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Fortune favors the strong.

For nearly a thousand years, the continent of Vanadia has been ruled by empires. Orcs, men, and elves have controlled vast swaths of land across the central plain. Kings have risen and fallen. Soldiers have fought and died. Great cities have been founded and razed. Meanwhile, the common people have done their best to scrape out a living as nations clashed, to survive — and possibly even profit — during periods of intense turmoil.

These days, Vanadia finds itself in the midst of an uncharacteristically long peace under the rule of the Third Elven Imperium. However, all is not well in the empire. Trouble brews at the borders, the common folk plot uprisings, and there are rumors of dark magic in the newly discovered land across the sea. The elves send heroes to all corners of the empire to maintain peace, but they’re stretched thin. Their holdings fray at the edges. Will this peace last? Can the elves hold their various conquered territories? And more importantly… do they have the right to?

Races

Humans
High Elves
Wood Elves
Dwarves
Halflings (Finished)
Orcs

Classes

Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Sorcerer
Rogue
Warlock (In Progress)
Wizard

Geography

Vanadia
The Bay of the Moon
Westmere
Waalusa
South Coast
Kingdoms of Men
The Old Woods
The Spine of the World
The Underdark
Northern Plains
Colonies

Misc.
Magic
Religion
Languages

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Vanadia DM_of_Rad