(Ignore my amateur photoshop skills) A rough representation of the different regions of Verdula.
he wasn't even looking at me and he found me
Cosimo Galluzzi

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Kaledo Art

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Today's Document
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@seaheim
(Ignore my amateur photoshop skills) A rough representation of the different regions of Verdula.
The War of the States
The War of the States was a conflict that took place from the years 6 PD to 13 PD. The combatants were The City States of Cordonia, an alliance of Caldr, Vys, and Mistheim against an invading enemy force, The Thurvian Horde, which was a diverse group of warriors from the Treskhar region of Verdula. Other groups involved in the conflict were powers such as the city state of Vars, which was quickly sacked and made into a base of operations for the invaders. The Gauflings also became a large fighting force towars the end, as some three thousand odd Gauf of the Ram Caste descnded upon Vars in the final battle, The Battle of the Bay.
However, some say that the powers that didn’t fight were marked more by this conflict. Indeed, the Order of Tyran is looked at with mistrust by most Cordonians, as they refused to be involved with the conflict.
The Traveler’s Guide to Verdula
The Traveler’s Guide to Verdula is a book written by Tafari Sayef in the year 14 PD. Written shortly after the War of the States, it captures the culture of the continent of Verdula, in all of it’s people as it chronicles Sayef’s journey. An immigrant from the farwary land of Shar-Manos, he was the first foreigner to come to Verdula in many years. This book is significant because it was the first mass produced book in the world, and quickly allowed the people of Verdula to have a better understanding of things on a larger scale of the continent. Many adventurers were inspired by the Guide, and it is still a popular piece of literature to this day, ten years later.
An explanation, and a promise.
Sorry for the lack of content, work has been Hell. However, I do have lots of ideas to write down, so I won’t let you guys go this long again. Sorry about that.
The Dark Masses
TENETS
Honor the dead, lest their sacrifice be in vain.
Avoid frivolous crime, it is beneath you.
Let the shadows surround you, and you will always be at home.
Honor your family above all else
The Speaker is the voice of Thazarix, a vessel of the Chill.
The Dark Masses are a church of necromancers that worship Thazarix, an ancient god of cold and death. An outcasted god of the Verdulan pantheon, he followed his people when they were sold into slavery by King Ferondan to the Kraken Lord. Thazarix is believed to be able to inhabit the world of Seaheim, but only as the strange aurora over Dustlight known as “the Chill.” The leader of the church, known as The Speaker is Siri Bleakhall, a female half-elf of Valask ancestry. Although the Valask allow anyone to live is Dustlight and worship Thazarix, only those of Valask descent are allowed to become true priests. Non-Valask, referred to a “ninchka”, or “foreigner.” They may achieve the rank of Toller, or someone who is allowed to ring the sacred bells during one of the five times they are rung during the day. Five is a sacred number to the Masses, as it took five betrayals of their people for them to thrive.
The church is very strict in how it handles things. Every member of the church, whether unarmed or military has to handle recording of their day to day activities. This keeps order in church for the most part, as the church members are usually skilled in magic and thus can often get the truth themselves if they need to. The other reason for this is for when a church member dies, their logs are used to allow the Soulscribes as to which undead caste they will belong to.
UNDEAD CASTES
Patron: The very top of the caste system, these are honored dead who have done great deeds for their house or order and for the Valask in general. The exorcists of the Dark Masses remove the soul of the dead person, and transform it into a ghost that is allowed to inherit a Death Mask, the case of a house patron, or an Heirloom Weapon for a military order patron. These objects allow for the patron to give advice to champions of their house or order. Patrons are at the top mostly because they operate outside of the caste system, putting their cause above all else.
Soulscribe: The next caste are the Soulscribes, given only to the most powerful of magic users that die among the Masses. These are the undead who govern the caste system for the most part, and do the bureaucratic work for the church. They decide who goes to what caste when they die. The process of becoming a Soulscribe is similar to becoming a lich, but done in a way that doesn’t require the souls of the living. This process also turns their log book into a powerful phylactery.
Arbiter: The upper middle caste are the Arbiters. The ranks of the Arbiters include many former adventurers, and these undead are the backbone of Dustlight’s militia and army. They resemble what they looked like in life, as the corpse is kept in decent condition, but can told apart from the living by the lack of pupils in their eyes. Arbiters gain supernatural endurance in the process of becoming undead. Adventurers who become arbiters often keep abilities they had in life, which helps to keep the peace.
Runner: Runners are small, agile undead used a couriers and emmisarys. This role is given to those in the Masses who die young. Blessed with supernatural intelligence (relative to their age) Runners have to go through an intense period of training before being allowed to handle documents. The most elite runners are employed by the Senate. These undead handle seriously classified information, and are rewarded handsomely for work, or for bribes from rival senators.
Huncher: Called so because the large hunch they often get in their back from all of the manual labor they are used for, hunchers are the dumb muscle of the undead. This is reserved for heinous criminals and others who die disgraced by the Masses. They are the famous cart pulling, boat rowing zombies the Valask employ.
Wulfend
The region of Wulfend is a craggy, forested island dominated by a large volcano at its center. The island can be divided into two main “countries:” Valask and Mazanonia. Most islanders, regardless of nationality see mainlanders as whiny and inefficient. This is where the similarities of the two end.
To the west in Valask, humans who embrace death closely live in foggy cities on the edge of the ocean. The native humans here have formed an aristocracy based upon the blessing of the ruling church. Ancestors give advice to the living via strange artifacts of death magic. Others live here, but only by the will of the Valask. Valask are very family oriented, and each family belongs to a larger house, which has a patriarch or matriarch that represents them in the Senate. The Valask culture is not tied to skin tone, as the ancestral necromancers were of many different skin tones, thus, Dustlight and the surrounding country are some of the most varied in the world when it comes to racial makeup. byThe Valask put great value on inheritance and heirlooms. The most important of these to a family is it’s Death Mask. These macabre masks are funeral visages of each house’s patron, an ancestor who is revered and allowed to haunt the death mask and influence the family from beyond the grave. Some of these masks are so powerful, they are able to grant powerful magical boons to their champion family members.
To the east in Mazanonia the children of dark bargain, who are known as the Hellborn thrive in the ashes of Raqa’s Maw, the local volcano. Using the fertile soil to make large farmlands, the Hellborn have adapted a puritanical work ethic that has enabled them perform astounding feats of engineering to survive in the mountain’s shadow. The most important of these are The Inferno Tunnels, massive dug trenches used to divert molten rock into the ocean, causing artificial territory growth, as well as avoiding natural disaster. The mountain is kept calm by leaders of the Magocracy, powerful spellcasters who embrace the primal magic of the leyline inside the heart of the mountain to prevent disaster.
The two countries have are in a cold war. The island of Wulfend is very limited in unsettled land and unclaimed resources, which both nations want to lay claim to. The constant, passive aggression has caused many Valask and Hellborn to leave the island for the mainland, seeking fortune.
Another race makes it home on the island, inhabiting both regions. The Crowfolk used to live in the bountiful forests of the island, until deforestation forced most of the population into the cities. They are seen as nuisances to most Hellborn and Valask, and are typically left alone as long as they don’t cause trouble. Unable to speak due to the cruel magic of the island, the crowfolk make use of perfect sound mimicry to get by. This curse permeates their very being, and their culture revolves around it. Moving to the city has made this a great boon, as most can now speak reasonably well, and the the public forums of Valask cities are often home to Crowfolk sound sharing groups at night, focused on exchanging words and sounds to the brethren.
Any study on Wulfend would be remiss to not mention it’s dark history. Long ago the island was ruled by a titanic kraken whose name is unpronounceable by surface dwellers. Tainted by demonic magic, it craved dark energy and cursed most of the local population to life as Hellborn in exchange for it. This sated it, until it reached the end of it’s lifespan and turned to necromancy. Using a complex ritual, the kraken hoarded masses of humans talented in necromancy and tried to force them to perform ritual suicide to fuel it’s lichdom. The humans refused, instead banishing the creature The Inky Depths. The cost of the banishment was great, killing many of the necromancers. The rest settled on the rocky coast, founding the city Dustlight. They named themselves the Valask, or “freemen” in the local dialect of common.
The Sunrise Company Logo, by @afraiddave
A Profile of Zercé, Goddess of Flame and Earth.
Name: Zercé
Titles: The Hearthmother, Flamestoker, The Stonemaiden, The Fire’s Kiss, Lifeshaper, The Life Soul
Zercé is one of the older gods of the Verdulan pantheon, rivaled only be Vemor and Diphycys. It was the Hearthmother who first gave life to the mortal races of Seaheim, molding them from divine clay and giving them the fire of life. Of all her children, the Dwarves revere her the most, and it shows in the massive monuments that have been built to her. The most well known is The Damastane in Caldr, which is a massive temple complex built deep below the city.
A beautiful marvel of black iron and obsidian, the brightly lit halls smell of burning cherry logs (the cherry tree is sacred to her followers) and the sweat of rough labor. In Here, artists and other craftspeople put themselves to the test, working away at megaheated forges and blistering workshops. In the cellars of the building, monks brew the famous Maiden’s Hand Ale, known for it’s strong proofing and refreshing cherry taste. Even lower, pyromancers undergo stressful training involving developing a tolerance to burns and scalding. Once that is done, they must forge a monument to Zercé that suitably impresses the Goldcloak (a name for a higher ranking member of The Circle of Flame, usually one who trains new recruits.) Once that is done, they may read the Tome of St.Ignis, a martyr of the church with many titanic legends.
The other famous monument is located on Mount Dunteran, just above the Dwarvish citadel of Deepwatch. Known as The Maiden’s Cairn, a loving image of Zercé and her demigod children (Angus, Ronas, and Fyron) can be seen carved into the very mountain with massive attention to detail. It is said that once could count the individual stone hairs carved into the Maiden, or her individual eyelashes. This was a great feat of engineering by the Dwarvish Lord Kinnick Gemblood.
Religious leaders of the church are called Pyrehearts, and are known for having the ability to allow fire elementals to merge with them to enhance their magical and combat capabilities. Only an incredibly strong mortal could house a primordial being such as a fire elemental and not explode from the pure energy.
The Calender of Seaheim.
340 Days.
16 Months.
21 days a month on average.
Months.
Airi (The Stag) 22 Days
Nefer (The Hound) 21 Days
Taibus (The Cat) 21 Days
Biska (The Fawn) 21 Days
Navan (The Salmon) 22 Days
Mero (The Sapling) 21 Days
Clave (The Hornet) 21 Days
Tyrol (The Rain) 21 Days
Myse (The Flame) 22 Days
Horu (The Moon) 21 Days
Jin (The Phoenix) 21 Days
Famaj (The Panther) 21 Days
Sidir (The Plague) 22 Days
Yris (The Smoke) 21 Days
Urul (The Swarm) 21 Days
Vanik ( The Void) 21 Days
The Elves were the first to mark their days, and qucikly became the standard. Each month that starts a season has an extra day for the solstice or equinox. It’s also a lunar calender, with each first day being the full moon.
Seven days in a week, using the old Norse days. Each Solstice is it's own day, named after the faerie lord/lady who rules that season.
Senhan, Lord of Winter and Sleep
Gyr, Lord of Spring and Delirium
Danva, Lady of Summer and Night
Hasin, Lady of Autumn and Decay.
The Valask of Wulfend
The Valask are the ethnic group of humans who first lived upon Wulfend. Originally slaves to a mysterious Kraken-Lich, they were given mastery of necromantic magics in exchange for servitude. Even after the disappearance of their master, necromancy is still widely used by the group.
Most Valask see it as an honor to be raised, as it allows them to serve god and country even after death. As a theocratic trade republic, this allows the Valask to save on labor fees, which has caused the island to thrive. Though not always welcome (in particular they are banned from Shanar), most cities have open arms to the Valask, who often sell magical items and other exotic wares.
The zombies the Valask use are poor fighters, and mainly suited to heavy grunt work such as moving cargo, pulling wagons, or rowing ships.
This stance on necromancy makes the Valask seem eccentric to mainalnders, though most see it as a macabre quirk, and simply try to make most dealings short. The largest true enemies of the Valask are worshippers of Kaz, who seek to crusade into the island and purge it of The Dark Masses, the church who rules the island, and their leader Siri Bleakhall.
The Caldr Revolution
Caldr was not always named such, originally it was called Shirovan, and belonged to the Nercaen, and race of large humanoids with characteristics not unlike a cicada. Attracted to the faint humming produced by the holes bored into the large mineral deposit known as The Prosperity. After they arrived, they amplified this psychic drone, and used it to lure in the nearby humanoids, forcing them to build the satellite villages around the main stronghold, then making them toil in these villages.
Eventually, a lone Gnome was able to break free. He limped through the wilderness until he made it to Deepwatch. As he told the Stonelord his story, he perished at the mighty kings feet. A righteous fury filled the king, and he went to war.
As the Dwarvish armies descended upon the stronghold, nearly all of the Nercaen were wiped out, the rest driven deep underground. After that, the freed slaves were given the city to do with as they pleased. They named it after the king, Caldr Deepfury. The war camp the Dwarves had established with the Halflings of Vars later became the Shade Market, and the rest is history.
The Dark Maze
The tunnels underneath Verdula are a treacherous labyrinth of unknown origin. Despite this, the surface dwellers of Verdula has taken to using these tunnels for their own personal gain. This network of tunnels is known as The Dark Maze.
Many adventurers have taken to the search of lost treasure and other valuables. This is not always in vain, as a few brave souls have found their fortunes in the dark.
This is however, incredibly dangerous, as few are familiar with the various access points and denizens of the tunnels, and even fewer have mapped the tunnels. An accurate tunnel map is a rare and valuable commodity that few factions can afford to get. This has caused many to just leave code messages in chalks and paints on the walls, as well as messages using torches or lanterns in certain locations.
The Salt Flats
The Salt Flats of Southern Verdula are home to the secretive race known in the Elvish tongue as Ven’Sharen, or the Ice Elves. The only civilized race sharing the land with the Orcs, they live relatively conflict free as neither group really has anything the other could want.
Ice Elves are pale, and almost always have bright blue eyes. They are lithe, dextrous, and intelligent. This has allowed them to thrive in the harsh environment they live it. As the earth is salted and not suitable for growing crops, they have developed an amazing system of levitating hydroponics using magic and science.
They are also known for their nearly symbiotic relationship with the large, hairy mounts they ride. Nobody except the Ice Elves are entirely sure what they are, as they exhibit qualities of a bird (laying eggs, great sense of magnetic fields, vestigial wings) and mammals (covered in fur, not feathers. Produce milk.) They are colloquially known as “Wooly ostriches.” Ornery beasts, they are also known to have an ability to sense objects beneath them, and thus can be trained to dig for treasure. This has led to a few bold Ice Elves to leave the Flats and set out on a life of adventure.
The Horn of Verdula
The Southern Horn of Verdula is mostly a barren tundra, and is home to two very important races: The orcs, and the Ven’sharen (The Ice Elves.)
Verdulan Orcs are broad, strong creatures. Adapted to life on the tunda, they are often covered in a coarse, almost furlike hair. Roughly seventy-five percent of the orcs have this trait. The rest often cover themselves in heavier furs than their counterparts. This doesn’t seem to have any effect on their place in society.
Orcish society was formerly mainly based on raiding the then primitive and vulnerable folks of Verdula. But as they banded together into city states, this has changed, and the Orcish people have settled down and gone into isolation to atone for their sins, as well as to keep would be invaders out. The border to the southern horn of Verdula is lined with a massive iron wall. Once a large mountain known as Kjorgorsk, the Orcish people toiled to build it into a mighty wall. In honor of this achievement, they named their new land after the wall, they named it Cravarnis.
The only non-Orcs allowed in the cities of this land are either working for an Orc, married to an Orc, or are Halfling/Valask traders, who may enter for a small fee. This has, however calmed down in recent years, as a young Half-Orc leader has gained more and more clout in the Councils.
As great of an engineering feat as it is, Cravarnis is penetrable by going across the The Sea of Dreams to the direct south. This is a difficult journey however, and leads to the Salt Flats.
The Sunrise Company
The Sunrise Company is an order of adventurers that seek to map the world. They are led by the veteran explorer, [REDACTED]. The Sunrise Company were the first mortals to use the “Swell Seal” spell, allowing for more permanent homes to be made in the ocean, thus allowing for adventurers to explore further into the world. The main base of the Company is located on a massive Swell that was sealed by the Archmage of the company, and island referred to as The Reprieve.
The symbol of the company is a golden, grinning sun on an indigo field. They are also known for being guardians of sponsored inns, allowing for certain inns to be “Sanctuary” for adventurers of all...backgrounds.
The Bones
Opposite of The Wastes lies the northern pole of the world, popularly known as The Bones. Very little is known about this place, apart from that it is revered by the nomadic Dragonborn as a holy place. The closest most non-Dragonborn mortals have ever been was seeing the towering white cliffs of stone that make up the shore of the pole, hence the nickname.
It is assumed that dragons live here, though many also theroize that it may be a spot where dragons go to die.
Contradictions
Contradictions are constructs made by the students of the Deathstitch School in Dustlight. A Contradiction in it’s most simple form is two lesser elementals (almost always of directly opposite nature) sealed together into an artificial body of some sort. Greater Contradictions have greater intelligence, and often are made of more elementals, at the cost of being far harder to control. Lesser Contradictions are a favorite of Alchemists, as they are easy to control and make great lab assistants. The process of making a contradiction is unknown outside of the School, and they go to great lengths to hide it in the labyrinthine ziggurat they call home.