


Created by:
@Ophichus
About Iluven:
The Kingdom of Iluven has stood strong for Generations. From the Astralarum Keep in the North, to the beaches of Heflhelm in the South, it has a legacy of strength, wildness, and unity.
Iluven is home to your usual fare—elk, moose, bears, boar, cows. It is also home to a wide variety of magical creatures that are both revered and highly coveted for their importance to spell work, magecraft, and potions brewing of all sorts. These creatures are of the wild, and
The Noble Houses of Iluven—headed by House Frank, the House of the King—are numerous. They are competitive and ruthless, but kept under strict oversight of the Crown. From House Belmont guarding The Forgotten Pass in the North, to House MacBride who produces Iluven's most desireable vintages in the South, the battle for favor of the Crown is endless.

Carved into the mountainside at the very heart of the Kingdom, Iluven City stands as a testament to centuries of royal ambition. Its magnificent stone architecture rises in sweeping terraces connected by towering bridges, winding stairways, and grand avenues adorned with flourishing gardens and various sculptures. Above it all stands Astralarum Keep, the seat of House Regis, whose ancient halls and imposing towers overlook the Kingdom Regis Frank brought into peace nearly a generation ago.Beneath the Keep, immense forges burn deep within the mountain, where master craftsmen fashion extraordinary works of metal and stone. House Regis, presently headed by King Regis Frank, embodies the authority and legacy of the Iluven Crown, its bloodline now woven into the very foundations of the Capital.Though renowned for its wealth, refinement, economy, and architectural splendor, Iluven City is no delicate jewel; its formidable fortifications, disciplined Royal Guard, and commanding position nestled within the Astralarum Mountains make it as defensible as it is beautiful.

Nestled within the fertile heart of the Midlands, Harper’s Grove is one of Iluven’s most prosperous cities. Surrounded by sprawling farmland and ancient woodlands, this agricultural hub flourishes beneath the boughs of enormous oak trees, said to have stood long before the Kingdom itself was founded.Its winding streets open into a vast and bustling marketplace, where merchants of all sorts gather to trade goods carried along the Kingdom’s extensive roadways.The Noble families of Houses Plyborn, Harper, Fairbourn, and Wyrne maintain their interests throughout the Midlands. Though peaceful, Harper’s Grove is no stranger to the dangers lurking beyond its borders—the ancient forests and lesser-traveled roads harbor secrets older than the Crown itself.Situated roughly six days southeast from Astralarum Keep.

Shrouded in perpetual mist and tucked deep within the sprawling swamplands of Gwynheld, Gwynsburrow is a settlement steeped in alchemical tradition and whispered superstition.Renowned throughout Iluven for its skilled mages and alchemists, Gwynsburrow is the Kingdom's foremost source of rare reagents, herbs, elixirs, and magical material. Beyond its alchemical pursuits, Gwynheld is celebrated for breeding some of the finest stallions in the Kingdom, prized by Noble Houses and military commanders alike.Houses Lyrn, Codwer, and Frank lead both the city and the province. Though its inhabitants are accustomed to the peculiarities of the marsh, outsiders often find Gwynsburrow unsettling: strange lights drift above black waters, unfamiliar creatures stir beneath reeds, and ancient ruins lie half-swallowed by the mire.Situated approximately eight days south from Astralarum Keep.

The Port of Sora rests in a large bay on the southern coast of Heflhelm, and is the maritime hub of Iluven—a prosperous harbour city renowned for its bustling trade, flourishing vineyards, extraordinary textiles, and centuries old seafaring traditions.Above the waterfront, elegant stone building and fortified towers climb the coastal cliffs, their windows overlooking lively marketplaces and sprawling shipyards. The fertile countryside beyond the city yields exceptional wines. Its fisheries, textile workshops, markets, and artisans supply goods traded throughout the Kingdom and beyond.Houses MacBride, Trent, James, Akrin, and Berne head Heflhelm. Though the harbor welcomes travelers and traders from across the known world, its formidable coastal defenses stand guard against pirates, smuggler, bandits, and other threats arriving by sea.Situated eleven days from Astralarum Keep.

Carved deep into the rugged mountains and mineral rich highlands of the Reach, The Deep is the largest mine in all of Iluven—an immense subterranean settlement renowned for its incredible mines, master stoneworkers, dwarven artisans, and vast mineral wealth.Its labyrinthine tunnels descend far beneath the earth, opening into colossal caverns illuminated by roaring forges full of molten metal. Great bridges span seemingly endless chasms, and hundreds of small passageways connect sprawling mining districts and underground marketplaces.The Deep supplies nearly all of Iluven's precious gemstones, iron, ore, stone, and other rare minerals.Houses Barrow and Kynerath rule the Reach. Though the settlement itself is a marvel of engineering, its deepest reaches remain dangerous—full of unstable passages and forgotten excavations where strange things stir beneath the stone.Situated approximately two days north of Astralarum Keep.

Standing sentinel amongst the frozen peaks of Northrend, the Forgotten Pass is Iluven's northernmost stronghold, a formidable mountain fortress built to defend the Kingdom against the dangers lurking in the Wastes.Its stone walls span the narrow passage known as The Throat. Within its fortifications, steep cobblestone streets wind between weather-beaten barracks and ancient stone dwellings, their hearths burning ceaselessly against the bitter northern cold.House Belmont is the only honoured House within Northrend. Unlike the prosperous marketplaces of Harper's Grove or Iluven City, life within the Forgotten Pass is austere, its inhabitants accustomed to the harsh winters and ever-present threat of invasion.Situated some two days northeast of Astralarum Keep, the Forgotten Pass remains one of Iluven's most vital defenses, a place where generations of Belmonts have stood watch, guarding the narrow threshold between civilization and the horrors of the Northern Frontier.

Stretching across the shadowed heart of Iluven, The Pale is a vast and ancient woodland—a haunted expanse of towering trees and unnatural frost where the boundaries between the living world and something far older seem perilously thin.Perpetual fog swallows whatever precious sunlight sneaks through the immense canopy. Long abandoned roads wind through its depths, passing the remnants of settlements gradually reclaimed by the wild. Though some hunters brave its outer reaches, few willingly venture beyond the edge of the wood.Deeper still, the forest succumbs to an unnatural cold so severe it preserves the remains of those who have fallen there. Among its most famous landmarks lies Broken Bough, the site of a devastating battle that left a wound upon the Kingdom that has yet to heal.None can truly claim dominion over the Pale, for its wilderness answers to laws older than the Crown itself. To the people of Iluven, it is an unforgiving reminder that there remain places mankind was never meant to conquer.

The Wastes are a barren land beyond the Forgotten Pass where the King's Law hold no dominion.Jagged mountains frame a perpetually overcast sky and ancient fortresses crumble beneath centuries of frost. Once believed to be the birthplace of the Sinking Sickness that spawned the Pale, the Wastes are home to all manner of horrors.Of all the horrors inhabiting the Wastes, few inspire such universal dread as the Amalgamations. These grotesque abominations are neither wholly human nor wholly beast, but unnatural conglomerations of flesh, bone, and sinew, seemingly assembled from the remains of multiple creatures. Some possess too many limbs, others drag themselves upon malformed appendages. Their movements are disturbingly inconsistent: an Amalgamation might stagger with the awkwardness of a wounded animal one moment, only to surge forward with impossible speed the next. No two specimens are entirely alike.There is a reason the Forgotten Pass remains so heavily fortified, and it is not merely to prevent the passage of hostile armies. The soldiers stationed along Northrend's northern defenses understand that the Wastes represent a threat unlike any conventional enemy. Patrols rarely venture beyond established routes, and expeditions into the northern wilderness are undertaken only with considerable preparation. Travellers who attempt the crossing are advised to remain upon the old roads wherever possible and to never establish camp within sight of an Amalgamation's remains.The Wastes do not distinguish between the innocent and the wicked. It takes what wanders into its embrace, and what returns is not always what entered.


House Lyrn

House Codwer

House Frank
House Lyrn
is the preeminent magical authority in Gwynheld, long associated with arcane study and reagent refinement. They oversee many of the sanctioned harvesting grounds within the swamps and maintain close ties with the mage circles of Gwynsburrow. Members of House Lyrn are known for their scholarly demeanor and strict regulation of magical knowledge, believing uncontrolled magic to be more dangerous than the swamps themselves. Their influence extends quietly but deeply into the kingdom’s arcane policies.
House Codwer
commands the waterways and logistics of Gwynheld, controlling barges, ferries that allow reagents and goods to reach Gwynsburrow safely. Hardened, pragmatic, and fiercely territorial, the Codwers employ skilled guides and swamp-wardens who know how to navigate hazards both mundane and magical. Without House Codwer, Gwynheld would be isolated from the rest of Iluven, granting them immense leverage despite their relatively modest lands.
House Frank
is best known for its legendary breeding programs, producing Gwynsburrow’s famed stallions—powerful, intelligent horses uniquely adapted to swamp terrain. These mounts are highly sought after by nobles, messengers, and mage orders alike. The Franks are traditionalists who value bloodlines, oaths, and reputation above all else, and their stables are considered neutral ground in provincial disputes. Though less involved in politics, their economic and cultural importance makes them untouchable. Closely associated with the crown, as King Regis Frank was born the Scion of House Frank.

House MacBride
is the oldest and most influential of Heflhelm’s noble families, tracing its lineage back to the first coastal fortresses raised in the south. They are renowned vintners, owning the most expansive and fertile vineyards in the province, and their wines are considered the finest in all of Iluven. Wealthy, traditional, and fiercely protective of their reputation, the MacBrides exert quiet but immense political pressure through trade agreements and marriages rather than open displays of power.
House Trent
dominates Heflhelm’s maritime interests, holding control over much of the fishing fleets, saltworks, and dock infrastructure along the southern coast. Their banners are a common sight in the harbors, and their sailors are said to know every current and reef for leagues. Practical, blunt, and deeply loyal to their own, the Trents are respected for keeping Heflhelm fed and its ports functioning, even during times of war or famine.
House James
is Heflhelm’s foremost mercantile house, acting as middlemen for goods arriving from neighboring continents. Spices, silks, rare metals, and foreign curios all pass through James-controlled warehouses before spreading across Iluven. The family is known for its sharp negotiators and expansive trade networks, as well as its willingness to deal with anyone—so long as the price is right. Many whisper that House James knows more about the kingdom’s secrets than the crown itself.
House Akrin
has built its legacy on Heflhelm’s booming textiles industry, overseeing vast dye houses, looms, and workshops that employ thousands. Their fabrics—especially richly colored linens and woolens—are prized by both nobility and clergy. Culturally minded and meticulously organized, the Akrins sponsor artisans and guilds, and are often seen as champions of Heflhelm’s common folk, though their generosity always serves long-term influence.
House Berne
is a quieter but no less dangerous power within Heflhelm, controlling inland trade routes, caravans, and fortified waystations connecting the coast to the rest of Iluven. They are known for their disciplined guards and strategic marriages into other provinces’ nobility. Patient and calculating, the Bernes thrive on stability and logistics, ensuring that goods moving from Heflhelm’s docks reach Astralarum Keep and beyond without disruption.

House Belmont
is the sole noble house of Northrend and has guarded the Forgotten Pass for ten generations, earning a reputation as Iluven’s silent sentinels. Fiercely reclusive and rarely seen beyond the mountain walls, the Belmonts are said to raise their children amid stone, steel, and oath-bound duty. Their lineage is defined by endurance rather than ambition—no Belmont has ever abandoned the Pass, nor sought favor at court. Though whispers persist that the house knows more about the Wastes than any living soul, the Belmonts neither confirm nor deny such rumors, standing watch as they always have: unyielding, watchful, and alone.

House Plyborn
is the agricultural powerhouse of the Midlands, controlling vast tracts of farmland and grain stores that sustain Iluven through both prosperity and hardship. Known for their meticulous record-keeping and efficient estate management, the Plyborns value stability above all else. Their wealth grants them significant influence during times of famine or war, and while they rarely seek public acclaim, few major decisions in the Midlands are made without their quiet approval.
House Harper
rules Harper’s Grove and dominates the trade networks that flow through the Midlands. They oversee markets, caravan routes, and merchant guild charters, making them indispensable to the kingdom’s economy. Charismatic and politically savvy, the Harpers thrive on negotiation and alliances, often positioning themselves as mediators between rival provinces. Their name is synonymous with coin, contracts, and commerce.
House Fairbourn
holds stewardship over the Midlands’ forests, hunting grounds, and timber trade. Their lands provide lumber for shipbuilding, fortifications, and homes across Iluven. The Fairbourns are known for their ranger traditions and deep respect for the land, enforcing strict forest laws that often put them at odds with expanding villages and merchants. Their loyalty lies with the health of the province itself rather than profit alone.
House Wyrne
is an old and enigmatic family, ruling scattered villages and ancient roads that predate even Harper’s Grove. They are known for their scholars, chroniclers, and archivists, preserving the Midlands’ history and legal precedents. Though less wealthy than the other houses, the Wyrnes wield influence through knowledge, precedent, and long-standing oaths—making them a subtle but dangerous presence in provincial politics.

House Barrow
oversees the surface operations of The Deep, controlling labor contracts, supply chains, miners, and the transport of raw materials out of the Reach. They are known for their ironclad discipline and uncompromising enforcement of mining laws, valuing productivity and safety in equal measure. The Barrows are respected by the crown for keeping Iluven’s lifeblood flowing, though among miners they are often feared more than loved. Their wealth is measured not in luxury, but in stone, steel, hardiness, and endurance.
House Kynerath
holds authority over the deeper sections of The Deep, where the richest veins and most dangerous tunnels lie. They are famed for their master engineers, stone-shapers, and geomancers, many of whom claim the rock itself speaks to them. More secretive than House Barrow, the Kyneraths are rumored to guard knowledge of what truly lies in the deepest reaches of the mine. Whether those rumors are truth or superstition, none deny that without House Kynerath, The Deep would have collapsed generations ago.

House Regis
is the royal house of Iluven, ruling from Astralarum Keep through lineage believed to be blessed by fate, tradition, or divine favor—depending on who is asked. Their name is synonymous with authority, law, and unity, having bound the provinces together through conquest, diplomacy, and carefully maintained alliances. The Regises are known for their pageantry and calculated restraint, presenting a flawless image of stability even in times of unrest. Though many noble houses wield power in their own domains, all ultimately bend the knee to House Regis, for the crown of Iluven is both symbol and sword.King Regis Frank, previously of house Frank, is the current King.

The Merchant's Guild
of Iluven is the most powerful non-noble institution in the kingdom, controlling the flow of coin, contracts, and commerce across all provinces. While it holds no land or titles of nobility, its influence rivals that of the great houses, as nearly every major trade agreement—whether grain from the Midlands, wine from Heflhelm, reagents from Gwynheld, or ore from the Reach—passes through its ledgers. The Guild’s headquarters are located in Iluven City, though guild halls and counting houses can be found in every major city.
The Mage's Guild
of Iluven is the foremost organization of arcane study and magical practice within the kingdom, overseeing both education and regulation of magic across the provinces. Its central tower resides in Gwynsburrow, Gwynheld’s capital, though smaller guild halls and magical academies are scattered in Iluven City, Harper’s Grove, and strategic locations near other provinces. The Guild’s influence extends into potion-making, magical defense, artifact crafting, and research into rare reagents, making it indispensable to both the crown and merchant interests.
The Necropolis
Known to most as The Thieves’ Hand, this clandestine organization controls Iluven’s underworld. Its reach spans Iluven City, Harper’s Grove, and beyond, influencing black markets, smuggling routes, and illicit trade in magical reagents, artifacts, and information. The Guild operates in secrecy, its members identifiable only by subtle marks or coded signals, while the leadership—referred to as the Shadow Council—remains unknown to outsiders.
| Species | Region | Rarity | Value |
|---|---|---|---|
| Mistwing | Gwynheld, the Pale | 5/10 | High |
| Stoneback Boar | The Midlands | 1/10 | Average |
| Gloomfen Serpent | Gwynheld, Heflhelm | 2/10 | Moderate |
| Cragwing | The Reach, Northrend | 6/10 | High |
| Nightshade | Any cemetery or Catacomb | 1/10 | Moderate |
| Heldhart | The Pale | 8/10 | Incredibly High |
| Deepfaw | The Reach | 6/10 | High |
| Feauxfen | The Midlands, the Pale | 9/10 | Incredibly High |
| Wranwreth | Heflhelm | 4/10 | Average |
| The Maw | The Wastes | 9/10 | Unknown |
Mistwings are delicate luminescent butterflies found deep within the swamps of Gwynheld. Their translucent wings emit a soft, ethereal glow, producing a faint magical aura highly prized for use in potion-making and illumination spells. Often gathering in small clusters above stagnant pools and beneath the canopies of ancient trees, they are most active during twilight. Mistwings are exceptionally sensitive to sudden movement and disturbances in magical energy, vanishing into the surrounding mist when startled. Hunters and collectors must exercise considerable patience, as their elusive nature makes capturing them an exceedingly delicate undertaking.
Stoneback Boars are massive, heavily armoured boars native to the dense forests of the Midlands. Their thick hides are reinforced with overlapping, stone-like plates that harden with age, making them exceptionally resistant to conventional weapons. These plates are highly sought after by armourers and artificers. Despite their considerable size, Stoneback Boars are remarkably swift and intelligent, often employing cunning tactics to evade hunters. Though solitary, they are fiercely protective of their young and have been known to pursue perceived threats for considerable distances.
Gloomfen Serpents are elusive, semi-aquatic creatures inhabiting the deepest waters of Gwynheld’s swamps and the secluded coves of Heflhelm. Their elongated bodies are covered in dark, iridescent scales that allow them to blend seamlessly into murky waters, while their pale eyes are said to glow faintly beneath the surface. Though rarely aggressive unless provoked, their venom is highly prized for its potent alchemical properties, particularly in the creation of poisons and magical reagents. Legends suggest that Gloomfen Serpents perceive intruders through their magical auras rather than sight, making them exceptionally difficult to evade, even in complete darkness.
Cragwings are small, dragon-like birds native to the mountainous regions of Northrend and The Reach, where they nest among sheer cliffs and rocky outcroppings. Their bodies are covered in dense feathers, while their leathery wings and elongated tails lend them an almost draconic appearance. Their feathers are highly prized by mages for their insulating properties, particularly in enchanted garments and wind-based spellcraft. Though fiercely territorial, Cragwings are remarkably intelligent and have been known to tolerate travelers who leave offerings of food or polished stones near their nests.
Nightshades are phantom-like creatures said to roam cemeteries, catacombs, burial mounds, and other places touched by death. Visible only beneath moonlight, their spectral forms drift through forgotten graves and ancient ruins, often appearing as indistinct, humanoid silhouettes wreathed in pale mist. Some believe Nightshades guard ancient secrets and forbidden knowledge, while others regard their appearance as an omen of impending death. Though rarely hostile, those who encounter them often report unnatural cold and an overwhelming sensation of being watched long after the creature has vanished.
Heldharts are an exceptionally rare species of faedeer found exclusively within the Pale. Their bodies are adorned with patches of long, shaggy fur, invariably pale white, which grows most prominently around their necks and lower limbs. Where an ordinary deer would possess a face, the Heldhart bears an exposed, eyeless skull. Their antlers are often draped in ancient lichen and moss, and are highly coveted for their potent magical properties. Those fortunate enough to encounter one are advised to maintain their distance, for the creatures are fiercely territorial, and few who provoke them live to recount the experience.
Deepfaws are enormous subterranean beasts native to the caverns of the Reach. They burrow through ancient stone in search of precious gemstones. Nearly blind, they detect mineral deposits through magical resonance. Over centuries, consumed minerals become incorporated into their bodies, forming magnificent crystalline growths along their backs and tails. Their digestive systems produce rare, iridescent formations known as Deepfaw Pearls, highly prized by jewelers and enchanters.
Feauxfen are elusive, foxlike creatures native to the woodlands of the Midlands, distinguished by their russet coats and delicate, branching antlers resembling blackthorn. Their thick fur is interwoven with creeping vines and seasonal blossoms. They are notorious collectors of silver jewelry, keys, and coins, often adorning their antlers with stolen treasures. Though generally harmless, their behaviour can be deeply unsettling. No naturalist has successfully determined their lifespan, nor has anyone witnessed a Feauxfen being born.
Wranwreths are monstrous subterranean predators native to the sandy coastlines of Heflhelm, particularly the secluded beaches surrounding the Port of Sora. Their elongated, serpentine bodies are covered in sand-coloured scales, with powerful clawed limbs and enormous circular maws lined with concentric rows of hooked teeth. A crown of fleshy, rootlike tendrils surrounds their flattened skulls, allowing them to detect vibrations beneath the sand. Their venomous jaws paralyze victims, allowing them to feed without resistance.
The Maw is an enormous, malformed canid native to the northern Wastes, standing nearly seven feet at the shoulder. Its elongated limbs, coarse black fur, exposed bone, and grotesquely oversized jaws distinguish it from ordinary wolves. Though nearly blind, it detects living creatures through residual magical energy. Drawn to spellcasting and death, the Maw produces a deep, thunderous resonance capable of disorienting and temporarily paralyzing its prey. Survivors claim to have heard familiar voices emerging from its jaws, though the origin of these sounds remains unknown. Solitary, fiercely territorial, and notoriously difficult to kill.




























