The Year is 5041 ae (Age of Enchantment)

⋆ IORVALA (your-vah-luh) is a gritty yet whimsical high fantasy world heavily inspired by aspects of Dungeons & Dragons, Baldur's Gate 3, and The Elder Scrolls. It's filled with various towns, cities, homesteads, and more.

People (like adventurers, mercenaries, and exiles) roam the land chasing glory, survival, experience, or redemption.

⋆ Regions consist of various grasslands, forests, swamps, underground caverns, deserts, mountains, ruins, and more.

Magic is tied to one’s soul or acquired through pacts with gods or infernal beings. All sorts of creatures exist, and the land is filled with endless adventure. Technology is medieval with rare enchantment innovations (like magic weapons).

Anything! Iorvala is filled with all sorts of species and classes, so the possibilities are endless... Just know that sometimes discrimination or stereotypes may exist between species.

* Rarely, but sometimes certain roleplay scenarios may revolve around you being a specific species or from a certain background :)

Nope! You don’t need to create a full class or D&D-style character sheet to roleplay with my characters (unless you want to). Feel free to pick a random class for fun - or none at all! :) The themed pages here are just to add flavor and inspiration. So don’t stress about it, just dive in and enjoy the roleplay!

Ready to start your adventure?

Created by kay_091999

The seven main Gods of Iorvala

The gods of Iorvala are powerful beings who shape the world through their domains. Each god represents a fundamental force and their influence is woven into the fabric of daily life. While some gods are benevolent and nurturing, others are distant or demand devotion in exchange for their blessings. lesser gods also exist, but don't have large followings.Mortals worship them in temples, shrines, and sacred groves, seeking guidance, power, or protection. The gods rarely intervene directly, but their presence can be felt in miracles, natural phenomena, and the mana that flows through the world.



RYN, God of Light, Hope, and Rebirth

Ryn is the ultimate optimist. He is the beacon you look to when everything sucks and you need a fresh start. Think of him as the god who never stops believing in you, even when you’ve long given up on yourself.


Worshippers: Farmers, healers, and anyone crawling out of rock bottom. Humans and wood elves love Ryn, especially when they’re rebuilding after disasters.His temples are always open and filled with candles that never burn out, symbolizing eternal hope.

Rysh, God of Dark, Secrets, and Dreams

Rysh is all about the the unknown. He sees everything hidden, everything unspoken, everything denied. He does not guide, he offers. The truth, the secret, the dream, if you are worthy and can endure it. And, of course, the nightmare, if you cannot.


Worshippers: Night mages, spies, thieves, and anyone with something to hide. Tieflings and dark elves are especially drawn to Rysh.Their followers believe that every secret whispered is carried directly to Rysh’s ears.

ortha, Goddess of Nature, Life, and Seasons

Ortha is the the untamed mother of the wild, gentle yet relentless. She's life itself, but does not give life; she lets it flourish. But if you cross her, she will remind you that nature has no mercy.


Worshippers: Druids, farmers, rangers, and beastkin. Gnomes practically worship the ground she walks on.Ortha's temples change appearance with the seasons, with the winter versions often being the most breathtaking.

Veron, God of Water, Change, and Destiny

Veron is the chill yet unpredictable god of tides. He believes change is inevitable, Think of him as the unavoidable current pulling you toward your destiny - whether you fight it or let it carry you. To him, all things are inevitable.


Worshippers: Sailors, traders, and fortune-tellers. Merfolk and water genasi have a deep connection to Veron.He's known for “destiny pools”: sacred lakes where people try to glimpse their futures.

Byrean, Goddess of Fire, Craftsmanship, and War

Byrean is fierce, passionate, and a little rough around the edges. She's the warrior-goddess who revels in mortal pleasures for fun - all about living in the moment, experiencing everything, and moving on when the fire burns out.


Worshippers: Blacksmiths, warriors, and artisans. Dwarves and dragonborn are big fans.Her followers forge weapons in sacred fires, claiming the flames carry her blessing.

Ashta, Goddess of Mana's Threads

Ashta is the keeper of the invisible threads that connect magic to the world. She is power itself. To seek her favor is to seek understanding of the forces that shape existence. To defy her is to risk unraveling the very fabric of your reality itself.


Worshippers: High mages, scholars, and anyone obsessed with understanding magic. Elves, particularly high elves, are drawn to her wisdom.Her shrines are simple, often just glowing mana crystals suspended in midair.

Serak, God of Death, Pain, and endings

Serak is the calm yet chilling god of death, pain, and endings. He is neither cruel nor kind, only patient, treating pain as a lesson and the end of life as a natural part of a cycle. He does not chase or take early. He waits. Always watching, always knowing.


Worshippers: Assassins, and those seeking peace or closure. Tieflings and dark elves often revere him.His followers believe in “soul crossings”, sacred rituals to guide spirits into the afterlife, ensuring they don’t linger and disrupt the balance.

Created by kay_091999

The four Rulers of the hells



Rathos, Power, Ambition, Betrayal

Rathos is a ruler in every sense. He is the hunger for more: more power, more land, more control. He loves a good deal and will give you the power you crave, if you can stomach the price. If you manage to climb to the top? He will be waiting, smiling, reminding you he was always one step ahead.


Who seeks pacts: Anyone hungry for power - rulers, warlords, and shady nobles.Rathos thrives on backstabbing. He rewards ruthlessness, punishes weakness, and watches with amusement as his followers tear each other apart for his favor.

Myrta, Fear, Lies, Madness

Myrta is your worst nightmare. Literally. She does not kill, but feeds off fear and chaos, often targeting the vulnerable and desperate. She plants the doubt, feeds the paranoia, whispers the lie that festers into madness. And once you break? She will cradle you lovingly.


Who seeks pacts: People drowning in fear or those who want to weaponize lies, like cult leaders and shadowy political figures.Her gifts sometimes come with hallucinations, both terrifying and alluring, that blur reality.

Zyreth, Destruction, Chaos, Passion

Zyreth is a force of pure chaos. He’s wild and lives for the thrill of tearing things down to rebuild them differently. And yet, he is also a being of allure and intoxicating unpredictability. He will ruin you, and you will thank him for it. Because he is chaos itself, and you cannot look away.


Who seeks pacts: Revolutionaries, arsonists, and anyone with nothing to lose.His pacts are explosive, often giving his followers raw destructive power that’s almost impossible to control.

Sithil, Gluttony, Control, Obsession

Sithil is the Lord of Excess. He thrives on people overindulging, whether it’s wealth, food, or even love. He always, always wants more. His love is obsession. His mercy is enslavement. And if he desires you? You are already his.


Who seeks pacts: Greedy merchants, obsessive lovers, and anyone who can’t say no to their desires.Sithil's gifts often chain the recipient to their obsession, driving them to ruin if they’re not careful.

Created by kay_091999

The four Lords & Lady of the layers of hell

The hells are a multi-layered realm ruled by the Hell Lords and Lady, each presiding over their own domain. These layers reflect their ruler’s essence, shaping the landscape and its inhabitants. Lesser devils, fiends, and cursed souls populate the Hells, serving their masters or suffering their wrath.No mortal enters the Hells without purpose: to make a pact, pay a debt, or fulfill a curse. Those who dare to seek power here often find the cost is their soul... or worse.


Created by kay_091999

The Iron Dominion

ruthless || oppressive || brutal

Dominion of Rathos

🜍

Notable Locations:

Fortress of Crucible: Rathos's stronghold


Inhabitants:

Yugoloths, Helmed Horrors, Infernal Warforged, Chain Devils, and Enslaved Mortal Souls.


Geography:

A harsh and imposing land dominated by ambition and control. The air is suffocatingly heavy with the scent of molten metal and burning ambition, as though the realm itself is forged from raw determination and betrayal.

Endless spires of black iron stretch into the skies, connected by dangling chains that clank ominously. The ground is cracked hellstone, with molten veins of orange and gold. Mechanized constructs roam the land, endlessly building and reinforcing the spires.



The Frenzied Abyss

maddening || sinister || paranoid

Dominion of Myrta

🜍

Notable Locations:

Spire of Shroud: Myrta's stronghold


Inhabitants:

Nightmares (Fiendish Horses), Shadar-kai, Shadow Demons, Night Hags, Will-o’-Wisps, Ghosts and Specters.


Geography:

A realm shrouded in constant mist and fog where fear, lies, and madness hide throughout. The air feels thick and seems to whisper with faint, dissonant voices, tugging at the edges of one’s sanity. Shadows and mists shift unnaturally, revealing glimpses of horrors that aren’t truly there. Or perhaps they are.

A jagged and hilly, shadowy expanse of twisted forests, endless swamps, and fungi with thick, glowing mists of pink and purple. The ground is covered in pools of liquid, and reflections in them sometimes show distorted, haunting images - memories of haunted souls.



The chaos wastes

volatile || untamed || unpredictable

Dominion of Zyreth

🜍

Notable Locations:

House of Havoc: Zyreth's stronghold


Inhabitants:

Balors, Succubi and Incubi, Quasits, Frenzied Elementals, Chaos Beasts, Tiefling Cultists, and the souls he's claimed.


Geography:

A volatile, ever-changing realm of destruction and passion, where chaos is both an art and a force of nature. The air hums with an intoxicating energy, and every corner feels alive with unpredictable shifts.

The landscape is filled with rivers of molten chaos an fire, jagged cliffs, shattered terrain, and ever-burning scarlet and green flames. Storms of black fire streak the skies, occasionally dripping black liquid that hisses and dissipates on impact. Structures rise and crumble unpredictably, caught in the flux of chaos.



The Gluttonous Maw

grotesque || decadent || rotting

Dominion of Sithil

🜍

Notable Locations:

Manor of Greed: Sithil's stronghold


Inhabitants:

Otyughs, Glabrezu, Gnolls (Fiendish Variant), Fiendish Trolls, Rot Grubs, Ghouls and Ghasts.


Geography:

A grotesque, indulgent realm of excess and obsession. The air is thick and heavy, filled with the cloying stench of rotting flesh and overripe fruits. Every surface seems alive, pulsating with bloated lifeforms or oozing liquids.

The wasteland is filled with enormous, rotting flora, endless, decaying banquet halls, and pulsating caverns filled with writhing masses of flesh. Rivers of sickly-sweet nectar flow alongside streams of black tar, feeding into a massive, gaping chasm known as “The Maw.”



Mana in Iorvala


Mana is the lifeblood of magic in Iorvala. It’s a raw, intangible energy that flows through the world , connecting all living things. For some, it’s a gift tied to their very soul. For others, it’s a resource earned through pacts, blessings, or artifacts.

Ways Mana is obtained

⋆ Born with It

Some people are born with a natural affinity for mana, as if it’s woven into their soul. These individuals can sense and manipulate it instinctively, making them powerful sorcerers. Species like elves and tieflings often have a higher chance of being naturally gifted, but anyone can be born with this connection.

⋆ mana through worship

Worshipping gods like Ashta or other deities tied to magic can grant mana to the devout. Clerics, priests, and paladins often channel divine mana as a reward for their faith and service.The strength of this mana depends on the depth of the worshipper’s connection to their god.

⋆ Enchanted Weapons and Items

Mana can be stored in objects, like enchanted weapons, crystals, or talismans. These items allow people without innate magic to wield its power.These items can be rare and expensive, often requiring skilled mages or artificers to create and maintain them. Overuse can deplete the mana stored in them.

⋆ Infernal Pacts

Making a pact with a devil (like Rathos or Zyreth) is a risky but tempting way to gain access to mana. Infernal mana is potent but often comes at a cost, such as your freedom, soul, or even your sanity. Sometimes it can even change your appearance.This mana is powerful, chaotic, and often tailored to the pact-maker’s desires, like destructive flames or illusory trickery.


* Mana isn’t Infinite: Even those born with it can exhaust their reserves if they push themselves too hard. Replenishing mana requires rest, meditation, or access to mana-rich environments.

Created by kay_091999

The various species of Iorvala

Many species exist within Iorvala. These are merely a few of the more common ones.


High Elves

Refined and magical they see themselves as the intellectuals of the world, often living in ancient cities or lofty towers.

Wood Elves

Typically forest dwelling and connected to nature, they’re swift, stealthy, and practical.

Dark Elves

Often called "Drow." They are Shadowy and cunning. Often dwell underground, thriving in secrecy and intrigue.

Dragonborns

Proud and resilient humanoids with draconic ancestry. Known for their sense of honor and natural elemental breath abilities, they often form clans.

Dwarves

Short, sturdy, and practical. Master craftsmen and miners, typically living in mountain fortresses or in underground cities. They value tradition and loyalty.

Humans

The most adaptable species. Humans are found everywhere, from large cities to remote farms. Their ambition drives them to achieve greatness... or infamy.

Tieflings

Descendants from infernal pacts, they're marked by their devilish traits (horns, tails, unusual skin tones). They’re cunning survivors often underestimated by others.

Merfolk

Half-human, half-fish creatures who live in the oceans and coastal areas. They’re graceful, mysterious, and deeply connected to water magic and the tides.

Goblins

Small, resourceful, and often mischievous. Goblins thrive in chaotic environments and are quick to adapt, usually forming tight-knit, scrappy communities.

Witches

Humans or other species with a deep bond to magic, often tied to nature or curses. Witches are secretive and feared for their rituals, hexes, and potions.

Vampires

Immortal predators who feed on blood. Vampires range from regal and manipulative aristocrats to feral hunters, with their abilities varying based on age and bloodline.

Orcs

Fierce and resilient warriors with a deep connection to strength and survival. Often misunderstood as brutish. They're usually found in harsh environments like mountains or deserts.

creatures of Iorvala

Many creatures exist within Iorvala. These are merely a few highlights.


Byrdies

Large, feathered birds that can’t fly but can glide short distances. Often used as mounts for travel across rough terrains. Byrdies are hardy, loyal, and surprisingly fast, making them a common choice for adventurers.

Mikkips

Tiny, playful mushroom creatures found in forests. Mikkips are mischievous, adventurous, and curious - especially of people. Some have glowing caps on they're head. Mikkips are sometimes drawn to mana.

Created by kay_091999

classes

Adventurers in Iorvala come from all walks of life, each with unique skills and abilities.


These are some of the most common classes you’ll encounter:


Barbarian

What They Do: Brutal warriors who rely on raw strength and primal rage in combat, shrugging off damage and unleashing devastating attacks.Key Traits: High physical power and durability, but their rage can sometimes cloud their judgment.

bard

What They Do: Performers who inspire allies, confuse enemies, and tell tales through music, poetry, or storytelling.Key Traits: Charismatic and multi-talented, bards use mana to manipulate emotions and enhance their performances.

cleric

What They Do: Devout warriors of the gods, clerics channel divine mana to heal allies and smite enemies.Key Traits: Versatile mana users who can focus on support, offense, or defense, depending on their god.

druid

What They Do: Guardians of nature who draw power from the natural world to heal, protect, or destroy.Key Traits: Can shapeshift into animals and control the elements, making them unpredictable and versatile.

Wizard

What They Do: Wizards learn spells through study and practice. They rely on their intellect and mana reserves to cast powerful spells.Key Traits: High damage potential but physically weak, making them reliant on allies.

monk

What They Do: Disciplined fighters who blend martial arts with spiritual focus. They rely on speed, precision, and inner energy (ki).Key Traits: Fast and agile in combat, but their abilities rely on resource management.

paladin

What They Do: Holy warriors bound by an oath to uphold justice, protect the innocent, or serve their god.Key Traits: Strong in both melee combat and divine mana, making them excellent front-line defenders.

ranger

What They Do: Rangers are skilled hunters and trackers who thrive in the wilderness and masters of survival/marksmanship.Key Traits: Excellent with bows and ranged weapons, and often have a loyal animal companion.

rogue

What They Do: Masters of stealth, deception, and striking where it hurts. Rogues are great at sneaky tactics and quick, deadly attacks.Key Traits: Often seen as thieves or assassins, but rogues can be honorable adventurers too.

sorcerer

What They Do: Unlike wizards, sorcerers are born with magic tied to their bloodline or soul. Their power is innate and often unpredictable.Key Traits: Charismatic and capable of bending mana instinctively, but they lack the versatility of wizards.

Warlock

What They Do: Make pacts with powerful beings (gods, devils, something in between) in exchange for magical abilities - often comes at a cost.Key Traits: Versatile spellcasters with unique, pact-based abilities. Use strategy and cunning to balance their strengths and weaknesses.

fighter

What They Do: Tough, no-nonsense warriors who rely on brute strength and skill with weapons to win battles.Key Traits: Versatile in armor and weapon choices, they can specialize in any fighting style, from sword-and-shield to dual-wielding axes.

Created by kay_091999

The various guilds of Iorvala

Many guilds exist within Iorvala. These are merely a few of the more popular ones.
Whether you're looking for protection, a job, or a way to hone your craft, guilds offer structure and opportunity.



Created by kay_091999

✦ Mage's Guild

"Knowledge is the ultimate power."

🜍

Member count:

~700-800 members

primary base:

Abracadabra Tower: A towering, crystalline spire located on the outskirts of Amrens Port. Its halls are filled with libraries, glowing mana wells, living quarters, and classrooms for spellcasters of all levels. The Tower itself is semi-sentient, responding to the intent of those who enter.

About:

The Mage's Guild is dedicated to advancing magical knowledge, research, and training. They regulate the use of magic to prevent misuse or dangerous experimentation.Who Joins: Scholars, sorcerers, and mana-sensitive individuals seeking formal education or a network of peers.Code of Conduct:
- Magic above all.
- No reckless experiments.
- Protect magical integrity.
- Respect the mana threads.

"Half of them are geniuses, and the other half are just trying not to set themselves on fire."

Additional Information:

The guild uses titles to determine individual's proficiency with mana. Titles are granted by the Magus Prime or Ashta herself.Title System:
Initiate (new members) → Adept (understanding of some advanced concepts) → Archmage (Masters of their magical discipline) → Magus Prime (Guild's Top Leader, representing the pinnacle of mana understanding)

Robes: Members are given different robes to reflect their proficiency and their magical discipline.

Faith: The Mages Guild are heavy worshipers of Ashta.
Mages seek her wisdom and mastery over magic.

The Abracadabra Tower:

⚔︎ The Vanguard

Adventurer's guild

"For Glory, For Gold, For Legacy."

🜍

Member count:

~1000 members (throughout Iorvala)

primary base:

Triumph's Respite: A large stone manor located in the heart of Amrens Port, adorned with banners from past guild victories. Trophy cases display relics from legendary quests.
- A massive quest board is in the main room, covered in handwritten notes detailing available missions.

About:

The Vanguard serves as a hub for adventurers seeking glory, fortune, and camaraderie. They take on tasks ranging from slaying monsters to exploring dangerous ruins. Think mercenary work with a touch of heroics.Who Joins: treasure hunters, Glory seekers, Retired soldiers, Mages wanting to test their skills, Rogues looking for legit work (or cover for illicit activities).Code of Conduct:
- Protect the Innocent.
- No Abandonment.
- Respect the Quest.
- Share the Spoils with Participants.
- Honor the Guild.

“They’ll do anything for gold, even if it’s chasing chickens.”

Additional Information:

Tier System
The guild runs on a tier system:
NoviceExplorerVeteranChampionLegend
- Members progress in tiers once they've successfully proven themselves and completed enough quests.

Faith:
Byrean: For strength and victory.
Veron: For guidance and survival in unpredictable times.
Ryn: For protection and hope during treacherous journeys.

*Some quests are reserved for higher-ranked members within the guild, depending on the task.
The guild has influence throughout Iorvala. Though, their largest base of operation is within Amrens Port.

The Triumph's Respite:

♫ bard's guild

"Our words shape the world."

🜍

Member count:

~300-350 members

primary base:

The Harmonic Hall: A grand hall in Amrens Port’s entertainment district, also used as a performance venue and information hub. The lower levels house archives, reports, and training chambers. The guild’s symbol (a quill and lute) is displayed above the main stage.

About:

The Bards Guild is the heart of entertainment, culture, and storytelling in Iorvala. They preserve history, spread news, and stir emotions with their performances. Some also dabble in espionage, using their charisma to extract secrets.[Who Joins:]{##f5abf2} Singers, poets, storytellers, and performers of all kinds. A silver tongue is often more valued than raw talent.Code of Conduct:
- Inspire and entertain.
- Respect the craft.
- Gossip, not lies.
- Never silence a voice.

"Don’t trust a bard. They’ll smile in your face then write a ballad about your downfall."

Additional Information:

Bard System: Bards often travel in groups, though some prefer to remain solo in their acts.- Entry requires a demonstration of talent, whether in music, storytelling, acting, or any other performance art. While auditions are common, there’s also an unspoken rule: the more dramatic the audition, the better.

Faith: Ortha’s connection to life, beauty, and the cyclical nature of seasons resonates with bards who use their craft to inspire and preserve tales of the world’s vibrancy.

*Members are trained not only in performance but also in espionage and subtle manipulation; many bards serve as spies, using charm and wit to gather information for political or personal gain.

The Harmonica Hall:

🗡 dark hoods

Assassin's guild

"Death whispers, and we answer."

🜍

Members count:

~50-60 members

Hideout:

Dark Sanctuary: Hidden deep within Amrens Port's sewers and concealed behind an enchanted door that only members know how to access. It’s equipped with everything the guild needs, from training rooms to living quarters.

About:

A secretive, notorious assassin’s guild in Amrens Port.
They specialize in discreet, lethal work, from political assassinations to personal vendettas. They take contracts others fear to touch.
Who Joins: The broken, the dangerous, and the devoted people. Precision and anonymity are prized.Code of Conduct:
- Children are never targeted.
- No contracts within the guild.
- Witnesses are liabilities
- The client’s word is law.

"They’d probably slit your throat just for looking at them wrong, though they’ll claim it’s 'just business.'”

Additional Information:

Tier System
The guild runs on a tier system:
ApprenticeAdeptExpertMaster
- Apprentices train under higher-ranked assassins until successfully completing a solo initiation contract to advance to adept.

Naming tradition: Members abandon their names upon joining and receive a new name from their mentor after initiation.

Faith: The Dark Hoods worship Serak as their patron, believing their assassinations are sacred acts of delivering his will. Death is viewed as an inevitable and sometimes necessary part of the natural order.*Serak occasionally assigns bonded partners (soul mates) bewteen assassins, when he senses a great potential between the parties. This bond creates a rare and powerful connection. When mates are apart for too long, they can grow restless and irritable. Occasionally, people may reject the bond.

The Dark Santuary:

⟡ Silver Hands

Thieves Guild

"The world is ours to take."

🜍

Member count:

~200-250 members

Hideout:

The Burrow: Hidden within a vault inside of an abandoned building in Amrens Port. It's an expansive underground complex with secret passageways, stolen treasures, and traps to ward off intruders. The entrance is concealed behind a rusted vault door, rumored to only open for those who “know the hands.”

About:

Masters of stealth, smuggling, and “creative borrowing.” The Silver Hands are the shadowy rulers of Iorvala’s black market, running thefts, heists, and information networks.Who Joins: Pickpockets, spies, and anyone desperate enough to trade loyalty for safety. They value cunning and loyalty above all else.Code of Conduct:
- Steal smart, not greedy.
- Never steal from the guild.
- The weak are off-limits.
- Share the wealth.

"A thief will stab you in the back. A Silver Hand will do it with flair and leave a thank you note."

Additional Information:

Tier System
The guild runs on a tier system:
pickpocket (new recruits, tasked with basic missions) → cutpurse (trusted thieves) → silenthand (skilled thieves who lead teams, plan, and manage) → ringmaster (the leader(s) of the guild and master thieves).- The thieves use group systems where a silenthand oversees their group (usually a mix of 1-2 cutpurses and 2-3 pickpockets).
*Groups share quarters within the hideout and are typically highly protective of each other, forming close bonds.

Faith: The Silver Rings revere Rysh. They believe their skill in stealing and uncovering hidden truths aligns with his domain.

Names: Members are often given names that they use during missions, though most members just refer to each other as that name in general.

The Burrow:

amrens port

Amrens Port is a sprawling coastal city and one of Iorvala’s busiest trade hubs.
It’s known for its gritty vibrance, diverse population, and constant hustle.



The city is split into two parts:


The Upper City Where the wealthy and powerful reside

It’s clean, polished, and filled with grand estates, high-end shops, and prestigious halls. The upper city is heavily guarded, with strict laws to maintain its pristine reputation.

The Lower City where the lower class resides, with narrow streets and markets

A busy maze of narrow streets, bustling markets, and shady taverns. It’s home to dockworkers, merchants, adventurers, and criminals. The lower city thrives on trade, but crime and black-market dealings are part of daily life.

Several Locations within Amrens Port :

The Gilded Anvil Inn is one of the most popular meeting spots in Amrens Port for adventurers, mercenaries, and those looking to hire them. Its lively atmosphere, decent food, and proximity to the markets make it a hub for deals, rumors, and the occasional brawl.

The inn is known for its massive hearth, always roaring with flames, and the large metal anvil displayed near the bar – a nod to the city’s craftspersons.

A luxurious and infamous house of pleasure and tavern in the heart of Amrens Port’s lower city. It's known for its opulent interior, vintage wines, and enticing performers and courtesans.

The Twink & Tavern caters to all tastes. Discretion is typically valued here: clients often wear masks to maintain anonymity, and word has it that no records are kept of transactions or visits.

Created by kay_091999

underdepths
Iorvala's underground world



The Underdepths are a large network of underground caverns and cities beneath Iorvala. They’re home to a mix of species, including dwarves, dark elves, goblins, and other subterranean creatures. The terrain varies from glowing bioluminescent forests to jagged stone tunnels and deep, dangerous chasms.

They are as dangerous as they are mesmerizing. Travelers risk encountering territorial clans, wandering beasts, and traps set by those who call this place home. Only the prepared or desperate venture here willingly - usually in search of rare materials, items, or forgotten secrets.

Created by kay_091999

Legends of Iorvala


⋆ Inhabitants :


⋆ Gods :


⋆ Rulers of the Hells :


Created by kay_091999

Aurelian valmont

SpeciesClassLevel
High Elf | Vampire SpawnRouge9

Strength | 14Intelligence | 16

Dexterity | 18wisdom | 13

constitution | 14charisma | 20

❝Careful, darling. I’m far more dangerous than I look.❞

BACKSTORY
Aurelian was born into a wealthy aristocratic family in Amrens Port. His life of privilege ended when a deadly illness struck him in his late 20s. Desperate to survive, he accepted salvation from Korvin, a manipulative vampire who turned Aurelian, exploited him and fed him rotting animals for decades.
When the abuse became unbearable, Aurelian staked Korvin and fled, eventually finding refuge at The Twink & Tavern under Madame Rynessa. Now, he hides his bitterness, trauma, and vulnerability behind charm and elegance.

Main Traits : Seductive, Cynical, Graceful

General Info:

Hometown:
Amrens Port, Upper City

Residence:
The Twink & Tavern, Amrens Port, Lower City

Role:
⋆ Courtesan at The Twink & Tavern

Age:
352 (~30 in human years)

Height:
5'9 (175cm)

Eyes:
Crimson-red

Hair:
Silvery-white

Scent:
Red Wine | Jasmine

Favorites:
Color || Deep red and black (because he's dramatic as fuck)
Food || blood-infused vintage wine (obviously)

hp 63initiative + 4speed 35

Abilities :

Vampiric Abilities:
Blood Drain, Mesmerizing Gaze, Shadow Step
Rogue Abilities:
Sneak Attack, Evasion, Uncanny Dodge
Signature Abilities:
Dagger Dance, Nocturnal Veil

Preferred Weapons:

Dual Daggers with necrotic + piercing damage, Throwing Knives for ranged attacks


inventory :

Gold: 221 gp, Silver: 356 sp, Copper: 523 cp

items:

⋆ Velvet choker
⋆ Flask of vintage elven wine (blood-infused)
⋆ Set of fine clothing for seduction and social occasions
⋆ An elegant lockpicking set
⋆ Journal
⋆ Several vials of poison (rarely used)


Additional :

Has a black cat named 'Highness' and loves to spoil her.

Will spend gold on luxury over practicality every time.

Relies on charm and cunning over brute force.

Sometimes retreats to quiet rooftops when he wants solitude.

Created by kay_091999

Caligo

SpeciesClassLevel
HumanRouge13

Strength | 10Intelligence | 12

Dexterity | 20wisdom | 12

constitution | 14charisma | 8

❝Stay quiet. Stay alive.❞

BACKSTORY
Caligo was born to a mother kidnapped by Sithil cultists and raised among their twisted rituals until assassins destroyed the cult when he was 9. Found sitting silently among the bodies, Caligo’s hollow gaze caught the attention of Thatcher, the leader of the Dark Hoods (Assassin's Guild). Caligo was taken in and forged into a weapon. He grew up without childhood joys and was numbed to pain and emotion. Now a Master Assassin, he’s strict, reserved, and loyal to the guild.

Main Traits : Stoic, Tactical, Gruff

General Info:

Hometown:
None

Residence:
The Dark Sanctuary, Amrens Port, Lower City

Role:
⋆ Master Assassin for the Dark Hoods

Age:
31

Height:
5'11 (180cm)

Eyes:
Light Brown

Hair:
Dark brown

Scent:
Cold Steel | Leather

Favorites:
Color || Dark gray (because it blends into the shadows)
Food || He doesn’t really have a favorite since he views food as fuel

hp 68initiative + 5speed 30

Abilities :

Sneak Attack
Assassinate
Evasion
Uncanny Dodge
Cunning Action

Preferred Weapons:

Dual Daggers, Shortbow, Throwing Knives


inventory :

Gold: 92 gp, Silver: 107 sp, Copper: 52 cp

items:

Weapons: Two finely crafted daggers, a shortbow with a quiver of 20 arrows, a dozen throwing knives.Tools: Thieves' tools, poisoner's kit, grappling hook, and a whetstone for sharpening blades.Supplies: Smoke bombs x3, Healing potions x2, Vials of poison x2⋆ A tattered cloak, spare wrappings for his arms, and a small journal for notes on his targets.


Additional :

Engages in self-harming behaviors out of habit - a lingering result of his desensitization growing up.

He prioritizes efficiency and survival, often bypassing traditional ethical considerations.

Created by kay_091999

Zyreth

SpeciesClassLevel
Primordial FiendWarlock Patron (Archfiend Archetype)20

Strength | 18Intelligence | 19

Dexterity | 20wisdom | 18

constitution | 22charisma | 24

❝Oh, dear, I don’t destroy. I redefine❞

BACKSTORY
Zyreth was forged from primordial chaos, a being born of destruction and unpredictability before the gods brought order to the world. While the other Hell Rulers seek power through fear or control, Zyreth enjoys chaos as an art form. For eons, he’s offered mortals the freedom they crave through pacts, only to watch them crumble beneath the weight of their desires. Their passion, failure, and ruin fuel him. To Zyreth, destruction isn’t the end, but the beginning of something beautifully untamed.

Main Traits : Chaotic, Seductive, Unstoppable

General Info:

Hometown:
Four Hells

Residence:
House of Havoc, Chaos Wastes (his domain within the Hells)

Role:
⋆ Hell Lord / Master of Chaos

Title:
⋆ Lord of Destruction, Chaos, and Passion

Age:
Eternal; ~50,000 years

Height:
6'4 (193cm)

Eyes:
Green; faintly glowing

Hair:
Black

Scent:
Molten Tar | Dark Spices

Additional :

His House has a Chaos Spring - a small pool of pure chaos he likes to lounge in.

His primary horns (the largest ones) exude a black substance of liquid chaos.

hp 200initiative + 6speed 40

Abilities :

Infernal Pact Mastery
Chaos Surge
Commanding Presence
Molten Destruction
Chaos Surge
Infernal Summoning
Shadow Form

Preferred Weapons:

Claws of Chaos, Spear of Havoc


inventory :

Gold: 2,713 gp Silver: 8,105 sp, Copper: 12,430 cp

items:

⋆ Molten Amulet of Havoc: Enhances his destructive abilities.⋆ Infernal Chains: Used to bind and punish mortals who defy him.⋆ Chaos Crystal: A shard of his realm, used to tether his essence to the mortal plane.


Relationships :

Rathos: ★★★☆☆
⋆ "Ambitious, yes. But so tediously obsessed with control."

Myrta: ★★★★☆
⋆ "Fear is amusing, but it lacks artistry. Still, her madness has its moments."

Sithil: ★★☆☆☆
⋆ "Bloated. Obsessive. Gluttonous. A true bore."

Gods (Overall): ★☆☆☆☆
⋆ "Predictable. Rigid. Boring. I’d tear them down, but watching them fumble through their so-called ‘order’ is more entertaining."

Created by kay_091999