Map Story Kingdoms Rules & Races Cosmology Guilds Roster Sessions Account
Map Story Kingdoms Rules & Races Cosmology Guilds Roster Sessions Account
Year 5287 · Post Creation
UNDEGARTH
The Chronicle of Velhaim
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Five guilds have opened their doors. The work is dangerous, the realm is wide, and every choice leaves a mark. This is where you'll find what's true right now.

The Map
Explore Velhaim, marker by marker
The Story
How the realm fell to Cyrus
The Kingdoms
Four nations, four cultures
Rules & Races
How we play + every lineage
Cosmology
Alchaster, celestials & infernals
Guilds & Renown
Find your work, earn your name
Next Session
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Dispatches
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View the full log →
Map of Velhaim
The Interactive Map

Every road, ruin, and outpost — one click away.

From Steffisfelden to the Crypt of the Kings, tap any marker to learn what waits there — and whether it's safe to travel.

Open the Map →
The Realm of Velhaim

Interactive Map

Tap any marker to read about the location. Each hex is one day of travel — plan your rations.

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Map of Velhaim
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Choose a marker
Select any point on the map to read about it.
Legend
Base of operations
Settlement / outpost
Ruin / wilds
Grave danger
Chapter Two

The Story So Far

From four hundred years of peace to the iron reign of the Dragon King. Tap any chapter to read it.

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Read the Full Chronicle  →
The complete written history of the realm, by Tyler Spence.
The Ravnian Pact

The Four Kingdoms

Once united against the giants, now scattered under Cyrus. Each nation breeds its own peoples, tongues, and gods.

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Peoples
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Tongues
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Deities
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The Powers Above & Below

Cosmology

One god, his celestial servants, and the fallen who serve Veneroth. Carry out their will for power — but break a bond at your peril.

The One God

Alchaster

God of Justice & Balance

Instrumental to creation itself, Alchaster exercises creative power, mercy, and judgement against evil. He gifts his agents innate abilities to judge wickedness on his behalf — the very powers Cyrus has outlawed.

Celestials — Angelic Forces
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Infernals — The Fallen
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Read the Full Cosmology  →
Every celestial and infernal, their domains and their followers.
Rath's Charter

Guilds & Renown

Five guilds have opened in Steffisfelden — each a different way to play. Sign up with a character, complete missions, and climb the renown ranks. Fail, and your reputation pays the price.

How Renown Works

Earn renown by completing a guild's missions; lose it by failing or abandoning them. Spend renown like currency — for information, items, coin, and favors. Let it fall, and you face higher prices, a soured reputation, even expulsion. Your standing follows you between guilds, so guard it.

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Renown Ranks
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Train & Undertake
Learn
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Typical Missions
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Read Genfir’s Guide to Guilds  →
The full in-world guide to every guild, rank, and reward.
The Rebellion

Party Roster

Who's sworn to which guild. Primary banner first; secondary loyalties noted below.

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No members yet — a seat awaits.
At the Table

Rules of the Realm

D&D 5e (2024) with a West Marches structure and a few house rules — plus every playable race. The essentials are below.

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Homebrew Rules
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A Note on Magic

Players don't wield "magic" — your powers are Divine abilities gifted by Alchaster. "Spells" and "casting" are rebranded accordingly. Using them in public is illegal and may draw the Knights of Matthias. Be tactical, and keep your holy symbols and materials close.

Third-party content in play: MageHandPress — Valda's Spire of Secrets
Playable Races

Every lineage of Undegarth. Search by name or filter by homeland, then tap a card for its lore and signature traits.

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Read the Full Races & Lore Document  →
Complete lore and full 5e racial traits for every lineage.
The Tavern Board

Sessions & Dispatches

Claim your seat for the next game, see what's coming, and catch up on what the realm is whispering.

Next Session
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Upcoming Games
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Recent Recaps
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Dispatches
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A West Marches campaign · Created by Tyler Spence
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