Tales of Elesmera: Player Encylopedia!

"In the cradle of shattered stars and broken crowns, destiny waits, bound by thorn and fire."

Table of Contents

Part 1: The World of Ellesmera

History of Ellesmera

In the beginning, it was said the Archmages wove the world of Ellesmera into existence — crafting land, sea, and sky through wonders lost to time. From their mighty thrones atop the Pillars of Creation, they shaped the laws of magic, raised the mountains, and breathed life into the wild forests and endless oceans.

The world is bordered by vast misty seas, where brave sailors claim the waters stretch forever. Beyond the fog, it is whispered, lie the untamed stars — unreachable by mortal hands.

Across Ellesmera, kingdoms rose from the Archmages’ gifts — great human cities, hidden elven enclaves, the subterranean halls of dwarves, and the roaming clans of orcs and gnomes. Magic is both a blessing and a curse, a legacy from the world’s mysterious creators. Some worship the Archmages as gods in all but name; others fear the madness that sometimes follows those who seek too much arcane power.

Folk Lore:

Modern Powers:

What is Known — and What is Forgotten:

Few question the world’s true nature. Few ask what lies beyond the mist, or why some who chase forbidden knowledge vanish without a trace. To most, Ellesmera is a world full of wonder and peril — a grand stage where heroes rise, kings fall, and legends are born anew with each generation.

After all... what need has a world of cages, when it believes itself free?

Part 2: Cities and Towns
The Empire
Inner Empire (Core Power Base)
    Kinsel Hadark (Capital of Elesmera)

    The grand capital of Paltera, structured in three concentric rings:

    • Inner Ring: The Emperor’s Castle, Twin Archmage Towers, the Church of the Pale Blood Cathedral, Mage Academy.
    • Middle Ring (Cloudtop District): Noble Estates (Halls, Hexums, Brutanish Tower), Maxwell’s Glorious Goods, The Goat’s Tit Tavern, Agatha’s Apothecary.
    • Outer Ring: Slums, Farmlands, Silver Shroud thieves’ guild, Splintered Creed safehouses.

    Teleportation is heavily restricted; illusions dispelled at gates. Secret tunnels run under the city, used by thieves, rebels, and the desperate.

    Player Notes: Kinsel Hadark
    Shops and Merchants (Quick Reference)
    Shop NameTypeDistrictSpecial Notes
    Maxwell’s Glorious GoodsMagic Item ShopInner RingPremier legal magical wares; very expensive
    Imperial Curiosity VaultConfiscated RelicsInner RingAccess restricted to nobles or thieves
    Agatha’s ApothecaryAlchemy & PotionsMiddle RingSecret cursed potions for those who know the password
    Goat’s Tit TavernTavern & Rumor HubMiddle RingFood, drink, political rumors, and secret deals
    Silver Shroud FinewearThieves’ Guild FrontMiddle RingForgery, poisons, fenced magical goods
    Hexum Estate Private AuctionBlack Market AuctionMiddle RingRare artifacts, monster parts, secretive buyers
    Branlow’s BladesBlacksmithOuter RingMaster weaponsmith; low-end magic weapons
    Twice-Told TrinketsCuriosities & JunkOuter RingRandom cursed and useless magical trinkets
    The Dusty CoinGeneral Goods StoreOuter RingSupplies, traveling gear, low-end potions and scrolls
    Red Lantern MarketIllegal Night MarketOuter RingPoisons, forbidden magic, black-market wares
    The Broken BarrelCheap TavernOuter RingDirty and loud; good for street rumors
    Skystone SalvageScrap & Relics ShopOuter RingSells broken magic items, monster parts
    Outer Ring Taverns (Quick Reference)
    Tavern NameVibeDanger LevelNotes
    The Crow’s NestRowdy mercenaries and sailors⚔️ Medium-HighBrawls common, cheap drinks, falling hazards
    The Cracked ChaliceOld soldiers and bounty hunters⚔️ MediumDrinking contests, grudging respect among patrons
    The Limping GriffinBroken, sad, muddy⚔️ Low-MediumGriffin stew (probably goat), bad bard
    The Drowned RatFlooded, rat-infested dive⚔️ HighGambling den, questionable hygiene
    The Rusted ChainDockworker brawl house⚔️ MediumArm-wrestling tournaments, broken decor
    The Winking SkullsMacabre and cursed-feeling⚔️ HighSkull decor, deadly cocktails rumored
    Stonebend (Inner Empire)

    Stonebend sits on the southernmost edge of Imperial-controlled territory, pressed hard against the vast deserts where orc clans roam. It is less a city and more a living, breathing fortress — a town made entirely of hardened soldiers, scarred mercenaries, and the families who wait anxiously for them to return from the frontier.

    Player Notes for StoneBend
    • Primary Purpose: The military heart of the Empire. Supplies, trains, and rotates the troops fighting border wars against the orc clans and desert raiders.
    • Government: No formal regent. Instead, the town is administered by a council of senior generals and battlefield commanders. Authority shifts by necessity, not by vote or bloodline.
    • Economy: Horses, weapons, rations, mercenary contracts, and bulk armor and gear. The forges of Stonebend prioritize function over form — nothing made here is pretty, but all of it endures.
    • Culture: Practical, blunt, and fiercely loyal to comrades. Outsiders are respected if proven useful, but soft hands and soft hearts are often mocked. Most celebrations revolve around military honors, promotions, or mourning fallen heroes.
    • Magic: Very little — Stonebend relies on steel, not sorcery. What few enchanters exist mainly focus on practical battlefield items (warding stones, waterproof satchels, anti-poison charms).

    Notable Features:

    • The Bastion Fields: Endless rows of training grounds, barracks, and combat arenas where soldiers hone their skills daily.
    • The Ironway: Main road leading north, lined with smithies, stables, and arms dealers. Caravans to and from the front lines flow through here constantly.
    • Hall of Veterans: A somber memorial and public meeting house where the greatest warriors of Stonebend are honored. Tales of valor are carved into stone walls here.
    • The Broken Banner: Most infamous tavern in town — a place where soldiers drink hard, settle grudges with fists, and sometimes forge lifelong bonds.
    Notable Figures in Stonebend
    • General Ardyn Falcrest: Stoic commander of Stonebend's defenses. Veteran of countless border wars. Believes in discipline over politics. Secretly distrusts the Emperor’s expansionist ambitions.
    Eiselcroft (Inner Empire)

    Eiselcroft stands as the Emperor’s shadow arm — a city ruled not by generals, merchants, or priests, but by sanctioned mages whose loyalty is absolute. Brutality cloaked in official robes defines the air of the place. Their brutal magical policing ensures order, at the cost of freedom and compassion.

    Player Notes for Eiselcroftk
    • Primary Purpose: The Emperor’s enforcement and intelligence arm. Suppresses uprisings, roots out rebellion, and "re-educates" troublesome provinces.
    • Government: Administered by the Imperial Arcane Council — a secretive cabal of wizards, enchanters, and diviners.
    • Economy: Magic-enforced taxation, artifact crafting, production of enchanted restraints and prison devices for the Empire.

    Notable Features:

    • The Gray Spire: Central seat of the Arcane Council. No windows; rumored to be dimensionally anchored to the Astral Plane itself.
    • The Enchanted Barracks: Military-mage training complex. Produces battle-ready wizards loyal to the Empire's harsh ideals.
Outer Empire (Prosperous but Loosely Controlled)
  • Edensel: Peaceful farming town north of Kinsel Hadark. Major supplier of grain and livestock.
  • Meadowgrove: Riverside trade town east of Kinsel Hadark. Specializes in textiles and river commerce.
  • Westmere: Small trading post west of the capital. Known for fishing, river trade, and minor smuggling operations.
  • Port Dumali: Major coastal city and naval hub west of Westmere. Gateway for sea trade and exploration fleets.
  • Ylldian (Outer Empire)

    A rugged mining city carved into the base of the Embermount Peaks. Originally a Dwarven hold, the Dwarves of Ylldian mysteriously disappeared nearly eighty years ago, leaving the fortified halls to be seized by human settlers. Now ruled by Duke Tyrol Asinthew, a rare noble who values compassion as much as duty.

    Player Notes for Ylladil
    • Primary Exports: Magical enhancement gems (vital for enchanting across the Empire), metals, stonecraft.
    • Culture: Pragmatic and tight-knit. Deep-seated unease regarding the Church of the Pale Blood's growing influence. Strong Dwarven architectural remains blend with newer Imperial constructions.
    • Secrets: Abandoned tunnels beneath the city still echo with whispers. Fey spiders, kuo-toa, and stranger things lurk deep below. The sudden disappearance of the Dwarves remains an open wound — no true explanation has ever been found.
    • Recent Events: The assassination attempt on Duke Tyrol during the Festival of Binding. Saved through the party’s intervention; his daughter Emily was slain but later revived. Public distrust of the Church is growing rapidly.
    Notable NPCs of Ylldian
    • Duke Tyrol Asinthew: A genuinely good ruler. Practical, protective of his people, and deeply wary of escalating war with the Elves. Seeks political reform in Kinsel Hadark to influence Imperial policy toward peace.
    • Lady Elizabeth Asinthew: Tyrol’s wife. Graceful, intelligent, and a skilled political operator. Deeply loyal to her husband’s cause. Was almost used as a pawn by the Church to destabilize Ylldian during the Festival attack.
    • Emily Asinthew: Their daughter. Killed during the Red Mask assassin’s attack but revived through ancient Church relics. Her survival is both a symbol of hope and a dangerous political liability.
    • Duke Ulaam: High-ranking member of the Church of the Pale Blood. Arrived in Ylldian under the pretense of building peace, but orchestrated the assassination attempt to force the city’s submission. Now discredited after the party’s exposure of his plot.
    • Sildur Flameblade: Veteran warrior and local hero. Loyal to Ylldian. Once suspicious of the party, he later aided them in uncovering Ulaam’s treachery. Commands great respect among soldiers and common folk alike.
    • Gortash Rokitansky: Tyrol’s trusted Duke and enforcer. Rugged, blunt, and fiercely loyal. Works closely with Tyrol on strategies to counter the Church’s influence and clean up corruption within the Empire.
Frontier Empire (Imperial in Name, but Fading Control)
  • Hupperdook: Hidden gnome town deep in the woods. Officially under Imperial rule, but gnomes govern themselves.
  • Tulime: Forest-edge town, center of woodworking and elven crafts. Strong ties to independent elven and gnome populations.
  • Hildrian: Coastal town northwest of Tulime. Traders, pirates, and adventurers mix freely here.
  • Falgrim: Woodland town south of Hildrian. Superstitious populace; strong traditions tied to old forest spirits.
  • Stonewharf: Small trading post southwest of Port Dumali. Last Imperial outpost before wilder lands.
Part 3: Factions and Powers
Player Notes on Factions

The Church of the Pale Blood

Showed up in the last 50 years or so, and climbed politically fast due to how poweful their healing magic is. nobody knows what their true aim is, but the emperor seems to trust them

The Splintered Creed

Revolutionaries, Seem to chaffe under the rule of the Emperor. Might need to find out more about them....

The Black Orchestra

Premiere magess of the Elven continent, sent around to other kingdoms as a show of peace. But with the war seeming inevitable, many no longer trust their tuness

Part 4: Player Characters
Player Reflections on Their Journey
Part 5: Notable NPCs
Player Notes on NPCs
  • Aether: Mentor and manipulator, sorcerer guiding — and subtly steering — mortal heroes.
  • Agatha: Crazy old lady delighting in chaos while subtly aiding and testing the party.
  • Zephyr: Young rebel fighter, grieving Nina’s death and desperate for redemption — willing to risk everything.
  • Brutanish Ditrol: Former court wizard, driven mad by glimpses of the Song of Creation. Guardian of ancient secrets.
  • Syble: Elf bard, leader of the Black Orchestra.
Part 6: Items and Artifacts
Player Notes: Items and Artifacts
Part 7: Encounters and Adventures

The Wizard’s Tower Heist (Session 1+)

Part 8: Maps

Maps and regions of the world will appear here as they are discovered. Click to enlarge. Feel free to add player notes for each!

Map Notes:

Part 9: The Seven Archmages and You
Player Notes on Archmages

Long before the rise of mortal empires, seven great beings — the Archmages — shaped the world of Elesmera. Their magic breathed life into stone, sky, and blood. Though leaving us to govern ourselves as their children, their echoes linger in every corner of the land.

NameDomainNotesSeat of Power
Nostramus, the Arcane Sage Arcane Magic, Knowledge The "Father of Magic," now merged with the World Tree. Elves carve bark from his living form to create enchanted paper. The Arcanum Roots — a vast crystalline tree deep within the Elven homeland.
Dahkys, the Blood King Adrenaline, Blood, Desire Thrums with violent vitality. Revered by berserkers, gladiators, and those who crave the pulse of mortal passion. The Red Vault — hidden, said to be bleeding endless rivers of life essence.
Esilna, the Wind’s Whisper Winds, Luck, Gnomes Patron of the Gnomish people. Bringer of whimsy, chance, and wild fortune across the shifting skies. The Skywoven Halls — floating citadels tethered above the Gnome forests of Hupperdook.
Fredel, the Warlord War, Violence, Orcs Embodiment of conquest and combat. Revered among the orcish warbands as the ultimate warrior spirit. The Crimson Fortress — a brutal stronghold among the endless desert marches of the orcs.
Kinesel, the Sovereign Power, Unity, Mankind Architect of human dominance. His crest grants the power to command entire armies and forge empires. The Crownspire — a soaring marble tower at the heart of the Imperial capital, Kinsel Hadark.
Hadarkoth, the Stonekeeper Stone, History, Dwarves Patient and enduring. Binds memory to stone, preserving ancient histories within unyielding rock. The Deepstone Archives — an ancient library carved into the mountain roots beneath the mountains.
Rysildan, the Worldshaper Creation, Nature, Archfey Part Archmage, part Archfey. Gave the world its initial breath of magic. His songs still echo in hidden groves. The Verdant Mirror — a feywild-reflecting lake deep in the unspoiled wilderness of Tulime.
Part 10: War Maps & Strategic Tools

Use the interactive war map to track the current political and military climate of Kinsel Hadark and beyond. Box overlays reveal key locations, faction influence, and player-known events.

🗺 Launch War Maps Interface