Valorhall: Walyr

The Greed of Dwarves
King Dulrum Blackbeard IV has died. A grand coronation is held for his son and heir, Durm Blackbeard II. Royalty and nobility from all over the land are invited to attend, and at the same time say farewell to the late King Dulrum IV. In a bold and unorthodox move, King Durm II has invited not only the humans and his dwarven kin of the south, but even the elves of Aeglos. Dwarves and elves almost never get along, so this alone has caught the attention of many a commoner, nobleman or other. Even the shifty Lilitu have been invited, although they despise being underground so if they would even show up is a different matter.

In a twist of fate, the player-controlled characters are attending the coronation and funeral. This may be because of a previous quest they had undertaken which had led them here, or perhaps it is because they are merchants who come to seek fortune in the new king's halls. After all, inviting almost every civilized nation on the continent might make for some special trade opportunities.
Other characters might be here because they have heard the tales of the ancient artifacts that the dwarves have uncovered in their deep diggings. The choice is entirely up to the player, but it is crucial that they stay for the coronation. Any commoner would, after all.


(Map is still WIP)

Aeglos - The home of the northern elves.
Dulrum - The home of the northern dwarves.
Highrise - The home of the southern dwarves.
Blackspikes - A massive chain of mountains that reach upwards like spikes into the sky. It blocks off most of the passage between the north and south of the main continent, so travelling from north to south is mostly by boat.
Blackspikes and it's southern woods are said to be home to mythical and legendary creatures...
Fleet's End - The southern coast of the continental mainland is strewn with massive reefs and cliffs that make the waters almost impossible to traverse by boats. Only smaller ships may dare to challange the dangers of Fleet's End, but very few survive.
Lonepeak - A large, solitary mountain in the south-east peninsula that the humans have used in the past to mine great amounts of ores, until they realized that Goblins in massive numbers live under the mountain. Few dare to venture near the abandoned mines, and the name Lonepeak speaks both for it's solitary position and it's earlier abandonment.
The Spine - A wide range of mountains in the south-east peninsula that acts both as a resource of wealth for the entire region. When Lonepeak went out of comission, large operations were instead set up in The Spine, which has since become vital to the human Kingdom.
The Bulwark - The Bulwark acts as a wall between the two human kingdoms of the south; Alimor (east) and Sudreik (west). Uneasy friends at best and rivals at worst, the two nations have had a hard time settling their differences over the last 300 years.
Sun Isles - Home to the Halflings, the isles are generally considered a green temperate paradise. (Overexhagerated, of course).
Frontier Bay - Named so for the hundreds of ships lost in battle between the humans on the south side of the bay and the Lares of the north side of the bay.
Storm Isles - Named so part wrongfully. Contrary to popular belief, the Storm Isles aren't surrounded by storms all the time, but has rather gained the name because storms tend to brew up extremely fast in this region when they do, compared to other regions.
Traversing the sea is still possible, however.
Stormfront - The exception of the description above. By the coast, the Stormfront experiences storms almost always, and as so the two largest closest islands near the coast is almost impossible to navigate to, despite the short distance. Inland, in the pineforest live the Ogres, dark and brutish.

(Cities):
Mithrond - Between Fleet's End, the Bulwark and the Spine lies a large, sprawling warrior-city. Here is the home of the minotaur, and they are not as dumb or brutish as one might think...