District to actually be sold, but many of the better-known forges, as well as those that specialize in custom orders, accept customers on the spot.
The Hammersong is well-known as the best smithy in the city. Almost all of its merchandise consists of expensive custom orders.
Tali, the smith of the Hammesong, is a wiry girl with short, curly reddish-brown hair, green eyes, and freckles. She usually wears oversized leather gloves, green overalls, and a wide smile. She's widely regarded as the best smith in the world, an honor that was her father's before he disappeared on an expedition for powerful reagents.
Tali is also known for being unusually duty-driven and selfless, which is reflected in her business model. Rather than set fixed prices for her work, she takes bids for her services, and then works on projects in order of the value of their bids. This means that in theory, anyone could afford her services if they were willing to wait long enough; though in practice, there are always more than enough people willing to pay whatever price is necessary for one of her lifesaving creations.
Vindil's Fine Glasswork is a forge specializing in more delicate and artistic projects. It works with both glass and precious metals, and most of its projects are custom orders from those few who still have use for delicate glasswork or refined gilding.
Vindil himself is a fairly handsome man with a bit of reputation for being a dandy. He sports a long, thin moustache and goatee, carefully styled brown hair, and an ever-changing assortment of vibrant, some might say garish, clothing and jewelry. His artistic ability and dedication are beyond reproach, but some people take issue with his focus on art and beauty over function and practicality in the current circumstances.
The Demonforge is a smithy specializing in exotic wares. Often so exotic, in fact, that forging or in some cases simply possessing them in Whitekeep is forbidden; much of its actual work is done at a separate forge located in the Red Wastes.
The smith of the Demonforge is a man named Tor, easily recognizable for his prodigious size and strength, thick black beard and mane, and generally poor mood. Tor is sometimes regarded as the second best smith in the city, though typically not to his face; he has some choice words regarding the proprietor of the Hammersong.
Tor's specialty is in exotic, and especially dangerous, materials and designs. He'll work with cursed gems, demonic metals, foul magics, and anything else that's brought to or requested of him. There's even a story that he once forged an entire still-living demon into an item for a customer; though unlikely to be literally true, his usual response to hearing the story is to grin and ask the teller if they've got a demon they want forged.
The Demonforge is also noteworthy for its other attendant, a pale young girl calling herself Spice. With white hair, red eyes, and usually seen in a black cloak with a silver chain bearing some kind of sigil on it, she's generally assumed to be some sort of sorceress or even cultist, but is evasive on the details. Officially she's Tor's apprentice, but does very little approaching smithwork; her most common visible task appears to be struggling to haul something within arm's reach of Tor that he could effortlessly lift with one finger. Speculation regarding her true purpose and nature runs fairly rampant, but insinuations that Spice is in any way responsible for any of Tor's successes or abilities are met with strong denial from both parties; very modestly in the case of Spice and rather violently in the case of Tor.
Dock DistrictThe Docks District is the southwestern district, and closest to Whitekeep's modest docks. While very little trade, as such, flows through there, the Docks District is nonetheless filled with warehouses and granaries. It's also known for being filled with a somewhat rougher crowd than most of Whitekeep.
The Three Captains Lodge is a fairly pleasant tavern and inn run by a woman named Talessa. The establishment takes its name from the fact that Whitekeep has three "free" operating captains.
Talessa herself is a point of interest for many people. While she doesn't slack in providing services, she looks perpetually bored and has pointed ears. Despite claiming "no relation" to Valyn's elusive northern elves, there are all manner of whispers that she isn't human, that she's a demonic spy, or other peculiar suspicions. She has little to say about her motives or interests, adding fuel to the rumors around her.
The Three Captains Lodge is also the usual hangout of Windle, a man everyone makes a point of being on good terms with. Windle is an information broker, who can provide clients with all manner of fascinating and potentially useful information for the right price. He's also usually the one to go to to set up a trip with one of the city's free captains, as well as a premier source of information about them and their destinations.
Beyond its juicy rumors, the Three Captains Lodge also provides actual tavern and inn services, including meals, drink, and beds. Performers sometimes provide music or tales as well, and most patrons are friendly and easygoing enough to chat with.
Temple DistrictThe Temple District is the southeastern district, and the primary residence of most of Whitekeep's citizens. It's fairly crowded, but maintains a certain pleasantness regardless. In addition to housing citizens, it's positively packed with temples and shrines to all manner of deities.
Whitekeep's Temple District is littered with temples and shrines. Three stand out for their sheer size, however.
Officially devoted to all gods, the Temples of the Three are indeed stuffed with idols and icons of a myriad of gods deemed appropriate for worship. Over time, however, each of the Three came to become particularly associated with one of the three main gods of Whitekeep.
The centermost temple is unofficially dedicated to Oro, also known as the Father and the Healer. It's more generally known as a place of healing and accommodation.
The northernmost temple is unofficially dedicated to Ayum, also known as the Sister and the Shieldmaiden. It's more generally known as a place for warriors and guardians.
The westernmost temple is unofficially dedicated to Melki, also known as the Rascal and the Explorer. It's more generally known as a place of beauty and inspiration.
OrganizationsOverview
The largest and generally best equipped military force in Whitekeep, the Red Guard are tasked with defending the northeast and battling demonic hordes. As this usually encompasses the vast majority of the threats to Whitekeep's survival, they are commonly thought of as the bulk of Whitekeep's military, both in numbers and spirit.
The Red Guard's goals are to protect Whitekeep from invaders, gather information, and strike vulnerable or dangerous enemy positions when necessary or safe. These goals all have a focus on the Red Wastes and the demons who come out of them, but they will move to aid or operate in other areas when they feel it advantageous.
Location
The Red Guard's command structure is based in the White Keep, but their best known fortress is Red Guard Tower, the bastion most demonic invaders crash into well before reaching Whitekeep proper. They also maintain several other outposts in the Outlands, usually hidden scouting locations located in the Red Wastes.
Membership
The Red Guard will generally accept anyone who can fight into its ranks. Those less suited for combat are valued as infantry and support staff, while more powerful individuals can find work as rangers or champions.
Overview
Arguably the most gallant force in Whitekeep, the White Guard are tasked with defending the east and Whitekeep proper, and battling the foul beasts and mysterious fey of the Twisted Forest and Misty Coast. As they tend to look resplendent and have relatively safe objectives, they are variously thought of as noble and gallant or pompous and cowardly.
The White Guard seeks to inspire people, maintain order, and protect Whitekeep from harm, with a focus on internal areas, the Misty Coast, and the Twisted Forest. They tend to be fairly passive in external matters, usually venturing into the Misty Coast or Twisted Forest only to rescue travelers, deal with persistent problems, put on a good show, or grant some of their members more hands-on experience.
Reach
The White Guard's command structure is based in the White Keep, and their operations take place in both Whitekeep proper as city guards and White Guard Tower, which guards Whitekeep from the Twisted Forest and Misty Coast. They also patrol the interior of Whitekeep holdings, warding against minor troubles and maintaining peace and order.
Membership
The White Guard is a fairly sought-after and exclusive force, widely regarded as an ideal mixture of safety and prestige. On top of that, its more dangerous duties tend to involve treacherous locations that reward cunning and calm. Most successful applicants to the White Guard display some combination of uncanny charisma, courage without recklessness, flexibility in dealing with dangerous and bizarre situations, and being owed or being important to those owed favors.
Overview
Smallest and least pleasant of Whitekeep's primary military groups, the Grey Guard have the unenviable task of watching the north, defending Whitekeep from the maddening influences and incorporeal horrors of the Haunted Coast. They are usually regarded as strange, and their task as variously unpleasant, relatively unimportant, or both.
The Grey Guard seeks to defend Whitekeep by warding off the horrors of the Haunted Coast. This includes the creatures of that cursed swamp, usually incorporeal abominations of indeterminate origin, as well as subtler, less concrete influences towards madness and despair. They are willing to deal with other threats and other areas where necessary, but their sparse numbers and the rarity of their specialty means they are seldom in a position to do so.
Reach
The Grey Guard's command structure is technically based in the White Keep. However, their primary influence is in Grey Guard Tower, a structure at least as spiritually warded and fortified as it is physically. Grey Guard Tower stands to the north of Whitekeep, protecting it from the Haunted Coast. The Grey Guard typically do not have the numbers or expertise to have much presence anywhere else.
Membership
Entrance into the Grey Guard is extremely difficult. Very few seek it out, and amongst those that do only those with strong minds and wholesome spirits are accepted. The Grey Guard deals primarily with incorporeal horrors and mind-warping effects, making those easily panicked or corrupted more of a liability than an asset. Additionally, almost all Grey Guard are proficient with magic, or else have some other method of harming things that physical weaponry normally cannot.