Elganath – Sky People

Want to try a new race in DnD? Elganath can serve either as a standalone race or as a subrace to your favorite race. It also has its own crafts and special feat unique to it. Check it out and let me know your thoughts!

Whatcha think that is boss? - Deck Hand
I don't know maybe it is just a small stain on my scope - Captain
Here let me at it I'll get it spic and clean for ya - Deck Hand
I don't think that will be necessary - Captain
* A large creature swoops down from the skies shadowing over the ship *

Introduction (If you can count to three skip)

The Elganath is a race that I have created to give some variation to the normal races that show up in the world of D&D. The Elganath might seem very similar to other races you have heard of and really are general enough to be applied as a sub race. For this bit, I will use them as a sub race of Dwarves, however I have given it to Elves since it worked better in a campaign I ran. Anywho, below you will find more information and what you get for playing them.


During the 156th year of Aldarria there was a great famine and a grave Warlock by the name of Geai rose from the depths to try to raise an undead army. The Aldarrians and the Consumerates were at peace with one another during this time and banded together to hold him back – but he was too strong for their shared efforts. He enslaved the world for over 15 years, forcing people to build him towers and monuments. During this time, a group of Dwarves lead by a brave Dwarf named Elga fled to the skies so they could escape his tyranny and find peace away from him. They crafted magnificent ships that sailed not the seas, but the air, and on board they loaded up a couple thousand Dwarves each. The total that made the escape was 22,000. Elga lead them through the skies which had many layers of clouds and were hard to fare. While they were sailing, they spotted in the distance a large mass of land that appeared to be floating. Elga’s ship went towards it and docked, looking to find any signs of life. There were none but they did find something of interest. They found an unknown material. It was magical, but smithable. They named it Eekmaleh. It was a material that bound to Elga and when it did, he began to understand many things. He learned how to harvest and smith it. The process of making Eekmaleh involved resting his mind and spirit for multiple hours, then the material would manifest almost from thin air. It was a smooth, weightless substance that he poured into a nearby bottle. He experimented with it for many months and realized that he was able to forge it into a strong magical metal that was much stronger than any they had seen before. The material had the ability to form into any shape and keep strength, which gave them endless possibilities for crafting. Elga created a settlement right there in the sky and he named it Elganath. He realized that he was able to pass his ability to conjure Eekmaleh to others and teach them how to manifest it. They felt they had found their Eden and they created a great city with many strongholds. Over the years, they crafted magical sentinals which protected them from anything that might try to attack them. However, nothing ever came to ruin their livelihood. Soon they forgot about the troubles and names of the lands below and lived prosperous lives within the land of Elganath. Unfortunately, prosperity cannot last forever and every story has their villians. Eventually people began to create problems within their community and crime lords rose up – despite the unnatural wealth that everyone enjoyed. Those who were found to have broken the law of Elganath were exiled. Since they live amongst the clouds they would shoot exiles down below to the lands. If they survived, they became legendary heroes possessing a great power. But their downfall is that they could never teach others how to weild the resource because of a curse on their lips that only allowed for them to produce Eekmaleh.

Elganath Traits

Your Elganath character will have many natural abilities common among Dwarves, but also will have a special resilience that has been acquired from years of being in the skies.
Ability Score Increases: +1 Charisma, +1 Dexterity
Age: Eekmaleh seems to have helped them to live much longer lifespans and they have become almost immortal although they are not undying. It is unsure how long they can live, but it seems as though they have at least made it to 500 years thus far
Speed: 25 feet
Magical Vision: Eekmaleh runs through your veins and you are able to see for 40 feet in the dark as well as through magical darkness, but unlike Truesight you are unable to detect everything else.
Magic Senses: You have proficiency in Arcana skill.
Knowledge of Eekmaleh: You have been taught how to craft, produce, use Eekmaleh, wield and wear Eekmaleh enhanced and crafted equipment (IE anything that has been upgraded or crafted using Eekmaleh is useless to anyone who can’t use Eekmaleh. If it was an upgrade, the upgrade does nothing if it was crafted – it does either 1d4 damage or grants the user 10 ac)
Tool Proficiency: You are proficient with smith tools
Produce Eekmaleh: You have the ability to produce Eekmaleh. Refer to the production table below for how much Eekmaleh you can produce in a time block. You must also have equal to or more than 3/4 of your max hp. You must have smith tools and something to hold the Eekmaleh within (bottles or bags) During the meditation state of Eekmaleh, you are highly volatile and if something interrupts you Eekmaleh will explode from you and your body causing a 30 foot sphere explosion centering on you. Anything within the explosion radius will suffer 2d12 force damage, this can be halved by a dexterity save.
Teach Eekmaleh: When you reach level 15 you will have mastered the ability to produce and craft Eekmaleh and you will be able to teach others (unless you were exiled). The time to teach someone how to craft Eekmaleh takes 6 months of apprenticeship.

Eekmaleh Production Table

LevelProduction QuantityTime to Produce Quantity
110 (Sheels)8hr
220 (Sheels)8hr
330 (Sheels)8hr
440 (Sheels)8hr
560 (Sheels)6hr
680 (Sheels)6hr
7100 (Sheels)6hr
8120 (Sheels)6hr
9160 (Sheels)4hr
10200 (Sheels)4hr
11240 (Sheels)4hr
12280 (Sheels)4hr
13360 (Sheels)2hr
14440 (Sheels)2hr
15520 (Sheels)2hr
16600 (Sheels)2hr
17760 (Sheels)1hr
18920 (Sheels)1hr
191000 (Sheels)1/2hr
20+InfiniteOn Demand
1 Sheel = 6 cubic inches of space (weightless) ie 10 Sheels is roughly 1 liter

Eekmaleh Crafting Tables


Require LevelProduction CostNameDamageWeightProperties
140 SheelBlaster1d85 lbMagic Item,Two-handed, Upgradable, Ammunition (range 25/100 ft.), Minimum range 15 ft (can’t make attacks if too close), Loadable (10 ammo per magazine), Force Damage
120 SheelPistol1d62 lbMagic Item,Light, Upgradable, Ammunition (range 15/60 ft.), No disadvantage for using in close quarters combat, Loadable (15 ammo per magazine), Force Damage
560 SheelShotgun3d47 lbMagic Item,Two-handed, Upgradable, Ammunition (range 45ft. Cone), Disadvantage for using in close quarters combat (5 ft.), Loadable (6 ammo per magazine), Force Damage
5120 SheelBlaster 21d125 lbMagic Item, Two-handed, Upgradable, Ammunition (range 25/100 ft.), Minimum range 15 ft (can’t make attacks if too close), Loadable (10 ammo per magazine), Force Damage
545 SheelPistol 21d6+1d42 lbMagic Item, Light, Upgradable, Ammunition (range 15/60 ft.), No disadvantage for using in close quarters combat, Loadable (15 ammo per magazine), Force Damage
5100 SheelUpgrade non Eekmaleh Weapon(Current Damage) + 1d6(its weight)Magic Item, Force Damage
9180 SheelShotgun 26d4Magic Item, Two-handed, Upgradable, Ammunition (range 45ft. Cone), Disadvantage for using in close quarters combat (5 ft.), Loadable (6 ammo per magazine), Force Damage
920 SheelGrenade4d62 lbThrown (30/60 ft.), Upgradable, Force Damage
940 SheelMine3d85 lbTrap, Sphere (30 ft.), Upgradable, Force damage
13400 SheelEekmaleh Launcher2d2017 lbMagic Item, Two-handed, Heavy, Upgradable, Ammunition (range 0/100ft. on contact 15 ft sphere explosion), Minimum range 30 ft (can’t make attacks if too close), Loadable (1 ammo per magazine), Force Damage
13370 SheelBlaster 32d12 + 1d65 lbMagic Item,Two-handed, Upgradable, Ammunition (range 50/100 ft.), Minimum range 15 ft (can’t make attacks if too close), Loadable (10 ammo per magazine), Force Damage
13260 SheelPistol 34d62 lbMagic Item,Light, Upgradable, Ammunition (range 30/80 ft.), No disadvantage for using in close quarters combat, Loadable (15 ammo per magazine), Force Damage
171000 SheelEekmaleh Launcher 23d2017 lbMagic Item, Two-handed, Heavy, Upgradable, Ammunition (range 0/100ft. on contact 15 ft sphere explosion), Minimum range 30 ft (can’t make attacks if too close), Loadable (1 ammo per magazine), Force Damage
17750 SheelHeax Shotgun8d4+4d1210 lbMagic Item, Two-handed, Ammunition (range 45ft. Cone), Disadvantage for using in close quarters combat (5 ft.), Loadable (6 ammo per magazine), Force Damage
1760 SheelGrenade 23d12+1d62 lbThrown (30/60 ft.), Force Damage
17100 SheelMine 22d12+1d8+1d106 lbTrap, Sphere (30 ft.), Force damage
201500 SheelGeai Blaster6d127 lbMagic Item, Two-handed, Ammunition (range 50/100 ft.), Minimum range 15 ft (can’t make attacks if too close), Loadable (10 ammo per magazine), Force Damage
201000 SheelElga Pistol5d83 lbMagic Item, Light, Ammunition (range 30/80 ft.), No disadvantage for using in close quarters combat, Loadable (15 ammo per magazine), Force Damage
202500 SheelDreg Launcher5d2020 lbMagic Item, Two-handed, Heavy, Ammunition (range 0/100ft. on contact 15 ft sphere explosion), Minimum range 30 ft (can’t make attacks if too close), Loadable (1 ammo per magazine), Force Damage


LevelProduction CostArmorACStrengthStealthWeight
5125 SheelsUpgrade Armor+ 2
9200 SheelsEekmaleh Armor (Medium)14 + Dex Modifier20 lb
17700 SheelsEekmaleh Armor 2 (Medium)14 + Dex Modifier + Charisma Modifier20 lb


Production CostName
1 SheelPistol Bullet
4 SheelsBlaster Bullet
8 SheelsShotgun Shell
80 SheelsLauncher Missile


So now that we are here what should we do - Farmer
We should scout out and make sure that there is nothing that will harm us - Elga
Cool you do that I'll stare at this dirt until I can figure out something better to do - Farmer
I knew I brought the most worthy people on this journey - Elga

Glad you could make it. I will probably update this article as I see things work and not work. I will also try to add more content and eventually hope to publish a collection of these works down the road that will be balanced and usable by the mass. Let me know in the comments or social media things that were awesome and worked and things that did not work out so well.

Aldarria’s Handbook

Wanting to learn the ins and outs of being a player within Aldarria? Start here!

What are you - Shivering Dwarf
I am the darkness that you hate,
I am the fire you seek, 
I am the death that meets you - Hideous Monstrosity

Introduction (skip me for free GP)

So you know about the lands. Now you want to make a character. You pull out your trusty 5e books from Wizards of the Coast and begin to work. You feel good about your Tiefling Sorcerer, you even have them worship RHA. You walk into town, fail your first disguise check, and find yourself being burned at the stake. Not my fault you didn’t read this article or introduction. Moral of the story is that certain races are going to be hated.


Nice to meet you - Adventurer
Nice to meet you - Half Orc disguised as an Elf (poorly)
What brings ye around these parts - Adventurer
The fine dining - Half Orc

Here is a quick overview of the not-going-to-get-killed in a town races:

  • Dwarf – The master race
  • Human – The most race
  • Elf – The pretty boy race
  • Half-Elf – The hated race because you’re half the majority and half pretty
  • Halfing – The half race (hobo and a rabbit)
  • Gnome – the race that no one plays

Why the restrictions? Good question. You could ignore this and run your own campaign, using all the races and I’d never know or acknowledge it. So yes you can do that if you please. As to why I think the restrictions fit my world, it is because it helps to build upon and to restrict things. It was easier for me as a new DM to handle that which I already knew rather than have to know and understand all the lore of D&D specific races. Honestly most of the races (other than Human) are not seen as often and this helps the DM be able to quickly whip up NPCs. However, it also makes for interesting tales when a Dwarf, Elf, and Human save the whole world. It helps to give uniqueness and make you feel more unique when you play a less seen race. Although they are less seen, they are welcome and accepted in the community. In fact, they often are near many human settlements and do trade with them.

The races below require your character to either disguise themselves when in public or face some consequences. These races are either hardly found or not trusted, so they will tend to be burned at the stake or hunted down. (Might be a fun campaign if everyone plays a group of these races trying to liberate the name for their race and bring peace.):

  • Tiefling – they are demon spawn by definition and many demons have come and caused ruckus within Aldarria so you will probably be burned at the stake
  • Dragonborn – The legends of Dragons include death and destruction. Anything that managed to mate with that must be associated with death and destruction
  • Half – Orc / Orc / Goblin etc – usually you are raiding the lands

Now I get there are many other races, and they have a place. Even the Dragonborn and Tiefling do. Ask your DM, and if they don’t care I don’t care, it’s not my campaign. This is just a framework from my mind to help you and the DM have an enjoyable experience.


So you want to go around as a Sorcerer or a Warlock bringing the dead to life and causing a ruckus huh? Well there are stakes ready for you. If you read my lands guide you would know that there are only a couple of towns that teach magic. Few master it, and most are employed by the military. These are your Wizards. Anyone who decided to get a little frisky with their magic probably is delving into the dark arts and wishes to do harm to the world. Go on ahead slay the king of Aldarria, but when 200 well trained soldiers hunt you down and kill you don’t be surprised. So let’s talk run of the mill classes that most people won’t bat an eye towards:

  • Fighter – You probably are part of the military
  • Barbarian – You are a savage person who likes to kill maybe?
  • Bard – who doesn’t love music?
  • Monk – peaceful and can follow the religions to their pleasing
  • Paladin – they will be restricted to the religion of Jirah
  • Clerics – they will be restricted to the religion of Jirah too
  • Rogue – You steal from people or you help people using sneak and cunning
  • Ranger – You shoot things. Yay!

These are less common, but won’t get burned at the stake:

  • Sorcerer – Sorcerers are interesting seeing how they are very similar to Wizards. I wonder if WotC could have just made the Sorcerers Wizards, adding more subclasses. You can be evil and worship RHA, or you could be good and work for the military
  • Druid – These are mystics and are seen usually as hermits. Honestly I didn’t write in any Druid circles specifically. I tended to view them as not involved in the major civilizations
  • Wizard – These are heavily employed by the military and seek to become like the Four Great Wizards of Old
  • Artificer – You can bring this in if you have the books for it and if you wish to add in a more steampunk feel to some of the magical towns of Aldarria

The forsaken class:

  • Warlock – You are literally consorting with the devils in a sense to get power. So yes you will probably be burned at the stake


I personally did not add any backgrounds. I rarely tend to use them in my campaigns and I think WotC has done a fantastic job providing many backgrounds that would make sense. I think you should use one of those and follow the other character creation steps that you find in the Player Handbook.


Here we shall sacrifice to RHA the unsuspecting fools who ventured into our midsts - Cultist Leader
Yeeeaahhhhh!!! - Cultists
Have you thought about not doing that? - Charming Adventurer
Well now that you mention it no - Confused Cultist Leader
So why don't you untie us and let us go on our way - Charming Adventurer
Well I guess you are too charming to die today. Next time bring me an uglier person to sacrifice - Cultist Leader

Alright so let’s be real either you love religion in games or you hate it. Now I’ll be straight up – I don’t feel comfortable writing up some deities that I don’t believe in. I do believe in the LORD, so you might see some similarities to my beliefs in this religion section. These are just supplemental materials to help you. If you are appalled by my system, use WotC system or make your own. However this is the system that I have chosen to use:

  • RHA – A cult that worships a demon and has tried to bring it from the pits of hell multiple times
  • Haero – This is the worship of self balance. People who follow Haero try to balance mind and body to overcome that which they are faced with
  • Gemoni – These people find hope in idols and other crafted materials. They believe that their works will set them free from their problems in the World.
  • Jirah – This is broken out into multiple sects, some are more religious than others. Some say they believe, but find themselves wavering to the regiment. This is the only religion to worship one God and he has visited the people of Aldarria and sent his Celestial beings to aid them countless times. Also his armies subdued RHA during the summoning incident in the year 367

Change them or use them, once again I will not really know what you do in your campaign. I am just creating a framework that you can use.


Alright so now you know how the various peoples and beings interact within the world of Aldarria. This is a great starting point for you to be able to create campaigns and use my world within them. Stay tuned as I continue to add in more content and expand on the world of Aldarria. As always, let me know in the comments or on social media some stories from Aldarria that you created.

The Lands of Aldarria

Wanting to explore the lands of Aldarria, but don’t know exactly where you are? Here are a map and a quick synopsis of the land.

Well good thing we took care of the cult of RHA - Legendary Adventurer
We are back and ready to bring back RHA again - RHA Cultists
Why won't you just die - Legendary Adventurer


So you want to make a campaign in my magical world of Aldarria huh? Well here are all of the lands of Aldarria and brief descriptions explaining them, as well as some notable people or history that is involved with these lands. In regards to distances, I do not care to go into extreme details about how far away place A is from place B. Instead I might say 60 miles every so often, but if you make it 120 miles or 20 miles I don’t care I am just throwing out arbitrary numbers anyways. Plus as I said in my How to Dungeons and Dragons post, no one even cares about distance anyways in a fantasy game.

The Lands

First and foremost here is the map of Aldarria:

Let’s do a running breakdown of every city and location and a little bit about them, shall we? 🙂


The main city in the country. It was taken over by RHA in the year 367. Its main feature is a big clock tower in the center of town and it hosts the Aldarrian guard and army. They are well trained and are tasked with protecting the lands from monsters, criminals, and other bad things to come.

Aldarrian River

This is the second biggest water source for Aldarria and it runs from north to south. It is a heavily guarded resource by the Aldarrian empire and their crown jewel so to speak. The river is many miles wide and they do not know where it starts or where it ends.


The only port city in all of Aldarria. There are not many merchant ships that reside here. The few that do are heavily guarded with an armada of troops at their helm to protect them when they go out to sea. The city is quite wealthy with the majority of its populace being upper-class citizens who made their wealth in foreign lands. Although none of them can remember the lands they visited.


The opposing force of the Aldarrian empire. They have been in opposition and assault since the very beginning. The Consumerates speak badly of the Aldarrians and the Aldarrians speak poorly of the Consumerates. This causes many conflicts and distrust. They both are always fighting for control over the Aldarrian river.

Dreary Mountains

These are mountains hosted by Dwarf warriors who go to war with various races every couple of centuries. They are strong and wealthy, due to their warfare. When they are not at war, they hunker down and supply the other nations with arms and other trinkets.

Dreary Woods

These woods surround the Dreary Mountains and are well known by the Dwarves. The young Dwarfs are sent to these woods when they become of age to prove themselves. They have to live under the starlight for 30 days with just a stick and one skin of water. They must figure out how to survive the harsh conditions and bring back the head from a forest animal. They use this to knit a cloak that they wear as a badge of honor.


This is the farmland to the south of Melford and the east of Aldarria. This farmland has grown to more wealth than Melford due to the lack of hostile territory surrounding it. It is the primary farmland of Aldarria but is also growing and gaining fame among nobles and merchants. Many great crafts and wares come out of Eilsbourgh.

Forest of Ezmoc

The Forest of Ezmoc surrounds Vae. The Forest of Ezmoc meets up with the Uncharted Regions to the south. These forests are well known for their creator Ezmoc the cunning. Ezmoc was a cunning Wizard who lived centuries ago and protected the lands of Aldarria. After his tragic disappearance, the Southern Uncharted Regions grew wild and fierce and it is believed that he crafted a spell to protect the lands of Aldarria from it.


The farm village of Fueph is north of Consumerate and is one of their main supplements of food and resources. Not as wealthy as their southern counterpart Jkolki, they find themselves providing strong and valiant warriors who have served in many of the wars. They are well known as heroes and men of valor, coming back with many victories. After their career of war, they tend to settle down and take care of the land, cultivating it to the best of their ability.

Gael’s Forest

Gael’s Forest spreads across the Aldarrian River and is known by many for its untamed nature. Although it is only 60 miles from the capital of Aldarria and Veede, it has a notorious reputation for being the spawn of the vilest creatures. It also has been known to house some Elves, Orcs, and Goblins, although most of them seem to wander in packs than in tribes. The forest is named after the great mage of the Western Regions, Gael. She was the protector of the Western Regions of Aldarria and she vanished after the Old Age.

Gloom Forest

A magical forest to the south of Consumerate, it is home for many wood Elves. They tend to stay away from the affairs of Humans, seldom coming out. Usually only exiles go through the lands of Aldarria. They live in the center of the forest and have many spells in place to leave them in peace and secrecy. Although it borders with the Southern Unknown Regions, few adventurers live in the area due to the volatility of the elves and the Unknown Regions.


The town of Haelford is just north of Gael’s Forest on the eastern side of the Aldarrian River. It is well known for its gems and magical wares. Mostly mages and folk who wish to learn the arcane arts live here. Due to the closeness to Gael’s Forest, those who fail to master the arcane arts fast enough are taken by the dangerous forces of the forest; never to be seen again. Those who do learn the arcane arts tend to subdue the forces from the capital of Aldarria, however, due to the carnivorous nature of the forest many go mad and wreak havoc across the lands.

Highlands of Aztor

These lands are well known for the Aldarrian School of Warfare. Although some might wonder why the school is far away from the capital, it has shown its merit by producing only the finest soldiers of the Aldarrian empire. At the school, students are put through rigorous training and learning and those who do not make it are sent out from the school with only a pack to make their way home. The lands are known to house Halflings and Gnomes, however they are far and few and most stay clear of the school. Aztor was a great warrior in the first great war. He served Aldarria and opened the school in his name. There are many paintings and books by him in the school and his legacy is remembered dearly by all the students.


Jkolki is a well known Consumerate trade city. It is right outside of Gloom Forest and has prided itself for its arcane wares as well as the wealth it seems to have from the trade with the Consumerates and the Elves of Gloom Forest. Legend says the famous blacksmith David hails from Jkolki, although little is known about him. David owns the Blacksmith Guild and those who are admitted are ranked by their wares and service. His seal is given to those who uphold the highest form of smithery.


This frigid town in the northern state of Consumerate is where many go for seclusion and peace from the warring of Consumerate and Aldarria. Although it is part of the land of Consumerate, those who live here do not hail to anyone and in fact, follow their own governing systems and laws. They are particularly fierce and noble people though despite their seclusion. They often keep back the many terrors of the Northern Uncharted Regions. The likes of which would surpass many of the legends of heroes of Aldarria.


One of the most famous towns in Aldarria. Despite its fame, it is also the poorest place in all of Aldarria. It is constantly using its wealth to pay the Aldarrian capital to protect it. It is surrounded by a forest and is ravaged by many horrible creatures. The town is also well known for the great fire of 367 in which the Heroes of Aldarria tried to capture some cultists who ended up summoning RHA. They ended up burning down the whole forest and the town of Melford.

Mountain Range of Azmoth

The Mountain Range of Azmoth is seldom traveled. For adventurers, it is a place where the most daring tasks are completed and the biggest rewards are found. The mountains are home to the King of the Goblins, Gilgal. The Dwarves of the Dreary Mountains went to war with Gilgal’s grandfather and returned with his head which is mounted above their king’s throne to this day. Gilgal has not forgotten and has been planning his revenge ever since he was a young lad. Azmoth, one of the greatest of the Wizards of Old, was set out to protect the lands to the north in the Old Age.

Sea of Baelor

The biggest body of water in all of Aldarria. Many merchant ships have traveled across this sea in hopes of finding foreign lands. When they return they are filled to the brim with riches and wealth, although the memory of where they came from has escaped them and many valiant warriors die in the sea fare. Baelor is one of the four Great Wizards, and he was tasked to guard the Eastern Regions. He has not been seen in many ages since the Old Age passed away with the memory of him and the history of the Great Wizards.


Shaeti is one of the minor towns of Consumerate which is known mostly for its simple wares and farm produce. It has to be guarded quite frequently by Consumerate warriors due to the close nature to the Weeping Gulch. It is one of the poorer farm towns in Consumerate and not as well known as its Aldarrian counterpart Melford.


Shamifer is a northern farm town of Aldarria, it is more recluse than some of the other farm towns and most of the men out of here are valiant warriors who go to train at the school of warfare. They also help protect Aldarria from the Northern Region’s creatures that come down an encroach on the lands of Aldarria.


Vae is the southernmost town of Aldarria that is in the middle of the Forest of Ezmoc and on the edge of the Southern Uncharted Regions. Vae hosts many adventurers who look to make a name in the Uncharted Regions. Vae is said to be the home of the legendary blacksmith David, and some of the Heroes of Aldarria. Vae is a minor town that is self-sufficient and does not have any governing powers that control it.


Veede is the only Consumerate town that is allowed to trade with Aldarria. Being on the other side of the Aldarrian River, it hosts many diplomatic people and helps to keep the peace between Aldarria and Consumerate. Once war breaks out, it is the first to be ravaged through extreme warfare. It also helps with the upkeep of the Aldarrian bridge as part of the last treaty between Aldarria and Consumerate.

Weeping Gulch

Weeping Gulch is a host to wicked and vile creatures. Adventurers who find their way in seldom find their way out. The Weeping Gulch spreads across the desert and is surrounded by high mountains and near-vertical cliffs that none can scale. When adventurers seek glory in the Gulch, the vilest of creatures are found in hidden caves and holes throughout the bed of the Gulch. A cry can be heard throughout the lands, a screech that shakes even the fiercest warriors to the bone.


The magical city of Zaen is a small town that harbors many mages who wish to learn their craft. Here they can test their experiments without any peril to major cities or people. Many great technologies have come from Zaen and many great horrors. The city is far north and constantly has to use its learnings to keep back the horrible creatures of the Northern Uncharted Regions.


So you made it thus far. Now that you know the towns and areas in Aldarria, you are one step closer to running your own campaign. Stay tuned for future posts explaining the history, races and backgrounds, and religions of Aldarria.

*Two humans inside a dark cave without a torch*
I wasn't the one who forgot the torch you were - Some Adventurer
No I'm sure I packed it - Other Adventurer
Wait here it is - Some Adventurer
*Lights Torch*
I've been waiting for some good snacks - Smiling fiend about to eat them