Lore: Important Locations

The following section covers various locations throughout Havokk's landscape that carry significant character or story importance. Havokk, as a sphere, is relatable to Earth, regarding the overall ecosystem and wildlife per continental region. Species of all varieties are variably different, having been adapted to their regions, though all Species still belong to a singular, defined unit (Mortal, Dragonkind, Sharkmen, etc.).

 

For each region or location, a profile of each area or significant surrounding area is included below. The information is provided to assist with geographical and story planning during a Campaign-format adventure. At this time, there are references to locations, such as Dungeons, that are incomplete. As future game content is released, these sections will be updated to include those cards, quests, and maps (if applicable). Please stay tuned for full in-depth Dungeon descriptions and individual Campaign adventures based on these locations! The current reference to Dungeons for these areas is for the content that will be released with later game chapters.

 

Click on a tab or expanding section below to learn more about each story location:

Agnememnon

Deep in the heart of a steaming, emerald jungle lies a nearly perfect circle of open land, a half-mile-radius clearing carved from the wilderness in an age long forgotten. The dense canopy presses close on every side, forming a living wall of towering trees draped in vines and moss. Within the circle rise what remains of two colossal step pyramids, relics of the Nelven city that once stood proudly. Originally one of the main capital cities of the Nelven and named after an ancient being from their Species, Agnememnon is now in ruins and occupied by Chimeraxion and the Order of the Remnant. The main structure of Agnememnon was the large central pyramid, which was used for the Nelven elders and council members to convene in. The pyramid was open to all, but specific chambers and areas were off-limits to those outside the Nelven hierarchy. They regard the pyramids not just as monuments, but as conduits of arcane power, their geometry and carved glyphs aligning with the flow of Havokk's natural energies.

 

As a city and cultural hub of the Nelven, Agnememnon was originally home to about 30,000 Nelven and was previously their largest permanent settlement. As a Species, the Nelven had developed complex water and waste management systems, along with advanced stone and masonry developments. The ground within the clearing is a mixture of paved causeways and moss-patched flagstones from the original temple city. The soil is dark and rich, prone to sudden eruptions of wild greenery whenever left untended. Seasonal rains collect in cisterns and reservoirs carved from stone and connected by narrow aqueducts. Streams diverted from the surrounding jungle feed these basins, ensuring the city never thirsts. At the peak of their civilization, they were only rivaled technologically by the Squirk artificers and builders that the Nelven themselves had once taught these trades. Compared to large metropolitan cities, Agnememnon was considered the height of the Nelven species' accomplishments.

 

Current Agnememnon holds the ruins of this once great home to the Nelven. The air is heavy with the scent of wet stone, orchids, and nexxusite. At dawn and dusk, mists rise from the surrounding trees and drift into the open, cloaking the pyramids in silver haze. Nights resound with the cries of jungle beasts beyond the clearing, though inside the circle, the soundscape is softened by the ever-present hum of Nexxusite and the occasional chanting from within the temples. Elevated walkways connect many structures, though not all of them are stable, allowing inhabitants to pass above the bustle of those below. Magical lanterns of nexxusite provide a soft, sustained glow, providing the avenues after sunset with lit walkways. Enchanted gardens yield exotic fruits and herbs that thrive outside their natural seasons because of their interaction with chaotic energy and Ytaxian influence.

 

The rift that allowed Aribus, Lylath, and Ytaxia to enter Havokk opened above Agnememnon, and with their explosive arrival, the majority of the central Pyramid was blown apart immediately. The shockwave of their arrival and impact on Havokk damaged most smaller structures, and the fallout of the initial impact left many Nelven wounded or slain. Most of the city's population was evacuated in the following hours and fled to the surrounding jungle terrain. Most Nelven relocated to their other capital city at the time, Dhulahan. In the fallout of the impact, an unusual energy was seen emitting from the impact zone, and at the center of the crater was a crystal flower.

 

As Nelven researchers attempted to study the crystal, they found themselves subjected to various physical ailments and mutations, unaware of the effects the chaotic energy was having on them. It was deemed too dangerous to further study by the Nelven leaders, and the ruins of Agnememnon were abandoned. As the Nelven deserters or those outcast because of their changes remained at the site, they eventually saw the birth of Chimeraxion from the flower's energy. Chimeraxion and those now known as the "Order of the Remnant" occupy this hub of chaotic energy amidst the ruins of this once great Nelven city.

 

The jungle outside is nearly impenetrable. Massive trees loom like pillars, their roots forming ridges taller than several people. Vines as thick as ropes dangle from the canopy, and the undergrowth is dense with ferns, broad-leaf plants, and hidden pools. Beyond the clearing, the land rises and falls unpredictably, forming hidden gullies and moss-choked ruins from an age when this jungle was home to even greater wonders. Traveling more than a mile from the city is arduous without guides or magic; every direction is a green labyrinth. Remain in the jungle at night, and you'll have only the faint glow of Nexxusite to guide your path.

Physical Location / Environment

Location Size

  • Full Territory: 5.06 km (3.14 Miles)

  • Inhabited Territory: 2.03 km (0.785 Miles)

Landscape Type

  • Jungle / Forest

  • Nexxusite Crystals / Structures

  • City - Ruins (somewhat developed)

Geographical Landmarks / Specific Locations

Geographical Landmarks

  • Temple of Agnememnon
  • The Ytaxia Bloom

Faction Landmarks

  • Order of the Remnant Headquarters (Temple of Agnememnon)

Dungeons

  • Temple of Agnememnon (Epic Dungeon)

    • The resting place of the Ytaxia Bloom, and the centralized home of the Ytaxian species. Remants of the lost city of Agnememnon are now the home of the extraterrestrial beings known on Havokk as Ytaxians, who are the essence and extension of Ytaxia the Chaos deity. The Temple of Agnememnon contains powerful secrets and is the heart of chaos on Havokk.

      • Recommended Dungeon statistics:
        • Please see the Dungeon generator chart here for more variables.
        • EXP Value 4-8 rewards
        • 2+1d4 "Boss" or Epic encounters
        • 12+3d6 rooms
  • Region at Random: 2+D6 Dungeons. On 5-6, must include at least 1 Epic Level Dungeon

Political Scale / Structure / Economics

Alignment

  • Primarily Chaotic

Population

  • Roughly 5,000 (Mostly Ytaxian. Various other Species)

Structure

  • Area is controlled by Ytaxians, Chimeraxion is their leader.

  • All Order of the Remnant members report to Chimeraxion.

Markets/Services

  • One Main Market, several small vendors or individual sellers
  • Blacksmithing and Crafting services available
  • Hirelings are not commonly available; the Lore Master may determine they are available at their discretion.

Taverns/Social

  • No Taverns
  • Various meeting halls and rooms throughout the temples
  • Various open forums and public gathering spots

Shrines/Other

  • Remnants of Prior Shrines (Unidentified)
  • Shrines to Ytaxia (3+d4 to randomize)
  • Shrines to Chimeraxion (2+1d4 to randomize)
  • Shrines to Agnememnon or Dhula (6+1d6 to randomize)

Wealth / Income

  • Individuals carry local currencies (Gold)
  • Average Wealth (in gold): 350-500
  • Trade Common / Encouraged

Available Mounts / Travel Options

Commonly found Mounts

  • Biological Mounts

    • Horse

    • Bull / Oxen Beast of Burden

    • Giant Creature (Bear, Fox, Mookaloo, Moose, Wolf)

    • Giant Bird / Flying Creature

  • Mechanical Mounts

    • Only found when brought in from outside the region, not commonly found otherwise.

Health / Wellness

Status Effects

  • No additional Status Effects are applied to characters in the area.

Illness/Ailments

  • No additional Illnesses / Ailments are applied to characters in the area.

Stat Modifiers (Environmental)

  • Ytaxian characters get +1 to all checks within Agnememnon's 5 km radius (3 miles).
  • Characters associated with the Order of the Remnant get +1 to all checks within Agnememnon's 5 km radius (3 miles)

Stat Modifiers (Spellcraft)

  • Ytaxian characters get +1 to Spirit checks within Agnememnon's 5 km radius (3 miles).
  •  Chaotic Characters get +1 to Spirit checks within Agnememnon's 5 km radius (3 miles).

Related Characters

Ytaxia, Chimeraxion, Talos

Random Encounters

Recommended / Common Encounters

  • Chimeraxion, Herald of Ytaxia
  • Talos, Ytaxian Behemoth
  • Ytaxian Enforcer
  • Ytaxian Scout
  • Nexxusite Wolf

  • Forest Chimera

  • Mookaloo

  • Spite Elemental

Celestial Thicket

A place both beautiful and haunting, the Celestial Thicket lies in the shadow of Agnememnon's ruins and consists of a vast collection of sacred sites and jungle terrain. The various markers and sacred sites hidden within the jungle inspire devotion to the Nelven celestial beings, Dhulahan and Agnememnon. These markers also act as waypoints or markers for Nelven travelers on their way to or from Agnememnon. Many describe the thicket itself as a place where time seems to have forgotten this passage, where the echoes of a past long gone hum through the air like a distant song. It is a sanctuary for the lost, the curious, and the brave, but also a warning to those who would seek to disturb the delicate balance of magic that lingers in the air.

 

The jungle is alive with strange, radiant energy. Nexxusite crystals, in hues ranging from deep amethyst to brilliant turquoise, rise from the earth in clusters of varying sizes, embedded in the roots of ancient trees or jutting from moss-covered stones. These crystals are no mere stones; they are conduits, absorbing ambient power from the land and resonating with the ancient energies that linger. The air hums with their presence, a constant low vibration felt in the chest, like the pulse of Havokk itself. Some say these crystals are the lifeblood of the region, their magic infusing the land with an energy that can heal or harm, depending on the intent of those who dare to tap into it.

 

The trees closer to the ruins of Agnememnon are more enriched and physically altered in appearance or form compared to the treeline around the outer limits, the effects of the chaotic energy emanating from the "Ytaxian Bloom" having a direct influence on the wildlife and plantlife in its vicinity. Creating a sturdy wall of branch and vine, the jungle almost seems to be sentient when admitting access to the inner clearing. Wildlife and animals of all varieties are found in the Celestial Thicket, though the closer to the jungle's center you get, the more variations of common wildlife or full Ytaxians are commonly encountered.

 

The canopy above is where the region gets its name, named by the Nelven because it is "a place where the heavens and Havokk meet in a dance of light," and is a mesmerizing tapestry of glowing life. Bioluminescent fungi, flowers, and creatures, dragonflies with wings like stained glass, glowing beetles, and floating, translucent jellyfish, to name a few, illuminate the darkened forest floor, casting a soft, ethereal glow that mimics a night sky. This celestial illumination creates the illusion of an artificial sky above, even in the deepest hours of night, where constellations of light seem to shift and flicker among the leaves.

Physical Location / Environment

Location Size

  • Full Territory: 80.47 km (50 Miles)

  • Inhabited Territory: 0.00 km (No permanent dwellings besides Agnememnon)

Landscape Type

  • Jungle / Forest

  • Nexxusite Crystals / Structures

  • City - Ruins (somewhat developed)

Geographical Landmarks / Specific Locations

Geographical Landmarks

  • Temple of Agnememnon
  • The Ytaxia Bloom

Faction Landmarks

  • Order of the Remnant Headquarters (Temple of Agnememnon)

Dungeons

  • Temple of Agnememnon (Epic Dungeon)

    • The resting place of the Ytaxia Bloom, and the centralized home of the Ytaxian species. Remants of the lost city of Agnememnon are now the home of the extraterrestrial beings known on Havokk as Ytaxians, who are the essence and extension of Ytaxia the Chaos deity. The Temple of Agnememnon contains powerful secrets and is the heart of chaos on Havokk.

      • Recommended Dungeon statistics:
        • Please see the Dungeon generator chart here for more variables.
        • EXP Value 4-8 rewards
        • 2+1d4 "Boss" or Epic encounters
        • 12+3d6 rooms
  • Region at Random: 2+D6 Dungeons. On 5-6, must include at least 1 Epic Level Dungeon

Political Scale / Structure / Economics

Alignment

  • Primarily Chaotic

Population

  • Roughly 5,000 (Mostly Ytaxian. Various other Species)

Structure

  • The Celestial Thicket is a natural environment, and it is not directly controlled by one party.

Markets

  • There are no markets in the Celestial Thicket.
  • There may be random wandering Merchants.
    • Wandering Merchants can have varying EXP Value items. Recommended level comparison is based on player party level)

Taverns/Social

  • There are no taverns in the Celestial Thicket.
  • There are no declared social gathering areas.

Shrines/Other

  • Remnants of Prior Shrines (Unidentified)
  • Shrines to Ytaxia 3+d4 (Randomize)
  • Shrines to Chimeraxion 2+d4 (Randomize)
  • Shrines to Agnememnon or Dhula 6+d6 (Randomize)

Wealth / Income

  • Individuals carry local currencies (Gold)
  • Average Wealth (in gold): Varies for travellers
  • Trade Rare / Encouraged

Available Mounts / Travel Options

Commonly found Mounts

  • Biological Mounts

    • Horse

    • Bull / Oxen Beast of Burden

    • Giant Creature (Bear, Fox, Mookaloo, Moose, Wolf)

    • Giant Bird / Flying Creature

  • Mechanical Mounts

    • Only found when brought in from outside the region, not commonly found otherwise.

Health / Wellness

Status Effects

  • No additional Status Effects are applied to characters in the area.

Illness/Ailments

  • No additional Illnesses / Ailments are applied to characters in the area.

Stat Modifiers (Environmental)

  • Ytaxian characters get +1 to all checks within the Celestial Thicket.
  • Characters associated with the Order of the Remnant get +1 to all checks within the Celestial Thicket.

Stat Modifiers (Spellcraft)

  • Ytaxian characters get +1 to Spirit checks within the Celestial Thicket.
  •  Chaotic Characters get +1 to Spirit checks within the Celestial Thicket.

Related Characters

Ytaxia, Chimeraxion, Talos

Random Encounters

Recommended / Common Encounters

  • Chimeraxion, Herald of Ytaxia
  • Talos, Ytaxian Behemoth
  • Ytaxian Enforcer
  • Ytaxian Scout
  • Nexxusite Wolf

  • Forest Chimera

  • Mookaloo

  • Spite Elemental

Dhulahan

The city of Dhulahan stands as the shining heart of Nelven resilience and magical mastery. With pale stone towers etched in flowing runes, terraces lined with flowering trees, and crystalline bridges arcing gracefully over canals of shimmering water, the city radiates quiet majesty. Built in reverence to the legendary Dhula, its very foundations are infused with enchantments to preserve its beauty and safeguard its people. Ancient wards woven into the city’s perimeter still hum faintly at dusk, a reminder of both vigilance and power. Dhulahan resides on the polar opposite of Havokk and Agnememnon. Dhulahan and Agnememnon's locations were specifically chosen because of the concentration of magical energy in the region surrounding them.

 

The central Pyramid of Dhulahan, a vast structure veined with glowing lines of silver, houses the High Mages, who serve as both guardians and rulers. The High Mages act as the governing council of the species, elected by their peers based on their overall capability as a leader and as a mage. Their leader, Kinedas Liadon, has guided the council for over a century, tempering wisdom with compassion but always bearing the weight of old prophecies. He was there when the events that led to the destruction of Agnememnon occurred. He reserves hope that the Ytaxian arrival unintentionally destroyed their once proud home, but has otherwise reserved his interaction with Ytaxians due to a prophecy once foretold by ancient Nelven mages about visitors from the sky bringing about the end of days. His leadership and the city itself are haunted by the fall of Agnememnon, and though Dhulahan is strong, there is a sense of fragile grandeur in its beauty carefully maintained in a world that may yet shift against it.

 

The great magical university, Valeth, Institute of Wizardry, rises adjacent to the Pyramid. Its halls are vast and light-filled, its libraries boundless, and its classrooms enchanted with wards to keep the lessons within from spilling into the world outside. For many, Valeth is the true jewel of Dhulahan: a place where young learners and select outsiders are trained in the discipline of magic, where generations of mages carry forward Dhula’s vision of enriching all life through the wonders of spellcraft.

 

Though fewer Nelven remain compared to the golden ages of their people, the city still thrives with a population of roughly 20,000 scholars, artisans, apprentices, and families dedicated to the pursuit of magic and knowledge. Dhulahan is not only the capital of the elves but also the foremost center of Spellcraft study in Havokk, rivaled by none in its breadth of knowledge and authority.

Physical Location / Environment

Location Size

  • Full Territory: 6.76 km (4.2 Miles)

  • Inhabited Territory: 3.03 km (1.88 Miles)

Landscape Type

  • Plains

  • Tropical / Jungle

  • Coastal

  • Desert

  • City

Geographical Landmarks / Specific Locations

Geographical Landmarks

  • Temple of Dhula

  • Valeth, Institute of Wizardry

  • The Plains of Evergold – To the west of Dhulahan lies a vast, sunlit plain of tall grasses that shimmer like gold at sunrise. Ancient ley lines cut beneath the fields, and sometimes lights dance over the horizon during high-magic nights.
  • The Luminar Spire – A towering crystalline obelisk at the city’s center, aligned perfectly with the Temple of Dhula. When the sun strikes it at dawn, it refracts brilliant rays across the entire city, bathing Dhulahan in a rainbow glow. It is both a marvel of Nelven craftsmanship and a sacred landmark, symbolizing the union of art, light, and magic.

  • The Garden of Whispering Stones – A serene park where great slabs of rune-carved marble stand in quiet circles. It is said each stone hums softly when approached by one attuned to magic. Many Nelven come here to meditate, study, or speak their thoughts aloud to the stones believing Havokk itself records their words for future generations.

Faction Landmarks

  • The Temple of Dhula - Headquarters of the High Mages of Dhulahan

Dungeons

  • Region at Random: 2+D6 Dungeons. On 5-6, must include at least 1 Epic Level Dungeon

Political Scale / Structure / Economics

Alignment

  • Light, Neutral, and Chaotic

Population

  • Roughly 20,000 (Mostly Nelven, Mortals, and Squirks are common.)

Structure

  • The area is controlled by the High Mages of Dhulahan, and their leader is Kinedas Liadon.

Markets

  • Two main markets, one large market at the center of the city, and another outside the main city walls.
  • Travelling merchants, individual sellers, and specialty shops are common.
  • Blacksmithing, Crafting, and Enchanting services available.

Taverns/Social

  • "The Shimmering Chalice" Tavern
    • A well-loved gathering place near the university, where scholars, travelers, and locals mix over enchanted drinks that glow faintly with illusory sparkles. The tavern is famous for its “Memory Wine,” a beverage said to briefly allow one to relive a cherished past moment.
  • Various meeting halls and rooms throughout the Temple of Dhula
  • Numerous meeting halls and public forums

Shrines/Other

  • Multiple shrines to Dhula, Agnememnon (4+2d6 to Randomize)
  • Shrines to Kritikos (1+1d4 to Randomize)

Wealth / Income

  • Individuals carry local currencies (Gold)
  • Average Wealth (in gold): 7,500-10,000
  • Trade Common / Encouraged

Health / Wellness

Status Effects

  • No additional Status Effects are applied to characters in the area.

Illness/Ailments

  • No additional Illnesses / Ailments are applied to characters in the area.

Stat Modifiers (Environmental)

  • Nelven characters get +1 to all checks within Dhulahan's 7 km radius (4.5 miles).
  • Characters associated with the High Mages of Dhulahan get +1 to all checks within Dhulahan's 7 km radius (4.5 miles)

Stat Modifiers (Spellcraft)

  • Nelven characters get +2 to Spirit checks within Dhulahan's 7 km radius (4.5 miles).

Related Characters

Ivellios, Mialee, Kinedas Liadon, Mei Lun, Oriella, Jaina

Random Encounters

  • Ivellios, Rebel of Order
  • Mialle, the Jade Shadow
  • Kinedas Liadon, Archmage
  • Oriella, the Resonator
  • Jaina, Mystic Meditator
  • Shadowhunters
  • Knight Vanguard
  • Mookaloo
  • Nexxusite Wolf

Drok Scurat's Jaw's

What was once a towering mountain range is now a landscape shattered by divine fury. During his final confrontation against Thanatos during the Elder Dragonkind War, the villainous Armanos cast a powerful spell intended to wipe out all life on Havokk. Thanatos consumed the blast and redirected it at Armanos, defeating him. Even after absorbing the brunt of the blast, the surrounding area was disintegrated, creating an artificial valley at the base of a mountain. The valley formed in the wake of Armanos’ devastating spell is no ordinary scar upon the land; it is an open wound upon Havokk itself. Echoed outcries of pain and suffering permeate the air, and a general foulness and feeling of uneasiness leave many wary of even traveling near the region. The entire area is regarded as a cursed mass grave and is often avoided unless necessary.

 

Jagged cliffs rise like fangs, curved in such a way that from afar the formation looks like the gaping maw of a dragon, jaws frozen mid-roar. Black stone and scorched earth form the outer ring, and as one ventures inward, the world itself seems to darken. The sky above the crater grows unnaturally dim, regardless of time of day. The sun, when visible, seems a pale and sickly shade, as though its light cannot penetrate the stain left behind by Armanos’ wrath. Ash drifts constantly, carried by unpredictable winds that scream through the rocky “teeth” of the valley. The air tastes of brimstone and copper.

 

At the crater’s base, rivers of molten rock flow through cracked earth, sending up plumes of fire and smoke that give the impression of a beast still breathing. The Wrathi tribe believes that this “breath” is Armanos himself, cursed to remain buried beneath the ground, endlessly exhaling hate into the sky. This place is now believed to be cursed by the Wrathi people, and it was renamed “Drok Scurat’s Jaws” because of the tragic event.

 

The land resists life: what little vegetation clings to the outer rim grows twisted and pale, while animals that dare remain are often warped into nightmarish reflections of themselves. Most travelers do not go beyond the “teeth” of the Jaws, for those who do speak of whispers echoing in the rocks, phantom screams, and the sensation of countless eyes following them in the dark.

Physical Location / Environment

Location Size

  • Full Territory: 4.55 km (2.83 Miles)

  • Inhabited Territory : 0.00 km (0.0 Miles)

Landscape Type

  • Mountain

  • Rock / Stone

  • Lava / Magma

  • Barren / Wastes

Geographical Landmarks / Specific Locations

Geographical Landmarks

  • (Drok Scurat's Jaws is a geographical landmark itself.)
  • The Ashen Spire

    • A single, impossibly tall pillar of blackened stone rising from the center of the crater. Scholars debate whether it is a remnant of the mountain’s shattered peak, crystallized dragon magic, or a cursed monument left by Armanos’ spell. The Wrathi whisper that this spire is the “tongue” of the Jaws, and that if one climbs it, the voices of the dead can be heard in clarity, promising power, vengeance, or madness.

  • The Flame Pits of Armanos

    • Along the crater’s eastern edge lies a series of massive fissures in the earth, constantly venting smoke and fire. The Wrathi avoid them, believing they are gateways to the Void, but adventurers claim to see movement in the flames' shadows of serpentine forms writhing below the surface. Some believe they are glimpses of Armanos’ essence, still chained beneath the world.

Faction Landmarks

  • The Chancellors of the Void have been known to use this space for their dark purposes, since most will not visit this place willingly. Their activities often take place beneath the surface level of Havokk.

Dungeons

  • The Hollow Maw (Epic Dungeon)
    • Within the largest of the “teeth” cliffs lies a natural cavern whose interior walls glisten like black glass. The tunnel descends into a labyrinth of jagged stone corridors filled with choking ash. Strange carvings, seemingly formed by molten rock rather than hand, twist along the walls, depicting scenes of dragonkind and death. Explorers who have ventured deep claim the cave “breathes,” the stone itself expanding and contracting as though alive. It is said that at its deepest point lies an underground lake of bubbling magma, where warped creatures nest.
      • Recommended Dungeon statistics:
        • 21+3d8 rooms
        • 4+2d4 "Boss" or Epic encounters
        • EXP Value 6-9 rewards
        • Please see the Dungeon generator chart here for more variables.
  • The Wailing Depths (Epic Dungeon)

    • On the western rim of the crater, a collapsed section of earth reveals a yawning cave system. The deeper one goes, the louder the phantom cries become, reverberating through the walls until it feels as though the cave itself is screaming. Bones litter the ground here, not only of men and beasts but of creatures that do not resemble anything known to Havokk. Rumors tell of an ancient altar at the cavern’s heart, charred black yet still warm to the touch, believed to be where Armanos’ last curse sank into the world before he confronted Thanatos for the last time.

      • Recommended Dungeon statistics:
        • 18+3d8 rooms

        • 4+2d4 "Boss" or Epic encounters
        • EXP Value 6-9 rewards
        • Please see the Dungeon generator chart here for more variables.
  • Region at Random: 2+D6 Dungeons. On 5-6, must include at least 1 Epic Level Dungeon

Political Scale / Structure / Economics

Alignment

  • Primarily Dark

Population

  • Only wildlife occupies this area regularly.

Structure

  • There is no formal structure or ruler of the area.

  • No specific lord or ruler stakes claim to Drok Scurat's Jaws.

Markets

  • (None)

Taverns/Social

  • (None)

Shrines/Other

  • (None)

Wealth / Income

  • (None)

Available Mounts / Travel Options

  • (None)

Health / Wellness

Status Effects

  • No additional Status Effects are applied to characters in the area.

Illness/Ailments

  • Characters who remain in the region for extended periods of time are corrupted by the essence of hatred and rage that poison the very ground itself.
    • During the first day that a character occupies the region, if they aren't a Dark character, they experience the side effects of Light Physical and Mental ailments. The effect resolves when they leave the region for more than one day.
    • On the second day, increase these effects to the Medium / Mid Physical and Mental ailments on each non-dark character affected previously. The effect resolves when they leave the region for more than one day.
    • On the third day, increase these effects to the Severe / High Physical and Mental ailments on each non-dark character affected previously. The effect resolves when they leave the region for more than one day.
    • For each day after the third, the effect does not increase further. Instead, deal 1 unavoidable damage to the character at the beginning of their turn.

Stat Modifiers (Environmental)

  • (None)

Stat Modifiers (Spellcraft)

  • (None)

Related Characters

Thanatos, Armanos, Zhakul, Teras, Valda

Random Encounters

  • Zhakul, Avatar of Pain
  • Xanathia, Bane of the Living
  • Rhazul, Pestilence Herald
  • Spite Elemental
  • Mindless Dead
  • Wrathi Tribe

Dunewrought

Dunewrought rises like a mirage from the golden dunes of southern Havokk, its cylindrical form and plume of black smoke visible for miles across the desert. From the outside, it appears as though a colossal iron barrel has been half-buried in the sands, its outer plating scorched and rusted by years of sun and grit. Inside, however, the city hums with constant activity. Steam vents hiss, gears grind, and brass pipes clatter with heat as molten metal surges through them. The interior walls of the great cylinder are lined with stacked housing complexes, platforms, and catwalks, all threaded together with bridges of riveted steel. The “floor” is dominated by a series of forges, gearworks, and assembly halls where machinery is crafted and shipped out across Havokk. Airships moor at docking spires protruding from the rim, and caravans of traders and Squirk tinkerers frequently set out into the wastes.

 

Dunewrought is the home of Sam, Squirk's financier and hero, or at least the home where he was raised. Abandoned at an early age in Dunewrought, the city is first and foremost known for being a manufacturing hub of airship and mechanical mount production line pieces, transported to other various manufacturing facilities throughout Havokk by Squirk traders and the Brokers of the One Tree. Located in a desert region of Southern Havokk, the city's primary structures are different types of factories, with housing and dwellings lining the interior walls of the cylinder. The city is primarily occupied by Squirks, but is often traveled by those passing through the desert in need of food and shelter. At the center lies a market with all manner of goods.

 

Despite being a technological marvel to outsiders, the Squirks consider Dunewrought a "work" colony and do not consider it anything more than a large-scale manufacturing facility. Because of the harsh desert environment, they are unable to grow large trees because of the restricted water supplies, and this lack of natural life makes them feel disconnected from Havokk, in turn creating a general sense of detachment from Dunewrought as a whole. Those who pride themselves on their work and creations still find purpose in their creations, but many Squirks who work out of the city are there to work specifically. Dunewrought itself is thought to only hold a population of about 500 permanent residents, and an ever-changing flow of individuals passing through or temporarily working in the region brings the bustling city closer to an average of 2500-3000 individuals regularly.

 

Life in Dunewrought is functional rather than comfortable. The permanent population treats it more as an endless shift than a home, though the market at its core bustles with outsiders. Merchants, mercenaries, and travelers are grateful for an oasis of civilization amid the sand. The clang of hammers and the scent of oil define the air, but so too does the low, constant hum of a community forged by necessity. Dunewrought may not be beloved by its makers, but it endures, a marvel of mechanical ingenuity etched into the desert.

Physical Location / Environment

Location Size

  • Full Territory: 19.31 km (12 Miles)

  • Inhabited Territory : 4.83 km (3 Miles)

Landscape Type

  • Desert

  • Industrial City

Geographical Landmarks / Specific Locations

Geographical Landmarks

  • The Iron Dunes

    • A stretch of desert outside Dunewrought is littered with centuries of discarded scrap. Twisted metal, broken automata, and skeletal airship husks lie half-buried in the sand. Traders sometimes salvage here, but storms occasionally shift the dunes to reveal new wrecks or bury salvage crews alive. Some whisper that the dunes “move” unnaturally, as though something beneath the sands hungers for metal.

  • The Glassed Flats

    • To the west of the city lies a wide expanse of desert where the sand has been fused into sheets of smooth black glass, the result of a massive experimental blast during early airship testing. The surface is treacherous to cross, prone to cracking and exposing hidden sinkholes. At night, the glass reflects the stars with eerie clarity, and some travelers claim to see reflections moving independently of their own.

Faction Landmarks

  • (None)

Dungeons

  • The Forgotten Forges

    • Beneath Dunewrought’s central factories lie abandoned smelting chambers where early Squirk engineers experimented with unstable fuels and designs. Many of the chambers collapsed, creating a labyrinth of half-melted machinery, tunnels of slag, and pools of toxic runoff. Some believe that discarded prototypes, mechanical mounts, and incomplete automatons still lurk down there, moving of their own accord.
      • Recommended Dungeon statistics:
        • 14+3d6 rooms
        • 3+2d4 "Boss" or Epic encounters
        • EXP Value 5-8 rewards
        • Please see the Dungeon generator chart here for more variables.
  • The Hollow Cylinder

    • At the far southern end of the city, where the cylindrical wall bends into shadow, lies a section of unused construction: a hollow, unfinished segment of Dunewrought itself. The acoustics of the chamber are strange; whispers echo like thunder, and machinery sounds even when nothing moves. Explorers have discovered strange markings etched into the iron there, not made by Squirk's hands. Theories abound: sabotage, hidden cult activity, or even something older buried beneath the desert long before Dunewrought was raised.

      • Recommended Dungeon statistics:
        • 16+3d6 rooms
        • 3+1d6 "Boss" or Epic encounters
        • EXP Value 4-8 rewards
        • Please see the Dungeon generator chart here for more variables.
  • Region at Random: 2+D6 Dungeons. On 5-6, must include at least 1 Epic Level Dungeon

Political Scale / Structure / Economics

Alignment

  • Primarily Neutral

Population

  • Approximately 3,000 (Squirks, Mortals, and rarely Nelven).

Structure

  • The Brokers of the One Tree control Dunewrought. They are politically neutral in most regards.

Markets

  • (None)

Taverns/Social

  • The Gilded Gear Tavern
    • Built within the hollow casing of an old engine, this tavern glows warmly in contrast to the cold iron surroundings. Pipes run through the walls, keeping the air warm (and occasionally rattling as steam passes through). The Gilded Gear serves desert ales, thick stews, and a peculiar drink called “smeltfire” that burns the throat but clears the lungs of the choking desert dust. Its clientele is a mix of traders, desert guides, mercenaries, and off-duty Squirk engineers. The tavern walls are decorated with broken cogs and cracked airship plating, each piece signed by its donor; a tradition among regulars who leave behind part of their past work as proof of survival.

Shrines/Other

  • (None)

Wealth / Income

  • Individuals carry local currencies (Gold)
  • Average Wealth (in gold): 1,500-10,000
  • Trade Common / Encouraged

Available Mounts / Travel Options

Commonly found Mounts

  • Biological Mounts

    • Horse

    • Giant Creature (Bear, Fox, Mookaloo, Moose, Wolf)

    • Giant Bird / Flying Creature

  • Mechanical Mounts

    • Steam-Powered Cart / Vehicle

    • Nexxusite Airship

    • Military Grade Nexxusite Airship

    • Common Boat / Ship

    • Military Grade Boat / Ship

Health / Wellness

Status Effects

  • No additional Status Effects are applied to characters in the area.

Illness/Ailments

  • No additional Illnesses or Ailments are applied to characters in the area.

Stat Modifiers (Environmental)

  • Characters skilled in any metal work or craft get +1 to all Empathy checks in the region.

Stat Modifiers (Spellcraft)

  • (None)

Related Characters

Sam, Ivellios, Grigor, Chiptooth

Random Encounters

  • Sam, Ingenious Financier
  • Ivellios, Rebel of Order

  • Grigor, Vile Dispatcher

  • Chiptooth, Squirk Enforcer
  • Squirk Pickpocket
  • Vault Security
  • Knight Vanguard
  • Shadowhunters

Elysian Refuge

Nestled deep in the Southern hills, the Elysian Refuge is less a village and more a cluster of sanctuary dwellings, strung together by narrow footpaths and soft lantern-light. With no grand walls or structured streets, it feels like part of the landscape itself, homes built with timber and stone, their thatched or moss-covered roofs blending with the rolling green around them. Here, time seems to move more slowly, and the world’s burdens are softened by music and wind. Known for its beautiful view of the valley, the Elysian Refuge was the historical "stomping grounds" of Xavier, where his parents once settled to retire from their life of adventure as traveling musicians.

 

The settlement’s name was well-earned. The valley’s natural acoustics are famous across the land. Songs, laughter, and even casual conversation carry and echo through the hills in a way that feels both magical and serene. Travelers often remark that the air itself seems to sing. Because of this, the Refuge has long been considered a retreat for musicians, poets, and adventurers seeking inspiration or rest. The legacy of Xavier’s parents, who once performed across Havokk before retiring here, lingers as part of the village’s story.

 

Arannis Veyra, better known by his performance name Softstring, is the current elected leader of Elysian Refuge. Once a celebrated traveling bard who performed across Havokk, Arannis was renowned for his mastery of the lute and harp, and for his voice that was said to “soothe quarrels and still storms.” In his youth, he wandered with troupes of musicians and adventurers, weaving song into tales of heroism and heartbreak alike. Though he retired decades ago, the memory of his music remains legendary in certain circles. Arannis now serves his people not with grand performances, but with quiet wisdom and care. Tall and silver-haired, with deep-set eyes and a weathered face, he exudes calm in every word. Villagers often say he leads with the same rhythm he once played: gentle, steady, and always mindful of harmony. Though he never sought power, his election as leader was unanimous, as the community trusts his judgment and his gift for bringing people together.

 

Though his hands are stiff with age, Arannis still plays the lute on rare occasions, most often at gatherings in the Resting Lyre Tavern, where his music is treated with reverence. His songs now carry the weight of years and are as much lessons as they are performances. He is known to encourage travelers and villagers alike to share their voices, believing that “every song sung adds strength to the hills.” Despite his peaceful demeanor, Arannis is not naïve. His decades of travel exposed him to dangers and deceit, and he quietly maintains a sharp awareness of threats from the outside world. He views the Refuge as a fragile gift that must be protected, not just with walls or weapons, but with trust, song, and community.

 

The population rarely rises above a few dozen, with only 20 dwellings in total, many built communally. Life here is simple: homes are modest, meals are shared, and goods are traded or imported from nearby towns. Still, those who come here, whether to visit or to stay, often leave with a sense of renewal. The villagers believe the hills themselves “listen” to those who sing or play music upon them, carrying the songs into the earth and sky. This close-knit community prefers to be tucked away and secluded from Havokk at large, favoring their small community presence rather than a bustling, chaotic cityscape.

Physical Location / Environment

Location Size

  • Full Territory: 2.82 km (1.75 Miles)

  • Inhabited Territory: 2.41 km (1.5 Miles)

Landscape Type

  • Plains / Grasslands

  • Hills / Mountainous

  • Forested

Geographical Landmarks / Specific Locations

Geographical Landmarks

  • The Singing Hills

    • The gently sloping green hills surrounding the refuge are famed for their unusual acoustics. Even a whisper can carry across the valley in clear tones. Musicians often climb them to play, letting their instruments fill the air, while couples and wanderers walk them to listen to the “voices of the wind.”

  • The Vale of Lanterns

    • A low valley just south of the refuge, where willows and wildflowers cluster near a slow, winding stream. At night, locals release paper lanterns into the air here, watching them drift across the valley like fireflies. It is said the practice began in honor of departed loved ones, though today it is also a place of celebration.

  • The Echoing Overlook

    • A rocky outcrop above the refuge that offers a breathtaking view of the valley below. Standing on the cliff and singing (or even speaking) sends sound rolling back in perfect clarity, a phenomenon that draws both musicians and curious visitors. Many of Xavier’s earliest songs are said to have been first tested here, carried on the breeze before an audience of wind and stars.

Faction Landmarks

  • (None)

Dungeons

  • None specifically associated with the Elysian Refuge.
  • Region at Random: 2+D6 Dungeons. On 5-6, must include at least 1 Epic Level Dungeon

Political Scale / Structure / Economics

Alignment

  • Light and Neutral

Population

  • Approximately 87 (Mostly Mortal and Nelven).

Structure

  • The Elysian Refuge is led by a village elder, elected by the town inhabitants, Arannis "Softstring" Veyra.

Markets

  • (None)

Taverns/Social

  • The Resting Lyre Tavern
    • The only proper tavern in Elysian Refuge, this cozy establishment doubles as an inn for passing travelers. The interior is lit by warm firelight, and instruments hang on the walls for guests to play. Every evening, patrons contribute to the music, whether by voice, harp, flute, or simple clapping and tapping along. The tavern is especially known for its Honeyed Mead, brewed with herbs from the surrounding hills.

Shrines/Other

  • Shrine to Kritikos (1d4 to Randomize)
  • Shrine to "the Matron" (1d4 to Randomize)

Wealth / Income

  • Individuals carry local currencies (Gold)
  • Average Wealth (in gold): 150-500
  • Trade Common / Encouraged

Available Mounts / Travel Options

Commonly found Mounts

  • Biological Mounts

    • Horse

    • Bull / Oxen / Beast of Burden

  • Mechanical Mounts

    • Steam-Powered Cart / Vehicle

    • Nexxusite Skiff

Health / Wellness

Status Effects

  • No additional Status Effects are applied to characters in the area.

Illness/Ailments

  • No additional Illnesses or Ailments are applied to characters in the area.

Stat Modifiers (Environmental)

  • All characters get +2 to any Skill or Empathy checks related to music or playing a musical instrument while in the region.

Stat Modifiers (Spellcraft)

  • Spellcraft cards, effects, and abilities that heal damage from characters while in the region heal that much damage +1.

Related Characters

Random Encounters

  • Avisary, Guardian Templar
  • Xavier Rift, Bardic Legend

  • Xanathia, Bane of the Living

  • Loghan, the Pit Fighter

  • Grilgarn Flintbrew, Teller of Tales

  • Anita, Notorious Minstrel

  • Oriella, the Resonator

  • Knight Vanguard

Frostpeak Crossing

Perched at the narrow divide between two imposing mountains, Frostpeak Crossing is a settlement defined by survival, reverence, and the steady flow of travelers passing through its wintry gates. With fewer than five hundred permanent residents, the community is small but vibrant, supported by the constant passage of traders, pilgrims, and explorers crossing between the Alatrie Highlands in the north and the Ubrenor Steppe to the south. The settlement thrives as a way-station, its market stalls and hearth-lit taverns offering warmth, food, and companionship to those braving the cold.

 

The town’s soul, however, lies not in commerce but in its history. Generations ago, an avalanche thundered toward the Crossing, certain to bury it beneath endless snow and stone. Yet Uutu, the benevolent deity, appeared in the form of a weathered elder. Offering their life in exchange for the lives of the villagers, the figure sacrificed themself to still the mountain’s fury using a powerful Spell. From that moment onward, Frostpeak Crossing became sacred ground to who would later be known as "the Guiding Light," who erected a shrine at the village’s center. Pilgrims from across Havokk come here to kneel, leave tokens of thanks, or seek guidance from the humanitarian clerics who often linger in the settlement to aid travelers.

 

The Shrine is not the official headquarters of the Guiding Light members, but is often referred to as such. The nomadic nature of its members is defined by them as "home is a feeling of love and safety you bring yourself and others," and as such, they are somewhat minimalistic in nature. Aside from the tools they require to do their duties, they often travel light. The shrine offers them a point of reference, but is otherwise there for travelers to visit.

 

Despite the sanctity of the shrine, Frostpeak Crossing is no somber place. Its people are hardy and welcoming, accustomed to cold winds and constant company from outsiders. Houses are constructed from heavy timber and stone, with roofs steep enough to shed snow. Fires burn almost perpetually, spilling warmth and song into the streets. The rhythm of Frostpeak Crossing is a mix of solemn pilgrimage and bustling trade, its dual identity shaping it into both a sanctuary and a crossroads.

Physical Location / Environment

Location Size

  • Full Territory: 2.64 km (1.64 Miles)

  • Inhabited Territory: 2.64 km (1.64 Miles)

Landscape Type

  • Mountainous

  • Cold / Snowy / Icy

  • Forested

Geographical Landmarks / Specific Locations

Geographical Landmarks

  • The Twin Peaks

    • Towering mountains that flank the settlement on either side, creating the narrow pass that gave Frostpeak its name. To the east, Mount Halruen is jagged and storm-battered, often wreathed in mists. To the west, Mount Sarethiel rises in a smooth white wall, its slopes glimmering like glass under sunlight. Locals say the sound of the wind howling between the two peaks is Uutu’s eternal voice, guarding the passage.

  • The Cavern of Still Echoes
    • A frost-lined cave hidden a short trek above the northern trail. Said to be the site where Uutu’s elder form first stood against the avalanche, the cavern holds an unearthly silence: no wind, no dripping water, not even the sound of one’s own footsteps. Pilgrims visit the cavern seeking visions or clarity, though many emerge shaken by what they claim to hear in their hearts when all other sound is stripped away.

Faction Landmarks

  • The Shrine of the Last Elder

    • At the settlement’s heart stands the shrine to Uutu’s sacrifice. A statue of an aged figure, staff in hand, gazes upward as though into the storm that never came. Pilgrims light candles at its base, and merchants will not open their stalls until dawn prayers have been offered there. For many, Frostpeak is defined not by its trade but by the pull of this shrine, a reminder that one life willingly given can preserve countless others. (Considered the headquarters of the Guiding Light.)

Dungeons

  • None specifically associated with Frostpeak Crossing.
  • Region at Random: 2+D6 Dungeons. On 5-6, must include at least 1 Epic Level Dungeon

Political Scale / Structure / Economics

Alignment

  • Light and Neutral

Population

  • Approximately 500 (Mostly Mortal and Nelven).

Structure

  • Frostpeak Crossing is led by the Coalition of Unified Havokk, with the assistance of Guiding Light members.

  • There is an officer of the Coalition on rotation who answers to the needs of the community.

  • Members of the Guiding Light have been known to assist with local and political matters if no one else is available.

Markets

  • There is one main market and several individual sellers or traders throughout the region.
  • Blacksmithing and Crafting services are available.
  • Enchanting is sometimes available at the Lore Master's discretion.

Taverns/Social

  • The Avalanche’s Rest Tavern
    • The largest gathering hall in Frostpeak, built with stout beams and boasting a fire that never dies, even in the harshest winter. Known for its spiced mead and thick stews, it is also a place of song and storytelling. Travelers exchange tales of their journeys here, and locals sometimes recount the story of Uutu’s sacrifice to new arrivals. On rare occasions, clerics of the Guiding Light perform blessings within its walls before departing with caravans heading across the mountains.

Shrines/Other

  • Shrine of the Last Elder
  • Shrine to Krul-Wrathi (1d4 to Randomize)
  • Shrine to Thanatos (1d4 to Randomize)

Wealth / Income

  • Individuals carry local currencies (Gold)
  • Average Wealth (in gold): 150-500
  • Trade Common / Encouraged

Available Mounts / Travel Options

Commonly found Mounts

  • Biological Mounts

    • Horse

    • Giant Creature (Bear, Fox, Mookaloo, Moose, Wolf)

    • Giant Bird / Flying Creature

  • Mechanical Mounts

    • Steam-Powered Cart / Vehicle

    • Nexxusite Skiff

    • Nexxusite Airship

Health / Wellness

Status Effects

  • Characters outside of the city limits who have prolonged exposure (20 or more turns) to the outdoors may experience a special  Frozen status effect.
    • Characters who have been exposed to the outdoors for 20 or more turns must perform a Vigor check at the beginning of each of their turns. The check value is equal to the number of turns they've been outdoors. If the character fails the check, the Frozen status effect is applied to them.
      • After the Frozen effect has reached 10 turns consecutively, the character is incapacitated, and the Lore Master determines if this would result in the character being defeated or if they remain unconscious.

Illness/Ailments

  • No additional Illnesses or Ailments are applied to characters in the region.

Stat Modifiers (Environmental)

  • At the start of all characters' turns in the region, they get -1 ATK and -1 AC until the end of the turn if they were affected by the Frozen status effect during their last turn.

Stat Modifiers (Spellcraft)

  • No additional modifiers to Stats or Spellcraft are applied to characters in the region.

Related Characters

Random Encounters

  • Olivia, the Guiding Light
  • Teras, Blade of the Wrathi Tribe
  • Rhogar Oathbreaker, the Fallen
  • Valda, Raider Matriarch
  • Knight Vanguard
  • Wrathi Tribe
  • Mindless Dead

Gloomfen

Shrouded in perpetual mist and shadow, Gloomfen is a market town balanced uneasily at the edge of a sprawling swamp. Once lively, its streets now seem half-drowned in mud and fog, with structures more akin to shanties and caravans than true homes. Only a few wooden walkways and rotting platforms provide footing above the stagnant waters, while tents and wagons huddle together in clusters like survivors against the gloom. What little commerce persists here is born of necessity: traveling merchants pause to trade goods at lowered prices, and caravans cut through Gloomfen when no better route presents itself.

 

Though outwardly destitute, the town conceals a deeper legacy. Centuries ago, it was famed for the art of the shadow dance, a Nelven rite that trained warriors to fight blind, guided only by air, sound, and instinct. The practice fell out of use among the common folk, but in secret, the Assassin’s Guild embraced it as their creed and discipline. Today, remnants of the shadow dance survive only as a ceremonial festival held twice a year, a hollow echo of the art’s origins. The townsfolk treat it as entertainment, never suspecting that in the marshy dark beneath their feet, the assassins still dance their deadly steps.

 

On the surface, most residents appear as wanderers or nomadic traders with carts, tinkerers, and travelers who pass through and return. In truth, many are guild agents in disguise, tasked with watching for unwanted visitors. Unknown to most, the base of operations for the Assassin's Guild lies at the end of a network of tunnels built beneath the town. The fog, said to carry toxins from the swamp, is a natural deterrent to outsiders, masking the comings and goings of those who serve the Guild. To most of Havokk, Gloomfen is a place of misery best avoided. To the initiated, it is a veil pulled over the heart of shadow.

 

Jala Skaithe, the Shadowed Hand, is the current guildmaster of the Assassin’s Guild. Little is certain about Jala Skaithe, save that her word is law within the Silent Sanctum. Known among guild members only as the Shadowed Hand, Jala is a figure of deliberate mystery. Even those who have stood in her presence question her true appearance, for she is rarely seen without a lacquered black mask shaped like a featureless face. To outsiders, her existence is little more than a rumor, spoken of in fearful tones as a myth used to warn children from wandering too far into the fog.

 

What is known is that Jala rose to power not by brute force, but by cunning mastery of the shadow dance, the ancient Nelven art long thought extinct outside of ritual performance. Her movements in battle are said to be impossible to follow, each strike falling as if from the dark itself. Many whisper she is old, perhaps unnaturally so, and that the bog has preserved her as much as it conceals her. Others claim that the mask is not a disguise but a curse, binding her identity forever in shadow. Within the guild, Jala is a strategist and philosopher as much as an assassin. She teaches that killing is not an act of violence but of balance, removing threads that weaken the greater weave of the world. Her words carry the cadence of scripture, and initiates often speak of her teachings with near-religious devotion. Beneath this discipline, however, lies ruthlessness: Jala has no tolerance for failure or disobedience. Those who defy her often vanish into the Hall of Veils, their absence explained only as a “lesson for the rest.”

Physical Location / Environment

Location Size

  • Full Territory: 5.63 km (3.5 Miles)

  • Inhabited Territory: 2.01 km (1.25 Miles)

Landscape Type

  • Swamp / Bog

  • Wetlands

  • Bayou

Geographical Landmarks / Specific Locations

Geographical Landmarks

  • The Mire of Black Teeth

    • A stretch of swamp south of the town where twisted, skeletal trees rise from the water like jagged fangs. Thick tar-like muck bubbles to the surface, releasing foul-smelling fumes that add to the ever-present fog. Local tales speak of figures moving between the trees, though few dare linger long enough to confirm it.

  • The Shadowfall Sink

    • ​​​​​​​A natural pit filled with dark waters north of Gloomfen. The still surface reflects light poorly, creating the illusion of a bottomless void. Locals whisper that assassins once trained here, blindfolded, to navigate by sound alone while fighting knee-deep in the water.

Faction Landmarks

  • The Assassin’s Guild Hideout (Headquarters to the Assassin's Guild)

Dungeons

  • The Assassin’s Guild Hideout (Epic Dungeon)

    Beneath Gloomfen, concealed by a maze of swamp tunnels, lies the true seat of the Assassin’s Guild. Accessible only through hidden trapdoors, disguised wells, and collapsed buildings, the entrance passages twist downward into stone-carved corridors reinforced with timbers and lined with concealed glyphs. The air below is cool and dry compared to the swamp above, carrying only the faint scent of burning oil. The central chamber, known as the Hall of Veils, is a vast cavern lit by braziers whose smoke coils into the ceiling, lost in the darkness above. Here, assassins practice the shadow dance in silence, their movements flickering like phantoms across the walls. Statues of hooded figures past line the hall’s edges, their blank stone eyes watching over the living.

    Deeper still lies the Silent Sanctum, the guild’s inner sanctum and meeting chamber. Circular in shape, its walls are covered in blackened mirrors that reflect only faint silhouettes, as though the room itself swallows light. It is here that contracts are agreed upon, secrets are spoken, and the guild’s masters convene. Few beyond the guild’s highest ranks have ever seen this chamber, and fewer still have left it alive.

    Smaller passages connect to barracks, armories, and training pits where initiates are blindfolded and forced to spar in darkness. The entire hideout is designed for disorientation; intruders quickly find themselves lost, their own footsteps echoing strangely until assassins strike from the shadows.

    • Recommended Dungeon statistics:
      • 30+2d8 rooms

      • 8+2d4 "Boss" or Epic encounters
      • 1-2 Epic encounters with Jala Skaithe
      • EXP Value 6-9 rewards
      • Please see the Dungeon generator chart here for more variables.
  • Region at Random: 2+D6 Dungeons. On 5-6, must include at least 1 Epic Level Dungeon

Political Scale / Structure / Economics

Alignment

  • Dark, Chaotic, and Neutral

Population

  • Approximately 150 (Permanent residents).

Structure

  • Gloomfen has a village elder put in place to manage surface activities and needs by the Assassin's Guild.

Markets

  • There is one main market, with periodic individual sellers or traders throughout the region.
  • Blacksmithing and Crafting services are available.
  • Enchanting is sometimes available at the Lore Master's discretion.

Taverns/Social

  • The Crooked Fang Tavern
    • The only permanent establishment aboveground, built on tilting stilts over a patch of firmer ground. Its warped timbers lean dangerously, but the tavern has stood for generations. The Fang is known for its bitter ales and suspiciously cheap stew, and is frequented by those who have nowhere else to turn. Outsiders rarely realize the tavern master and several staff members are guild watchers, quietly assessing every stranger who passes through its door.
  • The Festival of Shadows

    • ​​​​​​​​​​​​​​Twice a year, Gloomfen hosts a ritual performance of the ancient shadow dance. Firelight flickers through the fog as dancers in veils and masks move in complex patterns, striking and retreating against invisible foes. Pilgrims and curious onlookers sometimes come to witness the spectacle, not realizing the performance still doubles as a recruiting ritual for the Assassin’s Guild.

Shrines/Other

  • (None)

Wealth / Income

  • Individuals carry local currencies (Gold)
  • Average Wealth (in gold): 150-5000
  • Trade Common / Encouraged

Available Mounts / Travel Options

Commonly found Mounts

  • Biological Mounts

    • Horse

    • Giant Creature (Bear, Fox, Mookaloo, Moose, Wolf)

    • Giant Bird / Flying Creature

  • Mechanical Mounts

    • Steam-Powered Cart / Vehicle

    • Nexxusite Skiff

Health / Wellness

Status Effects

  • No additional status effects are applied to characters in the region.

Illness/Ailments

  • Poisonous gases from the nearby swamps are harmful to most characters. Characters outside of the city limits who have prolonged exposure (10 or more turns) to the outdoors may experience a special infectious ailment.
    • Characters who have been exposed to the outdoors for 10 or more turns must perform a Vigor check at the beginning of each of their turns. The check value is equal to the number of turns they've been outdoors. If the character fails the check, the Infectious ailment effects are applied to them.
    • The effects of a Light/Low Infectious ailment are applied to affected characters.

Stat Modifiers (Environmental)

  • At the start of all characters' turns in the region, they get -1 ATK and -1 AC until the end of the turn if they were affected by the Infectious ailment effect during their last turn.

Stat Modifiers (Spellcraft)

  • No additional modifiers to Stats or Spellcraft are applied to characters in the region.

Related Characters

Random Encounters

  • Grigor, Vile Dispatcher
  • Mialee, the Jade Shadow
  • Jonathan, the Raven Claw
  • Mindless Dead
  • Spite Elemental
  • Forest Chimera
  • Aribus's Seeker

Gritstone Hollow

Set against the outskirts of the Tanglewoods’s jungle barrier and pressed against the jagged wall of the Evershade Mountains, Gritstone Hollow is a settlement shrouded in oppression. Despite their generally good nature, like all beings, there are exceptions to the rule, and in the case of the Nelven, those exceptions are the warlords who run the Gritstone Hollow emerald mines.

 

Once founded by Nelven refugees after the fall of Agnememnon, the hollow began as a community sustained by the riches of its emerald veins. For a brief time, miners and families thrived in its cavernous depths, carving dwellings into the mountain face and exchanging gems for food and tools from distant travelers. That promise of prosperity, however, proved its undoing. Word of the emerald mines spread, and raiders descended on the region. Over years of bloodshed and sieges, the Nelven miners were subdued, their homes and livelihoods consumed by the will of a brutal warlord. Now, Gritstone Hollow is a place of chains and shadows, its wealth siphoned to feed the greed of its overlords.

 

The settlement is divided into two worlds: the jagged cliffside hovels where bandits and their leaders live in crude luxury, and the emerald mines below, where captives labor until their bodies fail. The mines are not only the backbone of the bandits’ wealth but also their fortress. Secret passages connect the mine tunnels to the slavers’ dwellings above, allowing them to strike or retreat at will. To the people trapped within, Gritstone Hollow is not a mine; it is a cage carved from stone and greed. The cries of the enslaved mingle with the ringing of pickaxes and the echo of collapsing stone, a haunting chorus that spreads through the hollow day and night. Mialee escaped these horrific mines and vowed to return one day and remove the cruel Bandits that still occupy them and that enslave her people.

 

Travelers rarely reach Gritstone Hollow, for the Tanglewood is an arduous barrier. Those who do are either emissaries trading in secret or unfortunate wanderers who have lured themselves too far into the jungle. The bandits may allow outsiders entry if they bring profit, but more often, they ensnare visitors in false hospitality before shackling them in the mines.

Physical Location / Environment

Location Size

  • Full Territory: 8.04 km (5 Miles)

  • Inhabited Territory: 1.45 km (0.9 Miles)

Landscape Type

  • Mountains

  • Mines

  • Jungles

  • Forested

Geographical Landmarks / Specific Locations

Geographical Landmarks

  • The Emerald Maw

    • The largest of the mine entrances, a jagged hole carved into the mountain’s face, its stone mouth lined with shards of green crystal. A sickly green glow often spills into the Hollow at night, illuminating the settlement in an eerie hue. The Maw is heavily guarded, as both the entrance to the mines and the place where most slaves are first dragged into darkness.

Faction Landmarks

  • The Slavers of Gritstone Hollow use this location as their headquarters. They are an independent faction, controlled by a Bandit warlord. Power constantly shifts between cutthroats, so whoever is the strongest contender (and stays alive the longest) is the leader of the bandits.

Dungeons

  • The Emerald Mines (Epic Dungeon)
    The mines of Gritstone Hollow are a sprawling labyrinth of tunnels, shafts, and chambers, stretching deep into the Evershade Mountains. Emerald veins line the walls, glinting faintly even in the torchlight, their beauty a cruel contrast to the suffering they have brought. Some caverns are so vast they resemble subterranean cathedrals, their ceilings glittering with green and silver like stars in a false night sky.
    The slaves work in relentless cycles, swinging pickaxes until their hands bleed. Collapses are frequent, and the air grows thinner the deeper one descends. Pools of stagnant water fill the lower levels, and whispers speak of twisted creatures and things awakened by the miners’ intrusion, lurking in the dark. The slavers call the deepest chamber the Heart of the Hollow, a vault said to contain the largest unbroken emerald crystal ever found. Few slaves return from working that deep, and those who do speak of hearing the mountain itself groan in pain.

    • Recommended Dungeon statistics:
      • 15+2d6 rooms

      • 4+1d4 "Boss" or Epic encounters

      • EXP Value 3-7 rewards

      • Please see the Dungeon generator chart here for more variables.

  • Region at Random: 2+D6 Dungeons. On 5-6, must include at least 1 Epic Level Dungeon

Political Scale / Structure / Economics

Alignment

  • Dark and Chaotic

Population

  • Approximately 1000 (Mostly Nelven).

Structure

  • Gritstone Hollow is controlled by a Bandit Warlord. This character is known to change over time as control of the region is challenged.

Markets

  • The bandits will allow some traders to come and go as they themselves need supplies. Otherwise, there is an expectation of "tax" or "dues" to pass through their territory.
  • Blacksmithing and Crafting services are available.

Taverns/Social

  • The Chainsmoke Tavern

    • More pit than pub, this rough-hewn hall is carved into the cliffside and serves as the only tavern in Gritstone Hollow. Its air is thick with pipe smoke and the stench of cheap spirits, while its walls are covered in rusted manacles taken from slain slaves as trophies. The tavern is frequented by slavers and mercenaries, where coin is spent as freely on brawls as on drink. Outsiders are watched carefully here, sometimes welcomed, sometimes shackled.

  • The Slave Pits

    • ​​​​​​​Not a place of celebration but of horror, the pits are open-air enclosures where captured laborers are kept between mining shifts. Ringed with jagged fences and guarded by cruel overseers, the pits are visible from nearly every point in the settlement. Many pilgrims or would-be traders have fled in disgust after witnessing their misery, though just as many have been dragged into the pens themselves.

Shrines/Other

  • (None)

Wealth / Income

  • Individuals carry local currencies (Gold)
  • Average Wealth (in gold): 150-5000
  • Trade Restricted / Controlled

Available Mounts / Travel Options

Commonly found Mounts

  • Biological Mounts

    • Horse

    • Giant Creature (Bear, Fox, Mookaloo, Moose, Wolf)

    • Giant Bird / Flying Creature

  • Mechanical Mounts

    • Steam-Powered Cart / Vehicle

    • Nexxusite Skiff

    • Nexxusite Airship

Health / Wellness

Status Effects

  • No additional status effects are applied to characters in the region.

Illness/Ailments

  • No additional illnesses or ailments are applied to characters in the region.

Stat Modifiers (Environmental)

  • No additional environmental stat modifiers to characters in the region.

Stat Modifiers (Spellcraft)

  • No additional modifiers to Stats or Spellcraft are applied to characters in the region.

Related Characters

Random Encounters

  • Grigor, Vile Dispatcher
  • Mialee, the Jade Shadow
  • Jonathan, the Raven Claw
  • Anton of the Black Crest
  • Duren Graveblade
  • Spite Elemental
  • Forest Chimera

Inegand

Before Raxxus, Inegand was one of the central powers of Havokk. Its strength, however, made it a target. Once hailed as the pinnacle of Mortal civilization, Inegand is a city steeped in legacy, tragedy, and renewal. Founded by the earliest Mortals who migrated west from Nelven lands, Inegand grew swiftly into a symbol of human ingenuity; a city of spires, citadels, and culture. Inegand is the homeland of Havokk's former matriarch, Roselyn Valeria. The first benevolent queen of Havokk and founder of the Coalition of Unified Havokk, Roselyn Valeria, was a symbol of unity and peace on Havokk following the reign of Dark Emperor Raxxus for many years. During her own time as a ruler, she worked to restore Inegand to its former glory, as it was her home and one of the cities most ravaged by the dark emperor's reign. When the Dark Emperor Raxxus unleashed his reign of terror, Inegand was among the first to fall. Tens of thousands perished, and its shining halls were left hollow.

 

Now, under the steady hand of King Damien Valeria, son of Roselyn Valeria, Inegand rises once more. The city has become a beacon for Mortals and allies alike, its restoration a statement of defiance against the shadow of tyranny. Inegand’s white-stone walls gleam anew, banners of the Coalition of Unified Havokk fly proudly, and though scars of the past remain in ruined districts and charred timbers, life and hope have returned. Because Raxxus's goal was to extinguish life and not destroy the physical structures, most of the city was only damaged during the raids, but not left in complete ruin.

 

From its mighty castle, the city commands the rolling plains and wooded countryside of central Havokk. Its roads stretch outward like veins, binding the realm to its heart. To the righteous, Inegand is a sanctuary. To the wicked, it is a fortress of justice. King Damien has worked to restore peace and order to the region with the help of the Coalition of Unified Havokk. The city is once again one of the largest Mortal provinces and on the path to becoming a recognized nation once again.

Physical Location / Environment

Location Size

  • Full Territory: 24.14 km (15 Miles)

  • Inhabited Territory: 12.87 km (8 Miles)

Landscape Type

  • City / Castle

  • Grasslands / Plains

  • Forested

Geographical Landmarks / Specific Locations

Geographical Landmarks

  • The Argent Crown

    • Inegand’s great castle, seat of the Valeria line. Its high towers are capped with silver-white stone that gleams in the sun, and its halls are a mix of restored grandeur and battle-scarred history. Within lies the royal court, a place of diplomacy, judgment, and strategy.

  • The Hollow Quarter

    • ​​​​​​​Once the most populated district of Inegand, it was gutted during Raxxus’s raids. King Damien has decreed that it remain partially unrestored as a reminder of what was lost. Crumbled facades and scorched archways frame new gardens, where locals leave offerings to the fallen.

  • The Alabaster Way

    • ​​​​​​​The city’s main boulevard stretches from the outer gates to the castle itself. Lined with restored statues, fountains, and markets, the Alabaster Way is both a trade hub and a ceremonial procession route. Its cobblestones are said to have been first laid by Roselyn Valeria herself, following Raxxus's defeat.

  • The Plains of Dawn

    • ​​​​​​​Sprawling fields of tall grass just beyond the city’s walls, where dawn light casts a golden glow across the horizon. The plains are both farmland and muster ground, where the armies of Inegand gather when called to war.

Faction Landmarks

  • The Argent Crown serves as the seat of the region's king, Damien.

  • The Argent Crown also serves as the headquarters of the Coalition of Unified Havokk.

Dungeons

  • The Ashen Vaults (Epic Dungeon)
    Beneath the Hollow Quarter lie sealed catacombs once used as royal treasuries and reliquaries from the early Mortal conquests. When Raxxus ravaged Inegand, these vaults were broken open, their treasures scattered, and their guardians corrupted. Though the upper city has been reclaimed, the vaults remain infested with shadowspawn, cursed constructs, and remnants of Raxxus’s dark magic. Collapsed marble halls stained black with ash; gilded murals half-buried in rubble; eerie flickers of torchlight against vaulted ceilings. Chains and broken locks hang uselessly on cracked vault doors. Some chambers are filled with choking ash, requiring torches or magical light.

    • Recommended Dungeon statistics:
      • 18+2d6 rooms

      • 4+1d4 "Boss" or Epic encounters

      • EXP Value 5-8 rewards

      • Please see the Dungeon generator chart here for more variables.

  • The Verdant Bastion
    Deep in the wooded countryside north of Inegand stands the ruins of a fortress overgrown by wild magic. Originally a frontier garrison meant to guard the Plains of Dawn, it fell during Raxxus’s reign. With no defenders, the land reclaimed the fortress, twisting its stones with creeping roots and enchanted growths. Strange flora now bloom within its halls, guarded by both beasts and corrupted nature spirits. Crumbling battlements wrapped in massive vines; stone corridors cracked open to reveal roots and glowing fungi; shafts of sunlight piercing overgrown chambers where wildflowers sprout from bones. The entire fortress feels “alive,” groaning with shifting roots and pollen mists. The entrance is sealed by massive roots, requiring fire, steel, or magical manipulation of plants to pass.

    • Recommended Dungeon statistics:
      • 10+1d6 rooms

      • 1+1d4 "Boss" or Epic encounters

      • EXP Value 4-7 rewards

      • Please see the Dungeon generator chart here for more variables.

  • Region at Random: 2+D6 Dungeons. On 5-6, must include at least 1 Epic Level Dungeon

Political Scale / Structure / Economics

Alignment

  • Light, Neutral, and Chaotic

Population

  • Approximately 25,000.

Structure

  • Inegand is controlled by King Damien. Inegand is the Mortal capital city.

Markets

  • The Alabaster Way
  • Within the main city walls, there are two main shopping districts, one for the lower-tiered economy and one for the "upper" class. The main difference is in the quality of goods and services.
    • The Market of Many Hands – Inegand’s bustling central market, located in the lower district, where goods from every corner of Havokk can be found. Exotic foods, Nelven craftwork, and rare relics draw adventurers and nobles alike. The Lower district markets typically contain EXP value 1-7 items.
    • The Upper district markets typically contain EXP value 6-9 items.
  • All major and minor services are available.

Taverns/Social

  • The Silver Chalice

    • A refined establishment near the Alabaster Way, popular with visiting dignitaries, scholars, and adventurers. The tavern is known for its polished oak interiors, bardic performances, and a specialty Nelven wine said to be aged since before Raxxus’s reign.

  • The Hammered Shield

    • ​​​​​​​A lively, rougher tavern near the outer gates, favored by soldiers, mercenaries, and travelers. Its walls are decorated with battered shields and blades left behind by heroes and fallen comrades alike. Despite its boisterous patrons, the Shield is considered the loyal heart of the city’s fighting spirit.

  • The Coalition Hall

    • ​​​​​​​A vast chamber within the Argent Crown where representatives of Havokk’s peoples gather. Here, Mortals, Nelven, and other allies debate policy, strategy, and law under the king’s guidance.

  • The Royal Archives

    • ​​​​​​​A great library restored from ruin, holding records of Mortal history, tomes from Nelven scholars, and maps of the realm. Scholars, scribes, and mages frequent the archives, where knowledge itself is considered a weapon against tyranny.

Shrines/Other

  • The Shrine of Roselyn

    • ​​​​​​​A marble pavilion in the Hollow Quarter dedicated to Queen Roselyn Valeria. Citizens leave flowers, poems, and tokens at her statue’s feet. Pilgrims come from across Havokk to pay respects to the queen who first united Mortals against darkness.

  • ​​​​​​​The Temple of the Dawnfather
    • ​​​​​​​​​​​​​​A grand temple rebuilt during Damien’s reign, its sunlit dome symbolizes renewal. Guiding Light Clerics of light and healing maintain the temple, offering services to farmers, soldiers, and travelers who pass through Inegand.

Wealth / Income

  • Individuals carry local currencies (Gold)
  • Average Wealth (in gold): 2000-15,000
  • Trade Common / Encouraged

Available Mounts / Travel Options

Commonly found Mounts

  • Biological Mounts

    • All mount types are available.

  • Mechanical Mounts

    • All mount types are available.

Health / Wellness

Status Effects

  • No additional status effects are applied to characters in the region.

Illness/Ailments

  • No additional illnesses or ailments are applied to characters in the region.

Stat Modifiers (Environmental)

  • Light characters and those associated with the Templar Order, Coalition or Unified Havokk, or High Mages of Dhulahan get +1 to all Empathy checks while in the main city region.

Stat Modifiers (Spellcraft)

  • No additional modifiers to Stats or Spellcraft are applied to characters in the region.

Related Characters

Random Encounters

  • Axel, Who Defies Chaos
  • Avisary, Guardian Templar
  • Danika, Lylath's Chosen Archon
  • Ivellios, Rebel of Order
  • Olivia, the Guiding Light
  • Maya Windriver, Shaman of Havokk
  • Mialee, the Jade Shadow
  • Teras, Blade of the Wrathi Tribe
  • Sam, Ingenious Financier
  • Xavier Rift, Bardic Legend
  • Knight Vanguard
  • Anita, Notorious Minstrel
  • Black Cat
  • Oriella, the Resonator
  • Sharkmen Navigator

Ironhold

By day, Ironhold is alive with hammering, shouting, and the clatter of chains on docks. By night, the city glows with bonfires and lanterns, the sound of sea shanties and drunken brawls rising from taverns while signal fires blaze atop the Iron Tower, guiding ships across dangerous waters. Located at the neck of an Eastern peninsula, Ironhold is a small citadel buried in the crags that stand vigil against the storms of Havokk's seas. Perched like a sentinel at the very tip of a jagged headland, Ironhold is less a city and more a fortress-turned-harbor-town, its towering construction of wood, steel, and stone jutting from the cliffs to stare unflinchingly at the endless sea. Winds whip constantly against its walls, carrying the salt of the ocean and the cries of gulls. It is a place of hard people and harder living, where sailors, soldiers, and wanderers mingle under the shadow of a fortress that has never fallen.

 

The mainland here ends in a sharp, spear-like cliff that juts into the sea. On either side, waves crash against the stone far below, spraying mist upward like steam from a forge. The city itself clings to the cliff face, its foundations driven deep into the rock and reinforced with iron buttresses. Wooden platforms and docks extend out over the ocean, lashed with chains and braced with steel, groaning in storm surges but never breaking. The community living in the underground portion of Ironhold manages and maintains the intricate series of steam-powered devices that route energy through the entire base. From the sea, Ironhold looks like a towering bastion carved into the cliff, its silhouette marked by battlements, signal fires, and the glint of iron plating. From land, it seems almost unapproachable, save for a single winding road that leads from the desert plains to the fortress gates at the cliff’s crown. The nearby peninsula region is rich in aquatic life, including some large creatures with violent tendencies if their territory is invaded. Ironhold also acts as a base of operations for the marine-life institute that studies these creatures. 

 

Inhabitants of Ironhold are grizzled and often stern; the sea and the surrounding landscape have weathered them to endure harsh weather and even harsher visitors. As a "port," Ironhold is frequented by several of Havokk's less desirable: pirates, Assassins fleeing to the sea, potential invaders, and drifters carried in from the sea. The overall social climate of the area is tense, as those who can sequester themselves within Ironhold's base of operations are safe from the external influencers, but those outside of Ironhold's halls and who live along the peninsula and coast are easily provoked or defensive because of the constant disruption of the region. Despite its roughness, Ironhold has a strict but fair law: disputes are settled quickly, often by trial at sea or by the sword.

 

The central structure, known as the Iron Tower, rises directly from the cliff edge. Built from timber and steel plating, it has multiple tiers of battlements, watchfires, and signal horns. Within are barracks, armories, and war rooms. Its upper levels serve as command quarters for the garrison. There are numerous cliffside dwellings: Homes and taverns are built into the cliff itself, accessible by staircases and rope bridges. Windows carved into the rock glow with lantern light at night, like constellations against the dark cliff face. At sea level, massive wooden docks extend into the waves, supported by iron chains bolted into the cliffs. These host markets, taverns, and shipyards are where vessels are repaired and resupplied. At high tide, waves slam beneath the boards, shaking everything with the ocean’s fury. Atop the cliff, near the gates, lies a smaller but more orderly district of granaries, stables, blacksmiths, and supply depots. This is where caravans from inland meet seafarers.

Physical Location / Environment

Location Size

  • Full Territory: 2.41 km (1.5 Miles)

  • Inhabited Territory: 2.41 km (1.5 Miles)

Landscape Type

  • Coast / Seaside

  • Mountainous

  • Military / Port installation

Geographical Landmarks / Specific Locations

Geographical Landmarks

  • (Ironhold is a geographic landmark)

  • The Fangs

    • Twin, jagged stone spires rising from the sea just offshore, like teeth ready to bite ships apart. They mark the narrow, dangerous channel leading into Ironhold’s southern harbor. Sharkmen Sailors tell tales that the Fangs are the broken tips of an ancient tooth, long ago shattered in battle. Navigating between them is a rite of passage for any captain.

  • The Widow's Stairs

    • A perilous, spiraling staircase carved directly into the cliff face, leading from the lower docks to the upper wards. Slick with seawater and always smelling of brine, the steps are treacherous in storms. Many have fallen to their deaths, hence the name. At night, lanterns hung along the stairs glow like a serpent of fire winding up the cliff.

Faction Landmarks

  • (None)

Dungeons

  • Drowned Caverns

    • Beneath the city, wave-carved tunnels and sea caves stretch deep into the cliffside. Some are used as hidden smuggler’s caches, while others are said to be haunted by drowned sailors. The bravest (or most desperate) sometimes use them to sneak in or out of Ironhold unseen, though the tides make the passage deadly if misjudged.

      • Recommended Dungeon statistics:
        • 6+1d6 rooms
        • 1+1d4 "Boss" or Epic encounters
        • EXP Value 3-8 rewards
        • Please see the Dungeon generator chart here for more variables.
  • Region at Random: 2+D6 Dungeons. On 5-6, must include at least 1 Epic Level Dungeon

Political Scale / Structure / Economics

Alignment

  • Neutral and Chaotic

Population

  • Roughly 1,800 (Mostly Mortals and Sharkmen. Varies on other Species)

Structure

  • The area is controlled by the Coalition of Unified Havokk.

  • The immediate Ironhold area is governed by an on-site officer of the Coalition.

Markets

  • One Main Market, several small vendors or individual sellers.
  • Blacksmithing, Crafting, and Fishing services available.

Taverns/Social

  • The Gilded Anchor Tavern
    • Upper Ward, near the Iron Tower. A sturdier, more reputable tavern favored by officers and mercenaries. Warm hearths, polished wooden tables, and iron chandeliers. Still rough compared to a city inn, but here you can actually finish a meal without getting a knife in the back. A huge iron anchor hangs over the bar, plated with gold leaf, supposedly pulled from the wreck of an enemy warship.
  • The Salted Widow Tavern
    • Cliffside district, perched above the lower docks, accessible by the Widow’s Stairs. Smoky, loud, and rowdy , the kind of place where sailors gamble away a month’s pay in one night. Nets and harpoons hang from the rafters, and the smell of strong rum and salted meats clings to everything.
  • Various meeting halls and rooms throughout the city.
  • There is at least one open forum or social gathering location per floor of Ironhold's city districts.

Shrines/Other

  • Various shrines to Sharkmen or the Sea (1+1d4 to Randomize)
  • Shrines to Barbatos (1+1d4 to Randomize)

Wealth / Income

  • Individuals carry local currencies (Gold).
  • Individuals offer trade in exchange for currency.
  • Average Wealth (in gold): 1150-2500
  • Trade Common / Encouraged

Available Mounts / Travel Options

Commonly found Mounts

  • Biological Mounts

    • Horse

    • Giant Creature (Bear, Fox, Mookaloo, Moose, Wolf)

    • Giant Bird / Flying Creature

  • Mechanical Mounts

    • Steam-Powered Cart / Vehicle

    • Nexxusite Airship

    • Military Grade Nexxusite Airship

    • Common Boat / Ship

    • Military Grade Boat / Ship

Health / Wellness

Status Effects

  • No additional Status Effects are applied to characters in the area.

Illness/Ailments

  • No additional Illnesses / Ailments are applied to characters in the area.

Stat Modifiers (Environmental)

  • Sharkmen characters get +1 to all checks within Ironhold's radius (1.5 miles).
  • All Pirates, Sailors, Navigators, Sharkmen, and seafaring characters get +1 to their Empathy checks while located within Ironhold.
  • All characters who teach or instruct seafaring skills get +1 to all their Empathy and Skill checks when teaching characters about those topics.

Stat Modifiers (Spellcraft)

  • No additional Stat Modifiers are applied to characters in the area.

Related Characters

Captain Shank, Grigor, Lockjaw

Random Encounters

  • Captain Shank, Dread Pirate
  • Lockjaw, Dread Jailer

  • Chiptooth, Squirk Enforcer

  • Sharkmen Navigator

  • Sharkmen Pirate

  • Sharkmen Pup

  • Hunting Hawk

  • Knight Vanguard

  • Squirk Pickpocket

  • Vault Security

Noktaradmus

Long ago, the kingdom known as Noktaradmus was the homeland of Raxxus, a former champion turned into a dark emperor. A desperate civil war of nations occurred between the Mortals. Raxxus, only son and heir to the kingdom of Noktaradmus, led the decisive battle at the capital city of Noktaradmus that won the war. Raxxus was able to strike down the leader of the opposition and ended the civil war plaguing Mortal kind for many years. Prince Raxxus soon became King Raxxus when his father, King Umar, took ill from a wound he suffered during the war. Now the sovereign leader of all Mortals, Raxxus was tasked with building a new world atop a pile of smoldering rubble and bones.

 

Unfortunately for Noktaradmus and Havokk, Raxxus was consumed by the darkness of the Void. An accidental discovery and use of a Void tome corrupted the once noble Raxxus, and from there, he became the Dark Emperor. After his dark reign swept across Havokk and wiped out most of the Mortal population, Raxxus was defeated by a group of Heroes in the ruins of Noktaradmus. The city was left in shambles after Raxxus began preying on his own subjects for more power, forever leaving it known as the "Blighted Throne of Mortals."

 

The region carries the weight of suffering, bearing the scars of Raxxus’s fall into darkness and his reign as the Dark Emperor. At the heart lies the broken city of Noktaradmus itself, its shattered walls and crumbling towers circling the remains of the royal castle. Spreading across the eastern approach to the city, this expanse of cracked earth is littered with the skeletal remains of those who perished in Raxxus’s conquests. The once-fertile countryside is cracked and barren, its soil corrupted by Void energy. Dead forests of blackened trees jut upward like skeletal claws, and the rivers that once sustained the kingdom now run sluggish and brackish, tainted with a faint metallic sheen. The skies above Noktaradmus are perpetually veiled in roiling black clouds, streaked with faint violet lightning. The sun and moon rarely pierce the shroud; even daylight feels dim, as though the land itself rejects warmth.

 

Noktaradmus was not merely destroyed; it was unmade. Statues lie toppled, their faces defaced by claw-like marks. Murals and inscriptions bear deep gashes, as though history itself wants to forget this place. The few standing buildings are etched with faint Void glyphs, remnants of Raxxus’s experiments. Few scholars dare to study the region, but those who have claim that the restless spirits of Raxxus’s victims manifest across the ruins. Some are harmless, reliving moments of their lives, but others lash out violently against the living.

 

If Inegand represents hope reborn, Noktaradmus is hope extinguished. Heroes who come here tread in the shadow of history, where triumph and tragedy are bound together. Every step carries the weight of what was lost, and the danger of succumbing to the same corruption that claimed Raxxus. Zhakul and other Chancellors of the Void now inhabit Noktaradmus beneath the surface, where Raxxus built an intricate series of tunnels and chambers under the former castle to conduct his dark experiments. Zhakul frequents Noktaradmus, believing that the corruption of Raxxus was one of his greatest triumphs, and the restless souls of Raxxus's victims and their pain that permeates the area fuel his dark ambitions.

Physical Location / Environment

Location Size

  • Full Territory: 28.97 km (18 Miles)

  • Inhabited Territory: 0.40 km (0.25 Miles)

Landscape Type

  • Wastes / Barrens

  • Swamp

  • Descecrated

Geographical Landmarks / Specific Locations

Geographical Landmarks

  • The Bonefields

    • Spreading across the eastern approach to the city, this expanse of cracked earth is littered with the skeletal remains of those who perished in Raxxus’s conquests.

  • The Weeping Spires

    • A cluster of black towers along the city’s perimeter, perpetually leaking tar-like ichor.

  • The Ashen Plains

    • ​​​​​​​​​​​​​​Once the breadbasket of the kingdom, these scorched fields stretch for miles, covered in brittle grasses that crumble at a touch. Travelers report hearing phantom footsteps trailing them here, though none are ever seen. Dark crackling roils of Void energy pass over the region, stirring up ash and dust to darken the area.

Faction Landmarks

  • Noktaradmus is the headquarters of the Chancellors of the Void.

Dungeons

  • The Black Sepulcher (Epic Dungeon)

    • Deep beneath the ruins of the king’s castle lies the Black Sepulcher, the burial crypt of Noktaradmus’s royal line. When Raxxus turned to the Void, he desecrated the crypt, binding his ancestors’ spirits into eternal servitude. Now, the sepulcher is a labyrinth of bone-lined corridors and chambers crawling with horrors. Carved blackstone halls illuminated by violet fire illuminate sarcophagi cracked open, their occupants walking the halls as hollow knights; murals depicting kings and queens defaced with Void glyphs. The most terrifying part of the dungeon is Fallen King Umar, the Broken Patriarch – Father of Raxxus, twisted into an undead abomination by Void magic. His shambling flesh remains, resurrected by Xanathia, carries his crown fused into his half-rotted skull, and his voice is a hollow, haunting echo. He swings a rusted greatsword with ghostly speed, his attacks infused with necrotic power of the Void.

      • Recommended Dungeon statistics:
        • 30+2d6 rooms
        • 6+2d4 "Boss" or Epic encounters
        • Fallen King Umar, the Broken Patriarch (Boss Encounter)
        • EXP Value 5-9 rewards
        • Please see the Dungeon generator chart here for more variables.
  • The Hollow Sanctum (Epic Dungeon)

    • When Raxxus discovered the Void tome, he conducted his most vile experiments in the Hollow Sanctum, a network of chambers beneath Noktaradmus designed to draw power from mortal suffering. King Umar's dark legacy for his son, these chambers, and the dark sanctum of pain. The air here is thick with torment; the walls themselves seem to weep with memories of the tortured. Now, Zhakul and the other Void Chancellors use it as a staging ground for their experiments. Comprised of twisting corridors of black Void stone, sometimes opening into chambers filled with rusted cages and torture devices fused into the architecture. A grotesque laboratory where veins of Void crystal run through the floor, pulsing with stolen life-force and Void energy. Haunting this place is the Chancellor of Agonies – One of the Zhakul's most sadistic architects. It manifests here as a towering figure draped in torn flesh and chains. He wields both sorcery and cruel instruments of torture, warping the battlefield with illusions of unbearable pain.

      • Recommended Dungeon statistics:
        • 24+2d6 rooms
        • 3+1d4 "Boss" or Epic encounters
        • Chancellor of Agonies (Boss Encounter)
        • EXP Value 5-8 rewards
        • Please see the Dungeon generator chart here for more variables.
  • Region at Random: 2+D6 Dungeons. On 5-6, must include at least 1 Epic Level Dungeon

Political Scale / Structure / Economics

Alignment

  • Dark

Population

  • Roughly 1000 (Most undead and minions of the Chancellors)

Structure

  • This area is controlled by the Chancellors of the Void.

  • Aribus and Zhakul control the region, specifically. Zhakul on the material realm of Havokk, Aribus from the Void.

Markets

  • There are no markets.
  • There are no services for non-dark characters.
  • For affiliates of the Chancellors of the Void, all services are available.

Taverns/Social

  • Noktaradmus does not have taverns or social gathering locations. The region is instead inhabited by various interactable beings or objects:
    • Spectral Echoes: Restless spirits of Raxxus’s victims manifest across the ruins. Some are harmless, reliving moments of their lives, but others lash out violently against the living. If they are not outwardly violent, these beings offer information.

    • Chancellors of the Void: The lieutenants of Zhakul's reign still haunt the deeper places, who conduct endless experiments in the tunnels beneath the castle ruins. Dark characters may interact with these characters as local guides.

    • Cultists & Scavengers: Despite the danger, Noktaradmus draws the desperate. Cults dedicated to the Void creep through the ruins, seeing them as sacred ground, while reckless scavengers brave the wasteland for relics of the fallen kingdom. The Lore Master determines how to interact with these characters.

Shrines/Other

  • (None)

Wealth / Income

  • (None)
  • If any individuals do exchange coin or services, the Lore Master determines the extent of what is accepted.

Available Mounts / Travel Options

  • (None)

Health / Wellness

Status Effects

  • No additional Status Effects are applied to characters in the area.

Illness/Ailments

  • Characters who remain in the region for extended periods of time are corrupted by the essence of hatred and rage that poison the very ground itself.
    • During the first day that a character occupies the region, if they aren't a Dark character, they experience the side effects of Light Physical and Mental ailments. The effect resolves when they leave the region for more than one day.
    • On the second day, increase these effects to the Medium / Mid Physical and Mental ailments on each non-dark character affected previously. The effect resolves when they leave the region for more than one day.
    • On the third day, increase these effects to the Severe / High Physical and Mental ailments on each non-dark character affected previously. The effect resolves when they leave the region for more than one day.
    • For each day after the third, the effect does not increase further. Instead, deal 1 unavoidable damage to the character at the beginning of their turn.

Stat Modifiers (Environmental)

  • Non-dark characters get -1 to all checks.

  • Dark characters get +1 to all checks.

Stat Modifiers (Spellcraft)

  • Light characters get -1 to all Spellcraft-related checks while occupying the region.

Related Characters

Rhogar Oathbreaker, Xanathia, Zhakul, Aribus, Vo Raxxus, Mei Lun

Random Encounters

  • Rhogar Oathbreaker, the Fallen
  • Xanathia, Bane of the Living
  • Zhakul, Avatar of Pain
  • Vo Raxxus, Scourge of Havokk
  • Baron Vhall, the Maddened Mind
  • Rhazul, Pestilence Herald
  • Orpheo, Crypt Crawler
  • Anton of the Black Crest
  • Aribus's Seeker
  • Duren Graveblade
  • Mei Lun, Dark Disciple
  • Spite Elemental

Orthron

At the heart of a blazing desert plateau rises a city of gleaming stone and cool shadows, known as Orhtron, the Desert Crown. Unlike the fractured and ruin-born settlements elsewhere in the realm, this metropolis is a beacon of order, prosperity, and stability. Its people live with a rare confidence, for here, order is maintained. Orhtron is home to the grand headquarters of the Templar Order, a bastion of discipline and guardianship whose influence reaches far beyond the city walls, keeping away threats. This proud city is home to Avisary, leader of the Guardian Templar, and Rhogar Oathbreaker, the villainous fallen paladin. Rhogar has specifically made it his quest to destroy Orthron on his path of revenge.

 

First and foremost, Orthron is still a city, but due to its inhabitants being primarily comprised of soldiers, warriors, and templars, the city feels like one large military base. Orthron has the largest number of military personnel belonging to the Coalition of Unified Havokk in a centralized location, and is the base of operations for the Templar Order and the training grounds for the Coalition's legion. The increased presence of authority has led to a decreased crime rate, and with that, vandalism and public property destruction are almost obsolete.

 

In the city’s heart stands the Grand Citadel of the Templar, an enormous fortress-monastery of marble and sandstone, visible from every point in the surrounding desert. Their presence permeates the city but not in the form of tyranny: the order is seen as protectors, not rulers, and the peace they bring is accepted with gratitude. Citizens walk freely without fear of crime, and markets bustle without fear of thieves. Patrols move with ceremonial dignity, their polished armor flashing in the desert light, symbols of reassurance more than intimidation. Its domes and towers gleam in the sun, and at night, enchanted lights illuminate the surrounding city.

 

The city occupies the center of a vast desert plain, an expanse of golden sand and pale, cracked earth that stretches for many miles in every direction. The plateau’s edge forms sheer cliffs to the west, south, and east, dropping precipitously into the azure sea far below. From these heights, ships can be seen drifting along the coasts, though the cliffs make direct access nearly impossible save for carefully built harbors and lifts at certain points. Despite the arid desert around it, the city is ringed by a band of cultivated jungle, an oasis unlike any other in the world. This “green belt” is composed of hardy tropical flora adapted to heat: towering palms, fruiting trees, flowering vines, and fields of medicinal herbs. Fed by aqueducts that pull water from subterranean springs and distant mountain catchments, this lush ring provides the city with food, medicine, and a microclimate that keeps the air just cool enough to be bearable in the blazing summers. At night, the jungle hums with cicadas, birds, and small nocturnal mammals, a striking contrast to the desert silence beyond.

Physical Location / Environment

Location Size

  • Full Territory: 24.14 km (15 Miles)

  • Inhabited Territory : 12.87 km (8 Miles)

Landscape Type

  • Desert

  • City

Geographical Landmarks / Specific Locations

Geographical Landmarks

  • The Emporium (Havokk-renowned Marketplace)

Faction Landmarks

  • Hall of Justice (Coalition of Unified Havokk Training Facility)
  • Grand Hall of Order (Templar Order Headquarters)

Dungeons

  • Hall of Justice (Epic Dungeon)

    • One of the biggest and heavily fortified military style facilities in all of Havokk. This facility is one of the most prestigious and highest populated training facilities for the Coalition of Unified Havokk soldiers. The Hall of Justice is home to several of the Coalition's top powers and members.
      • Recommended Dungeon statistics:
        • 20+3d8 rooms
        • 6+2d4 "Boss" or Epic encounters
        • EXP Value 6-9 rewards
        • Please see the Dungeon generator chart here for more variables.
  • Grand Hall of Order (Epic Dungeon)

    • Headquarters of the Templar Order. The most well-guarded and fortified location in all of Havokk. Home to a trove of powerful relics, ancient texts, and wealth. The Grand Hall is protected by an ever-rotating and vigilant watch of Tempar Protectors. The building only has a single entrance, ensuring that access and exit are limited.

      • Recommended Dungeon statistics:
        • 25+3d6 rooms
        • 4+1d6 "Boss" or Epic encounters
        • EXP Value 5-8 rewards
        • Please see the Dungeon generator chart here for more variables.
  • Sandstone Amphitheater
    • Carved into the natural rock of the cliffs, this open-air venue hosts music and cultural festivals, with the ocean surf providing a natural symphonic backdrop. Unfortunately, this is also home to a dangerous sea creature that claims the lives of those who come to admire the natural beauty from time to time.
      • Recommended Dungeon statistics:
        • 2+1d4 rooms
        • 1-3 "Boss" or Epic encounters
        • EXP Value 1-6 rewards
        • Please see the Dungeon generator chart here for more variables.​​​​​​​
  • Region at Random: 2+D6 Dungeons. On 5-6, must include at least 1 Epic Level Dungeon

Political Scale / Structure / Economics

Alignment

  • Light and Neutral

Population

  • Roughly 20,000.

Structure

  • The area is under control of the Coalition of Unified Havokk and the Templar Order.

  • The Coalition makes decisions as a whole for Orthron and it's people. The Templar Order acts as the governing power in their place. This makes Avisary the ranking officer in most scenarios.

Markets

  • The Emporium
    • An infamously known and well-traveled Marketplace home to hundreds of traveling merchants, traders, and locals.
    • The Emporium is infamously known because of the rare treasures that regularly flow through the merchant stands from across all of Havokk. This increases the EXP values of Cards and available items or purchasable resources in the region.
      • At Lore Master discretion, it is recommended to increase the range of EXP value rewards and purchasable items available to players to represent "luckiness" or "rarity" in the region.
  • Blacksmithing, Crafting, and Enchanting services available.
  • Hirelings of all types are available.

Taverns/Social

  • The War Room
    • A backroom lined with maps, strategic war tables, and communication devices, where officers occasionally gather for informal planning or debriefing sessions amid drinks. Mostly drinks.
  • The Officer's Hall
    • ​​​​​​​A raised, exclusive mezzanine section reserved for high-ranking officers, equipped with plush leather chairs, private tables, and a commanding view over the main floor. Discreet servers in crisp uniforms attend swiftly to VIP patrons.
  • Randomized Taverns for the region: 2+2d4.
  • There are 10+2d10 Social gathering locations, such as Halls, Venues, and Barracks..
  • Various open forums and public gathering spots.

Shrines/Other

  • Shrines to Elder Dragonkind (Rare/Optional - 1d4 average)
  • Shrines to "The Matron" (Lylath - Common - 4+2d6 average)
  • Shrines to Uutu (Common - 4+2d6 average)

Wealth / Income

  • Individuals carry local currencies (Gold)
  • Average Wealth (in gold): 2500-4000 (Common); 15,000-20,000 (Upper)
  • Trade Common / Encouraged

Available Mounts / Travel Options

Commonly found Mounts

  • Biological Mounts

    • All Mount types available

  • Mechanical Mounts

    • All Mount types available

Health / Wellness

Status Effects

  • No additional Status Effects are applied to characters in the area.

Illness/Ailments

  • No additional Illnesses / Ailments are applied to characters in the area.

Stat Modifiers (Environmental)

  • Characters associated with the Coalition of Unified Havokk get +1 to all checks within  Orthron's inhabited radius (8 miles)
  • Characters associated with the Templar Order get +1 to all checks within  Orthron's inhabited radius (8 miles)

Stat Modifiers (Spellcraft)

  • No additional Stat Modifiers are applied to characters in the area.

Related Characters

Avisary, Sir Dawn, Rhogar, Oriella, Grilgarn

Random Encounters

Recommended / Common Encounters

  • Avisary, Guardian Templar
  • Sir Dawn, the Brave
  • Knight Vanguard
  • Oriella, the Resonator
  • Squirk Pickpocket
  • Sharkmen Pirate
  • Sharkmen Navigator
  • Golden Tamarin
  • Black Cat
  • Vault Security
  • Grilgarn Flintbrew, Teller of Tales
  • Anita, Notorious Minstrel

(Images coming soon!)

The Nation of Phyreno

A nation created on the principles of embracing creativity and encouraging collaboration amongst peers, this peaceful nation has long been a shining example of what the world should aspire to be. Nestled on a lush island across from Havokk's mainland, Phyreno is a nation defined by resilience, artistry, and collaboration. A cautious haven of creativity, shaped by history’s scars yet guided by hope, Phyreno is both a sanctuary and a beacon. The legacy of Raxxus’s reign still echoes across their shores, but Phyreno is no ruin: it is a nation growing with steady resolve, guided by King Raymond and Queen Camilla. Their philosophy is simple but profound: healing through art, strength through unity, and progress through wisdom.


The island of Phyreno is often compared to a jewel upon the sea, a land of emerald jungles, crystal rivers, and volcanic peaks, encircled by brilliant turquoise waters. The climate is warm, humid, and lush. Frequent rain nourishes thick tropical forests, while coastal breezes keep the shoreline cool. Towering trees stretch skyward, their roots intertwined with creeping vines heavy with flowers. Brightly plumed birds and glowing insects fill the air, while the waters teem with strange aquatic creatures. The skies above Phyreno are wide and bright, often painted with colorful dawns and fiery sunsets.

 

Crownspire City is the capital of Phyreno, built at the heart of the island near the foothills of the Crownspire Volcano. The city’s architecture is a fusion of natural growth and artful design. Homes are often built into trees and cliffs, bridges carved from stone and coral, towers that double as art galleries and academies. Murals cover nearly every wall, telling the story of Phyreno’s people and their triumph over tragedy. The Crownspire Volcano itself is a dormant volcano at the island’s heart, believed to be sacred. The Phyrenians see it as a symbol of nature's dual design: capable of both destruction and creation. Its slopes are covered in various vegetable farms, along with rare herbs prized by healers. Along the exterior of the main island lies the Coral Crescent, a sweeping bay where the ocean floor glows at night with bioluminescent coral and fish. The Phyrenians hold festivals here, releasing floating lanterns into the sea to honor the dead and celebrate the living.

 

Artistry is not just a pastime in Phyreno; it is the measure of worth. Academies thrive across Phyreno, focusing on spellcraft, history, art, and philosophy. However, no discipline stands apart: scholars and artisans often work together, combining magic with craft in dazzling displays. Poems, paintings, music, and craftsmanship are highly valued, and artists are revered as much as warriors or leaders elsewhere. It is common for disputes to be settled through collaborative means rather than by violence.

 

With that, though, comes a sense of guarded hospitality. Though open-hearted, Phyrenians are cautious. Entry to the island is restricted, and newcomers are often tested through acts of creativity, service, or honor before being fully welcomed. Following the reign of Dark Emperor Raxxus, many of the inhabited zones of Phyreno fell victim to Raxxus' dark power. Their welcoming and open nature then had little defense against his onslaught of dark power. A large portion of the island was damaged or destroyed in his wake, and this has caused its current state to be more guarded. Due to the distance between their island and the mainland, Phyreno still works to recover and rebuild, even decades later.

 

Phyreno stands as a counterbalance to places like Noktaradmus, where the darkness of the Void swallowed hope. Phyreno nurtures it carefully, tending the flame of creativity and unity. For adventurers, it is both a haven to rest and a crucible to be tested, for Phyreno accepts only those who prove themselves worthy of its guarded trust.

Physical Location / Environment

Location Size

  • Full Territory: 28.97 km (18 Miles)

  • Inhabited Territory: 0.40 km (0.25 Miles)

Landscape Type

  • Tropical / Island

  • Coastal / Seaside

  • City

Geographical Landmarks / Specific Locations

Geographical Landmarks

  • The Verdant Canopy

    • A vast jungle that covers much of the island’s interior. Throughout the island are ancient stone terraces and overgrown shrines, believed to predate even Phyreno’s founding. Some scholars whisper these ruins belonged to a culture that once rivaled the Nelven.

  • The Shimmering Falls
    • Twin waterfalls that cascade into a crystal-blue pool. Local legend says the waters reflect not the face, but the soul of the one who gazes into them. The site is a favored gathering place for poets and musicians.
  • The Garden of Broken Mosaics
    • An open-air ruin near Crownspire City where shattered mosaics from the old wars have been carefully arranged into new murals by generations of artists. Though a peaceful space by day, some say the garden becomes alive at night, the broken tiles shifting and reforming to whisper forgotten stories of Phyreno’s ancestors.

Faction Landmarks

  • Crownspire City serves as the capital city and national capital of Phyreno.

Dungeons

  • The Prism Halls of Aeloria (Epic Dungeon)

    • Ancient magical ruins, once believed by scholars to be used as a temple of light and creativity by their prehistoric inhabitants. Hidden deep within the Verdant Canopy, the jungle swallows most of its exterior, but crystalline spires still jut skyward like fractured rainbows, drawing in adventurers. The Prism Halls were said to have been built by an ancient culture that believed creativity was divine energy, refracted like light into infinite forms. Over centuries, the halls absorbed the magical essence of countless works of art and spellcraft performed within, creating powerful magical energy. It's unknown why the Prism Halls were abandoned, and an expedition has been mounted to uncover more about these lost ruins of Aeloria.

      • Recommended Dungeon statistics:
      • 23+1d8 rooms
      • 4+1d4 "Boss" or Epic encounters
      • 2-3 Puzzles / Traps recommended (1+1d4 to randomize).
      • EXP Value 5-8 rewards
      • Please see the Dungeon generator chart here for more variables.
  • The Temple of Resonant Echoes

    • A sacred ruin that is half temple, half natural cavern, beneath the Shimmering Falls and carved directly into the cliffs behind the cascading waters. Accessible only by navigating a labyrinth of flooded tunnels, the temple was dedicated to the belief that all things, words, music, souls, leave behind an eternal echo. Musicians of old gathered here, amplifying their works into the stone, until the walls themselves were said to “sing.” The temple resonates with haunting, eternal music. Every footstep and spoken word carries unnaturally, blending into the whispers of the past. Adventurers face trials where sound is both weapon and weakness: walls shift when harmonics are achieved, bridges appear when melodies are played correctly, and heroes and foes alike are disoriented by cacophony. At its heart lies the Harmonic Core, a crystal heart that pulses with pure resonance. Those attuned to it may weave sound into healing, inspiring, or devastation as song becomes spellcraft.

      • Recommended Dungeon statistics:

        • 12+2d4 rooms
        • 2+1d4 "Boss" or Epic encounters
        • EXP Value 3-7 rewards
        • Please see the Dungeon generator chart here for more variables.
  • Region at Random: 2+D6 Dungeons. On 5-6, must include at least 1 Epic Level Dungeon

Political Scale / Structure / Economics

Alignment

  • Light, Chaotic, and Neutral

Population

  • Roughly 2400 (Mainly Mortals and Nelven)

Structure

  • This area is controlled by King Raymond and Queen Camilla.

Markets

  • There are multiple markets and regular gatherings of local vendors and merchants on the main streets.
  • All services are available.

Taverns/Social

  • The Gilded Parrot Tavern

    • A brightly painted, multi-level tavern whose outer walls are covered in colorful murals depicting parrots, fish, and sailing ships. Many were painted by local artists and change over the years as new works are added. Inside, it is lively and eclectic: mismatched furniture carved in fanciful designs, lanterns with tinted glass casting rainbow patterns, and a small stage where minstrels, poets, and traveling performers are welcomed at any time of day.

  • The Coral Crescent
    • A melting pot of sailors, artists, scholars, and merchants. The innkeeper, Seraphine Quill, is a retired playwright known for her quick wit and generous spirit. Patrons often find themselves coaxed into impromptu storytelling contests, sing-alongs, or sketching challenges. Rumors from far lands also flow here, making it a key hub for adventurers seeking information.

Shrines/Other

  • Shrine of the Blooming Lyre

    • Within a small jungle clearing north of Crownspire City, overgrown but lovingly maintained, lies a shrine dedicated to Lyranis, a patron of music, inspiration, and harmony. The shrine is marked by an enormous stone lyre entwined with flowering vines. When the wind passes through its hollow frame, it produces soft, melodious tones; a natural hymn that fills the clearing. During rare lunar alignments, the lyre’s song becomes powerful enough to be heard across the entire island, filling Phyreno with harmony and bolstering its protective wards.

Wealth / Income

  • Individuals carry local currencies (Gold)
  • Average Wealth (in gold): 1500-3000 (Common); 15,000-25,000 (Upper)
  • Trade Common / Encouraged

Available Mounts / Travel Options

Commonly found Mounts

  • Biological Mounts

    • All Mount types available

  • Mechanical Mounts

    • All Mount types available

Health / Wellness

Status Effects

  • No additional Status Effects are applied to characters in the area.

Illness/Ailments

  • No additional Illnesses or ailments are applied to characters in the area.

Stat Modifiers (Environmental)

  • Characters who are skilled in teaching, crafts, art, language, history, or any other learning or educational topic get +2 to all Skill or Empathy checks made related to those topics while in the region.

Stat Modifiers (Spellcraft)

  • No additional stat modifiers related to Spellcraft are applied to characters in the area.

Related Characters

Mialee, Jonathan

Random Encounters

  • Mialee, the Jade Shadow
  • Jonathan, the Raven Claw
  • Ytaxian Enforcer
  • Ytaxian Scout
  • Nexxusite Wolf

Ravencrest Enclave

High upon a ridge of blackened stone, overlooking the ruined forests that once thrived near Inegand, the Ravencrest Enclave rises like a monument to defiance and sacrifice. One group of scholars, artisans, and instructors founded the Ravencrest Enclave, a prestigious college for gifted individuals of Havokk, where they could study the mystical arts and various professions. The college was once a dazzling seat of knowledge and artistry, its spires carved of pale granite and silver-veined marble, shimmering beneath wards that never dimmed.

 

Following the wrath of Raxxus and the sacking of Inegand during the dark emperor's time, Ravencrest served as a magically fortified stronghold that even Raxxus himself was unable to breach. Protecting as many lives as they could, the score of mages and scholars repelled the dark lord so vehemently that he left entirely, moving his aspirations to other mortal provinces at the time and swearing to return and destroy Ravencrest. Today, those same spires are cracked and weather-stained, leaning at unsettling angles as if bowing under the weight of their tragic history. The protective wards still hum faintly, but their glow is pale, like a candle guttering in the wind.

 

Thankfully for the Ravencrest Enclave, Raxxus was defeated by the Coalition of Unified Havokk and several brave heroes, but not before Ravencrest and Inegand as a whole were affected. Many of those who bravely defended the city lost their lives to the dark emperor, and because of the dark spellcraft he used to steal essence from living beings, there are areas of Ravencrest permanently changed. The outer grounds are surrounded by a forest scarred by Void corruption. Trees are twisted, their branches barren and brittle. The ground is scarred black in patches where nothing grows. Scholars refer to these as the Scorched Veins, channels of lingering Void energy that snake through the landscape like dark rivers.

 

Despite the decay, the enclave remains inhabited, for within its walls lies a treasure trove of learning, Spellcraft, and living memory. Inside, Ravencrest is a labyrinth of gothic halls, lecture theaters, and libraries stacked so high they vanish into shadowed rafters. Candlelight flickers through enchanted sconces, and spectral guardians drift silently between rooms, ever-vigilant. For all its ominous presence, the Enclave is not a tomb. Professors still lecture in vaulted classrooms, and apprentices still practice Spellcraft in courtyards where the cobblestones themselves are etched with ancient wards. Yet, the air carries a weight of unspoken fear of what lies beneath, and the memory of the Void’s touch that once nearly claimed it. Not all of the ancient wisdom of Ravencrest is readily available, though, not since a once prominent mage named Xanathia discovered dark tomes preserved for historical purposes turned her to align with the Void. Since then, the Enclave has become more isolated and is far more restrictive about who and what gains access to its resources.

Physical Location / Environment

Location Size

  • Full Territory: 12.07 km (7.5 Miles)

  • Inhabited Territory: 1.61 km (1 Mile)

Landscape Type

  • Barren / Desecrated

  • Swamp / Bog

  • Plains

  • Forested

  • City

Geographical Landmarks / Specific Locations

Geographical Landmarks

  • The Mirror Pool

    • A once-pristine pond near the Enclave, now darkened and reflective like glass. Those who gaze into it too long claim to see not themselves, but alternate versions whispering dark secrets.

  • Shrine of the Watchful Flame
    • A small sanctuary kept alight since Ravencrest’s founding. Though its flame burns dim, it is said to ward off the Void and protect the enclave from total collapse.

Faction Landmarks

  • Ravencrest Enclave is associated with Inegand and is controlled through its central powers.

  • The dean of the Enclave's education capacities is Dean Veythar Malrec.

Dungeons

  • The Umbral Vaults

    • Deep beneath the Enclave, sealed doors of black iron bar entry to the Umbral Vaults, chambers once dedicated to storing artifacts and grimoires too dangerous for common study. The Vaults were meant as a safeguard, a place where forbidden knowledge could be preserved but never wielded. Yet, during her studies, Xanathia discovered cracks in these defenses, and it was here she uncovered the Void tomes that would seal her fate. The Vaults are a maze of corridors lined with chained coffers, locked cabinets, and wards that flicker faintly in defiance of age. What was once carefully sealed has been stirred by centuries of dark resonance. Intruders risk not only dark guardians but also the allure of forbidden knowledge.
      •     Recommended Dungeon statistics:
        • 18+1d8 rooms
        • 3+1d4 "Boss" or Epic encounters
        • 2-3 Puzzles / Traps recommended (1+1d4 to randomize).
        • EXP Value 5-8 rewards
        • Please see the Dungeon generator chart here for more variables.
  • The Hollow Garden

    • Beyond the Enclave’s northern courtyard lies what was once a lush conservatory and teaching garden, a living archive of enchanted flora collected from across Havokk. When Raxxus’s corruption scarred the land, the garden twisted, becoming a place of grotesque beauty. Now known as the Hollow Garden, it is overgrown with carnivorous vines, hollow-barked trees that scream when struck, and flowers that bloom only with blood. The garden is bathed in perpetual twilight, the air heavy with spores that cloud the mind. Paths wind endlessly, shifting as though the garden itself resists intrusion. Within its heart lies a massive withered oak; here, something malignant dwells, born of mingled life and Void. Some say it is the garden’s own will, corrupted and driven mad.

      • Recommended Dungeon statistics:
        • 12+2d4 rooms or 1 large open area with sectioned areas
        • 2+1d4 "Boss" or Epic encounters
        • EXP Value 3-8 rewards
        • Please see the Dungeon generator chart here for more variables.
  • Region at Random: 2+D6 Dungeons. On 5-6, must include at least 1 Epic Level Dungeon

Political Scale / Structure / Economics

Alignment

  • Light, Chaotic, Dark, and Neutral

Population

  • Roughly 187 (Mainly Mortals and Nelven)

Structure

  • The governing powers of Inegand control this area.

  • The Ravencrest Enclave itself is under the direct supervision of Dean Veythar Malrec.

Markets

  • Individual students or instructors may offer wares, but there is no formal market space in the Enclave.
  • All services are available.

Taverns/Social

  • There are no publicly accessible Taverns, but there is an administrator, instructor, and guest lounge where a tavern is available.

  • There are various social gathering rooms and presentation spaces within the college grounds.

Shrines/Other

  • (None)

Wealth / Income

  • Individuals carry local currencies (Gold)
  • Average Wealth (in gold): 1500-3000 (Common); 15,000-30,000 (Upper)
  • Trade Invite-only / Uncommon

Available Mounts / Travel Options

Commonly found Mounts

  • Biological Mounts

    • Horse

  • Mechanical Mounts

    • Nexxusite Skiff

Health / Wellness

Status Effects

  • No additional Status Effects are applied to characters in the area.

Illness/Ailments

  • No additional Illnesses or ailments are applied to characters in the area.

Stat Modifiers (Environmental)

  • No additional stat modifiers related to the environment are applied to characters in the area.

Stat Modifiers (Spellcraft)

  • No additional stat modifiers related to Spellcraft are applied to characters in the area.

Related Characters

Xanathia, Zhakul, Orpheo, Baron Vhall

Random Encounters

  • Xanathia, Bane of the Living
  • Zhakul, Avatar of Pain
  • Orpheo, Crypt Crawler
  • Baron Vhall, the Maddened Mind
  • Mindless Dead
  • Spite Elemental
  • Forest Chimera

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Skyfall Garrison

Suspended high above Havokk’s skies, the Skyfall Garrison is both fortress and marketplace, a testament to the ingenuity and vigilance of the Squirks. Floating upon vast engines of Nexxusite-driven power, reinforced with layers of Spellcraft, it drifts steadily across the skies in slow, deliberate orbits, like a watchful sentinel. Its structure is a blend of gleaming brass, etched runes, and crystalline conduits, all meticulously maintained by the Squirk crew who keep the fortress aloft. Roughly the size of a small town, this floating fortress is home to about 500 Squirks who act as the crew and maintenance of the garrison. In addition to the crew, there are typically anywhere from 2 to 300 armed and armored Squirk warriors and mercenaries that act as Security and deployable forces directly from the Skyfall Garrison itself.

 

From below, the Garrison appears as a colossal silhouette that blots out the stars, its hull bristling with turrets, wards, and mooring spires designed for docking airships. Chains of enchanted lanterns sway from the undercarriage, trailing faint luminescence like constellations mirrored in the night sky. The fortress hums faintly at all times, a deep resonance that travelers describe as the very heartbeat of Nexxusite.

 

Within its steel-lined walls lie barracks large enough to house thousands of Squirk soldiers and mercenaries, ever prepared to deploy against emerging threats. Yet nestled between those stern fortifications are winding markets and pavilions where merchants from every corner of Havokk trade exotic goods: enchanted relics, salvaged dragonkind artifacts, rare ores, and even sky-grown produce harvested from aeroponic towers that feed the floating city. For many travelers, docking at Skyfall means a chance to acquire treasures otherwise lost to history while simultaneously seeing a glimpse of the future.

 

The fortress is also a symbolic reminder of the Elder Dragonkind War, when the Harbinger Armanos nearly reached the One Tree, the heart of Squirk culture itself. The Squirks swore never to let such a danger repeat, and so Skyfall serves as both a vigilant guardian and a mobile beacon of unity, proof of what invention and determination can achieve when survival is at stake.

Physical Location / Environment

Location Size

  • Full Territory: 3.22 km (2 Miles)

  • Inhabited Territory: 3.22 km (2 Miles)

Landscape Type

  • Airship

  • City

Geographical Landmarks / Specific Locations

Geographical Landmarks

  • The Aether Docks

    • Vast docking arms extending from the Garrison’s lower hull, enchanted to stabilize incoming airships against turbulent winds. Here, crews from dozens of nations barter, repair, and gossip while the smell of ozone and Nexxusite smoke lingers in the air. A great place to acquire information and local gossip.

  • The Crucible Core
    • A heavily warded chamber where the Nexxusite engines reside. Its glow pulses like a captive star, tended to by the most skilled engineers and mages. Few outsiders are allowed entry, for tampering with the Crucible could bring the entire Garrison crashing from the sky.
  • The Sentinel Array
    • Rows of massive ballistae, Spellcannons, and runed pylons positioned at the Garrison’s edges. These weapons can rain fire, lightning, or piercing bolts upon any airborne foe, making the fortress a fearsome predator of the skies.

Faction Landmarks

  • The Skyfall Garrison is a faction landmark of the Brokers of the One Tree.

Dungeons

  • The Fallen Hold

    • Beneath the bustling markets, abandoned maintenance tunnels run through the Garrison’s underbelly. Once designed to house overflow prisoners during wartime, these rusting corridors have become infested with sky-serpents, scavenger imps, and rogue constructs gone mad from unchecked Nexxusite radiation. The deeper one ventures, the stronger the hum of the Crucible Core becomes, warping perception and drawing the weak-minded toward obsession and madness. Adventurers who dare descend here often seek scrap technology, forbidden schematics, or smuggled artifacts lost to the shadows.
      • Recommended Dungeon statistics:
        • 21+3d4 rooms
        • 4+1d6 "Boss" or Epic encounters
        • EXP Value 5-8 rewards
        • Please see the Dungeon generator chart here for more variables.
  • Region at Random: 2+D6 Dungeons. On 5-6, must include at least 1 Epic Level Dungeon

Political Scale / Structure / Economics

Alignment

  • Light, Chaotic, and Neutral

Population

  • Roughly 3000 (Mainly Squirk)

Structure

  • The Skyfall Garrison is controlled by the Brokers of the One Tree.

  • The garrison itself is directly managed by Captain Ironclaw.

Markets

  • The Skyward Market
    • A sprawling bazaar suspended between platforms, filled with dangling banners, glowing crystals, and echoing music. Goods here are ever-shifting, as caravans unload stock from distant provinces before selling out and vanishing into the clouds again.
  • Many individual sellers and traders are travelling to or from the Skyfall Garrison, which is available at the Lore Master's discretion.
  • All services are available.

Taverns/Social

  • The Nut & Bolt

    • Tavern, inn, and aerial social hub, mid-tier ring of the Skyfall Garrison, near the merchant’s quarter. The Nut & Bolt greets travelers with a carved oak sign shaped like a split acorn, one half a natural shell, the other a stylized bronze bolt. Lanterns powered by small, glowing Nexxusite shards sway from overhead beams, casting warm amber light that feels both welcoming and faintly mechanical. The faint smell of roasted nuts, sweet syrups, and spiced ales drifts constantly from its wide, open windows. Inside, the tavern’s walls are lined with shelves of carved acorn mugs and tiny trinkets collected from across Havokk. The furniture is sturdy and whimsical, the chairs with rounded, nut-shaped backs, and tables that resemble giant wooden stumps polished smooth. The ceiling is strung with ropes and miniature pulleys (many non-functional, purely decorative), a nod to the Squirks’ love of tinkering. A massive centerpiece chandelier is shaped like a giant squirrel’s nest woven from bronze wires, glowing with enchantments.

Shrines/Other

  • (None)

Wealth / Income

  • Individuals carry local currencies (Gold)
  • Average Wealth (in gold): 7,500-15,000 (Common); 35,000-50,000 (Upper)
  • Trade Common / Encouraged

Available Mounts / Travel Options

Commonly found Mounts

  • Biological Mounts

    • Giant Flying Creature

  • Mechanical Mounts

    • All types available.

Health / Wellness

Status Effects

  • No additional Status Effects are applied to characters in the area.

Illness/Ailments

  • No additional Illnesses or ailments are applied to characters in the area.

Stat Modifiers (Environmental)

  • No additional stat modifiers related to the environment are applied to characters in the area.

Stat Modifiers (Spellcraft)

  • No additional stat modifiers related to Spellcraft are applied to characters in the area.

Related Characters

Sam, Ivellios, Grigor, Chiptooth, Singefur

Random Encounters

  • Sam, Ingenious Financier
  • Ivellios, Rebel of Order
  • Grigor, Vile Dispatcher
  • Chiptooth, Squirk Enforcer
  • Singefur, Pyromancer
  • Squirk Pickpocket
  • Vault Security
  • Knight Vanguard

Tanglewood

When the Elder Dragonkind Kritikos created the various forms of life on Havokk, many found homes within the natural elements of the sphere, the Tanglewood being no exception. The Tanglewood is less a forest and more a living entity, a vast expanse of ancient greenery that moves and breathes as though it carries the pulse of Havokk itself. At its edges, thick vines and thorned brambles writhe together to form a natural barrier known as the Brambleveil, a shifting wall that bends aside for those the forest welcomes and entangles those who come with ill intent. Beyond this living threshold, the woods deepen into a realm where nature has taken on a will of its own.

 

The great trees here tower high above, their branches weaving into a natural canopy so dense it feels like a roof of living wood. In some places, these branches interlace to form the Canopy Crown, a vast moss-carpeted platform where great birds and mystical beasts roost, and from which the realm can be surveyed. Below, the forest floor is laced with roots and streams that carry a quiet magic, pooling at the heart of the woods in the Wellspring of Renewal. Its crystalline waters glow with soft emerald light, a place of healing and awakening where Maya first received her druidic gifts. After locating the wellspring that bestowed her with the power to defend Havokk's natural forces, she returned to the Tanglewood and left her mortal life and world behind.

 

Deeper still rises the Rootspire, a jagged column of living wood and earth that stretches toward the sky like a watchful sentinel. Here, the Tanglewood’s lifeforce is said to be most concentrated, its heartbeat palpable to those who place their hand upon its roots. The dwellings created in the Tanglewood for Maya and her guests are made of natural elements and can move and shift with the region, unlike standard homes and constructed dwellings. To the few the forest accepts, it is a sanctuary of boundless life and quiet wisdom. Maya alone is the chosen keeper of this place, a druid who tends to the wildlife and communes with the very will of the forest. The Tanglewood is not just her home; it is her ally, her ward, and the source of the power she wields to defend Havokk.

Physical Location / Environment

Location Size

  • Full Territory: 31.98 km (19.87 Miles)

  • Inhabited Territory: 0.40 km (0.25 Miles)

Landscape Type

  • Forested

  • Jungles

Geographical Landmarks / Specific Locations

Geographical Landmarks

  • The Verdant Archway

    • The only true "entrance" to the Tanglewood, a massive, living gateway formed by two ancient oaks whose trunks spiral together and interlock above like entwined serpents.

  • The Wellspring of Renewal
    • Deep within the heart of the Tanglewood lies a crystalline pool, glowing with pale emerald light. The waters here bubble softly, never stagnating, and the pool is said to be fed directly by the life force of Havokk itself. It was here that Maya first communed with the Tanglewood, receiving her druidic gift. Animals who drink from the Wellspring often show signs of intelligence or increased longevity, and many forest creatures linger nearby as guardians.
  • The Canopy Crown

    • High above the forest floor, the Tanglewood’s tallest trees are interwoven by sprawling vines that form a natural aerial platform. Flat, broad, and carpeted with soft moss. This canopy “crown” serves as a resting place for spirit owls and other magical creatures. From here, Maya can see far across Havokk, as though the Tanglewood itself shares its sight with her.

  • The Rootspire

    • A towering structure of roots and soil that has grown upward instead of down, forming what looks like a jagged spire of twisted wood and earthen tendrils. Flowers and fungi bloom along its surface, glowing faintly at night. Many believe the Rootspire is a “nerve center” of the Tanglewood, a place where its consciousness anchors most strongly. Maya sometimes meditates here, pressing her palm to the roots as though listening to Havokk itself.

  • The Brambleveil

    • A dense barrier of thorned vines and shifting undergrowth surrounds the inner Tanglewood. It is both a wall and a guardian. Alive, reactive, and merciless. Friendly creatures can pass unharmed, but intruders will find themselves ensnared, dragged, and sometimes left hanging in thorny knots until Maya or the forest itself decides their fate.​​​​​​​

Faction Landmarks

  • (None)

Dungeons

  • (None)
  • Region at Random: 2+D6 Dungeons. On 5-6, must include at least 1 Epic Level Dungeon

Political Scale / Structure / Economics

Alignment

  • Neutral

Population

  • Maya and a few guests.

  • Wildlife.

Structure

  • (None)

Markets

  • There are no markets or services available in Tanglewood.

Taverns/Social

  • There are no taverns or social gathering locations in Tanglewood.

Shrines/Other

  • (None)

Wealth / Income

  • (None)
  • Trade is unavailable, unless otherwise made available by the Lore Master.

Available Mounts / Travel Options

  • (None)

Health / Wellness

Status Effects

  • No additional Status Effects are applied to characters in the area.

Illness/Ailments

  • No additional Illnesses or ailments are applied to characters in the area.

Stat Modifiers (Environmental)

  • No additional stat modifiers related to the environment are applied to characters in the area.

Stat Modifiers (Spellcraft)

  • No additional stat modifiers related to Spellcraft are applied to characters in the area.

Related Characters

Maya, Brenwillow, Trini

Random Encounters

  • Maya Windriver, Shaman of Havokk
  • Brenwillow, the Guardian
  • Trini the Trainer
  • Black Cat
  • Nexxusite Wolf
  • Hunting Hawk
  • Clever Stoat
  • Golden Tamarin
  • Forest Chimera

Temple of the Sovereign Leaf

Perched atop the sun-baked cliffs of western mountains, the Temple of the Sovereign Leaf is a sanctuary of serenity and martial discipline. Unlike the icy peaks of northern ranges, these mountains are rugged desert formations, their ochre and sandstone cliffs streaked with veins of rare minerals. Winds whistle across the ridges, carrying a dry scent, and dust-swirled paths wind between jagged rock faces and sheltered alcoves where the temple’s buildings cling as if grown from the mountains themselves. The Temple acts as a bastion of unwavering neutrality in the face of opposition. Throughout time and since its foundation, Kuzuryu and the monks of the temple appear in times of conflict and turmoil, leading the helpless and innocent to safety or protecting them. Swearing no allegiance to any kingdom or nation, the Temple acts as a truly politically neutral force of good on Havokk.

 

The Temple was founded by Master Kuzuryu under the guidance of the Elder Dragonkind, charged with preserving Havokk from the encroaching corruption of the Void. Trusted to carry one of the legacies of the Elder Dragonkind, Kuzuryu was tasked with preserving the Dream Flake to sustain the Dragonkind. Central to the Temple’s teachings is the "Sovereign Leaf," a mystical herb created by the Elder Dragonkind that regenerates rapidly and confers heightened focus, reflexes, and spiritual attunement. Created by Kritikos and magically enhanced by Rhythmos, the ancient Dragonkind relied on this herb as a source of nutrition and focus for their abilities. Through its power, they unlock their ancestral lineage to the Elder Dragonkind and enhance their abilities and reflexes, allowing them to defend Havokk with the power of the ancients. Monks of the temple cultivate it in terraces and secret gardens, both as a sacred duty and a source of strength for their martial and magical practices.

 

The temple itself is composed of a series of interconnected courtyards, training halls, and meditation chambers, built of sun-bleached stone and polished wood. The architecture blends natural rock formations with simple but elegant construction, emphasizing harmony with the surrounding mountains. Water channels carry crystal-clear mountain spring water throughout the temple, irrigating the gardens and allowing meditation among flowing streams and lotus-filled ponds. Kuzuryu still inhabits the temple to train and guide others, though his main focus is working with Axel to master the secrets of the Dream Flake and their species.

Physical Location / Environment

Location Size

  • Full Territory: 6.44 km (4 Miles)

  • Inhabited Territory: 1.61 km (1 Miles)

Landscape Type

  • Mountainous

  • Canyons

  • Desert

  • Plains

Geographical Landmarks / Specific Locations

Geographical Landmarks

  • The Crimson Talon
    • A jagged sandstone formation near the temple, naturally carved into a tall, spire-like tower. Monks use the surrounding cliffs for climbing training, meditation, and reflection, claiming that the wind atop the spire carries whispers from the Elder Dragonkind themselves.
  • The Deserted Basin

    • A wide, open valley below the temple, dotted with hardy desert flora and scattered oases. Travelers often pause here for respite, though only the monks know the hidden paths that lead safely up the mountains without risk of falling or sandstorms.

Faction Landmarks

  • The Temple of the Sovereign Leaf is an independent organization.

Dungeons

  • Trial of the Sovereign Leaf

    • Adventurers called to the Temple of the Sovereign Leaf may undergo a ritualized challenge, a combination of physical, mental, and magical trials designed to test their unity, agility, and wisdom. Traversing the Crimson Talon, navigating the Deserted Basin under timed conditions, and retrieving a ceremonial sprig of the Dream Flake from a hidden terrace are all part of the journey. Along the way, illusory guardians, mystical traps, and shifting rock paths test both strategy and reflexes. The true test is facing off against the temple master while attempting to obtain the Dream Flake.

      • Recommended Dungeon statistics:
        • 4+1d4 rooms
        • 1 "Boss" or Epic encounter
        • EXP Value 7 rewards
        • Please see the Dungeon generator chart here for more variables.
  • Region at Random: 2+D6 Dungeons. On 5-6, must include at least 1 Epic Level Dungeon

Political Scale / Structure / Economics

Alignment

  • Neutral

Population

  • Roughly 100

Structure

  • The Temple of the Sovereign Leaf is controlled by Axel.

  • When Axel is not available or located at the temple, Master Kuzuryu is left in charge of the temple.

Markets

  • The Temple of the Sovreign Leaf does not have a market, but there are periodic traders and individualized sellers in the area.
  • All services are available.

Taverns/Social

  • The Echoing Courtyard
    • An open-air courtyard built within a natural rock hollow, where visitors can witness demonstrations of martial prowess or ceremonial rituals. The courtyard is also a tourist draw for those wishing to hear the humming resonance of the mountains, a natural acoustic effect that magnifies even soft chanting into ethereal tones.

Shrines/Other

  • Shrine of the Sovereign Leaf

    • A smaller sacred site within the temple, the shrine contains terraced gardens of the Dream Flake herb. Pilgrims and visitors who arrive in peace may meditate here and seek guidance from the monks. The shrine is adorned with carved reliefs of dragons and leaves, depicting the Elder Dragonkind blessing the mortal world.

Wealth / Income

  • Individuals carry local currencies (Gold)
  • Average Wealth (in gold): 50-125
  • Trade Common / Encouraged

Available Mounts / Travel Options

Commonly found Mounts

  • Biological Mounts

    • Horse

    • Giant Flying Creature

  • Mechanical Mounts

    • Nexxusite Skiff

Health / Wellness

Status Effects

  • No additional Status Effects are applied to characters in the area.

Illness/Ailments

  • No additional Illnesses or ailments are applied to characters in the area.

Stat Modifiers (Environmental)

  • Dragonkind characters get +1 to all Spirit, Empathy, and Vigor checks in the region. They get +3 if they have used Dream Flake within the last day instead.

Stat Modifiers (Spellcraft)

  • No additional stat modifiers related to Spellcraft are applied to characters in the area.

Related Characters

Axel, Master Kuzuryu

Random Encounters

  • Axel, Who Defies Chaos
  • Master Kuzuryu, Balanced Mentor
  • Loghan, the Pit Fighter
  • Knight Vanguard
  • Nexxusite Wolf

The One Tree

When Kritikos began creating life on Havokk, she knew that the beings she created would need homes and shelter to protect themselves from the elements. Kritikos created a great tree, and from it swelled life energy and growth. The energy exuding from the One Tree helped evolve and enhance the Squirks, stimulating and growing their active minds into the talented beings they are now. Calling the One Tree their home, the Squirks have protected and maintained it ever since. Towering over any other structure built on Havokk, the One Tree is the "home tree" of close to 25,000 Squirks. The strong branches and vastness of the tree's reach make it easy for these nimble creatures to not only live in the tree but also build structures around it and on it for their dwellings.

 

Standing at the heart of Havokk’s central plains, the One Tree is a living titan, its colossal trunk so wide that entire cities could fit within its girth. Its crown stretches so far into the sky that it seems to mingle with the clouds, casting shade for miles around and shaping its own ecosystem beneath. The bark is ridged like stone walls, forming natural terraces and alcoves, while its branches stretch outward like highways in the sky, many large enough to support structures and bustling marketplaces. Beneath the tree, its roots form a labyrinthine foundation of vast caverns, burrows, and tunnels used by the Squirks for storage, community halls, and hidden caches of acorns. The lifeblood sap of the tree is revered and carefully harvested in small amounts as a sacred elixir, while the natural drop of acorns is used for trade, food, and craft.

 

The greatest treasure, of course, is the once-in-a-century Sunstone Acorn produced by the three, a crystalline gem of incalculable value. Resembling a large crystalline acorn, these objects are sought after by the rich and elite for their magical properties and rare mineral deposits. The Squirks protect it fiercely until it is auctioned by the Brokers of the One Tree, their most powerful guild. There is a legend amongst the Squirks that in their hands, a special power can be drawn from the Sunstone Acorns, though none have owned one long enough to learn how. The Squirks have traditionally always bartered the stone for the wealth and resources they redistribute for the betterment of all Squirk kind.

 

The Squirks treat the One Tree not simply as a home but as a living partner. Their homes are woven platforms, hollowed knots, and vine-bridges that blend seamlessly with the natural form of the tree. Rather than carving or harming the bark, they construct around it; hollowing only naturally dead wood or using sap-hardened resin as mortar. They raise acorn-shaped huts suspended from branches, spiraling rope bridges that cross dizzying heights, and carved glider platforms where young Squirks practice leaping from bough to bough. The One Tree is not just a dwelling but a city, shrine, and fortress all at once. For the Squirks, it is the heart of their people, their connection to Kritikos, and their shield against the darkness of the Void. Outsiders who visit are often awed by the seamless balance of nature and civilization. Some covet the magical acorns for their power, while others see the Squirks’ way of life as a model of symbiosis and resilience.

Physical Location / Environment

Location Size

  • Full Territory: 37.01 km (23 Miles)

  • Inhabited Territory: 24.12 km (15 Miles)

Landscape Type

  • Forested

  • Jungles

Geographical Landmarks / Specific Locations

Geographical Landmarks

  • The Elder’s Perch
    • High in the canopy is a natural hollow where the wisest of the Squirks gather. It is a communal site for storytelling, teaching younglings, and preserving the oral history of Kritikos’ gift. Visitors rarely reach this height unless invited, but those who do find themselves overwhelmed by the sight of the horizon stretching across Havokk.
  • The Verdant Sea
    • Surrounding the base of the One Tree is a sprawling expanse of lush grassland and wildflower fields. Fed by the life energy radiating from the tree, this land is unnaturally fertile, its colors more vibrant than anywhere else in Havokk. Herds of docile beasts graze here, often regarded as sacred companions to the Squirks.

Faction Landmarks

  • The Brokers of the One Tree operate out of the One Tree.

Dungeons

  • Region at Random: 2+D6 Dungeons. On 5-6, must include at least 1 Epic Level Dungeon

Political Scale / Structure / Economics

Alignment

  • Neutral

Population

  • Roughly 25,000

Structure

  • The Brokers of the One Tree control the region.

  • The Brokers of the One Tree are controlled by a group of Squirk Elders.

Markets

  • The Burrow Market
    • A bustling bazaar nestled within the lower roots of the One Tree, where visitors can trade goods with the Squirks. Stalls are fashioned from woven reeds and bark, selling delicacies such as crystallized acorn sugar, vine-thread clothing, and artisan woodcrafts. Foreign adventurers are often seen here, bartering for the lesser “Moon Acorns,” a smaller, glowing seed believed to bring good luck.

Taverns/Social

  • The Nesting Tavern ("The Nut’s Rest")
    • A tavern perched on a great branch halfway up the tree, accessible by a winding staircase and vine-lifts. The Nut’s Rest is famous for its fermented acorn brew and hearty root stews. Its balcony overlooks the plains, offering a breathtaking view that has become one of the most popular stops for visiting adventurers and traders.
  • Hall of the Brokers
    • At the very heart of the trunk lies a carved-out council chamber of the Brokers of the One Tree, the Squirk guild responsible for trading Sunstone Acorns and maintaining their species’ and Havokk's economy. The hall glitters with past treasures: fragments of Sunstone Acorns, golden trade scripts, and artifacts brought by outsiders in exchange for the legendary gems. The Squirk Elders who control the Brokers meet here to discuss business or meet with guests.

Shrines/Other

  • Shrines to Kritikos (4+1d4 to randomize)

Wealth / Income

  • Individuals carry local currencies (Gold)
  • Average Wealth (in gold): 100-100,000
  • Trade Common / Encouraged

Available Mounts / Travel Options

Commonly found Mounts

  • Biological Mounts

    • All mount types are available.

  • Mechanical Mounts

    • All mount types are available.

Health / Wellness

Status Effects

  • No additional Status Effects are applied to characters in the area.

Illness/Ailments

  • No additional Illnesses or ailments are applied to characters in the area.

Stat Modifiers (Environmental)

  • Squirk characters get +1 to all Spirit, Empathy, and Vigor checks in the region. They get +3 if their check involves crafting, trading, or interacting with a device.

Stat Modifiers (Spellcraft)

  • No additional stat modifiers related to Spellcraft are applied to characters in the area.

Related Characters

Sam, Maya, Chiptooth, Singefur, Brenwillow

Random Encounters

  • Sam, Ingenious Financier
  • Maya Windriver, Shaman of Havokk
  • Chiptooth, Squirk Enforcer
  • Brenwillow, the Guardian
  • Singefur, Pyromancer
  • Trini the Trainer
  • Squirk Pickpocket
  • Vault Security

Thresher Reef

South of Havokk’s mainland, the Thresher Reef Archipelago juts from the sea like a set of jagged teeth. White-capped waves gnashing against stone ridges that resemble a predator’s jaw. The largest island is a towering shard of rock shaped like a broken molar that rises from the ocean in stark defiance of the tides. Its cliffs are sheer, its beaches scarce, and its waters churned by dangerous currents, making it nearly impossible to approach unnoticed. A massive port has been carved into the cliff base where Sharkmen warbands and raiding vessels slip in and out with uncanny stealth, their ships moored in hidden caverns. Massive harpoon-cannons guard the entrance, ready to impale anything foolish enough to approach uninvited.

 

The islands around the main “tooth” are smaller, spiked islets that form natural barriers. Shipwrecks litter their shallows, broken hulls impaled on coral spikes or wedged between rocks, left to rot as both warning and trophy. The reef itself is riddled with underwater tunnels and caverns, wide enough for whole warbands of Sharkmen to pass through unseen. Much of the island’s architecture is built directly into the rock as fortified cliffside dwellings, carved halls, and bone-and-metal structures that jut from the stone like broken spears. Firepits, signal braziers, and lookout posts dot the cliffs, visible for miles at night when the pirates celebrate their raids.


Mako’s Stronghold, known as "The Fanged Crown," rises from the jagged cliffs of the main island. The Fanged Crown is Mako the Pirate King’s seat of power; an impenetrable stronghold, sprawling fortress-complex carved directly into the living rock, reinforced with shipwreck timbers, iron plating, and the bones of leviathans. At night, firelight burns from the watch-spires, making the stronghold glow like the maw of a colossal predator. At the heart of the stronghold lies a vast cavern lined with coral-encrusted pillars and lit by braziers of green flame, where Mako holds court and challenges with his lieutenants and rivals. Mako’s throne rests atop the jaws of a slain kraken, its teeth serving as a grisly backdrop. Skulls, shark jaws, and treasures plundered from across Havokk decorate the hall.

 

The Fanged Crown is a manifestation of Sharkmen's dominance. Every wall, every hall, every brazier is designed to remind those within of their place in the food chain. To outsiders, it feels oppressive and alien: the air thick with brine, the stench of blood, the echoes of waves pounding through hollowed caverns. To Sharkmen, however, it is a sacred place where their strength and ferocity are honored, and where Mako’s reign as Pirate King is displayed without question.

Physical Location / Environment

Location Size

  • Full Territory: 27,36 km (17 Miles)

  • Inhabited Territory: 11.27 km (7 Miles)

Landscape Type

  • Island / Tropical

  • Jungles

  • Coastal / Seaside

  • Cave

  • Mountainous

Geographical Landmarks / Specific Locations

Geographical Landmarks

  • The Maw of Barbatos

    • Just west of the main island lies a massive whirlpool that churns endlessly, fed by the tidal flows and underground channels of the reef. To the Sharkmen, they claim this is the will of Barbatos, Elder Dragonkind of the sea, still swirling in defiance of her fall. Offerings of blood, bone, and coin are thrown into the vortex to appease her before long raids. Sailors know better than to steer near; even large vessels have been dragged under effortlessly.

  • The Jawbone Spires

    • North of the island rises a cluster of jagged rock formations shaped uncannily like the teeth of a colossal predator. The spires are natural watchtowers, and the Sharkmen have hollowed some into perch-forts equipped with braziers and harpoon launchers. At low tide, the spires reveal ancient spiral carvings and runes etched by the Sharkmen’s ancestors.

  • The Bleeding Shore

    • A narrow, red-tinted sandbar on the southern side of the main island. Here, Sharkmen perform sacrifices during storms, cutting themselves so their blood runs into the waves. The sand is permanently stained, leading to a superstitious belief that the island itself “hungers” for blood.

Faction Landmarks

  • The Fanged Crown is the headquarters of Mako's Pirate Hordes.

  • The Treasure Vaults

    • A labyrinth of sealed caverns, flooded chambers, and submerged pits beneath the throne hall. Treasures from centuries of piracy lie within: gold coins, enchanted relics, Nexxusite shards, and trophies of war. The vaults are guarded not only by Sharkmen but by sea beasts kept half-starved in water-filled trenches, trained to attack anyone without Mako’s mark. Some vaults are said to be cursed, filled with artifacts the Sharkmen dare not touch but will not throw away.

Dungeons

  • The Prison of Broken Tides (Epic Dungeon)

    • The most dreaded place on Thresher Reef is the Prison of Broken Tides, a dungeon carved into the belly of the main island. It is a place of captivity and cruelty: part holding pen, part arena, and part execution ground. Located in the lower caverns, the drowned cells are stone-hewn and partially submerged by the tide. Twice daily, when the ocean surges, the water rises chest-deep or higher, forcing prisoners to cling to bars above or possibly drown. Sharkmen guards delight in this “trial by tide,” often betting on which captives will survive longest. The Prison of Broken Tides is as much psychological torture as physical confinement. The crashing surf reverberates through the caverns, echoing like the roar of Barbatos, the Sharkmen’s sea-goddess. To outsiders, the sound is maddening; to Sharkmen, it is a hymn of dominance.

      • Recommended Dungeon statistics:

        • 30+3d6 rooms
        • 2-3 "Boss" or Epic encounter
        • EXP Value 4-8 rewards
        • Please see the Dungeon generator chart here for more variables.
  • Region at Random: 2+D6 Dungeons. On 5-6, must include at least 1 Epic Level Dungeon

Political Scale / Structure / Economics

Alignment

  • Chaotic

Population

  • Roughly 4,000

Structure

  • Thresher Reef is controlled by Mako the Pirate King and his pirate hordes.

  • Mako has several lieutenants and a large number of Sharkmen pirates who support him.

Markets

  • The Maw Exchange

    • Deep within the cliffside caverns lies the Maw Exchange, the closest thing to a marketplace allowed on Thresher Reef. Entry is by invitation only, often secured by bribes, favors, or surviving some brutal test. The Sharkmen tolerate outsiders here because Mako decrees it: the flow of contraband, cursed relics, and enchanted weaponry fuels his war machine. The Exchange itself is a hollowed-out cavern filled with jagged stone spires dripping water, lit by eerie green fire in iron cages. Dozens of stalls and pits sprawl across the cavern floor, manned by Sharkmen, smugglers, and desperate merchants who gamble their lives to deal with Mako’s crew.

Taverns/Social

  • The Gullet Tavern

    • The Gullet is the Reef’s most infamous drinking hall and a cavernous grotto carved into the cliffside, where the air reeks of salt, blood, and spiced grog. Its name comes from the massive whale’s throat-bone arch that frames the entrance, its ribbed walls glowing with phosphorescent algae. Inside, the tavern is both a den and a pit-fight arena, where Sharkmen gather to drink, gamble, and test their strength. Barrels of fermented kelp-wine and rum distilled from sea-fungus line the walls, poured into crude bone mugs. The furniture is scavenged shipwreck wood, most of it waterlogged and rotting, but held together by sharkhide lashings.

Shrines/Other

  • Shrines to Barbatos (4+1d4 to randomize)

Wealth / Income

  • Individuals carry local currencies (Gold)
  • Average Wealth (in gold): 500-10,000
  • Trade Restricted / Controlled

Available Mounts / Travel Options

Commonly found Mounts

  • Biological Mounts

    • All aquatic mount types available (Whale, Dolphin, Octopus, etc.)

  • Mechanical Mounts

    • Nexxusite Airship

    • Military Grade Nexxusite Airship

    • Common Boat / Ship

    • Military Grade Boat / Ship

Health / Wellness

Status Effects

  • No additional Status Effects are applied to characters in the area.

Illness/Ailments

  • No additional Illnesses or ailments are applied to characters in the area.

Stat Modifiers (Environmental)

  • Sharkmen characters +1 to all Empathy checks while in the region.

Stat Modifiers (Spellcraft)

  • No additional stat modifiers related to Spellcraft are applied to characters in the area.

Related Characters

Captain Shank, Grigor, Ivellios, Sam, Mako, Lockjaw

Random Encounters

  • Captain Shank, Dread Pirate

  • Lockjaw, Dread Jailer

  • Sharkmen Navigator

  • Sharkmen Pirate

  • Sharkmen Pup

  • Golden Tamarin

  • Nexxusite Wolf

Valorcrest

Hewn directly above granite peaks, Valorcrest rests atop an overlook in the northern reaches of Havokk. Its walls are thick enough to withstand the worst storms, its towers adorned with iron braziers that burn at all hours; a reminder that the Wrathi tribe’s vigilance never falters. Though weathered by centuries of bloodshed and siege, the stronghold stands firm, each crack in its battlements seen by the Wrathi not as weakness but as proof of their survival. Valorcrest rests atop the Skyfury Heights, a mountain ridge split by a roaring river that cuts deep into the land below. This river is said to carry the blood of their ancestors back into Havokk itself. It serves as both boundary and lifeline, dividing them from the colossal, jagged expanse of Drok Scurat’s Jaws, whose black peaks loom in the distance like a maw ready to consume the horizon.

 

Krul-Wrathi and the first of his barbarians trace their lineage to a group of Mortals who left Agnememnon in search of life outside of Spellcraft. Travelling north, these former Nelven believed that the power of Spellcraft alone would not be enough to defend them and their people. They created their first stronghold, Valorcrest, to train and raise a group of individuals who relied on their strength and cunning to protect themselves. As Mortals eventually came as a result of the Nelven exodus, a true champion from among them arose and united them, Krul-Wrathi.

 

Current Havokk and the Wrathi tribe answer to Valda; she leads the Wrathi tribespeople into conflict away from Valorcrest whenever possible, so they might eventually rebuild their home. Valda has worked tirelessly to protect the Wrathi people's homeland, but it wasn't until the arrival of Teras after Rhogar Oathbreaker wiped out his village south of Valorcrest that things truly began to change. Teras' fury and tenacity to combat the Chancellors of the Void have caused many to think that he is a reincarnation of Krul-Wrathi himself, arriving in time to stop the wave of darkness spearing across Havokk. Together, Valda and Teras are gradually returning Valorcrest to a permanent home for the Wrathi tribe.

 

The Great Gate of Wrath is a colossal portcullis reinforced with oak and iron, carved with reliefs of Krul-Wrathi battling against the dark emperor Raxxus. Beyond it lies the Warrior’s Court, an open yard where generations of Wrathi have trained under snow, rain, and burning sun; honing their bodies as both weapon and shield. At the heart of Valorcrest is the Hall of Perseverance, a vast chamber lined with banners from past victories. The Hall of Perseverance is where the Wrathi gather to honor their fallen and swear oaths upon ancestral blades to carry on the legacy of their people and their mission to protect those who cannot protect themselves.

 

Despite its grim past, Valorcrest is not a place of despair but of resolve. It is a fortress that embodies the Wrathi creed: strength earned through suffering, honor carried through action. Valorcrest represents survival against overwhelming odds. The Wrathi are not mindless berserkers but guardians who choose strength as their shield rather than as a weapon of tyranny. Their fortification, their lands, and even their haunted ruins all echo the same message: that every scar is proof of endurance, and that honor is forged in the fires of perseverance.

Physical Location / Environment

Location Size

  • Full Territory: 11.27 km (7 Miles)

  • Inhabited Territory: 4.83 km (3 Miles)

Landscape Type

  • Mountainous

  • Caves / Cliffs

  • River / Stream

  • Plains / Barrens

Geographical Landmarks / Specific Locations

Geographical Landmarks

  • The Stone of Oaths

    • A lone monolith standing on a plateau east of the stronghold. Warriors mark it with carved runes upon completing trials of endurance or vows of vengeance. The stone is said to hum faintly when conflict is near, as though resonating with the voices of ancestors who stood against their oppressors.

Faction Landmarks

  • Valorcrest is the capital of the Wrathi tribe and its territories.

  • The Wrathi tribe is an independent organization that often sides with the forces of Light and Chaos to combat the Void.

Dungeons

  • The Ruins of Tharrok's Pride

    • Nestled at the foot of the Shattered Steps lie the remains of a Wrathi settlement, the village where Teras’s kin once lived before Rhogar Oathbreaker’s onslaught. The charred timbers and collapsed walls are overgrown with creeping moss and frost, yet the land itself still feels heavy with grief. Beneath the ruins, old storage tunnels and half-collapsed wells twist into a maze of debris-filled passages. Survivors whisper that the spirits of the fallen linger here, their sorrow twisted into fury. Bandits and scavengers sometimes brave the ruins in search of relics, but most who linger too long claim to hear the screams of the Wrathi’s last stand echoing through the stones.

      • Recommended Dungeon statistics:

        • 4+2d4 rooms
        • 1 "Boss" or Epic encounter
        • EXP Value 3-7 rewards
        • Please see the Dungeon generator chart here for more variables.

  • Region at Random: 2+D6 Dungeons. On 5-6, must include at least 1 Epic Level Dungeon

Political Scale / Structure / Economics

Alignment

  • Neutral

Population

  • Roughly 1,400

Structure

  • Valorcrest is controlled by the Wrathi tribe. Valda is their Matriarch and leader.

Markets

  • Valorcrest has one centralized market open to non-dark traders, merchants, and sellers.

Taverns/Social

  • The Broken Horn Tavern

    • Carved directly into the mountainside and reinforced with timber beams blackened from years of hearthfire, the Broken Horn is the most popular tavern in Valorcrest. Its name comes from an antler trophy cracked in half during Krul-Wrathi’s legendary duel with a monstrous beast; the antler hangs above the bar as both warning and inspiration. Inside, the tavern is dim but warm, the scent of roasted game and strong barley-mead clinging to every stone. Shields and weapons of fallen heroes hang on the walls alongside antlers, pelts, and battle banners. Patrons share long tables rather than isolated seating, reinforcing the Wrathi belief that no one should ever drink alone.

  • The Circle of Honor
    • An open-air courtyard surrounded by stone pillars carved with the deeds of Wrathi champions past. The courtyard is always lit by braziers, no matter the season, so that the fires of Wrathi's perseverance are never extinguished. Here, the Wrathi gather not just for announcements or ceremonies, but for communal feasts, contests of strength, and sacred oaths. At the center is a circular stone platform where warriors test themselves in friendly duels, watched by kin and comrades. These bouts are as much about honor as they are skill; a duel is often followed by shared drink or song between combatants, proving that Wrathi strength is forged through unity, not enmity.

Shrines/Other

  • Shrines to Krul-Wrathi (4+1d4 to randomize)
  • Various Warrior Shrines / Shrines of glory and remembrance (4+1d4 to randomize)

Wealth / Income

  • Individuals carry local currencies (Gold)
  • Average Wealth (in gold): 500-1,000
  • Trade Common / Encouraged

Available Mounts / Travel Options

Commonly found Mounts

  • Biological Mounts

    • Horse

    • Bull / Oxen / Beast of Burden

    • Giant Creature (Bear, Fox, Mookaloo, Moose, Wolf)

  • Mechanical Mounts

    • Steam-Powered Cart / Vehicle

    • Nexxusite Skiff

Health / Wellness

Status Effects

  • No additional Status Effects are applied to characters in the area.

Illness/Ailments

  • No additional Illnesses or ailments are applied to characters in the area.

Stat Modifiers (Environmental)

  • No additional stat modifiers related to the Environment are applied to characters in the area.

Stat Modifiers (Spellcraft)

  • No additional stat modifiers related to Spellcraft are applied to characters in the area.

Related Characters

Teras, Rhogar, Valda

Random Encounters

  • Teras, Blade of the Wrathi Tribe
  • Rhogar Oathbreaker, the Fallen
  • Valda, Raider Matriarch
  • Wrathi Tribe
  • Knight Vanguard

(Image Coming Soon!)

The Void

The Void is a roiling nothingness that hungers to unmake everything it touches. It is both eternal and alien, older than the stars and yet never belonging to them. To speak of The Void is to speak of an absence in forms that mortal minds cannot endure. To those who have glimpsed it through dream, vision, or cursed ritual, The Void appears as a horizon without end, a black sea of churning nothing. Time itself falters within The Void. What was seconds may be centuries. What was once a person may become nothing at all, or worse, something else entirely. To step into it is to risk unraveling, body and soul, into fragments of eternal silence.

 

The Void is not content to remain separate. Through cracks in reality, its essence leaks into Havokk, warping the land, reshaping flesh, and gnawing at minds.  It is through such rifts in reality that beings such as Aribus can enter Havokk, each a living echo of the Void given form. Where they walk, the veil between life and uncreation grows thinner. Of what little is known about the Void itself, Aribus and Zhakul have recorded into a series of "Void Tomes" littered throughout Havokk. The Void Tomes, left scattered like seeds of corruption, pulse with an alien power drawing mortals into madness, servitude, or dominion. Each one is a fragment of the Void’s essence made tangible, left behind intentionally to spread its power and influence.

 

Void energy is not magic as mortals know it. It does not create or heal; it consumes and unravels. To wield it is to burn your own essence as fuel, each casting unmaking a little more of what you are. Mortals who attempted to master the Void and who are not strong enough are returned as husks: bodies still breathing, eyes blackened, their souls already devoured.

 

What makes the Void terrifying is not simply its destructive power but its inevitability. Fire can be quenched, armies defeated, even deities can be slain... but the Void cannot be bargained with, cannot be reasoned with. It does not want conquest or dominion. It simply is. And in the end, all things collapse into it. In some places, to even speak the name of The Void aloud in Havokk is taboo in many cultures. Sharkmen Scholars call it "The Black Between". Nelven priests veil their eyes when teaching of it, for fear that even gazing too long upon its sigils invites it closer. The Wrathi say that strength and honor can defy any enemy, but even they whisper that the Void is a foe no blade can slay.

Physical Location / Environment

Location Size

  • Full Territory: Unknown

  • Inhabited Territory: Unknown

Landscape Type

  • Void

Geographical Landmarks / Specific Locations

Geographical Landmarks

  • The Void is not a place where most individuals can visit. Included below are geographical landmark signs that the Void has affected Havokk in that region.

    • The "Bleached Forest"

      • Once vibrant woodlands, they now stand as a petrified graveyard of trees, their bark leached white and their leaves withered to ash. No birds sing, no insects stir. Those who linger hear faint whispers echoing from the hollow trunks, not voices, but the memory of voices long unmade.

    • The "Hollowing Mire"

      • A once-fertile marsh, now a bog of oily black water that swallows light without reflection. Where the swamp bubbles, bursts of colorless mist rise and drift, but instead of dissipating, the mist absorbs nearby hues, leaving the world momentarily gray. Fish and amphibians that once thrived here now emerge grotesquely twisted: eyeless, jawless, or with bodies warped into unrecognizable forms. At the mire’s center lies a stagnant pool that glows faintly with violet fractures, a wound through which the Void’s essence seeps. Approaching it is said to drain the warmth from your bones and the names from your memory.

    • The "Silenced Bluffs"

      • Jagged cliffs of blackened stone, as though burned by a fire that left no ash. The air here carries no sound: no echo, no wind, not even the strike of steel against stone. Travelers find their voices fall flat in their throats, the words dissolving into nothingness. Over time, the absence of sound gnaws at the mind, leaving some mute long after they’ve left.

    • The "Withering River"

      • This river once provided lifeblood to nearby villages, but now its waters run thin and gray, stripping vitality from anything it touches. Fields irrigated by it yield crops that rot in days, and fishermen who cast nets pull up creatures made of bone and tar. The water itself tastes of nothing, leaving the tongue numb. Some say the river no longer leads to the sea, but instead drains into a tear in reality beneath the waves.

Faction Landmarks

  • The Void is the main faction landmark for all Chancellors of the Void affiliates.

  • The Void is the main faction landmark for most Dark characters, in general.

Dungeons

  • Ashram, the Shattered Convent (Epic Dungeon)

    • Long ago, a mountain monastery in the Alatrie Highlands served as a sanctuary of healing and prayer, where monks of Uutu tended the sick and preserved the knowledge of the region. When a hidden Void Tome was smuggled into its library, the teachings slowly poisoned the abbots’ minds, twisting their devotion into fanatical delusions. Now the shattered convent is a Void-tainted ruin. Its once-proud halls are overgrown with dark veins that pulse with black ichor. Stained-glass windows broken out and replaced with fleshy membranes, depicting saints whose faces are warped into eyeless voids. Chanting can still be heard in the lower catacombs, coming from twisted shades of the fallen monks who roam the halls, chanting in voices that rob intruders of memory and willpower. A growing rift pulses in the old reliquary, its presence cracking the marble floors like veins of darkness spreading outward. The rift acts as a living heart, pumping Void energy into the convent, causing further corruption.

      • Recommended Dungeon statistics:

        • 32+2d12 rooms
        • 6-8 "Boss" or Epic encounters
        • EXP Value 5-9 rewards
        • Please see the Dungeon generator chart here for more variables.
  • Region at Random: 2+D6 Dungeons. On 5-6, must include at least 1 Epic Level Dungeon

Political Scale / Structure / Economics

Alignment

  • Dark

Population

  • Unknown

Structure

  • Each instance of The Void is tied to a primordial being of darkness. Havokk's Void is connected to Zhakul.

  • The Void of Havokk is currently controlled by Aribus.

Markets

  • There are no markets in The Void.

Taverns/Social

  • There are no taverns or social gathering locations within The Void.

Shrines/Other

  • There are no known shrines found within The Void.

Wealth / Income

  • There are no currencies or valuable resources available to be traded from or to The Void.

Available Mounts / Travel Options

  • (None)

Health / Wellness

Status Effects

  • No additional Status Effects are applied to characters in the area.

Illness/Ailments

  • No additional Illnesses or ailments are applied to characters in the area.

Stat Modifiers (Environmental)

  • No additional stat modifiers related to the Environment are applied to characters in the area.

Stat Modifiers (Spellcraft)

  • No additional stat modifiers related to Spellcraft are applied to characters in the area.

Related Characters

Aribus, Zhakul, Rhogar, Xanathia, Vo Raxxus, Baron Vhall, Rhazul

Random Encounters

  • Zhakul, Avatar of Pain

  • Rhogar Oathbreaker, the Fallen

  • Xanathia, Bane of the Living

  • Vo Raxxus, Scourge of Havokk

  • Baron Vhall, the Maddened Mind

  • Rhazul, Pestilence Heralds

  • Aribus's Seeker

  • Mindless Dead

  • Spite Elemental

Willow's Bend

Willow’s Bend is a haven for those who seek peace away from Havokk’s turmoil. The village is small, fewer than a hundred souls call it home, and thrives on a philosophy of simplicity, family, and harmony with the land. A winding brook curls through the settlement, its banks lined with the graceful willow trees that gave the village its name. Their sweeping branches form natural archways of shade where children play, travelers rest, and neighbors gather to share stories. A charming wooden bridge spans the village brook, couples carve initials into its railing, and children skip stones beneath it. Travelers often pause here, for the view of the willows reflecting on the water at dawn or dusk is among the most peaceful in Havokk. Willow's Bend is the home of Danika, and from this small community comes a farming community built on simple living.

 

The houses of Willow’s Bend are humble but lovingly maintained: timber cottages with thatched roofs, gardens overflowing with herbs, vegetables, and wildflowers. The air always carries the earthy scents of tilled soil, fresh bread, and woodsmoke. Life here moves slowly, guided by the rhythms of the seasons, and the people are proud of their deliberate choice to remain small, avoiding the entanglements of larger cities and the dangers of Havokk’s warring factions. The "Parish Green" is a grassy, willow-ringed clearing at the center of the village where festivals, marriages, and seasonal celebrations are held. Lanterns are often strung from the trees during events, giving the space an enchanting glow.

 

Other local favorites include "Danika’s Garden", though modest in size, which belongs to Danika’s family, and the plot has become something of a local pride: terraced rows of vegetables, herbs, and medicinal plants carefully cultivated over generations. For travelers who stop in Willow’s Bend, a cup of tea brewed from herbs grown here is considered both a welcome and a blessing. In the greater scheme of Havokk, Willow’s Bend is but a small dot on the map, but to those who live there or who find refuge within its peaceful boundaries, it is proof that a simpler, quieter life still holds strength, even amidst chaos.

Physical Location / Environment

Location Size

  • Full Territory: 2.41 km (1.5 Miles)

  • Inhabited Territory: 0.80 km (0.5 Miles)

Landscape Type

  • Plains / Meadows

  • Forested

  • Village

Geographical Landmarks / Specific Locations

Geographical Landmarks

  • The Silverbrook

    • A narrow but sparkling river that winds past the village, its waters clear enough to see fish darting through. Locals say the brook was blessed by Kritikos, and its waters never run foul.

  • The Warden’s Willow

    • The oldest and largest willow tree in the valley stands at the village’s edge. Its trunk is thick enough that ten villagers, hand-to-hand, cannot encircle it. Believed to be nearly as old as Havokk’s earliest settlements, it is considered a guardian of the people here, and offerings of flowers or ribbons are often tied to its branches.

Faction Landmarks

  • (None)

Dungeons

  • None specifically associated with Willow's Bend.
  • Region at Random: 2+D6 Dungeons. On 5-6, must include at least 1 Epic Level Dungeon

Political Scale / Structure / Economics

Alignment

  • Light and Neutral

Population

  • Roughly 100

Structure

  • Willow's Bend is controlled by a local group of Elders. Their leader is Brother Maynard.

Markets

  • There is one marketplace in the village.

Taverns/Social

  • The Willow Hearth Tavern

    • The village’s one true public house, doubling as an inn for the rare traveler who finds their way here. Known for its honey mead and warm stews, the tavern is as much a community hearth as it is a business. On evenings, farmers and families gather here to share music, stories, and dances.

Shrines/Other

  • Shrines to "the Matron" (4+1d4 to randomize)

Wealth / Income

  • Individuals carry local currencies (Gold)
  • Average Wealth (in gold): 10-500
  • Trade Common / Encouraged

Available Mounts / Travel Options

Commonly found Mounts

  • Biological Mounts

    • Horse

    • Bull / Oxen / Beast of Burden

  • Mechanical Mounts

    • ​​​​​​​Nexxusite Skiff

Health / Wellness

Status Effects

  • No additional Status Effects are applied to characters in the area.

Illness/Ailments

  • No additional Illnesses or ailments are applied to characters in the area.

Stat Modifiers (Environmental)

  • No additional stat modifiers related to the Environment are applied to characters in the area.

Stat Modifiers (Spellcraft)

  • No additional stat modifiers related to Spellcraft are applied to characters in the area.

Related Characters

Random Encounters

  • Danika, Lylath's Chosen Archon
  • Athinea, the Gleam of Battle
  • Oriella the Resonator
  • Knight Vanguard
  • Mookaloo

The realm known as Havokk is vast, and upon this expansive series of land masses and islands are the locations where these chapters of the game take place. Havokk's other regions and the remainder of the planetary sphere's map will be included in future game content expansions.

Using the Cards

Included in this section are the rules and descriptions associated with card-related elements and using the game cards themselves. Characters, Events, Items, Skills, Spellcraft are covered in more detail, and the rules corresponding to them.

 

Expanding your Realm

Included in this section are the resources related to non-card game elements, such as the Player leveling system, Alignments & Factions, Movement, and other related items.

 

Lore Master Rules

Included in this section are the resources available to Lore Masters, expectations for their rule, and recommendations on running Campaign Format adventures.