While commonly referred to as “Rosenhall” by players and even myself, the world’s actual name is The Vale. It consists of seven continents: Rosenhall, Eldamar, Drachma, Qoporis, Calarin, Sakar, and The Frost Peaks.
Most campaigns take place in Rosenhall, with the other continents primarily serving as explanations for the introduction of new races or in-game elements when expansions or new rulebooks are released. For instance, Drachma was established in 2014 to justify the sudden appearance of Dragonborn within the setting.
However, high-level plots often take adventurers beyond Rosenhall, exploring the unique maps, cultures, and histories of the other continents in The Vale. This broader world provides ample opportunities for epic storytelling and world-spanning adventures.
Rosenhall
Rosenhall is the main setting of the world, consistent of five indepenent states.
The Kingdom of Rosenhall is the oldest part of the continent, home to historic settlements and rich traditions. Its capital, Rosenhall City, is renowned for Elkmire Castle and the opulence of its monarchy, which narrowly avoided collapse only years ago. However, Rosenhall now struggles to reclaim its former glory, overshadowed by its once-vassal states, leaving it seemingly outdated and stagnant.
The kingdom’s economy and strength are still reeling from two recent wars, the dwindling popularity of the Crown, and trade sanctions from Wolford and Khim Khalduhr, imposed after the Crown’s glassing of Wolford during the Civil War. Despite these challenges, Rosenhall City remains the largest and most diverse metropolis in the world. Yet, its grandeur is marred by a history of oppression, conquest, and slavery, with wealth dictating the city’s layout.
In Elysium Park, the rich enjoy lavish manors and every luxury imaginable, while the poor live in shantytowns outside the city walls, exposed to the elements and reliant on a barely functioning militia that only protects essential buildings like the orphanage. Refugees from Vlorfa, fleeing its recent economic collapse, have flooded into Rosenhall, creating a sprawling tent city throughout the shantytowns and farmlands beyond the walls. The Crown exploits these refugees for hard labor at meager wages while proclaiming its virtue and glory to its former vassals, warning that without its leadership, all would fall and return begging for charity and forgiveness.
The city’s middle class, once made up of tradesmen, clerics, and merchants, is shrinking as the gap between rich and poor widens. Sapphire Hill, a district originally built to house soldiers, is now home to wealthy merchants lacking the pedigree for Elysium Park. Meanwhile, many laborers and crafters lease small properties from Havenflower Estates, which has bought up much of the housing intended for the working class.
While some factions, like The Sentinels work to strengthen Rosenhall, believing a strong Crown will eventually improve the lives of its people, others, like the Golden Rat Syndicate, seek to destabilize it. Operating in the shadows, the Syndicate robs the wealthy and encourages rebellion through organized crime, all while taking their cut of the spoils.
Most recently, Rosenhall City erupted in riots when it was revealed that the Lioncrown of Rosenhall, Ondor Sev, had conspired with the Syndicate during the Civil War, allowing the criminal underworld to thrive while the people suffered. Forced to abdicate his position as General of the Militia and Duke of Rosenhall City, Ondor barely escaped the mob with his life. In the wake of the scandal, Elkmire Castle’s gates remain sealed, and Queen Camilia Dev II now faces mounting pressure to appoint a new Duke who can restore order and shape the future of the kingdom. To avoid a fate similar to Ondor’s, the Queen must meet the people’s demands—or risk exile herself.
Vlorfa was founded after King Rose’s execution at the conclusion of the Beast War as part of Rosenhall’s attempt to sue for peace. This expansive region across the Dragon Bridge, called “The Commonwealth,” became home to Beastfolk (Goblins, Dragonborn, Tieflings), Wild Elves, and the nomadic Grim Thunder (Orc) tribe. Over the past 300 years, Vlorfa has repeatedly attempted to form a confederacy among its four kingdoms—Moressley, Holden, Ylathyr, and Blackpool—but these efforts have consistently failed, often due to the Wild Elves’ resistance to formal governance.
During the Rosenhall Civil War, Vlorfa’s divisions deepened. The Crown supplied rations and monetary aid to the Commonwealth in exchange for privateers from Holden, using them to blockade the Resistance. Meanwhile, Moressley’s Hobgoblin militia, “The Red Wasps,” supported the Resistance, enraging the Crown. After the war, Rosenhall demanded reparations and cut off aid, prompting Vlorfa to formally declare independence and sever its vassal ties.
Since then, Vlorfa has faced dire challenges. Without Rosenhall’s rations, the barren farmlands and mountainous terrain provide insufficient food, while resource hoarding by the Wild Elves limits trade opportunities. The resulting economic collapse has driven a mass exodus toward Rosenhall. Meanwhile, the northern Blood Swamp is overrun with mutated monsters, and the Wild Elves fiercely guard Ylathyr Forest, leaving Holden and Moressley to fight for survival and independence. On the other side of the Dragon Bridge, Rosenhall and The Sapest wait, ready to conquer the Commonwealth when it inevitably falters.
The Sapest, a sprawling desert kingdom, is renowned for its innovation and as the first democracy in Rosenhall. Following the Civil War, it became a Republic, empowering its people after centuries of oppressive crown rule. Its capital boasts the Charmed Cove and the bustling suburb of Oars Rest, which together form the largest trading hub in the known world, exporting and importing every imaginable good. The Sapest is hailed for its quality of life, with laws enforcing fair wages, price-capped spellcasting services, and cutting-edge innovations from the Artificers of Azmar making it feel decades ahead of its time.
Yet, the Sapest operates much like the Wild West, with local settlements enjoying significant autonomy over their governments. Adventuring companies such as Ocean’s Oath often act as contracted militias, dealing with everything from monster attacks to bringing wanted outlaws to justice. This decentralized approach to law enforcement and governance creates both opportunities and risks for those bold enough to carve their own path.
Despite its progress, the kingdom hides darker secrets. Whispers of a Hell pact fueling its technological advancements persist, especially in towns like Little Ridge, where travelers mysteriously vanish. The scandal of The Vanguard uncovering warehouses housing hellhounds decades ago only deepens the intrigue, particularly with the release of groundbreaking inventions like Marshall Ace Chaplin’s Peacekeeper firearm and Dr. Sydney Cauldwells’ Azmar Express passanger train.
As divine magic falters due to the Divine Drought, the Sapest thrives as a hub for non-magical innovation. Scholars and entrepreneurs flock to its cities, making rapid fortunes, while the Havenflower Highway ensures trade flourishes across the desert.
Wolford, one of the Sapest’s key settlements, is slowly rebuilding after its devastation during the Civil War. With a 10,000-gold investment from Ocean’s Oath and support from the Blackwater Mercenary Company, the city is on the rise. Once its Chardalyn and Silver mines reopen and it connects to the Azmar Express, many believe Wolford will become the gem of the Sapest, offering prosperity for all who seek it.
Beneath the sands of the Sapest lie many truths—and gold—to be found. Will you seek them during this golden era?
Khim Khalduhr is a small but mighty city-state bordering the Sapest, built deep within the heart of a volcano. Once a grand beacon of industry during the Age of Empires, the city is rumored to have an extensive network of underground tunnels stretching across the seas to Drachma and throughout Rosenhall. Its crowning jewel is the Arcane Forge, a legendary relic capable of crafting both Adamantine weapons and magical arms. As one of the few Arcane Forges still operational after the Spellplague rendered High Magic nearly inaccessible, it solidifies Khim Khalduhr’s position as a vital hub of craftsmanship.
The city is also home to Elemental Fundamentals, the world’s most renowned architects, credited with designing iconic landmarks like the guildhalls of the Vanguard and Ocean’s Oath, as well as St. Noglock’s Cathedral in Rosenhall City. Adding to its fame is the Dwarven Wrestling Foundation (DWF), the largest pit-fighting arena in the world. Its annual championship, Dwarfmania, attracts thousands of tourists and fills the volcanic halls with the roar of spectators.
Khim Khalduhr is infamous for Korvikoum, the world’s most secure prison. Its cells dangle over the molten heart of the volcano, and at the slightest sign of resistance, a prisoner’s cell is dropped into the lava below. This brutal system has earned Korvikoum a reputation as the ultimate deterrent to crime. Among its most notable inmates was The Puppet Master, a psionic mastermind who orchestrated the destruction of the Frost Peaks. He met his end in a failed breakout attempt, cementing Korvikoum’s reputation as the graveyard of even the most dangerous criminals.
Society is structured through a rigid caste system, where Dwarves remain within their birth clan, living and working under their clan’s patriarch. Entire industries are controlled by clans, and being disowned is the gravest punishment a Dwarf can face, often leading to exile or death as they lose their job, home, and even their name. Khim Khalduhr’s government operates as an absolute elected monarchy. Upon the death of the Forgelord, the heads of each Dwarven clan convene to elect a new Forgelord, who rules for life with unquestioned authority.
Though small in size, Khim Khalduhr’s influence is immense, a testament to its enduring legacy of innovation, craftsmanship, and resilience, with its fiery depths serving as both a forge for greatness and a prison for the irredeemable.
The Mistlands, often called “The Heart of Rosenhall,” is a vast farming hub, its fields producing nearly every type of food imaginable. Bradford, its capital, is steeped in history and known for withstanding three attempted coups due to the Crown’s overwhelming popularity. For decades, the Crown has upheld the belief that their rule is divinely ordained, charged with the god-given duty of ensuring the safety and stability of their people. Public libraries, free universities, open trade, and subsidized farmland exemplify the Kingdom’s commitment to civil service and education.
The Mistlands played a pivotal role in the Civil War, with the first shots fired in Bradford. The Taimavar attempted to arrest and execute Duke Sarradrasford for treasonous speech against the Crown of Rosenhall, but the city rose in defiance. Citizens, joined by outlaws from the Sapest, fought to keep Sarradrasford in power, marking the beginning of the rebellion.
Rumors suggest that Duke Sarradrasford was the Resistance’s choice for King of Rosenhall had they won the war. However, after Ondor Sev’s surrender at the war’s end, Sarradrasford was deposed and replaced by the renowned bounty hunter Trinity. While many in Bradford still long for Sarradrasford’s return, others appreciate Trinity’s focus on criminal justice reform and investments in education.
The Kingdom’s generosity often comes at a cost, as it struggles to fund itself, relying heavily on foreign loans from the Sapest and Khim Khalduhr. This financial dependence has left the Crown burdened with a massive deficit, offset by exporting goods from its farmlands.
The Mistlands is also home to the renowned Bard College, the first public and free magical university, standing in stark contrast to the exclusive and costly College of Ioun in The Sapest.
Wyvern Castle, a fortified island stronghold, houses the legendary Ravenknights, former Paladins and Clerics of the Raven Queen, now serving Sindatari, who protect the Kingdom from monstrous and human threats. Among them is Garrus Gelentara, one of history’s most infamous adventurers, now retired and training the next generation of knights.
Despite its economic struggles and internal divisions, the Mistlands remains a beacon of hope, resilience, and progress, continuing to shape the future of Rosenhall.
Eldamar
Eldamar, a realm of timeless beauty and arcane majesty, carries the weight of a troubled past. Though its elegant spires and magical landscapes remain awe-inspiring, the land is haunted by centuries of a rigid hierarchy and an obsession with perfection. The Crown Wars—a brutal conflict where Elves turned against one another to assert dominance over the human world—left Eldamar fractured and cemented its reputation as a land of pride, danger, and unyielding ambition.
Central to Eldamar’s dark history was the Taimavar, an extremist faction who sought to restore Elven supremacy by uncovering the secrets of High Magic. Their ultimate goal was to resurrect the Lich-Queen Velatha, a ruthless tyrant, and force all Elves who had left their homeland to return. These “traitors” were to be bound to eternal labor under the doctrine of “Until the Stones Forget,” a chilling vow decreeing their service to the nation would only stop at the end of time.
The Taimavar believed that, through reincarnation, every Elf’s life belonged to the nation, and their twisted vision turned the Elven cycle of rebirth into a tool of endless oppression. Thankfully, their dark reign came to an end when Ilwe Larethian destroyed Velatha and toppled her regime. In a final act of hope, Ilwe brought Corellon back from the Feywild, paving the way for a new era of peace and prosperity. Yet the scars of the past run deep. Many nations still view Eldamar with suspicion, wary of what the Elves might be capable of, should their ambitions turn dark again.
Adding to this unease, Taimavar sympathizers still linger in the shadows of other nations. These remnants work in secret, seeking allies to reclaim control of Eldamar and restore their vision of Elven supremacy. Though their numbers are few, their presence fuels distrust and complicates Eldamar’s efforts to rebuild alliances.
Once a backdrop for the Taimavar’s sinister plots, Eldamar has grown into a land of complexity, grappling with its dark legacy while striving for redemption.
Drachma
Drachma is a confederacy of states bound by a mutual non-aggression pact established after the Age of Fire. During that era, many settlements suffered under the rule of Dragonborn Wyrmspeakers, who commanded the power of dragons to enforce a rigid Draconic caste system. With the fall of the dragons, Drachma entered an era known as “10,000 Years of Peace,” safeguarded by the passage of a universal humanoid rights decree and the establishment of a supreme court to mediate disputes and maintain harmony among its states.
As the birthplace of the Dragonborn, Drachma holds a deep connection to their history and legacy. It is also home to the ancient ruins of Nor Thordrim, the former capital of the Shattered Empire during the Age of Empires, when the Dwarves ruled the known world. These ruins serve as a somber reminder of past oppression and the rise of a unified Drachma, a land now dedicated to justice, equality, and lasting peace.
At the heart of Drachma’s capital, Lunaris, lies the legendary Vault of Dragons, a magically secured chamber that can only be opened during The Day of Black Sun, an annual solar eclipse in the late summer. The vault was designed to safeguard powerful artifacts, accessible only to all five Wyrmspeakers wielding the Dragonmasks—one for each color of chromatic dragon. These artifacts were intended for use in dire times, ensuring Drachma’s survival when it needed aid most.
Roughly twenty years ago, Ocean’s Oath and the Crown Prince of Drachma, Fel’Gram Auromei, embarked on a perilous quest to recover the five Dragonmasks scattered across the land. Once united, they opened the Vault of Dragons and retrieved a powerful artifact, which was used to slay the Deathknight Blightlaugh. This undead terror had been radicalizing Dragonborn across the country, attempting to disrupt the 10,000 years of peace and usher in a new Age of Fire.
The successful use of the Vault not only preserved the fragile peace of Drachma but also reinforced its legacy as a land where unity triumphs over division.
Calarin
Calarin, the ancestral home of the Yuan-ti, stands as the spiritual heart of The Vale, renowned for its religious significance. At its center lies The City of Gold, a dazzling metropolis where the Archbishops of all the Gods convene annually in the Compact of Heaven. This sacred gathering ensures peace among the Pantheons and reflects the unity of the Gods themselves.
However, Calarin’s reputation as a beacon of neutrality and order was shattered during The Week of Terror. In a series of rapid and calculated assassinations, the Holy Father—the head cleric of the Compact—was murdered, alongside several other powerful figures throughout the world. The event left The Vale in turmoil, and despite countless investigations, the culprits remain unknown.
No official image of The City of Gold exists, so here’s a poorly drawn image to spark your imagination.
Qoporis
Qoporis is a militaristic nightmare where “might makes right” isn’t just a motto—it’s a way of life. Feuds, fights, and general chaos are as common as breathing. Prahas, one of its many charming regions, is home to The Hunters—licensed spellcasters who legally hunt down enemies of the state because, of course, spellcasting is illegal unless Big Brother says it’s okay.
This delightful warzone is also the ancestral home of Tortles, Kenku, Lizardfolk, and Aarakocra, who apparently looked at its mountains and forests at the dawn of creation and thought, “Yeah, this seems like a great place to settle forever.”
Recently, Qoporis took its absurdity to new heights (or depths) when an ancient vampire tried to steal one of the Tides of Chaos. Supreme Leader Erlunder, in his infinite wisdom, decided the best solution was to nuke the entire continent with magical explosives, sinking it to the bottom of the ocean. Problem solved, right? Well, no.
A week later, a level 20 Cleric, clearly not briefed on the concept of letting bad decisions stay buried, used Divine Intervention to bring the whole continent back—people, undead armies, and all—thanks to a miracle from Pelor. Now it’s just sitting there, resurrected and awkward, waiting for someone to poke at the inevitable fallout.
Here’s hoping we don’t have to deal with this hot mess of a place again anytime soon. Fingers crossed.
Sakar
Sakar was born during a drunken college night when my brain was running on more cigarette smoke than functioning neurons. Back then, I thought I was too cool for intricate plots and political intrigue, so I created this dumpster fire as a literal Yugioh parody.
Every settlement in Sakar is based on an anime stereotype, which, unsurprisingly, hasn’t aged well over the last seven years. The place has no real plot—just a collection of over-the-top tropes that seemed hilarious at the time. The one saving grace is that it became the backdrop for the premier aritfacts of my setting, the Tides of Chaos, those handy divine MacGuffins that pop up whenever a God needs killing. Cue the ragtag adventurers racing to collect all seven in true ronin fashion to stop some apocalyptic nonsense.
Beyond that, Sakar is a barren wasteland of relevance. Its only noteworthy features are the Monks of Feminism (don’t ask), The Coq Cave (don’t ask) and the town of Atbela, which boasts buttercream frosting so good that I had to consult a professional baker to recreate it just to shut my players up.
Somehow, there are over 5,000 pages of lore for this place, courtesy of a chaotic text RP campaign. But let’s be real—90% of it is NSFW and absolutely isn’t canon. Honestly, I’d rather never speak of this hellhole again… unless, of course, I need a place for a filler episode.
Oh, and apparently this is where Psionics originate. Why? Who knows. I mentioned it once, forgot why, and never followed up. So, hey, maybe there’s a reason to revisit this nightmare someday.
The Frost Peaks
The Frost Peaks were supposed to be a charming winter wonderland, home to majestic Silver Dragons, ancient ruins, and an adorable twist on Gnomes—the Snomes, who lived in cozy igloos. Unfortunately, their story came to a swift and catastrophic end when The Vanguard failed their very first mission in the region. Within two hours of arrival, they allowed a cult to use Vecna’s Book of Vile Darkness to cast the 12th-level spell Apocalypse, wiping out all life on the island and making it rain blood for twelve years.
This disaster triggered a global climate crisis known as The Wrath of Melora. In Rosenhall, the Charmed Cove flooded and had to be evacuated for twenty years as it sank beneath the rising seas, and the Dwarves of Khim Khalduhr nearly became an island state. Thankfully, the Archfey of Winter, Ilwe Larethian, managed to reverse the crisis with High Magic from the Book of Exalted Deeds, restoring the Cove and stabilizing the climate. Yay!
But the social fallout endures. For over 40 years, the Gnomes of Holly Head in Rosenhall have sought reparations from The Vanguard for the loss of their Snome relatives. Meanwhile, I get an annual avalanche of “Happy Snome Remembrance Day” messages on my birthday, which is when the Frost Peaks met their doom.
The real tragedy? I’ll never have another snow-covered region in Rosenhall, my favorite terrain. Thanks, Doug. #NeverForget