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Kalan'diir is a diverse continent shaped by a rich history of empires, wars, and ancient magic, including the fall of the Vaë'thariin Empire due to the Great Darkening. Key events include the Siege of Darkness, the rise of the Aldraan Kingdom, and the War of Four Empires, culminating in the mysterious vanishing of the city of Al'ankhos. The continent is home to various notable locations and deities, with a wide array of humanoid races, each having their unique homelands and cultures.

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0% found this document useful (0 votes)
5 views9 pages

4hello

Kalan'diir is a diverse continent shaped by a rich history of empires, wars, and ancient magic, including the fall of the Vaë'thariin Empire due to the Great Darkening. Key events include the Siege of Darkness, the rise of the Aldraan Kingdom, and the War of Four Empires, culminating in the mysterious vanishing of the city of Al'ankhos. The continent is home to various notable locations and deities, with a wide array of humanoid races, each having their unique homelands and cultures.

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oscarrothney
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© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Kalan’diir is a vast continent, one of three in the larger world of Sel'dorei.

It is
home to many diverse peoples, and its history is shaped by eons of war,
discovery, and enlightenment. Ruins of past empires lie buried amid the
foundations of cities and in remote forest glades, and ancient magic suffuses
the land in primal enchantments.

HISTORY

The Vaë’thariin Empire

The current year is 794 PD, or Post Darkening. Centuries ago, the great
Vaë'thariin Empire covered nearly all of Kalan’diir. The Vaë'thar were a proud,
decadent people, capable of great magics, and their floating city-fortresses
were centers of learning and enlightenment across the world. That all
changed in the event known as the Great Darkening.

In an unknown magical catastrophe, the capital of the empire was obliterated


in a matter of seconds. Accounts of that fateful day speak of a great, pitch
black shadow engulfing the floating city, dissolving everything in its path.
None survived. And when the shadow vanished, nothing of the city remained.
The Heartstone, a magical artifact of tremendous power used to keep all the
cities of the Vaë’thariin Empire in the air was destroyed, and within seconds,
the enchantments holding the cities in the air failed. In less than ten
minutes, the Vaë’thariin Empire had fallen, and all but a few hundred of their
population had been killed. The ruin of their cities had been scattered across
the world, some crashing down into forests or fields, others sinking to the
bottom of the ocean, and still others never found. The greatest empire the
world had ever known had fallen, their secrets lost to the winds of time.

Sages refer to this event as the Great Darkening, and it has shaped the world
into what it is today. Its cause is still unknown, and the utter lack of evidence
due to the capital’s disintegration makes it difficult, If not impossible, to
prove any theories correct.

Much knowledge was lost in the Great Darkening, and many secrets of magic
were forgotten, perhaps forever. The Vaë’thar high mages were rumored to
have discovered a loophole in the weave of magic that circumvented the
limits of the mortal form, causing spells to drain power not from their
casters, but the infinite magic of the multiverse itself, allowing casters to
cast as many spells as they desire without any limitations. But this secret
was lost, as well as others. If any were to be rediscovered, it could usher in a
golden age of magic- or destroy the world.
Siege of Darkness

In 283 PD, the world as we knew it was rocked once more when armies of the
dead marched against every major city in Kalan'diir in a coordinated assault
orchestrated by a powerful being known as the Dark One, in an attempt to
seize power and take out every person of power in one fell swoop. Heroes
rose up from every corner of the world to combat the Dark One, and even
the Order of the Platinum Dragon, a multiplanar order of paladins,
intervened. Ultimately, the Dark One was defeated, but many lives were lost
in the process.

The Rise of Aldraan

After the Dark One was vanquished, there was much infighting among the
many towns and cities of the western plains. One man rose up out of the
confusion, promising a future safe from any new threat like that of the Dark
One; a future of hope and prosperity for all: Lord Arcturius Aldaar, a paladin
of the god Pelor. Aldaar, over the course of a few months, forged a cohesive
empire from the rabble: the Aldraan Kingdom, the new great power of the
West. King Aldaar's descendants still rule the kingdom today.

The War of Four Empires

In 744 PD, a war broke out between the Aldraan Kingdom, the dwarves of the
Valinoc Mountains, the desert empire of Al'ankhos, and the elven nation of
Sinfarel. Theories for the cause of the war differ, but it can be said that there
was much political tension between the empires, due to the rise of the
vindictive and cruel King Aldaar XIII of the Aldraan Kingdom. One theory
suggests that King Aldaar XIII attempted to launch a full-scale invasion of
Sinfarel, aided by the dwarves, and the armies of Al’ankhos came to the
elves’ aid. The war lasted for three years and may have gone on much longer
if it weren’t for what happened to Al’ankhos.

The Vanishing of Al’ankhos

On the first day of the year 747 PD, as the sun crested the horizon of the
Sabaraar Desert, the city of Al’ankhos wavered like a mirage, and then
vanished as if it was never there. In its place was an empty expanse of
endless sand. None who were in the city at the time were ever seen again.
Panic reigned Kalan’diir, as many believed Al’ankhos to have suffered the
same fate as the ancient capital of the Vaë'thariin Empire. The War of Four
Empires was promptly ended, a truce negotiated between the remaining
three nations, due to fear that this might happen again to one of them. And
all of Kalan’diir have lived in fear of a third coming of the Great Darkening.
Until three years ago. A diviner by the name of Althior Veylan, who had been
researching the event for the past forty-seven years, found proof that the
high mages of the city had sent Al’ankhos to another world of the Material
Plane, presumably to escape the war. Knowing now that there was no threat
of another Great Darkening, political tension has been rising between the
remaining three empires involved in the war, and without the fear of disaster
to keep them in check, it’s only a matter of time before the war begins anew.

LOCATIONS OF NOTE

The Aldraan Kingdom

Covering most of the western plain of Kalan’diir, the Aldraan Kingdom is the
largest governing body on the continent. Its population consists of mostly
humans. The empire is currently ruled by King Aldaar XV, a just but strict
ruler in his late sixties. The capital city of Acturion is a hub of culture and
trade, on the coast of the Sea of Istrael. Most of the Aldraan Plains are dotted
with small villages and farming hamlets.

Sinfarel

Nestled deep in the boughs of the Sylvanveil Forest, the elven empire of
Sinfarel has existed beyond the memory of even the most ancient sphinxes
and dragons. Made up of small, hidden forest enclaves, one could trek for
weeks through the vast Sylvanveil Forest and never find even a trace of any
settlement. The empire is ruled by Queen Lindariel Sylvestria, an ancient
maiden well over a thousand years old and capable of wielding powerful
sorcerous magic.

Kal’daruun

Kal’daruun is an ancient dwarven stronghold that is part of a network of halls


that extends for hundreds of miles beneath the Valinoc Mountains. The
stronghold itself is big enough to fit the entirety of Acturion, and then some,
in just the central chamber. Kal’daruun, and the rest of the dwarven
kingdom, are ruled by an old, red bearded dwarf by the name of Kundak
Ironheart, a stubborn but just and kind leader.

Ravenspire Keep
Ravenspire Keep was a small keep on the northwest end of the foothills
surrounding the Valinoc Mountains. No one knows exactly when it was built,
but at some point, it was abandoned. At some point, the Dark One
repurposed the keep, using it as his stronghold during his assault on
Kalan’diir. Once he was defeated, the keep was meant to be demolished, but
anyone who pursued that goal would end up dead within the week. The
building withstood all attempt to destroy, empty, or otherwise change it, and
eventually, people stopped trying. The keep has lain dormant for centuries,
and most have all but forgotten it.

Shadowgate

As a last-ditch effort to contain the evils that still lurked within Ravenspire
Keep, King Arcturius Aldaar I of the Aldraan Kingdom and King Hrothgar
Ironheart of Kal’daruun ordered the construction of Shadowgate, a defensive
stronghold blocking the only pass leading toward Ravenspire Keep. The
fortifications eventually expanded into a small town, and over the centuries,
all but its inhabitants have forgotten Shadowgate’s original purpose.

The Tower of the Keepers

After the fall of Vaë’thariin, many wizards banded together and formed an
order known as the Keepers of the Argent Flame. The Keepers’ goal was to
preserve as much of the remaining knowledge of Vaë’thariin as possible, and
magical lore in particular. They built themselves a great tower library at the
edge of what is now the Aldraan Kingdom, a tower known as the Tower of the
Keepers. It was, and still is, a great repository for knowledge, and one
seeking answers can usually find what they seek here.

Cuaroc

A small village in the northern mountains of the Aldraan Kingdom, Cuaroc is


almost never featured on maps, and very few even know of its existence. It is
only included on this document as this is where our story begins.

Cuaroc is small, composed of only about 50 log cabins with thatched roofs
arrayed in a loose grouping around a central square. The city has no kind of
governing body, and makes most of its welfare from growing root vegetables
and hunting deer and rabbits in the surrounding mountains.

Cuaroc is technically part of the Aldraan Kingdom, but the villagers usually
pay no heed to the kingdom at large, and vice versa.

GODS OF KALAN’DIIR
Kalan’diir is home to a diverse pantheon of deities, ruling over many aspects
of life. Most major cities boast temples to these gods, and many people keep
household shrines. The gods are represented in the following table:

DEITY PROVINC DOMAINS ALIGNMEN SYMBO


E T L
Bahamut Justice, Life, LG Three-
, the order, Order, pointed
Platinum good War platinu
Dragon dragons m
triangle
Correlon, Song, Life, Light CG Four-
the Arch art, elves pointed
Heart star
Avandra, Luck, Trickery CG Gold
the change coin
change with a
bringer bite
mark
Pelor, the Light, the Life, Light NG Sun or
radiant sun phoenix
dawn
Moradin, Dwarves, Life, LG Hamme
the creation Forge r and
soulforge anvil
r
Mystra, Magic Knowledg N Circle
the Lady e, Arcana of
of the seven
Weave stars
Silvanus, Nature, Nature N White
Our beasts eyes
Father framed
Nature by
antlers
Gond, Craftsme Knowledg LN Wooden
the n, e, Forge cog
Father of invention
Invention
Lunariel, Healing, Life, NG Crescen
the Lady the moon Twilight t moon
of
Moonligh
t
Tempus, Glory in War, CN Crossed
the battle, Tempest spears
Thunder storms behind
Bringer a
lightnin
g bolt
Tiamat, Evil War, CE Five
the dragons, Death differen
Dragon greed, t
Queen wrath colored
claws
Sargonna Fire, War, CE Red
s, the vengean Tempest vulture
Lord of ce
Vengean
ce
Shar, the Darkness Death, NE Black
Lady of , loss Grave moon
Loss
The Death, Grave LN White
Raven fate porcelai
Queen, n mask
Matron of framed
Death by
black
feather
s
Ioun, the Knowled Knowledg NG Open
Keeper of ge e book
Knowled
ge
Chauntea Agricultu Life, NG Bushel
, the re Nature of
Mother of wheat
Agricultu
re

RACIAL HOMELANDS

Every race of humanoids native to Kalan’diir has a section here, discussing


that race’s place in the world and their main homeland.

Aasimar

Aasimar are exceedingly rare in Kalan’diir, and most have never even heard
of their existence. Protector and Scourge aasimar only come along maybe
once every three hundred years, and to see more than one at a time is
unheard of. There is a settlement of Fallen aasimar somewhere in the world,
but it is unknown to all but the aasimar that live there. If your character is a
Fallen aasimar, I will tell you more about this place.

Dragonborn

Dragonborn are not native to Kalan’diir, but the Order of the Platinum
Dragon, an ancient paladin order that operates in multiple worlds and which
aided in the fight against the Dark One, is mostly comprised of dragonborn. It
would not be unheard of for a member of the Order to have established an
outpost on Kalan’diir. Dragonborn characters almost always have ties to the
Order.

Dwarves

Dwarves have existed on Kalan’diir for perhaps longer than any other
humanoid race, and even they do not remember their own origin. Many
dwarven strongholds exist across the world, the most notable of which is
Kal’daruun, described earlier.

Elves

Most elves in Kalan’diir are wood elves. The elven nation of Sinfarel in the
Sylvanveil Forest has existed for millennia, and most wood elves live there.
However, many have made homes for themselves in the Aldraan Kingdom or
elsewhere. Drow enclaves do exist deep in the Underdark, but they don’t
trouble themselves with the affairs of the surface dwellers. Sea elves do exist
and have settlements deep in the ocean, but they rarely come up to shore.
Eladrin and shadar-kai are extremely uncommon outside of their home
planes of the Feywild and the Shadowfell, but some have crossed over the
border between planes and entered Kalan’diir. High elves do not exist in
Kalan’diir, unless they crossed over from another world of the Material Plane.

Gnomes

Gnomes don’t have a dedicated homeland in Kalan’diir, but they are not
uncommon within the Aldraan Kingdom. Additionally, some forest gnomes
take up residence in the Sylvanveil Forest, living amongst the elves. They
tend to blend in with the societies of others.

Goliaths

Goliaths are wanderers by nature, tending to lean more towards the tribal
lifestyle. Many goliath herds exist at the edges of civilization, hunting and
foraging for food and occasionally raiding civilized settlements. One can find
goliaths almost anywhere in Kalan’diir, if one looks hard enough.

Halflings

Like gnomes, halflings tend to meld into the culture and society of others
around them. But there are a few villages that were built by halflings and are
largely populated by them. One notable example is Felderwin, a small,
cheery village just outside the Sylvanveil Forest, which is renowned for
growing pumpkins the size of beholders.

Humans

Humans in Kalan’diir usually live in the Aldraan Kingdom, and make up most
of the population of that region. Other cities do exist; the vanished empire of
Al’ankhos was a human settlement; but the Aldraan Kingdom is the largest
and most populous civilization of humans by far. They might be farmers and
peasants living in one of the smaller villages, or nobles or merchants from
Acturion.

Orcs

Like goliaths, orcs prefer the tribal lifestyle, although they are a lot more
warlike and vicious than the half-giants. They typically roam the peaks and
gulleys of the Faelduun Mountains in small warbands, slaughtering any who
cross their path.

Tieflings

Tieflings can be born amongst any population of elves or humans and


therefore are usually integrated into those societies. Many humans shun
them, but the elves have recognized that tieflings do not inherit any kind of
personality traits from their fiendish ancestors and therefore welcome them
into society like any others.

Changelings

Changelings can come from a variety of backgrounds in Kalan’diir. Some are


created by Fey creatures to serve their whims. Others are born naturally from
members of any other race, sometimes by the union of a doppelganger and
another humanoid, other times spontaneously with no other cause. In any
case, changelings usually hide their abilities, preferring to blend into other
societies.

Reborn
The magic that suffuses the ruins of the Vaë'thariin cities occasionally gives
rise to strange effects. One of these is the potential creation of the reborn.
People who died in the Great Darkening or within these ruins occasionally
remanifest as reborn. Stripped of memories of their previous lives, their
bodies decayed and their hearts still, these undead are shunned by all
societies. Some seek meaning to their existences, while others embrace
death, seeking to cause it in others as revenge for what has happened to
them.

Yuan-ti

The yuan-ti were mostly wiped out over 4,000 years before the Great
Darkening. However, unknown to most, there exists a city of yuan-ti far, far
below Kalan’diir, that has existed for millennia. The yuan-ti have been living
and multiplying there for the last 5,000 years, preparing to eventually rise up
and take over all of Kalan’diir. But that event will come hundreds of years in
the future, if at all.

Common questions

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The Vanishing of Al’ankhos had a profound impact on Kalan’diir's political stability. As Al’ankhos disappeared suddenly, leaving behind only desert sands in place of its thriving city, panic spread across the continent. The event led to an abrupt halt in the War of Four Empires due to fears that a catastrophe similar to the Great Darkening might occur again. In response, a truce was negotiated among the remaining three empires. However, decades later, the discovery by diviner Althior Veylan that Al’ankhos had been transferred to another world alleviated fears of another Great Darkening. This revelation, however, reignited political tensions as the previous war-time alliances and fears were no longer binding the empires, setting the stage for potential future conflicts .

Shadowgate was constructed as a strategic defensive stronghold by King Arcturius Aldaar I of the Aldraan Kingdom and King Hrothgar Ironheart of Kal’daruun. Its primary purpose was to contain the dangers emanating from Ravenspire Keep, which had been repurposed as a stronghold by the Dark One during his assault on Kalan’diir. Initially, efforts were made to demolish Ravenspire Keep after the Dark One's defeat, but they failed, with numerous fatal attempts convincing leaders to establish Shadowgate instead. Over centuries, Shadowgate expanded into a small town, yet its original purpose has been largely forgotten by all but its inhabitants. The historical importance of Shadowgate lies in its role as a containment measure for the enduring threat posed by Ravenspire Keep .

The War of Four Empires was primarily fueled by political tensions and rivalries involving the Aldraan Kingdom, the dwarves of the Valinoc Mountains, the desert empire of Al'ankhos, and the elven nation of Sinfarel. These tensions were exacerbated by the actions of King Aldaar XIII of the Aldraan Kingdom, who was known for his vindictive and cruel demeanor. It is suggested that King Aldaar XIII attempted to invade Sinfarel with the assistance of the dwarves, prompting Al’ankhos to ally with the elves in their defense. His aggressive policies and strategies were a significant catalyst in the onset of the conflict, which lasted for three years and could have continued had the city of Al’ankhos not mysteriously vanished .

After the fall of the Vaë’thariin Empire, the Keepers of the Argent Flame emerged as a crucial organization dedicated to the preservation of magical knowledge. Comprised of wizards who banded together post-collapse, their goal was to salvage as much of the lost arcane lore as possible. They established the Tower of the Keepers, a great library and repository, located at the edge of the Aldraan Kingdom. This tower has been instrumental in safeguarding and providing access to the inadvertently scattered magical wisdom, thus playing a significant role in ensuring that fragments of the previous empire's magic continue to inform and enrich the continent's current magical understanding. The Keepers' work symbolizes the resilience and continuity of knowledge preservation in the face of cultural destruction .

The diverse pantheon of deities in Kalan'diir significantly influenced the cultural development and religious architecture within the continent. Each major city typically boasts temples dedicated to these gods, suggesting a widely practiced polytheism that permeated daily life and civic planning. Deities such as Bahamut, Pelor, and Correlon, each representing different aspects such as justice, light, and the arts, not only guided individual devotions but also shaped societal norms and ethical standards. This diverse religious landscape fostered a mosaic of cultural and societal patterns, with shrines even being maintained in private households, indicating the depth of spiritual integration within the community's fabric. The gods' influence is evident in the architecture and layout of religious sites and in the moral and ethical codes that governed the societies .

Althior Veylan's discovery, proving that Al’ankhos had been deliberately transferred to another world, removed the fear of another random catastrophic event akin to the Great Darkening. This finding negated the previous belief that Al’ankhos vanished due to a mysterious disaster, thereby alleviating widespread paranoia about a potential third Great Darkening. Consequently, the revelation allowed political tensions to resurface among the remaining three empires, as the absence of fear removed the constraints that had previously kept potential hostilities in check. Without the existential dread of a repeat disaster, each empire now focused on its ambitions, leading to rising tensions and a delicate balance that could spiral into renewed conflict .

The Sinfarel elven empire is intricately intertwined with the Sylvanveil Forest, both geographically and culturally. The empire is nestled deep within this vast forest, a location that not only serves as a natural fortification but also enhances its reputation as an ancient and reclusive society. The forest's density means that Sinfarel settlements are hidden and dispersed, making it possible to wander for weeks without encountering any element of the empire. This seclusion has preserved their traditional ways and allowed the elven society to maintain a strong connection with nature, underlining their cultural identity. Ruled by Queen Lindariel Sylvestria, an experienced and powerful sorceress, Sinfarel has endured for millennia by blending into the protective and ancient confines of its verdant home .

The Order of the Platinum Dragon played a crucial role during the Siege of Darkness, intervening in the critical moment when the armies of the undead, commanded by the Dark One, attacked major cities in Kalan’diir. As a multiplanar paladin order, comprised mostly of dragonborn, they were instrumental in rallying forces across different realms to combat the Dark One's forces. The intervention of the Order was pivotal in the eventual defeat of the Dark One, though it came at a significant cost with many lives lost. Their involvement demonstrated the Order's influence and dedication to maintaining balance and justice in Kalan’diir across potential threats from both within and outside the continent .

The Great Darkening resulted in the instantaneous destruction of the Vaë'thariin Empire's capital in a mysterious magical catastrophe. This obliteration led to the collapse of the floating city-fortresses which were kept aloft by the Heartstone, a powerful magical artifact. As a consequence, the Vaë'thariin Empire fell within minutes, with the majority of its population perishing and its cities scattered across the world. This event resulted in a massive loss of magical knowledge, as many secrets, including a potential loophole in the weave of magic, were lost to history. The Great Darkening rendered the understanding of advanced magic almost impossible, effectively reshaping the entire region by erasing a major cultural and technological power from existence .

The dragonborn, not native to Kalan’diir, have been primarily integrated into the continent's society through their connection to the Order of the Platinum Dragon. This paladin order, predominately consisting of dragonborn, fought valiantly during the Siege of Darkness, earning significant respect across Kalan’diir. Their presence and role in such critical historical events facilitated their integration despite being outsiders. The dragonborn's attributes, associated with strength, honor, and their connection to Bahamut, the Platinum Dragon, further enabled them to navigate and assimilate into the societal fabric of Kalan’diir. Through the Order, dragonborn established a legacy of protection and valor, fostering a positive regard among the continent's inhabitants and allowing for more seamless cultural assimilation .

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