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In the world of Valsidia

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Valsidia: A World Forged in Chaos

Valsidia is a bizarre and volatile land, a collision of realities born from a cataclysmic interdimensional convergence. It is a world where the bright heroism of classic fantasy clashes violently with the grim darkness of a war-torn future, where magic and technology intertwine in unpredictable and often horrifying ways.

 

The Great Convergence

The genesis of Valsidia lies in a cosmic accident of unimaginable scale. A powerful archmage from the D&D world of Faerûn, in pursuit of arcane knowledge, attempted to open an interdimensional portal. This portal, instead of leading to another plane, intersected with the Great Rift from Warhammer 40,000. The resulting tear in reality was not a clean break but a chaotic collapse, a maelstrom that drew in fragments of existence from across multiple timelines and dimensions.

The energies released were so immense that they shattered the boundaries between worlds. Pieces of D&D realms, Warhammer Fantasy's Old World, and Warhammer 40,000's grim future were violently stitched together, creating a world of impossible juxtapositions. Physics and reality itself became fluid, resulting in bizarre landscapes, hybrid creatures, and unpredictable magical phenomena.

 

A Land of Contrasts

Valsidia is a world of stark contrasts:

  • Heroic & Grimdark: Shining cities of high elves stand alongside decaying Skaven warrens. Noble human knights clash with bloodthirsty Khorne berserkers. Lush forests border Tyranid hive-cities.
  • Magic & Technology: Spellcasters wield arcane power, while ogre pirates command ramshackle, magically augmented ships. Ancient ruins house both powerful artifacts and corrupted machinery. Technology now runs on Magical ability alone.
  • Diversity & Abomination: A bizarre mix of species now populates Valsidia. Familiar races from D&D and Warhammer exist alongside twisted amalgamations, the result of the colliding realities.

 

The Eternal Struggle

The very nature of Valsidia is conflict. The forces of order and Chaos, good and evil, constantly clash. Factions vie for control of territory, resources, and ancient artifacts. The struggle for survival is a daily reality, as portal to homeworld's open frequently, allowing enemy numbers to grow. The world is in a constant state of flux, where anything is possible, and the only certainty is conflict.

 

Physics Differences:

Several non human species. Some being intelligent, and other being mindless beasts.

Elements that create combustible fuel do not exist in Valsidia. Advanced technologies had to be adapted to run on magic. It's usability determined by the users magical prowess.

Ancient, Advanced and Alien Technologies and Artifacts of all kinds, sometimes fused.

 

Millennia in a Blink of an Eye:

The combined knowledge from mixed realities beings, allowed civilization to take foot quickly.

In roughly 50 years, most factions were formed, defenses and strongholds created, cities and capitals were built, and populations began to flourish creating the 1st generation of Valsidia born beings.

100 Years later, life is stable enough to live comfortably by keeping the monster horde populations culled.

Main Evil: Portals periodically open, spilling out new hordes of monsters, with no end in sight.

 

World Currency:

Platinum: 1=10 Gold Pieces

Gold: 1=10 Electrum Pieces

Electrum: 1=5 Silver Pieces

Silver: 1=10 Copper Pieces

Copper: Lowest form of currency

Geography

The very landscape of Valsidia reflects its fractured nature.

Borders & Capitals:

Obsidian Mountains: All mountains in Valsidia are formed of jagged, black obsidian, a constant reminder of the world's violent creation.

  • Dead Man's Range (NE): Home to hardy dwarfs and fearsome dragons.
    • Gûl Khazdûm (“Sturdy Hole” in Dwarven. Dwarf capital, deep underground, extremely wealthy, regenerating supply of ores.)
    • Dovahzul K'th'a'a (“Mountains Peak Cave” in Dragon Tongue. Home to D&D and Warhammer dragons.)
  • Serrated Shield (NW): A bleak and forbidding range, infested with Khorne minions and Skaven.
    • No capitals (Portals open periodically, spilling hordes of Khorne minions on the Tyranid border causing an endless slaughter between the two species. Main Skaven warren in the center of the mountain range.)
  • Chaos Peaks (SW): A twisted, corrupted region dominated by Chaos monsters.
    • G'l'a'a Silath (Abyssal language for “Safe Mountain”. Capital of Tiefling and Dark Elves. Which is an Oxymoron because it’s one of the most dangerous locations, keeping others out and them in. Chaos minions and beasts spill through periodic portal openings.)

Rivetria (East): Several gleaming cities, a testament to High Elf craftsmanship and architecture. Open to all.

Lyndrell (Gleaming city, artisans, architects, Teleportation Crystals, strongest magic wielders of True Magic)

Oakhaven (Center): A human claimed territory, a melting pot of cultures and a center of trade and conflict.

Grandshire (Port Trade, Magic/Tech Enhancements, Magitech forges)

Grand Lake: The entire continent is divided by a canal system and lake. The lake is enormous, at the center of Valsidia & Oakhaven. Both Western and Eastern Canals feed the lake, facilitating travel.

Southern Route: Main, safest travel road running East to West along the south of Valsidia

Azure Jungle (South): A steamy, primeval jungle, home to Lizardmen and Lizardfolk.

K'tharr-Ghur (Lizardman for “Sunken Temple”. Mayan style temple, tall like a mountain, deep like a mine, center of a lake, heavy military).

Greenwood (Southwest): A vast, ancient forest, where Wood Elves coexist (uneasily) with other races and monstrous creatures.

Galadah (Wood Elf for “Grand Tree”. A Giant Tree in the center of Greenwood towering hundreds of feet tall. Wood elves had it into a city without damaging the tree at all. Trees are sentient and fight alongside and assist wood elves). 

Sprawling Hive (West): A massive Tyranid hive-city, a bio-engineered nightmare that threatens to consume all life.

  • No capital (Large hive clusters scatter the lands. The hive moves the Tyranids to the northern border. In a locked tug-o-war slaughter with the Khorne minions.)

Ogrom (Northwest Isle): An island dominated by Ogre Pirates & Warhammer Dark Elves. A lawless land of raiding and plunder where skills are for hire.

  • Entire Island (Ogre-home. Dark elves combined the names. The whole island is their capital. A home for mercenaries. Warhammer Ogres and Dark elves are pirates. They command the smaller dumber D&D ogres as crew and fodder).

[X]=Hostile
[0]=No Alliances
[#]=Alliance
[M]=Mixed Realities
[W4]=Warhammer 40K
[W]=Warhammer Old/Sigmar
[D]=D&D

 

 

Humans[0][M] Oakhaven

High Elves[0][M] Rivetria

Dark Elves[1][W] Ogram/Nomadic

Wood Elves[0][D] Greenwood

Dark Elves[2][D] Chaos Peaks

Ogre Pirates[1][M] Ogram/Nomadic

Dwarfs[0][M] Dead Man's Range

Lizardmen[3][W] Azure Jungle

Lizardfolk[3][D] Azure Jungle

Gnomes[4][D] Nomadic

Halflings[4][M] Nomadic

Tieflings[2][D] Chaos Peaks

Grand Cathay[5][W] Dead Man's Range

Dragons[0][5][X][M] Dead Man's Range[5]/Any Mountain Range[0]

Chaos Beasts[6][X][D] Chaos Peaks

Chaos Spawn[6][X][W][W4] Chaos Peaks

Khorne Minions[0][X][W][W4] Serrated Shield

Skaven[0][X][W] Serrated Shield/World Wide

Tyranids[0][X][W4] Sprawling Hive

Abomination Monsters[0][X][D][W][W4] World Wide

Normal Monsters[0][X][D][W][W4] World Wide

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