Introduction to Elbanost
Elbanost is a world shaped by the aftermath of war, the careful balance of arcane power, and the ambitions of nations that rose from ruin. More than a millennium ago, a dark wizard named Malak the Black plunged this realm into generations of terror—and though he was defeated, the scars of his reign persist in law, culture, and memory.
Today, Elbanost is a land of vibrant kingdoms, ancient forests, mountain strongholds, and sunbaked deserts, all connected by the thread of the Accords of High Sorcery—the binding agreement that governs the use of arcane magic and prevents another catastrophe like the rise of Malak.
For adventurers, Elbanost offers everything: merchant cities humming with opportunity, forbidden jungles hiding terrible secrets, a slave empire run by a ruthless dictator, and towers of wizardly power that hold the fate of magic itself. Every region has its own culture, its own rules, and its own dangers.
A World Built on Ruins
The world that exists today was forged in the aftermath of the War of the Black. Before Malak's rise, free magic ruled—powerful wizards built personal empires and ruled through fear, protection, or outright conquest. As wizard turned against wizard in pursuit of power, Malak rose above them all, marshaling an army of sorcerers and undead that eclipsed any force the kingdoms had faced.
It took every major civilization—human, elven, dwarven, the Great Orcish Empire, and the rebel wizards of what would become the White Tower—to bring him down. When the dust settled, the surviving rulers of Elbanost made a pact with the surviving mages: police yourselves, or be policed.
The result was the Accords of High Sorcery and the establishment of the Towers of High Sorcery. Two of the original five towers were destroyed in the war; three remain. These towers now serve as the backbone of all legitimate arcane learning and governance on Elbanost.
Tone & Themes
Elbanost is a world of high adventure tempered by political tension. The following themes pervade the setting:
- Power and Corruption: Arcane power is tightly controlled precisely because history proved what unchecked magic can do. The towers themselves walk the line between protection and authoritarianism.
- Order vs. Freedom: The Accords keep Elbanost safe—but at the cost of freedom for any arcane user. Rogue mages live condemned lives, while tower mages are bound by strict hierarchy and loyalty oaths.
- Wealth and Inequality: From the slave markets of Oskela to the gleaming ports of Fenrir, Elbanost is a world where fortune and exploitation coexist. Players will regularly encounter the gap between the powerful and the powerless.
- Legacy of War: Ancient battles, broken empires, and lost towers haunt the landscape. The Underdark, the Dying Vales, and the Abandoned Reach are all reminders that history does not stay buried.
- Divine Presence: The gods are real and active. Freya's avatar walks the streets of Fenrir. Samantha's paladins ride from the Keep of the Rye. Divinity is not a matter of faith—it is a matter of which god you've encountered.
Elbanost is divided into distinct regions, each with its own culture, government, economy, and dangers. Regions are categorized by political boundaries for play.
Fenrir — Capital of the Republic of Reground Region A
Fenrir is the jewel of Elbanost—a vast cosmopolitan city open to all races, governed by a Representative Republic, and protected by ancient magic that prevents violence within its walls. It is the seat of the White Tower of High Sorcery, home to the Magic Academy, and a major hub of trade with one of the largest ports on the continent.
"The city of Fenrir does not need walls. It does not need an army. It needs only the will of those who built it and the magic that remembers their words."
| Region | A — Republic of Reground |
| Government | Representative Republic |
| Races | All races welcome |
| Economy | Heavy merchant traffic; major port city |
| Military | No standing army; volunteer reserve status only |
| Magic | Home to the Magic Academy and White Tower of High Sorcery |
| Divine | Avatar of Freya resides in the city |
| Special Rule | ✦ Peace Magic — No combat of any kind may take place within city walls |
| Economy Note | All items purchased in Fenrir cost 2× standard book value |
| Current High Wizard | Zion (White Tower) |
Adventuring in Fenrir
Fenrir is a city of intrigue rather than combat. Because no violence can take place within its walls, conflicts play out through politics, blackmail, social manipulation, and the careful deployment of favors. The Magic Academy is a source of both quests and powerful allies. The port is rife with merchant conspiracies, smuggled goods, and the occasional monster shipped in by adventurers seeking a bounty.
The Avatar of Freya is a powerful NPC—a divine presence who may offer guidance, quests, or divine blessing to worthy adventurers. She does not travel beyond Fenrir's walls.
Adventure Hooks
- A merchant guild is using Fenrir's no-combat law as cover for a major smuggling operation. Evidence must be gathered without violence.
- The Magic Academy has reported a theft from a restricted wing of the library—a scroll that should not exist.
- The Avatar of Freya summons the party to investigate a dark omen she has witnessed in a vision.
The Quesea Empire Region B
The Quesea Empire rolls across fertile grasslands and low mountains, built on the backs of its legendary horses. A monarchy with a strong central military and a network of noble lords, Quesea is the premier military power of the open plains—feared for its elite cavalry and respected for its fine horseflesh.
| Government | Monarchy — Royal Family based in the City of Quesea |
| Races | Predominantly Human |
| Economy | Ranch, livestock, and elite horse breeding |
| Military | Strong standing military; Elite Cavalry; roving garrison of riders |
| Special Rule | ✦ Quesean Horses — Exceptional bonuses but cost 4× book value |
| Outlying Areas | Governed by Lords and Nobles, typically royal family members |
| Region | B |
Cities of the Quesea Empire
Quesea (Capital City) — The royal seat of power, home to the ruling family, the standing military, and the finest stables in Elbanost. Source of political intrigue, noble quests, and cavalry training grounds.
Ioa
| Size | Large City |
| Affiliation | Quesean Empire |
| Notable | Quesean horse stables; Cavalry garrison; northern military outpost |
Salmok
| Size | Medium City |
| Affiliation | Quesean Empire |
| Governor | Duke Eir — younger brother to the ruling King |
The Quesea Empire offers opportunities for military campaigns, noble intrigue, and horse-related quests. Noble rivalries, succession disputes, and border skirmishes with neighboring regions provide constant hooks.
The Elven Kingdoms: Thelesia & Silvare
Thelesia
An elven forest kingdom known for its openness toward other races—a rare quality among elven enclaves. Home to one of Elbanost's most respected Ranger Academies.
| Government | Elven Kingdom |
| Notable | Skilled Ranger Academy |
| Outsider Relations | Very friendly; open to all races |
Silvare
A more isolationist forest elven kingdom whose northern border meets Thelesia at the City of Jade. Home to powerful wizards and remarkably skilled archers—a combination that makes it quietly formidable.
| Government | Forest Elven Kingdom |
| Notable | Powerful wizards; skilled archers |
| Border City | City of Jade (borders Thelesia to the north) |
Oskela — The Desert Dictatorship
Oskela is a land of extremes: vast mineral wealth and rampant poverty, brutal governance and the continent's most open black market. Ruled by dictator Yusuf Saglik, Oskela operates primarily on the backs of slaves and mercenaries. It is among the most dangerous and morally complex regions in Elbanost.
"Thurmond's Keep doesn't have laws. It has prices."
| Government | Dictatorship — Yusuf Saglik |
| Races | Dwarves and Humans primarily |
| Terrain | High Desert and Mountain Ranges |
| Economy | Mining, slave trade, and black market commerce |
| Wealth | Vast wealth concentrated among the elite; rampant poverty for the rest |
| Law | Government police force of mercenaries and gladiators |
Thurmond's Keep
The dark heart of Oskela and one of the most notorious locations in all of Elbanost. Simultaneously a gladiatorial arena, a slaver's market, and the largest open black market on the continent. Nearly anything can be bought here—for the right price.
- Gladiatorial Arena: Slaves, prisoners, and volunteer fighters battle for crowd entertainment and potential freedom
- Slavers and Mercenaries: The primary labor market of Oskela; mercenary companies are hired from here
- Black Market: ✦ Items up to Very Rare available — Magical items, forbidden scrolls, stolen goods, and worse
Adventure Hooks — Oskela
- Arena combat: Fight for prize money, freedom, or spectacle
- Black market contacts: Source for rare or illegal items unavailable elsewhere
- Liberation quests: Free slaves or disrupt supply chains
- Political intrigue: Saglik's regime has enemies; some may hire adventurers
The Udrusan Empire
The dwarven Udrusan Empire sits among mountain ranges, defined by a rare combination: aristocratic wealth and a powerful standing military supported by gryphon riders. Udrusan is one of the most militarily capable nations on Elbanost and one of the wealthiest.
| Government | Aristocracy with a Royal Family |
| Races | Predominantly Dwarves |
| Terrain | Mountains |
| Economy | Wealthy upper and middle class; large upper tradesmen class |
| Military | Large, well-equipped standing army; Elite Gryphon Flight Rider garrison |
Isolon
A medium-sized city within the Udrusan Empire with a notably human-dominated population, making it something of a cultural crossroads. Best known for the Giant Weasel inn and tavern.
| Size | Medium City |
| Affiliation | Udrusan Empire |
| Population | Mostly Human (unusual for Udrusan territory) |
| Notable | The Giant Weasel — famous inn and tavern |
The Halfling Shires
Blue River Shire
A peaceful halfling community governed by a Council of Elders. An agricultural heartland—rolling farms and pastoral communities that keep much of the surrounding region fed.
| Races | Halflings |
| Government | Council of Elders |
| Economy | Farming and agriculture |
Highland Shire
A second halfling community located in higher terrain. Details remain to be fully documented—a location ripe for exploration and development by the DM.
| Races | Halflings |
| Notes | Details to be determined by the Dungeon Master |
The Misty Hills
The gnomish communities of the Misty Hills represent the most technologically advanced civilization in Elbanost. Where other nations rely on magic or military might, the gnomes rely on ingenuity—and their clockwork siege machines and mechanical combat suits are nothing to dismiss.
| Races | Gnomes |
| Government | Direct Democracy; City Councils with elected mayors |
| Economy | Clockwork industries; steam-powered technology |
| Military | Steam-powered clockwork siege machines; mechanical combat suits |
| Structure | Small towns with individual councils; no central empire |
The Misty Hills border the Dying Vales—an enchanted and deeply dangerous forest where all creatures are classified as aberrations. This proximity has spurred gnomish defensive innovation and likely explains the development of their most powerful military technologies.
Beyond the settled regions of Elbanost lie wild territories, ancient ruins, and places where civilization's reach has frayed. These are dangerous, rewarding, and often touched by forces that predate the current age.
The Abandoned Reach
A superstitious region shunned by locals and avoided by caravans. The Abandoned Reach carries a dark reputation that keeps most travelers away—which is exactly what those who know its secret prefer. Somewhere within its borders lies a hidden entrance to the Underdark.
| Terrain | Varied; largely unmapped |
| Danger Level | High |
| Notable Secret | ✦ Hidden entrance to the Underdark |
| Atmosphere | Oppressive; superstition and dread hang over the area |
- The entrance to the Underdark is known to very few. Those who have found it do not always return.
- Local villages near the Reach tell stories of disappearances, strange lights, and creatures that should not exist above ground.
- The Reach may be used as a gateway to extended Underdark campaigns.
The Dying Vales
An enchanted forest adjacent to the Misty Hills where the natural order has broken down. Every creature within the Dying Vales—regardless of its true nature—is classified as an aberration by the magic that pervades the place. The vales are beautiful and deeply wrong.
| Location | Outside the Misty Hills |
| Danger Level | Extreme |
| Special Rule | ✦ All creatures = Aberrations |
| Terrain | Enchanted forest; reality is subtly warped |
- Gnomish scholars study the Dying Vales from a careful distance, seeking to understand—or reverse—its corrupting magic.
- Creatures from the Vales that escape into the Misty Hills are considered major threats requiring immediate response.
- The source of the corruption is unknown. It may be a relic of the War of the Black or something older still.
Vrath Jungle — The Ever Reaching
Also called the Bagheera Wilds, Vrath Jungle is a vast, primordial jungle where the ecosystem itself seems to push back against intruders. Everything here is harder, faster, and more deadly than it should be.
| Terrain | Dense jungle; tropical; difficult terrain throughout |
| Danger Level | Extreme |
| Special Rule | ✦ All enemies +2 CR |
| Atmosphere | Ancient, primal, unwelcoming to civilization |
- +2 CR applies to ALL creatures encountered in the jungle, including normally mundane beasts.
- The jungle is referred to as 'Ever Reaching' because its borders appear to slowly expand over generations.
- Ruins of pre-Accord civilizations may be hidden within—rewards commensurate with the risk.
"For a thousand years this tower has stood as a pinnacle of arcane power, and it will stand for a thousand more with me at the top guiding its future."
— D'lam D'dar, High Wizard of the Black Robes
History of the Accords
Before the Accords, magic was free. Powerful wizards ruled like petty kings, their ambitions growing until Malak the Black rose above them all—marshaling an army of sorcerers and undead that plunged Elbanost into darkness lasting generations. It took the united force of every major kingdom and the rebel White Tower wizards to bring him down.
When the war ended, the surviving kingdoms would not allow another Malak. The remaining wizards were given a choice: create the Accords or face extermination. The Accords of High Sorcery established the Towers as the only legitimate institutions for teaching arcane magic of 3rd level and above. Every arcane user must either join the Towers, stop practicing magic, or face a death sentence as a rogue mage.
Of the original five Towers—each built around an ancient Arcane Focusing Tower—two were destroyed in the war. Three remain.
The Three Towers
Divination & Illusion
Most publicly active
Evocation & Abjuration
Neutral mediators
Position Vacant
Necromancy & Transmutation
Most feared faction
White Tower — Fenrir (Good)
| Location | Fenrir (Region A) |
| Alignment | Good |
| Arcane Specialties | Divination, Illusion |
| Current High Wizard | Zion |
| Role in Society | Most publicly active; closely connected to Republic governance |
Red Tower — Antwan (Neutral)
The Red Tower currently operates without a High Wizard following the recent death of its leader, creating a power vacuum with significant implications for Elbanost's arcane balance.
| Location | Antwan |
| Alignment | Neutral |
| Arcane Specialties | Evocation, Abjuration |
| Current High Wizard | DECEASED — Position vacant |
| Crisis | The absence of a Red High Wizard destabilizes the three-faction balance |
Black Tower — Gaurdarian's Keep (Evil)
| Location | Gaurdarian's Keep |
| Alignment | Evil |
| Arcane Specialties | Necromancy, Transmutation |
| Current High Wizard | D'lam D'dar |
| Notes | Ruthless but bound by the Accords; pursues long-term power goals |
Faction Advancement
Arcane casters who join the Towers progress through six ranks by earning Renown, completing magical milestones, and demonstrating loyalty to their faction.
| # | Rank Name | Renown | Requirements | Benefits |
|---|---|---|---|---|
| 1 | Initiate | 0 | — | Tower access (lower levels), Tower schools, unrestricted library section |
| 2 | Apprentice | 3 | — | All Rank 1 benefits; Tower laboratory; Mentorship from a Master; may wear faction robes |
| 3 | Mage | 10 | 5th level; Trial of Magic | All prior benefits; full library; faction council service; must wear faction robes; access to greater magic |
| 4 | Mage of High Sorcery | 25 | 11th level; Create new spell | All prior benefits; item of power; teaching privileges; may raise troops; Tower treasury & transport |
| 5 | Archmagi | 50 | 17th level; Create item of power | All prior benefits; item of higher power; full inner sanctum access; serves on council as Elder |
| 6 | High Wizard | 100 | 20th level; obtain council vote | Guides faction and High Wizard council; the ultimate arcane authority; serves for life or until resignation |
Robes of the Order
The adornment of a wizard's robes signals both faction identity and rank. As mages rise through the hierarchy, their robes become increasingly elaborate—and increasingly recognizable.
| Rank | ⬜ White Tower | 🟥 Red Tower | ⬛ Black Tower |
|---|---|---|---|
| Initiate | No robe | No robe | No robe |
| Apprentice | Plain White Robe | Plain Red Robe | Plain Black Robe |
| Mage | White Robe, silver trim | Red Robe, silver trim | Black Robe, silver trim |
| Mage of High Sorcery | White Robe, gold trim | Red Robe, gold trim | Black Robe, gold trim |
| Archmagi | Adorned White, gold trim | Adorned Red, gold trim | Adorned Black, gold trim |
| High Wizard | Highly adorned White, platinum + arcane symbols | Highly adorned Red, platinum trim | Highly adorned Black, platinum + arcane symbols |
Goals & Beliefs
Shared Goals (All Factions)
- Ensure the continuing power and purity of arcane magic
- Prevent any single mage from gaining the power to destroy or rule Elbanost
- Keep arcane magic rare, powerful, and contained within the Towers
- All three factions will set aside every difference to protect arcane magic itself
Shared Beliefs (All Factions)
- The arcane is prime—put nothing before it
- Arcane secrets must never fall into the hands of the unworthy
- The greatest enemy of arcane power is power-hunger itself; unchecked ambition leads to self-destruction
Rogue Mages
Any arcane caster who refuses to join the Towers and continues practicing magic is labeled a rogue mage—a death sentence in all but name. Rogue mages are hunted across Elbanost by Tower enforcers. A rogue mage can never rest easy, can never reveal their abilities publicly, and can never stop moving.
Sorcerers, who gain power through bloodline rather than study, often find themselves in this predicament: they did not seek the Towers, but the magic found them. Many join purely to avoid the life of a hunted fugitive.
The Keep of the Rye — Paladins of Samantha
The Keep of the Rye is a large fortified city surrounding a military fortress. The farmlands and livestock operations outside the city provide the food and resources the fortress needs to train and sustain one of Elbanost's most elite divine orders: the Paladins of Samantha.
"The Keep of the Rye is known throughout Elbanost for the military capabilities and beauty of its residents—two qualities the goddess Samantha demands in equal measure."
| Location | Keep of the Rye |
| Structure | Large city surrounding a military fortress |
| Surrounding Area | Farms and livestock |
| Divine Order | Paladins of Samantha |
Paladin Requirements
Called by the goddess Samantha herself, these paladins are among the most respected and feared warriors in Elbanost. Samantha's call is not for everyone.
| Race Requirement | Human |
| Gender Requirement | Female |
| Charisma | 16 or higher |
| Strength | 15 or higher |
| Wisdom | 14 or higher |
| Role | Divine warriors; defenders of Samantha's sacred mandate |
The order dispatches paladins throughout Elbanost on divine missions. Players may encounter them as powerful allies, quest givers, or formidable neutral parties with their own agenda.
Other Notable Figures & Organizations
Avatar of Freya — Fenrir
The goddess Freya maintains a divine presence in Fenrir in the form of a semi-permanent avatar. This entity acts in the world, can communicate directly with mortals, and serves as a divine authority within the city. She does not leave Fenrir. Adventurers who earn her favor may receive divine blessings, guidance, or unique quests.
Duke Eir — Salmok
The younger brother of the Quesean King, Duke Eir governs Salmok with the authority of the crown and the ambitions of a man who knows he will never inherit the throne. Whether he has accepted this gracefully is a matter for the DM to decide—and a potential source of considerable political tension.
Yusuf Saglik — Dictator of Oskela
The absolute ruler of Oskela, Saglik controls the slave trade, the black market, and the mercenary forces that enforce his will. He is a man of enormous wealth and ruthless pragmatism. Opposing him directly is extraordinarily dangerous; working within his system carries its own moral cost.
Calendar Structure
The Elbanost calendar runs on a clean mathematical framework: 12 months of 30 days each, organized into weeks of 6 days, producing exactly 360 days per year. Lunar cycles align perfectly with monthly boundaries—each month corresponds to one complete lunar cycle. This precision is believed by many scholars to be evidence that the calendar itself was magically constructed.
| Months per Year | 12 |
| Days per Month | 30 |
| Days per Week | 6 |
| Days per Year | 360 |
| Lunar Cycle | 30 days — 1 per month |
| Year Start | Frostbreak (equivalent to March) |
The Twelve Months
Seasonal Notes for the DM
- Frostbreak through Fenrir (months 1–4): Spring and early summer. Travel is easy, merchants are active, and adventure season is in full swing.
- Warsmarch through Valkyria (months 5–7): High summer and early fall. Military campaigns historically begin in Warsmarch. The Paladins of Samantha celebrate their high holy month in Valkyria.
- Reaping through Frostcome (months 8–9): Harvest season. Halfling Shires hold their major festivals. Caravans make their last long runs before winter.
- Freidiahiem through Enderyear (months 10–12): Winter. Travel by road becomes dangerous. The city of Fenrir holds winter festivals honoring Freya. The Hollow is considered a month of ill omen by many rural communities.
Campaign-Level Adventure Hooks
The High Wizard of the Red Tower is dead. With no neutral voice to balance the White and Black factions, the Accords themselves may be at risk. Each faction is maneuvering to influence the successor election. The players may be drawn in as investigators of the suspicious death, as couriers carrying messages between factions, or as candidates' champions in the political contest that follows.
A powerful sorcerer—or perhaps a wizard who has rejected the Towers on principle—is building a network of like-minded arcane users in the wilderness. Are they the next Malak, or are they freedom fighters against an unjust system? The Towers want them dead. The truth may be more complicated.
A network of escaped slaves from Oskela has reached Fenrir and is requesting aid. The abolition of slavery in Oskela would require toppling Yusuf Saglik, disrupting Thurmond's Keep, and potentially destabilizing an economy that supplies black market goods to all of Elbanost. The players must decide how far they're willing to go.
Something is coming up from the Abandoned Reach. It began with disappearances, then livestock, then entire villages. The entrance to the Underdark that locals have feared for generations is no longer sealed. What emerged—and what needs to go back down.
The gnomish Council of the Misty Hills has declared an emergency: the Dying Vales are growing. Their clockwork defenses are holding for now, but gnomish scholars believe the corruption is accelerating. If its source isn't found and destroyed, the Vales will eventually consume the Hills—and then everything beyond.
Regional Encounter Tables
- Merchant dispute requiring arbitration (social encounter)
- Tower apprentice asks party to retrieve a stolen spellbook
- Black market dealer offers illegal goods at half price—with strings attached
- Foreign dignitary's ship arrives with an unregistered arcane item aboard
- The Avatar of Freya is reported missing from her usual quarters
- Bandits have stolen a prized Quesean warhorse; the noble owner wants it back badly
- A cavalry scout reports an unknown army massing at the empire's border
- Duke Eir quietly requests help with a matter that cannot reach the King's ears
- An injured gryphon from Udrusan has strayed across the border—and it's not alone
- A Quesean merchant claims a rival poisoned his entire stable—and he wants revenge
- The party is offered passage through Oskela in exchange for one gladiatorial bout in Thurmond's Keep
- A Tower-registered mage has gone missing near Thurmond's Keep; last seen at the black market
- A slave rebellion is being planned; a former gladiator seeks allies
- Rare ore discovered beneath Oskela has caught Udrusan's attention
- A gnomish mechanical scout has gone silent in the Dying Vales—recover its memory core
- Strange runes have appeared at the entrance to the Abandoned Reach; they weren't there yesterday
- A Vrath Jungle tribal leader claims something is waking in the deep jungle's ruins
- The elves of Silvare have sealed the City of Jade—no one in or out
Notable NPCs Reference
| Name | Location | Role | Notes |
|---|---|---|---|
| Zion | Fenrir (White Tower) | High Wizard — White | Current leader of the White Tower; likely a key ally or questgiver |
| D'lam D'dar | Gaurdarian's Keep | High Wizard — Black | Ruthless; bound by Accords but deeply ambitious; a long-term antagonist |
| Red Tower High Wizard | Antwan (Red Tower) | High Wizard — Red | DECEASED. Vacancy is a major campaign catalyst |
| Yusuf Saglik | Oskela | Dictator | Absolute ruler; controls slave trade and black market |
| Avatar of Freya | Fenrir | Divine Avatar | Does not leave Fenrir; powerful ally if trust is earned |
| Duke Eir | Salmok | Noble — Quesea | Younger brother to the King; politically complex; potential questgiver |
House Rules & Setting-Specific Mechanics
Magic Restrictions
- Any arcane spell of 3rd level or above may only be legally taught within a Tower of High Sorcery.
- Arcane casters discovered practicing at this level without Tower affiliation are classified as Rogue Mages and may be hunted.
- In-city use of 3rd+ level arcane magic may require Tower permission in some regions.
Fenrir's Peace Magic
- No combat of any kind can take place within Fenrir's city walls. This is enforced by ancient, permanent magic—not guards.
- Attempted violence is simply suppressed: weapons stop short, spells fizzle, fists don't connect.
- This does not prevent non-combat harm: poison, magic that degrades over time, or social destruction all function normally.
Quesean Horses
- Horses purchased in Quesea cost 4× standard book value.
- Quesean warhorses provide exceptional bonuses (DM discretion: suggested +1 to relevant mounted combat rolls, advantage on endurance checks).
Oskela's Black Market
- Thurmond's Keep functions as a source for items with Rarity up to Very Rare.
- All purchases here are legally and morally ambiguous. Buyer and seller have no legal recourse.
- Black market items may have hidden complications: cursed properties, stolen origin, or previous owners looking for them.
Tower Renown
- Earning Renown within a Tower faction is tracked using the faction advancement system in Part IV.
- Betraying the Towers reduces Renown and may trigger consequences up to and including formal expulsion—and rogue mage status.
Regions at a Glance
| Region / City | Government | Primary Race(s) | Known For |
|---|---|---|---|
| Fenrir (Region A) | Republic | All | White Tower, Magic Academy, Avatar of Freya, peace magic |
| Quesea Empire (Region B) | Monarchy | Human | Elite cavalry, exceptional horses, strong military |
| Oskela | Dictatorship | Dwarf/Human | Slave trade, black market, Thurmond's Keep arena |
| Udrusan Empire | Aristocracy | Dwarf | Gryphon riders, wealth, standing army |
| Thelesia | Elven Kingdom | Elf | Ranger Academy, open to all races |
| Silvare | Elven Kingdom | Elf | Powerful wizards, skilled archers, City of Jade |
| Blue River Shire | Council of Elders | Halfling | Agriculture, farming, community traditions |
| Highland Shire | Unknown | Halfling | Highland halfling community |
| Misty Hills | Direct Democracy | Gnome | Clockwork tech, steam power, mechanical warfare |
| Keep of the Rye | Military Order | Human | Paladins of Samantha, divine warriors |
⚔ Arcane Quick Reference
- 3rd level+ arcane spells: Tower affiliation required or rogue mage status applies
- Tower factions: White (Good / Fenrir), Red (Neutral / Antwan — vacant), Black (Evil / Gaurdarian's Keep)
- White Tower: Divination, Illusion | Red: Evocation, Abjuration | Black: Necromancy, Transmutation
- Rogue mages are hunted and face death sentences upon capture
- Tower ranks: Initiate → Apprentice → Mage → Mage of High Sorcery → Archmagi → High Wizard
💰 Price Modifiers
- Fenrir: All items cost 2× book value
- Quesean horses: 4× book value (but grant exceptional bonuses)
- Thurmond's Keep black market: Items up to Very Rare available; no legal protections