Welcome to the Towns & Cities page, here you can find all there is to know about the cities and their people!

This post is a simple and easy way to tell how all of Aetheria Cities are gauged by population, all capitals such as Stormpoint sit in the metropolis ranking while the smallest of cities like Rock port sit in the Town Ranking. Anything below town ranking is not shown on the world maps to keep clutter down as well as give you creative freedom!

Stormpoint
Capital
The Heart of Gibarra
Cradled at the basin of the Thunder Mountain Range, resting along the northern shore of the Long Lake, lies the sprawling and storied city of Stormpoint—a shining emblem of hope, strength, and perseverance in the vast continent of Gibarra. To many, Stormpoint is not just a city—it is the living heart of the realm, a place where tradition and ambition intertwine, and where the legacy of a single woman birthed one of the greatest Houses in all of Aetheria.
A City of Life and Order
Stormpoint pulses with energy. Its inner city is a vibrant maze of stone streets, colorful banners, and the constant murmur of merchants, travelers, scholars, and adventurers alike. Shops and open markets fill every corner, offering everything from enchanted relics to homegrown spices. Towering stone archways and artisan-crafted buildings stand side by side with more modest homes, creating a beautiful tapestry of class, culture, and coexistence.
At the city’s core looms the White Castle, a gleaming monument of alabaster stone built into the rising cliffs at the base of the Thunder Mountains. Its high towers and battlements catch the first light of dawn, symbolizing the watchful protection of House Barron, the city’s noble protectors and founders. From these halls, the Barron's have ruled Stormpoint for generations with a commitment to honor, sacrifice, and truth.
Stormpoint is well-guarded, with trained patrols, seasoned knights, and a robust city watch ensuring that law and order are upheld. Yet despite its size and status, the city is known for being welcoming and fair—a haven for the honest, a challenge for the corrupt.
The Farmlands and the Outskirts
Beyond the fortified walls and bustling inner rings of the city lie the open stretches of farmland, where generations of families have tilled the soil under the shadow of the mountains. These fertile plains, enriched by runoff from the Thunder Range and the freshwater currents of Long Lake, provide most of Stormpoint’s food and grain, making it not just a military and political hub, but also a vital agricultural center.
Out here, the air is quieter, and the people live by the rhythm of the earth. Villages dot the countryside, connected to Stormpoint by well-maintained roads and caravans. The people of the outskirts are fiercely proud of their connection to the city—they call themselves Stormfolk, and carry the same values as House Barron: resilience, community, and strength through unity.
The Legacy of Avelina Barron
Stormpoint’s origins stretch back to Year 5c 078 of the Second Age, when a woman named Avelina Barron first led her kin across the untamed plains of northern Gibarra. With little more than a vision and unyielding determination, she guided her family through harsh lands, tribal skirmishes, and monstrous threats, until she reached the basin where the mountains met the lake—a place of natural beauty and strategic power. She called it home.
Avelina was no noble. She was a mother, a protector, and a visionary, who wore her burdens with dignity. It was said that she stood tall where others would kneel, and that the winds that whip through Stormpoint’s cliffs still carry her name.
Her second son, Argon Tzolkin, would later take her surname, Barron, in her honor. Thirty years after she settled the land, he officially founded the settlement of Stormpoint, declaring it a place of legacy, freedom, and strength. From there, House Barron was born, and Stormpoint began its transformation from a humble lakeside village into one of the most important cities in Aetheria.
A Symbol of Unity and Purpose
Today, Stormpoint stands as a testament not just to wealth or might, but to vision, sacrifice, and the quiet strength of the people who built it. It is a city where anyone, no matter how small, can rise to greatness. Where hard work is valued, and honor is more than just a word. Where the old ways are remembered, and new legends are written every day.
Whether you're a merchant looking for trade, a scholar seeking ancient texts, a warrior chasing glory, or a farmer hoping for honest work—Stormpoint has a place for you.
Just be sure to honor its laws, respect its people, and remember the name of the woman who made it all possible.
Welcome to Stormpoint—the White City of the North, the Beacon of the Thunder Basin, and the Heart of Gibarra.

Raven Crest
Raven Crest was the largest city in Gibarra long ago before House Barron became a household name. Raven crests ancestors were the people everyone looked to for guidance. As a religious city, there's little room for growth and change; with changing tides, Raven Crest fell off its pedestal. Nowadays, Raven Crest is a quiet town that holds its truths and is always welcome to travelers; don't break any rules, as their ways of punishment can be seen as unorthodox. Raven Crest can be found just south of Stormpoint.
Raven Crest is an old place as its not only stood the testament of time but it was a place of order for the chaos that was the "Booming". Raven Crest was established in the second age, On year 4c 035, 2nd age. Raven Crest has been ran by the Richter Family for Generations. Vector Richter was just a simple traveler and seeing all the chaos that was the Booming, Vector made it his mission to help those in need and bring order and stability to all who wanted it. After year's of hard work Vector Richter made his dream a reality and Raven Crest was now an established town.

Lockwood
Lockwood is small town on the south banks of Long lake. The people here are a friendly group an despite there secluded town Lockwood is a well known town and a frequent place of travel as they provide ships across the lake to Stormpoint. Lockwood is known for there bigger than life festivals during the new year.
Lockwood is a new Town compared too the other super powers that run Gibarra, despite this Lockwood seems to be a vastly growing town. Lockwood was Founded by a man called Jason Lockwood, a simple fisher who saw and opportunity as traveling around long lake could take days. Jason used his fishing boat as a way to get travelers across the lake in half the time. Jason's idea was a hit as more people began to come to his home seeing passage across the lake, here is where the Lockwood name became more than just a simple fisher. As Jason's name grew so did his humble home and on year 1c 085 4th Age. Lockwood became a established town.

Lake View
Lake View is a small fishing village on the waters of the Smith lake; the people here are humble and often keep to themselves. Only a few people who travel through Lake View stay. Newcomers can be treated harshly, but they will warm up to you, and you will find them very endearing and kind. Lake View isn't the most up-kept town, but its fishing keeps the town afloat, and the local salmon grown in the lake can produce a very delicious dish.
Lake view has been around far longer than many are even aware of, the small fishing town is ran by the Dillard family. The Dillard family was not the original founders. Back in the 2nd age a man by the name of Gustaf Klingensmith and a small band of adventures looking to settle found the now Lakeview and from here they built it as there new home. For a time the village was un-named and was for the most part a secluded village where the people kept to them selves. Gustaf's daughter Victoria fell in love and married a man by the name of Hector Dillard, as Gustaf grew old he was bed ridden his now son in law saw an Opportunity and began crafting a vision and had high hopes to create more for his small home. Hector Dillard spent a lifetime breeding salmon and created a delicious species of farm salmon he promptly named Gustaf salmon. his new fish was a hit and with his new creation, more came to the small town and on year 6c, 042 2nd age. Lake view was established.

Red Rock
Red Rock is a large Village that calls its home at the basin of Thunder Mountain just east of Stormpoint; the people here are known for their vast fields of crops, including herbs, soy, and oats, as well as their alpaca herds where they make some of the fines yarn. Where Red Rock truly shines is their Glimmerstone mines. The beautiful stones can be crafted into all kinds of jewelries and as such Red Rock is very well known for its clothing and adornments made in-house. Red Rock is a quiet place, and the people often enjoy the company of newcomers.
Long ago back in the 2nd age during the booming many decided to travel to the uncharted North of Gibarra with the Thunder Mountain range as a shield from the cooler winds and climate, traveling past was a daunting task for many. As such many decided that they did not wish to travel past all they knew and Red Rock was founded. For a time Red rock was just a camp for travelers going north and many decided that instead of continuing on they would settle here. The First man to truly make red rock more than a camp was an humble Gnome by the name of Gale Shroomin. Gale and his companions began to build homes, and a camp went from a small village to a little town. Red rock was officially established on year 4c 095 2nd age.

Forrd
Forrd is one of largest cities in all of Gibarra, as it's a midway for all travelers going either west to Stormpoint or east to Whalebourne. As well as the famous guild The North Star calling Forrd home, this Bustling city is a traveler's delight with plenty of markets and taverns for all who need a day or two to rest. Forrd continues to grow and may even surpass Stormpoint one day. The city of Forrd is always alive and, as such, has often been named the city that never sleeps. On the outskirts is an equally growing crop production that feeds the inner city and the smaller villages around Forrd.
Its hard to believe that the bustling city of Forrd hasn't always been around, the vastly growing city has been built around the ancient group called the North Star, their founding is entirely unknown but there castle has stood the testament of time. Some can argue the group has been around since the first age built during the Eutherian and Dragon war. Regardless the Fortress was the seed that sparked the idea of growing a town along side the North Star Castle. During the Booming the central plains were a cluster of unknowns but the guild brought structure. Forrd's begins are thanks to a Goliath by the name of Bailor Stoneskin, she had come to the guild to seek refuge with her son as many other creatures big and small did the same. Bailor a simple no body found herself in a position of leadership many looked to her for guidance and she took to her new role as if it was her Destiny. Bailor guided and managed the people. The refuge slowly became a village and as they grew so did the world around them, her town was in a perfect location to connect Gibarra but all its people. After Bailors unfortunate death due to a grave sickness her son Jorgen took charge. As the town grew it was promptly named Forrd after his father who had lost his life protecting him and his mother as a way to honor his parents sacrifices. The Town of Forrd prospered and was Officially established on year 5c 082, 2nd age.

Northgrove
Capital
The Iron Heart of the North
Carved from the bone of the wild and wrapped in a mantle of snow and pine, Northgrove is a city like no other in Aetheria. Tucked deep within the boreal forests of northern Gibarra, it stands as a fortress not just of stone, but of will—a bulwark against the cold, the creatures, and the chaos of the untamed world beyond.
What began as a simple riverside campsite, little more than tents clustered around a fire, has now grown into a monolithic city-fortress, its towering stone walls stretching outward as it continues to consume the forest around it. Trees have given way to iron, and the once-silent woods now echo with the hammering of forges, the chants of warriors, and the beat of a city that refuses to die.
A City Forged by Strength and Survival
The people of Northgrove are known across Gibarra for their unyielding resolve. Life here is hard—brutal winters, prowling beasts, and isolation from the wider world keep the weak away. But for those who endure, Northgrove becomes a crucible, forging its people into steel-hearted survivors. Here, challenges are not avoided—they are hunted, bested, and worn as marks of pride.
Travel by land is slow and treacherous through the thick, dangerous woodlands that protect the region like a natural fortress. As such, the river is lifeblood—a frozen vein in the winter, a swift-moving path in spring. Many travelers, traders, and messengers rely on riverboats to make their way downstream, avoiding the lurking threats and gnarled trails that twist through the forest.
Outside the great walls, homesteads and frontier villages have begun to bloom—small pockets of civilization that stretch deeper into the wilderness. These settlements act as outposts, hunting grounds, and farmlands, all sustained by Northgrove’s protection and their own grit.
House Orthon – Blood of the North
At the heart of Northgrove’s strength lies House Orthon, an ancient bloodline of proud orcish origin, with roots stretching as far back as the First Age. Known for their honor-bound traditions and spiritual depth, the Orthons are not just rulers—they are guardians, warriors, and teachers, respected by their people and feared by their enemies.
The story of Northgrove begins in 5c 005 of the Second Age, when the Orthon family left the war-torn south and ventured north in search of a new beginning. Many warned them against the frost-bitten wilds and the monsters said to dwell within, but the Orthons saw the north not as a threat—but as a promise. They were drawn by the land’s raw, untamed spirit, and it was there that they planted the seed of a city that would outlast generations.
Now, centuries later, Northgrove is their legacy, and their blood still runs in the veins of its warriors, priests, and craftsmen.
Faith in the Wild – Spirit of the Grove
Northgrove’s people are not only warriors—they are deeply spiritual, their faith rooted not in distant gods, but in the living soul of the land itself. To live here is to honor the forest, respect the beasts, and understand the balance of life and death.
Shrines to ancient spirits and elemental forces dot the city’s streets and riverbanks. Every child is taught to revere the Great Hunt, the Cycle of the Seasons, and the Whispering Grove, where it’s said the forest itself speaks in dreams and wind.
The Orthons uphold these traditions with reverence and pride, seeing their rulership not as dominion, but stewardship—a sacred bond between people and land.
A Monument to Orcish Endurance
Northgrove is more than just a city—it is a monument to the orcish spirit: enduring, unyielding, and honorable. It stands not in defiance of the world, but as proof that strength and soul can thrive even in the harshest of places.
For those who seek challenge, who crave purpose, or who are simply looking for a place to prove themselves—Northgrove offers the forge. All you must do is survive the flame.

Pine Barrow
Pine Barrow is a very secluded village in the Northwest basin of the Whitestone Mountains. The people here are a hardy group that endures almost year-round snow. Despite this, the people have found ways to survive and thrive. The village gets few visitors as it is very out of the way, but its surprising numbers keep it on the map. Despite is small size Pine Barrow is very important it was first established back in the 3rd Age during Torrvan's war with the south, it was a troop camp built to hold valuables if he was ever too fall. Many of Torrvans most loyal followers fell back to this camp. The Orthon family saw to end all that Torvvan stood for and bring back the honor lost to their house name and when to the camp to destroy it. What little members remained fled into the Frozen North, as a precaution the Camp became a small town established in 1c 006, 4th age where Soldiers and volunteers live ever vigilant of any threats that loom.

Elder Hold Ruins
Elder Hold Ruins is thought to be a cursed land as it has stood the testaments of time first built by the Eutherians. Following the First age War the mighty castle now lay a Ruins in the far northeast by the ice caps. During the Booming many who continued North found the looming structure and used it as shelter. from here Many never left using the existing infrastructure the once dead Castle came alive once again. A Goliath by the name of Ja'Karr was first to seem the possibilities of the castle, and with his vision the castle became a stronghold or prison, his idea brough revenue as all lords who wished to rid them selves of the thieves and crooks sent them north to Ja'Karr. As more were sent north more ultimately called the Castle home and a town grew around it. By no means is Elderhold Ruins a lovely town but its name alone can send fear down any ones spine. Its said that once locked away you'll never leave, even in death your ghost is forever locked behind the Stone walls. The very Fortress even has a old folk song tat child sing to help pass the time. Elder Hold ruin became a fortress prison back in 5c o47, 2nd Age, but was a recognized town till 6c 012, 2nd age.

Whalebourne
Capital
The Shining Port of the East
Resting like a jewel upon the tropical eastern coast of Gibarra, the bustling city of Whalebourne stands as Aetheria’s great naval capital—a place where the sea meets civilization, and the hum of commerce never sleeps. Known for its unmatched maritime trade, multicultural population, and dazzling oceanic architecture, Whalebourne is more than a city—it is the lifeblood of Gibarra’s eastern trade and the pride of House Sylla.
A City Carved by Tide and Time
Once little more than a pirate outpost hidden among rocky coves, Whalebourne has grown into a sprawling, thriving metropolis that serves as the primary gateway to the eastern seas. Its growth has been nothing short of phenomenal—today, it stretches from the crystal-blue shoreline to the sea breeze kissed rolling hills in the west, bustling harbors, and sea-washed terraces forming a cityscape of constant motion and radiant energy.
At the heart of the harbor, ships of every shape and size dock daily, unloading exotic goods from faraway continents or preparing for voyages across the Derdeen Sea. Whalebourne now handles more than 80% of all overseas trade entering and leaving Gibarra. From silks and spices, to arcane relics and alchemical reagents—if it exists, it passes through Whalebourne’s docks.
The Temple of Mazu & Castle Sylla
Two monuments define the city's skyline and symbolize its past, present, and future:
-
Castle Sylla, an architectural marvel of white stone and golden trim, perched like a lighthouse above the sea, stands as the proud seat of House Sylla. Built with both elegance and defense in mind, it watches over the city like a sentinel—its high towers wrapped in flowering vines, its walls etched with carvings that tell the Sylla family’s long journey from merchants to nobility.
-
The Temple of Mazu, goddess of the sea, is one of the most sacred and unique sites in all of Aetheria. Designed with divine intention, water flows directly through the temple’s lower halls, creating an inner waterway where ships may pass through to receive blessings before departure. Sailors come from all corners of the world to offer tribute at her shrine, believing the ocean’s favor is the difference between life and death.
A Market Without End
Whalebourne’s streets are lined with colorful banners, spice-scented stalls, and the voices of dozens of languages. Merchants from Dornn, Valain, the Shattered Isles, and beyond trade in everything from fine jewelry and magical wares to imported fruits and enchanted beasts. Entire districts have evolved around trade specialization—Goldstrand Market for luxury goods, Lowwharf for rougher black-market trade, and The Windwalk, a high street that runs directly along the sea cliffs, known for its breathtaking views and high-end boutiques.
The city’s population has surged over the centuries—what once housed a few hundred now supports nearly half a million souls, from nobles and guildmasters to pirates-turned-politicians and wanderers seeking fortune. Whalebourne's open ports have made it one of the most culturally diverse places in Aetheria.
A Legacy Born in Fire and Salt
The story of Whalebourne begins in 4c 088 of the Second Age, with two brothers: Gale and Braum Sylla. After losing their family to a pirate raid, the brothers—not warriors, but humble tradesmen—gathered what farmers, leatherworkers, and blacksmiths they could and launched a daring siege against the very camp where their lives had been shattered. Against all odds, they won.
What was once a lawless pirate den became a place of purpose. The brothers renamed it Whalebourne, for the great whale that washed ashore during their victory feast, which they saw as a sign of Mazu’s blessing. From those early days of rebuilding, House Sylla was born—not of bloodlines and blades, but of resilience, trade, and vision.
A City of Opportunity and Intrigue
Today, Whalebourne is a city of opportunity. For sailors, it is a safe harbor. For merchants, it is a golden road. For adventurers, it is the place where quests begin and legends rise. But beneath the gleaming surface lies a tangle of guild rivalries, black market politics, and whispered rumors of rising pirate lords seeking to reclaim what was once theirs.
Still, the city endures, driven by House Sylla’s cunning diplomacy and relentless innovation. Though many noble houses underestimate them for their merchant origins, those who cross Sylla rarely do so twice.
Whalebourne Today
What began as an act of vengeance has become the eastern jewel of Aetheria, a city built not by kings, but by those who dared to dream bigger than the world would allow.
Here, in the city where sea and land meet, the tides carry more than ships—they carry stories, fortunes, and destinies.
Welcome to Whalebourne. May the ocean favor your steps.

Saltcoast
The Great City Of Saltcoast, Saltcoast is a port town, but on a smaller scale down in the south deserts of Gibarra, the Limestone Cliffs are soft and erode quickly. Much of the city has been lost to the sea, and the city itself may disappear in the future. Saltcoast sits in a more air location than the rest of Gibarra's Inhabits; as such, the people here are built differently. Although Saltcoast cons, it's an energetic place, where the locals are known for their beautiful glasswork and some of the best fishing in the South. What makes Saltcoats Truly stand out is the Lilith Coliseum.

Beach Hollow
Beach Hollow is located on Sahosa Island, just west of Salt Coast and north of green bay; many do not travel to Beach Hollow as it's more of a destination trip. The people here are surprisingly lively as the majority who call this part of the island home are halflings! Despite its small size the town of Beachhollow is rich with song, dance, and food.

Green Bay
Green Bay is the largest village on Sahosa Island. Here, it's more of a vacation spot for nobles seeking escape. Despite the little human interaction, the people here thrive off what the island can provide; despite the lack of outside interaction, the native buildings are impressive.

Kh'alahan & Fort Astragoth
Capital
Stoneborn Legacy of the Dwarves
In the northern crags of Valain, carved into the unyielding stone of the Dwarn Mountain Range, lies the great dwarven capital of Kh’alahan, nestled at the foot of the impenetrable bastion known as Fort Astragoth. Together, these twin marvels form the ancestral home of the dwarves and serve as the heart of House Onyxbrow, one of the oldest and most storied noble lines in all of Aetheria.
Built in the First Age, Kh’alahan and Fort Astragoth are among the oldest living cities still in use across the world. Unlike other cities that have risen and fallen with the ages, the bones of Kh’alahan have never cracked, and its people have never wavered.
Kh’alahan – The City of Stone and Fire
Beneath the towering cliffs and ever-snowcapped peaks, Kh’alahan thrives as a symbol of dwarven endurance and ingenuity. The lower city, open to all peoples, is a vibrant hub of commerce and craftsmanship. Its cobblestone streets echo with the sound of hammers, the hiss of forges, and the chants of dwarven workers who still honor the old ways with every strike.
Here, merchants from across Aetheria come to trade for weapons of legend, tools of unmatched precision, and jewelry so fine it could make an elven lord weep. The city is the backbone of noble craftsmanship, and many ruling houses rely on Kh’alahan’s artisans for their gear, armaments, and heirlooms.
Every home, every beam, every pillar within the city is a work of pride and permanence, hand-carved by dwarves over generations. Murals of battles past, statues of great kings, and rune-etched halls speak of a people who remember everything—and forget nothing.
Fort Astragoth – The Undying Citadel
Above the city, carved directly into the mountain face, sits the imposing stronghold of Fort Astragoth—the ancestral seat of House Onyxbrow, and a structure as eternal as the stone it was born from. Its black iron gates are flanked by ancient runic guardians, and its walls are said to be infused with forgotten magics and fire-forged ore, resistant to both age and assault.
Only those of dwarven descent are permitted beyond its gates, a sacred tradition upheld since the First Age. To step inside Fort Astragoth is to walk among the tombs of kings, the blueprints of ancient war-machines, and the great archives of dwarven knowledge—secrets not meant for outside eyes.
For non-dwarves who seek to glimpse the heart of the fortress, special permission must be granted by the reigning King or Queen of the Onyxbrow line—a rare and hard-won honor.
House Onyxbrow – Forged in Flame and Stone
House Onyxbrow is as much a part of the mountain as the fort itself. With a lineage that stretches back to the first smiths and rune priests, the house has stood through wars, plagues, and the rise and fall of empires. They are stoic, wise, and relentless, placing tradition, craftsmanship, and family above all else.
Their sigil, a hammer striking an obsidian anvil beneath a mountain peak, is seen everywhere—from banners in the lower city to the etched gates of the fort. The current ruler is King Durvyn Onyxbrow, a seasoned warrior-smith known for his wisdom and his unyielding defense of dwarven independence.
A City Rich in History and Adventure
Kh’alahan is a treasure trove for scholars, adventurers, and lore seekers alike. From forgotten ruins buried beneath the foundations to the ancient Dwarven Libraries guarded by rune-bound constructs, there is no shortage of mysteries for those brave enough to delve.
Tales are whispered of hidden vaults sealed since the Age of Fire, forges that burn with the last embers of a dying god, and artifacts so powerful they were locked away forever. For all its stone and steel, Kh’alahan is still alive with secrets waiting to be unearthed.
Kh’alahan & Fort Astragoth Today
Though the world above changes, the halls of Kh’alahan remain steady, eternal, and proud. It is a place where the forge never cools, where tradition still holds meaning, and where the mountains speak in echoes of old songs.
To walk its streets is to feel the weight of ages.
To be welcomed into its walls is an honor.
To be remembered here… is to be immortal.

The Red Keep
The Red keep is a well hidden Fortress deep in the Dwarn Mt. range. Not much is truly known about this place. The rumors are this is the birthplace of all Warforged but the dwarves are very secretive of there creations to avoid replication. As the path to the Red Keep is long destroyed the only way to access's the lost city is through the mountain pass or the mines as its believed the 2 fortresses are inter connected. The Red Keep is heavily guarded and not many even dwarves have step foot in this fortress since is was locked away after the Dwarven Civil war ended.

EdgeWarf
Edgewarf is a small village in the far north of Valain. Here the people are experience harsh winters and short summers. The city is built off the 3 lakes, the lakes provide food to the locals but also doom them as the ice cold waters create lots of ice storms.

North Slums
The Norths slums is a barren place and for many a haunting reminder of the tides of war, back in the 3rd age North slums was created as a concentration camp for any one who apposed the self proclaimed king of the dwarves, after the war ended many of the people left in the camp hade no where to go and as such had to make due with what was provided, North slums as become a place for the unwanted.

Marleme
Capital
The Blooming Heart of Valain
Nestled on the eastern edge of the Nerelli Rainforest, where the thick green canopy begins to thin and the jungle mist gives way to open sky, lies the lush, radiant city of Marleme. Alive with color, music, and joy, Marleme is often called “The City of Petals” by travelers and poets alike. It is one of the few cities in Valain where anyone is welcome, regardless of race, creed, or origin—a beacon of openness in a continent often known for its seclusion and guarded traditions.
A Living Tapestry of Cultures
Marleme is a vibrant, ever-moving city, with winding vine-laced streets, colorful cloth banners that flutter from rooftop to rooftop, and music that echoes from every corner, morning to midnight. Artisans, traders, scholars, and pilgrims from every part of Aetheria pass through its gates, and many end up staying, swept up by the city’s warmth and rhythm.
The inner city is a true melting pot, unlike much of Valain, which is often insular and tribal. In Marleme, Loxodon chefs cook beside human musicians, dragonborn dancers perform with Tabaxi drummers, and Hobgoblin alchemists trade with Dwarven jewelers. Every plaza is a celebration, every alley a story waiting to unfold.
And when night falls, Marleme glows like a constellation laid upon the earth. Bioluminescent moss lines the city’s stone walls, while enchanted lanterns sway like fireflies, bathing the streets in soft hues of blue, gold, and green.
The Rule of House Wormwood
Marleme is governed by the benevolent and wise House Wormwood, a noble Loxodon bloodline revered for their dedication to peace, life, and balance with nature. Unlike most noble houses, the Wormwoods do not rule from a throne, but rather guide through council, consensus, and sacred tradition.
The centerpiece of their leadership is the Wormwood Temple, a grand, ivy-covered structure that serves not only as a spiritual haven but as the heart of the city's cultural and political life. Its great central chamber is open to the public, filled with gardens, pools, and resonating chimes that echo with calming magic. The temple itself is said to be built on a place of old power, where the rainforest once sang with primal energy.
Each spring, during the Festival of Renewal, the temple and the entire city erupt in celebration. Flowers bloom overnight through enchanted seed rites, street performers fill every corner, and visitors from across Aetheria come to witness the magic of Marleme in full bloom.
The Founding of Marleme – A Forest’s Mercy
Long before Marleme was the glowing jewel it is today, the land it stands on was a battlefield between warring jungle tribes and encroaching settlers during the 5c of the Second Age. Amid the bloodshed, an ancient Loxodon mystic named Arvani Wormwood arrived with a vision of unity and healing. Guided by a dream from an ancient forest spirit, Arvani stood between the clashing forces and demanded peace—not with weapons, but with wisdom.
Legend tells that on the day the final battle was meant to take place, the jungle itself intervened. Vines rose from the earth to stop weapons mid-strike. Wild beasts gathered in silence, staring down both sides. The rain fell gently, and the earth hummed with a power so ancient it silenced all in its presence.
Arvani declared the spot sacred, and with the support of both sides, he planted the Heartseed Tree—a mystical seed given to him in the dream. Where it grew, Marleme began. A city of peace, for all people. A city born not of conquest, but of mercy, music, and magic. On 5c 032 Second age Marleme was founded.
The Spirit of Marleme Today
Modern Marleme still echoes with Arvani’s dream. Its people are passionate and free-spirited, their culture shaped by the belief that life is to be celebrated, not merely endured. Education, music, and hospitality are held as sacred values, and many young adventurers begin their journey here—drawn by the stories, the color, and the open arms.
But while Marleme is a city of light, it is not without shadow. Outside its walls, the rainforest stirs, ancient and wild. And some say the Heartseed Tree in the Temple gardens grows restless, as if remembering the blood once shed upon the land.
Still, within the city walls, the celebration continues.
Because in Marleme, every voice matters, every heart is welcome, and the city will always dance to the rhythm of life.

Delta Marsh
Capital
The Heart of Humanity in Valain
Tucked just northwest of Marleme, where the tangled rainforests of Valain give way to wide-open wetlands and fertile floodplains, lies the industrious city of Delta Marsh. As the largest human-led settlement in all of Valain, Delta Marsh stands as a monument to grit, growth, and perseverance—a shining example that hard work can tame even the wildest lands.
Here, the noble House Quinn governs not from a throne of gold, but from the very soil they worked with their own hands. The people of Delta Marsh are farmers, fishers, cultivators, and craftsmen, and they wear their labor like armor. The city hums not with songs or magic, but with the steady rhythm of boots in mud, carts on planks, and tools on wood.
A Working City, Built by Calloused Hands
Delta Marsh is no place for idleness. Its streets are lined with barley carts and fishmongers, its harbors filled with flat-bottomed boats and harvest barges. Raised wooden walkways crisscross over the murky ground, connecting homes, markets, and mills built on stilts above the marsh waters. The air carries the scent of wet earth, fresh grain, and roasted root vegetables, and the songs heard here are working chants and river ballads, not minstrel tunes.
The city’s identity is deeply woven into sustaining the continent—producing massive quantities of rice, vegetables, freshwater fish, and medicinal herbs that are traded across Valain and beyond. Delta Marsh is a lifeline, and everyone here knows that their labor feeds the world.
The Quinn Manor – Seat of the People’s Nobility
At the center of the city rises the Quinn Manor, a grand yet humble estate built with thick blackwood beams and red-tiled roofs, nestled atop a wide earthen rise known as The Dryback. Though stately, the manor is less a symbol of power and more a hall of collaboration and stewardship.
Here, House Quinn hosts emissaries from across Aetheria, negotiates new trade routes, drafts agricultural pacts, and oversees seasonal planting festivals and flood protections. The manor is also a gathering place for the people—a site of communal meetings, educational forums, and emergency refuge during seasonal surges in the marshes.
Founding of Delta Marsh – The Stubborn Seeds of Survival
The tale of Delta Marsh begins in the late Second Age, when the rainforests to the south were already dominated by scattered beast clans and dense tribal territories. Few dared to travel north into the sodden floodplains, believing the land too wet, wild, and unyielding to support any lasting settlement.
But then came Elias Quinn, a second-born son of a minor noble family in eastern Gibarra—a man with no titles, no lands, and no chance of inheritance. With little more than a mule, a small group of loyal followers, and a vision for something greater, Elias journeyed into Valain seeking a place where a name could be earned, not inherited.
Where others saw mud and ruin, Elias saw rich black soil, natural irrigation, and untapped bounty. He and his people built levees by hand, dug out their first rice paddies, and constructed shelters on stilts above the waterlogged ground. The first years were brutal—floods, fever, beasts—but the settlers endured.
The turning point came when Elias found a way to tame the floods, using ancient techniques learned from a wandering druid and local Lizardfolk. Through a system of sluices and earth walls, the marsh began to yield. Crops grew. Trade followed. And within decades, Delta Marsh bloomed.
Elias never claimed the title of lord. But when he died, the people he served named his family the House of Quinn, in honor of his unwavering commitment to building not just a city, but a future.
The Spirit of Delta Marsh Today
House Quinn continues to carry that legacy: nobles of the land, but never above the people. They walk the fields with their farmers, eat with their citizens, and govern with pragmatism and pride.
While some view the city as humble compared to the grand towers of Marleme or the fortified halls of Fort Astragoth, no one questions its importance. Delta Marsh feeds the continent, and those who dwell there take immense pride in being the backbone of Valain.
“Honor the Seed, Earn the Harvest”
A common saying in Delta Marsh, passed down from the early days of Elias Quinn. It still echoes in every field, every canal, and every deal brokered from Quinn Manor.
Delta Marsh is not just a city—it’s a promise.
That through patience, purpose, and hard work, even the wildest land can bloom.

Nessy
Nessy is a large village northeast of Delta Marsh, run by the Wormwood house. Nessy is a port town off the golf in the swamps; it is a place for travelers crossing the Derdeen Sea as a safe refuge and giving Marleme port access. Nessy is unique in that it is a Tortole ran village.

Zubi
Zubi is, in recent years, now considered a village, once a tribe, now a growing village. Zubi is unique as it has been built off the ground using massive roots and tree branches and their foundation, as well as being built off a waterfall Zubi is a very secure village. Zubi is not welcome to humans or humanoid creatures as the locals still grudge against nonlocals. Almost all the residents of Zubi are fearsome warriors who value strength. This village is one place you want to avoid getting lost in.

Silver Watch
The Mile High City of Silver Watch, run by House Tully right off the Southeastern cliffs of Valain this impressive city is known for its fantastic views and harsh landscape. Despite this, the city of silver watch continues to grow and almost out-populates the 2nd largest city in Valain Marleme. Silver Watch is a port town and is the largest trader of Dornnish Products. Silver Watch was once just a camp built by an unlucky few after their boat sank not far from the cliff banks, and now the Silver Watch is a quickly growing place full of all kinds of people and cultures.

Jade City
The Mighty Jade City is home to the Nobel house and Rulers of Dornn, the Khafra Daora children of the sun. Jade City is a massive Kingdom. The city is built upon a 500ft Foundation where the inhabitants live in one of the three layers of the city; the 3rd level is the ground level where the poor and unfortunate live, 2nd level is where most of the city inhabitants live surrounded by lush plants, homes, shops and so much more then there is the 3rd level where only the most powerful and wealthy get the privilege of living in. Jade City is the largest standing structure in the current age; its size alone is a marvel to see and its influence on the land.

Dragon Barrow
Dragon Barrow is the Sister city to jade city Across the jade gulf; with Dragon Barrow connected to the sea, it's the only way most imported goods get into Dornn. This Colorful city is also under the rule of the Khafra Daora and, as such, shares the same rules and regulations. Dragon Barrow is quickly growing as more and more folk to Dornn. The city is constantly alive as ships in and out constantly flow people and goods.

Little Rock
Little Rock is the 3rd and Smallest city, run by the Khafra Daora; just a couple miles from Dragon barrow, this city lives in the shadow of the larger cities just west. Despite this, the people of little rock enjoy the quieter lifestyle, and here they focus on the little things.

Shadow Band
Shadow band is a small free city in the far south west of Dornn, here the people fight for survival with the constant threat of the Khafra Daora's hold creeps toward them. Being so far from the rest of the world has made the people here distant and lost from the rest of the world.

Sandstone
Sandstone was once a Growing city that the rebellion against the Khafra Daora called home until the location of this city was leaked, and the army of the sun came with a vengeance destroying much of the city and killing hundreds to end the rebellion; now Sandstone is a shadow of what it was. The rebellion persists even after this grave defeat.

Rock Port
Rock port is Found on the most significant island west in the Derdeen sea. As the Nobel House, Lyena Works hard to turn this dead and abandoned island into a thriving city. Rock Port is the largest producer of seafood goods as the house has a very effective old trick. The island brings plenty as the ruins of the original city are quite the sight for sight seekers or adventures looking for lost goods and history.

leon
Leon, just west of Aeros. Leon is a thriving town built as a resting town for many sailors, traders, and travelers. The Leader of Leon is a half-elf by the name of Varin. Varin has no proper house and is a self-built man. Many respect him because his vision made Leon such a quickly growing place. Leon continues to grow and pull more and more people to not only drive his business but grow the community.

Aeros
Aeros is a free city with no true leader. It functions more as a trading town. Many people who visit Aeros are either stopping to collect and or drop off goods and then moving on or getting people from one island to the other. So, with the constant influx of people, the city thrives off of the lack of government, Aeros is constantly growing and has consumed multiple islands

Pirates Cove
Pirates Cove is not a Recognized town, but many know of pirates cove; the location of pirates cove is hidden as only those with the correct coordinates can navigate the treacherous waters surrounding the island. Here all kinds of sum plan, loot, murder, and honestly do as they please Here, it's a free for all, despite the lows it's safe from the Nobel houses that hunt them down.
Create Your Own Website With Webador