✦ ✦ ✦ ✦ ✦
ELBANOST
Campaign Setting & World Guide
— ⚔ —

"Fear? I will show you fear!"
Lightning crackled as pure energy flew from Malak the Black's fingertips.

— Dargen Marlsbane, Epic of Elbanost —
— ⚔ —
World History  •  Regions & Cities  •  Factions  •  Magic Systems  •  Calendar  •  Adventure Hooks
A Complete Dungeons & Dragons 5th Edition Reference
▼ scroll to begin ▼
Part I

World Overview

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:

Part II

Regions & Cities of Elbanost

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."

RegionA — Republic of Reground
GovernmentRepresentative Republic
RacesAll races welcome
EconomyHeavy merchant traffic; major port city
MilitaryNo standing army; volunteer reserve status only
MagicHome to the Magic Academy and White Tower of High Sorcery
DivineAvatar of Freya resides in the city
Special Rule✦ Peace Magic — No combat of any kind may take place within city walls
Economy NoteAll items purchased in Fenrir cost 2× standard book value
Current High WizardZion (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

— ✦ —

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.

GovernmentMonarchy — Royal Family based in the City of Quesea
RacesPredominantly Human
EconomyRanch, livestock, and elite horse breeding
MilitaryStrong standing military; Elite Cavalry; roving garrison of riders
Special Rule✦ Quesean Horses — Exceptional bonuses but cost 4× book value
Outlying AreasGoverned by Lords and Nobles, typically royal family members
RegionB

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

SizeLarge City
AffiliationQuesean Empire
NotableQuesean horse stables; Cavalry garrison; northern military outpost

Salmok

SizeMedium City
AffiliationQuesean Empire
GovernorDuke 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.

GovernmentElven Kingdom
NotableSkilled Ranger Academy
Outsider RelationsVery 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.

GovernmentForest Elven Kingdom
NotablePowerful wizards; skilled archers
Border CityCity 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."

GovernmentDictatorship — Yusuf Saglik
RacesDwarves and Humans primarily
TerrainHigh Desert and Mountain Ranges
EconomyMining, slave trade, and black market commerce
WealthVast wealth concentrated among the elite; rampant poverty for the rest
LawGovernment 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.

Adventure Hooks — Oskela

— ✦ —

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.

GovernmentAristocracy with a Royal Family
RacesPredominantly Dwarves
TerrainMountains
EconomyWealthy upper and middle class; large upper tradesmen class
MilitaryLarge, 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.

SizeMedium City
AffiliationUdrusan Empire
PopulationMostly Human (unusual for Udrusan territory)
NotableThe 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.

RacesHalflings
GovernmentCouncil of Elders
EconomyFarming 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.

RacesHalflings
NotesDetails 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.

RacesGnomes
GovernmentDirect Democracy; City Councils with elected mayors
EconomyClockwork industries; steam-powered technology
MilitarySteam-powered clockwork siege machines; mechanical combat suits
StructureSmall 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.

Part III

Adventuring Areas

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.

TerrainVaried; largely unmapped
Danger LevelHigh
Notable Secret✦ Hidden entrance to the Underdark
AtmosphereOppressive; superstition and dread hang over the area

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.

LocationOutside the Misty Hills
Danger LevelExtreme
Special Rule✦ All creatures = Aberrations
TerrainEnchanted forest; reality is subtly warped

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.

TerrainDense jungle; tropical; difficult terrain throughout
Danger LevelExtreme
Special Rule✦ All enemies +2 CR
AtmosphereAncient, primal, unwelcoming to civilization
Part IV

The Wizards of High Sorcery

"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

⬜ WHITE TOWER
Fenrir — Good
Divination & Illusion
Most publicly active
High Wizard: Zion
🟥 RED TOWER
Antwan — Neutral
Evocation & Abjuration
Neutral mediators
High Wizard: DECEASED
Position Vacant
⬛ BLACK TOWER
Gaurdarian's Keep — Evil
Necromancy & Transmutation
Most feared faction
High Wizard: D'lam D'dar

White Tower — Fenrir (Good)

LocationFenrir (Region A)
AlignmentGood
Arcane SpecialtiesDivination, Illusion
Current High WizardZion
Role in SocietyMost 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.

LocationAntwan
AlignmentNeutral
Arcane SpecialtiesEvocation, Abjuration
Current High WizardDECEASED — Position vacant
CrisisThe absence of a Red High Wizard destabilizes the three-faction balance

Black Tower — Gaurdarian's Keep (Evil)

LocationGaurdarian's Keep
AlignmentEvil
Arcane SpecialtiesNecromancy, Transmutation
Current High WizardD'lam D'dar
NotesRuthless 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
InitiateNo robeNo robeNo robe
ApprenticePlain White RobePlain Red RobePlain Black Robe
MageWhite Robe, silver trimRed Robe, silver trimBlack Robe, silver trim
Mage of High SorceryWhite Robe, gold trimRed Robe, gold trimBlack Robe, gold trim
ArchmagiAdorned White, gold trimAdorned Red, gold trimAdorned Black, gold trim
High WizardHighly adorned White, platinum + arcane symbolsHighly adorned Red, platinum trimHighly adorned Black, platinum + arcane symbols
— ✦ —

Goals & Beliefs

Shared Goals (All Factions)

Shared Beliefs (All Factions)

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.

Part V

Divine Orders & Organizations

— ✦ —

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."

LocationKeep of the Rye
StructureLarge city surrounding a military fortress
Surrounding AreaFarms and livestock
Divine OrderPaladins 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 RequirementHuman
Gender RequirementFemale
Charisma16 or higher
Strength15 or higher
Wisdom14 or higher
RoleDivine 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.

Part VI

The Elbanost Calendar

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 Year12
Days per Month30
Days per Week6
Days per Year360
Lunar Cycle30 days — 1 per month
Year StartFrostbreak (equivalent to March)

The Twelve Months

Month 1
Frostbreak
≈ March
The ice thaws and first spring rains arrive. Planting begins across Elbanost.
Month 2
Newgrowth
≈ April
Blossoms emerge. Merchant caravans resume their routes after winter.
Month 3
Solace
≈ May
Warm days bring festivals and outdoor markets. Peak adventuring season begins.
Month 4
Fenrir
≈ June
Named for the great capital. The summer solstice is celebrated with the Grand Accord Festival.
Month 5
Warsmarch
≈ July
Historically the month most military campaigns begin. Hot and dry.
Month 6
Orcsbane
≈ August
Commemorates the defeat of the Orcish armies that once served Malak the Black.
Month 7
Valkyria
≈ September
Honored by the Paladins of Samantha. Harvest festivals begin.
Month 8
Reaping
≈ October
The great harvest. Farmers and traders are busiest. Halfling Shire festivals abound.
Month 9
Frostcome
≈ November
Temperatures drop. Caravans make their final routes before winter.
Month 10
Freidiahiem
≈ December
A month of hearth and home. Religious celebrations honoring Freya and Samantha.
Month 11
Hollow
≈ January
The deep of winter. Travel is dangerous. Stories and legends are told by fire.
Month 12
Enderyear
≈ February
The last month. Cold remains but Elbanost begins preparing for the new year.

Seasonal Notes for the DM

Part VII

Dungeon Master Tools

Campaign-Level Adventure Hooks

⚔ The Vacant Throne of the Red Tower

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.

⚔ The Rise of a New Rogue Mage

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.

⚔ The Slave Liberation

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.

⚔ The Underdark Gateway

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 Dying Vales Expands

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

Region A — Republic of Reground (Fenrir)
  • 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
Region B — Quesea Empire
  • 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
Oskela — Desert and Thurmond's Keep
  • 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
Wilderness & Adventuring Areas
  • 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

Fenrir's Peace Magic

Quesean Horses

Oskela's Black Market

Tower Renown

Appendix

Quick Reference

Regions at a Glance

Region / City Government Primary Race(s) Known For
Fenrir (Region A)RepublicAllWhite Tower, Magic Academy, Avatar of Freya, peace magic
Quesea Empire (Region B)MonarchyHumanElite cavalry, exceptional horses, strong military
OskelaDictatorshipDwarf/HumanSlave trade, black market, Thurmond's Keep arena
Udrusan EmpireAristocracyDwarfGryphon riders, wealth, standing army
ThelesiaElven KingdomElfRanger Academy, open to all races
SilvareElven KingdomElfPowerful wizards, skilled archers, City of Jade
Blue River ShireCouncil of EldersHalflingAgriculture, farming, community traditions
Highland ShireUnknownHalflingHighland halfling community
Misty HillsDirect DemocracyGnomeClockwork tech, steam power, mechanical warfare
Keep of the RyeMilitary OrderHumanPaladins 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