Aethelgard is a vast continent shaped by ancient magical forces and geological upheaval. The Great-Rift divides it into western civilization and eastern wilderness, a split that defines every aspect of life in the world.

Major Regions

The Western Kingdoms

The western half of Aethelgard is home to the major civilized nations:

The Great Rift

A massive chasm running north-to-south through the center of the continent. See Great-Rift for detailed information. Key facts:

  • Approximately 50 miles wide at its broadest point
  • Formed during the Cataclysm 1,200 years ago
  • Emits strange magical energies that distort reality near its edges
  • Serves as an impassable barrier between west and east except at a few crossing points

The Wildlands (Eastern Aethelgard)

Beyond the Rift lies untamed territory where magic runs wild:

  • The Whispering Forest — An ancient woodland where trees seem to communicate telepathically. Home to the largest concentration of elven enclaves east of the Rift
  • Crystal Peaks — Mountains of translucent crystal that hum with magical energy. Believed to be connected to the Primordial Ones
  • The Ash Wastes — A desolate region scarred by ancient battles. Home to orcish tribes and the occasional Rift-Touched settlement
  • The Iron Marches — A militarized buffer zone where warlords compete for control of the few fertile areas

Bodies of Water

Climate and Ecology

  • West: Temperate, with mild winters and warm summers. Seasonal rains support agriculture
  • Rift edges: Unpredictable weather patterns influenced by magical emanations. Storms can appear without warning
  • East: More extreme — the Whispering Forest receives heavy rainfall while the Ash Wastes are arid year-round
  • Mountains: Cold and harsh, with permanent snow above 10,000 feet in the Ironspine range

Notable Locations

  • Kingdom-of-Valoria — The most powerful western kingdom
  • Valoria City — The capital, built along the R
  • Port Haven — Major trade hub on the S
  • Mount Cinderfall — An active volcano in the southern Wildlands, feared by locals
  • F — Valorian military fortress guarding the main Rift crossing
  • Khazad-Dûm — The dwarven capital, deep within the I

Magical Geography

Aethelgard’s geography is shaped not only by geological forces but by the flow of Magic itself:

  • Ley lines: Invisible rivers of arcane energy crisscross the continent, converging at nodes of particular power. Valoria-City, Khazad-Dum, and the Whispering-Forest all sit on major ley line intersections — a fact that likely explains their historical significance
  • Wild magic zones: Areas near the Great-Rift where magic behaves unpredictably. Spells may amplify, reverse, or manifest as entirely unintended effects. These zones shift slowly over time, making permanent settlement impossible
  • Dead magic zones: Pockets where arcane energy fails entirely — spells fizzle, enchantments fade, and Rift-Shards go dark. Their origin is unknown, though some theorize they are scars from the Cataclysm
  • Resonance sites: Locations where the land itself responds to magical intent. The Crystal-Peaks are the largest known resonance site, but smaller ones exist throughout the Wildlands

Exploration and Mapping

Despite millennia of civilization, much of Aethelgard remains poorly mapped:

  • The western lands are well-charted, thanks to First-Empire surveys and subsequent Valorian military mapping. Roads connect most major settlements
  • The Great Rift’s interior remains largely unexplored. Expeditions rarely return, and those that do report contradictory geography — as if the chasm’s layout shifts between visits
  • The eastern Wildlands are mapped only in fragmentary fashion. Elven oral traditions provide more reliable information than surface surveys, but the enclaves share geographical knowledge reluctantly
  • The deep underground is dwarven territory. The full extent of the Underway and connected cavern systems is known only to the Stone-Throne, and they consider it classified

Debates

  • Is the Great-Rift still growing? Some measurements suggest expansion
  • What lies beyond the Ash-Wastes? No reliable reports exist from further east
  • Can the Rift’s wild magic zones be predicted and mapped?
  • Do the ley lines predate the Primordial-Ones, or were they created by them?

Geological Formation

The continent’s current form is the product of both natural and magical forces:

  • Pre-Cataclysm Aethelgard: Before the Cataclysm, the continent was a single connected landmass. First Empire geological surveys describe a central highland where the Great Rift now stands — a region of volcanic activity and dense mineral deposits that powered Imperial industry
  • The Shattering: The Cataclysm did not simply create a chasm — it fundamentally altered the continent’s geological structure. The western half dropped several hundred feet relative to the east, creating the coastal lowlands that now support agriculture. The eastern half buckled upward, forming the C and intensifying the Ironspine range
  • Ongoing instability: Geological surveys conducted by the University-of-Valoria over the past century suggest the continent is still adjusting. Minor tremors occur regularly along the Great-Rift, and the eastern coastline experiences seasonal uplift that dwarven cartographers have documented for centuries

Resource Distribution

Aethelgard’s resources are unevenly distributed, shaping trade and conflict:

  • Agricultural heartland: The Emerald-Plains produce the vast majority of western Aethelgard’s food — grain, livestock, and the medicinal herbs that fuel S healing. The River-Aethon irrigation system makes intensive farming possible
  • Mineral wealth: The Ironspine-Mountains contain iron, copper, silver, and the rarer mithril that dwarven smiths prize. The deep mines that once produced the finest ore were lost during the D, creating a supply crisis that persists
  • Magical resources: Rift-Shards are found primarily near the Great Rift’s edges. Ley line nodes concentrate magical energy at specific points — Valoria-City, Khazad-Dum, and the Whispering-Forest all sit on major convergences. The Crystal-Peaks contain the largest known deposits of resonance crystal
  • Timber: The Whispering-Forest provides ironwood — a magically hardened timber prized for shipbuilding and construction. The Elven-Enclaves control this resource jealously, restricting harvesting to sustainable levels
  • Maritime resources: The Silver-Coast fisheries and the Azure-Sea trade routes provide protein and commerce. The Serpent’s Tongue delta yields rare alchemical ingredients found nowhere else

Trade Route Geography

The continent’s geography dictates its trade networks:

  • The King’s Pass: The only reliable overland route through the Ironspine Mountains, connecting Valoria to the Dwarven-Holds. The dwarven-controlled toll gates make this the most expensive trade corridor on the continent
  • The Silver-Circuit: The maritime loop connecting coastal cities, exploiting the predictable winds of the Azure Sea. The circuit’s efficiency depends on favorable weather — a major storm can disrupt trade for weeks
  • The River-Aethon corridor: The river connects inland settlements to Valoria City and eventually the sea. Barges carry bulk goods downstream; the return journey is slower and more costly
  • Rift crossings: The Sentinel-Bridge is the only permanent crossing over the Great Rift. Alternative routes — river fords in the Iron-Marches, mountain passes in the far north — are seasonal, dangerous, or both

Unexplored Regions

Despite millennia of civilization, vast areas remain poorly understood:

  • The Great Rift interior: The chasm’s floor is obscured by perpetual magical fog. Expeditions that descend report shifting landscapes — valleys that weren’t there on previous visits, rivers that flow uphill, time anomalies. The few reliable reports suggest the interior contains ruins of pre-First Empire civilizations (as yet unexplored)
  • Eastern Wildlands beyond the Ash Wastes: No reliable reports exist from further east than the Ash Wastes. Elven oral traditions reference a “second continent” beyond the eastern horizon, but no expedition has confirmed this
  • Deep underground systems: The dwarven Underway extends far beyond the mapped tunnels. The Deepdark incursion revealed that deeper cavern systems exist — possibly vast enough to constitute a separate ecosystem. Whether these systems connect to other mountain ranges is unknown (as yet unexplored)
  • The Crystal Peaks interior: The crystalline mountains’ magical resonance makes conventional navigation unreliable. Compasses spin, maps distort, and even magical direction-finding fails. The peaks’ interior has never been systematically surveyed

Rift Edge Phenomena

The boundary between stable and wild geography produces unique effects:

  • The Shimmer: A visible distortion along the Rift’s western edge where reality appears to ripple. Most pronounced at dawn and dusk, the Shimmer is both beautiful and dangerous — prolonged exposure causes disorientation and, in severe cases, permanent spatial confusion
  • Rift quakes: Sudden ground tremors near the Rift caused by magical rather than geological forces. Unlike normal earthquakes, Rift quakes can bend space — a road that was straight before the quake may curve afterward
  • Flora mutation: Plants near the Rift develop unusual properties — colors that don’t exist in nature, bioluminescence, or predatory behavior. The botanical studies conducted near Havens-Edge have catalogued over 200 Rift-mutated species
  • Weather inversion: Near the Rift, weather patterns can reverse — rain falls upward, snow rises from the ground, fog moves against the wind. These inversions are localized and temporary but disorienting for travelers

See also: H, Races, Economy-And-Trade, P, Great-Rift, Cataclysm, Silver-Coast, Whispering-Forest, First-Empire, Azure-Sea, Ash-Wastes, Wildlands, Dwarven-Holds, Magic, Valoria-City, Ironspine-Mountains, Crystal-Peaks, Ley-Lines