The Dungeon Kingdoms
Extended lore written by J.B. Coleman
Published 11/18/24
In a true video game feel, we’re trying to make each kingdom distinct among the others based on the main industry they provide to Evania, the terrain surrounding them, and their history.
Umbra’s Veil – The Darkened Sanctuary
Former Kingdom: A shadowy kingdom in a dark, dead forest, known for its devotion to the dark arts and secrecy, their people lived in the twilight, harnessing the powers of darkness.
Dungeon Kingdom: A vast underground realm filled with shadow creatures and dark magic. The environment itself seems to be alive with darkness, swallowing the light and driving intruders mad.
Unique Traits: Shadow magic and illusion. The very shadows move and deceive, making it impossible to discern friend from foe. This is where Cosimir went to start his dark journey into the dark arts. This is also where the party finds themselves in an early mission where they fight dark creatures, and earn power boosts that help determine their classes. Out of space and time, the party realizes as they leave that 3 years have passed since they entered, giving Eli a time advantage in taking over the land.
Undaroth – The Fallen Fortress
Former Kingdom: Known for its unbreachable walls and formidable military, Underoth was a land of warriors and strongholds. It was a kingdom filled with stern dwarves and riches. It was built not only to protect itself, but the secrets held within the canyon kingdom of Nimbur. Kingdom’s do not try to mess with Undaroth because they hold the power of fire crystals, making insanely deadly weapons.
Dungeon Kingdom: A labyrinthine fortress built deep into the stone, filled with deadly traps and legions of animated armor and stone golems. The dwarfs turned dark and greedy over the centuries, and didn’t need much pushing to follow Eli when he took control.
Unique Traits: Military might and impenetrable defenses. Only the strongest warriors can survive here. This is where the Ultimate Seer is being held, and is the final fight/infiltration the party will need to conquer to help get Faro’s memory back.
Zelira – The Poisoned Waters
Former home of Lena
Former Kingdom: A lush, seaside tropical kingdom known for its abundant plant life, rare herbs, and powerful apothecaries. It was the only kingdom of elves in the land of Evania.
Dungeon Kingdom: An underground network of toxic swamps and underwater caverns where the air is thick with noxious gases. The flora is dangerous, and strange mutations have made the creatures here highly venomous. It is now inhabited by dark, cursed elves; poison-makers for the king.
Unique Traits: Alchemy and poison crafting. The waters are lethal, and survival requires knowledge of antidotes and protection. The party may need to race against time to find the cure to a deadly poison in these dangerous depths.
Mirasor – The Lost Oasis
Former Kingdom: Once a lush and vibrant kingdom with a beautiful oasis city, known for its artisans and cultural festivals.
Dungeon Kingdom: Underground, it is now a massive cavern filled with the ruins of their once-beautiful city, with water seeping through the cracks. Strange, bioluminescent plants grow here, illuminating the dark caverns. It has become a lush, underground jungle.
Unique Traits: The land is treacherous with its ever-shifting landscape of light and shadow. It has become a twist on the sanctity and life-saving aspects of an oasis, become an island of death instead. The party has heard tale that an ancient guardian of Solana. Their hope is that they will be able to get them to help put a stop to the dark magic.
Nevarith – The Shifting Sands
Former Kingdom: A desert kingdom known for its vast trade networks, wealth, and mastery over sand magic. It was rumored that vast gold reserves were controlled by the kingdom, though this was never verified.
Dungeon Kingdom: A sprawling underground desert filled with shifting dunes, buried ruins, and ancient tombs. The sands are alive, shifting unpredictably, making it nearly impossible to navigate.
Unique Traits: Sand magic and trap-setting. The entire kingdom is one vast deathtrap, with sandstorms, quicksand, and ancient curses ready to claim the unwary. The party will need to solve many puzzles to navigate the shifting sands and break a curse.
Nimbur – The Canyon Network
Former Kingdom: Known for its peaceful people and sacred temples, this kingdom was deeply spiritual and devoted to death and the afterlife. It was built in the middle of a great canyon. Their dark secrets were protected by the dwarves of Underoth.
Dungeon Kingdom: Instead of tunneling underground, Nimbur dug vast caverns into the side walls of the canyon. A cold, silent labyrinth filled with crypts and ancient tombs. The spirits of the dead roam freely, and silence is the rule of the land—any sound attracts ghostly attention, a difficult thing to avoid in the echoing canyon.
Unique Traits: Necromancy and control over spirits. The living who wander too far into the kingdom often find themselves facing the undead legions of Nimbur’s Grave. This stealth mission finds the party sneaking into the ruins to try and stop a dark ritual by Eli’s Dungeon Lords who are trying to contact Baladan to bring unspoken evil beings to help in their fight.
Incarta – The Ashen Mines
Kingdom of Eli, Faro, and Cosimir
Former Kingdom: A land of miners and blacksmiths, known for their expertise in metallurgy and the trade of rare ores.
Dungeon Kingdom: A fiery hellscape of underground forges and molten rivers. The kingdom’s once-prosperous mines have turned into a domain of volcanic activity, with shadruul forged from magma guarding its depths.
Unique Traits: The lava rivers and intense heat make it almost impossible to enter. There may be a specially crafted weapon hidden somewhere in it’s depth that the party will need to locate before Eli’s goons get their hands on it.
Caelum Rift – The Broken Sky
Former Kingdom: – Once a kingdom built and lifted onto floating islands that were held by a magical spell of the kings. It was renowned for its observatories and knowledge of the celestial.
Dungeon Kingdom: Caelum never became a dungeon kingdom in the sense that the others did. Everyone in Caelum died on impact as Cosimir broke the magic and brought it crashing to the ground, exacting his revenge on the king who stole his beloved.
Unique Traits: This kingdom is a massive grave that holds dark secrets the party may need to unlock during their adventures.
Lysiria – The Subterranean Pastures
Former Kingdom: Lysiria was a vibrant agricultural kingdom known for its fertile fields and livestock. It supplied food and resources to the land through its skilled farming and animal husbandry.
Dungeon Kingdom: Now transformed into an underground network of pastures, Lysiria is illuminated by glowing fungi and bioluminescent moss. The once-open fields are now dark, maze-like caverns filled with hardy crops and livestock. The people, now reclusive, guard these resources fiercely under Eli’s oppressive rule.
Unique Traits: Lysiria is critical for its unique subterranean farming, but Eli’s minions have seized control, causing widespread starvation above ground. The party’s mission is to free these vital resources and restore the flow of food to the starving lands. They must navigate treacherous underground farms, outwit guards, and liberate the livestock and crops held captive by Eli’s forces. The challenge lies not in combat alone, but in strategic sabotage and securing of supply lines, making this dungeon a battle for survival and sustenance.
Ecradum – The Frozen Abyss
Former Kingdom: A western kingdom known for its long winters, powerful ice mages, and resilient people who thrived in the cold. It was rumored that the king stole of powerful artifact of Solana, and had the region cursed to eternal winter by the powerful god.
Dungeon Kingdom: A freezing underground cavern filled with ice mazes and frozen rivers. The temperature is so low that it is impossible to stay here for long without magic or enchanted gear.
Unique Traits: Ice magic and cryomancy. The dungeon is filled with frozen statues of fallen heroes and creatures that thrive in the cold. The party find themselves infiltrating Eradum in order to locate a spellthief being held prisoner in it’s icy depths. They think that by having a spellthief they can stop Eli from using dark magic against them, and defeat him once and for all. To succeed, they may be called to break the long-enacted curse of Solana and bring normalcy back to the land.
Dracaryn – The Smoldering Scar
Former Kingdom: A kingdom that once worshipped dragons and lived harmoniously with them in their volcanic home, with dragon riders as protectors of the realm. Not much is known of this kingdom, as they keep to themselves, and no one dare cross their walls.
Dungeon Kingdom: An underground lair filled with volcanic activity, molten lava, and sleeping dragon bones. The air is thick with smoke and sulfur, and the remnants of once-living dragons still haunt the caverns.
Unique Traits: Fire magic and control over draconic spirits. The heat and danger of the environment are rivaled only by the ferocity of the inhabitants. The party finds themselves battling the environmental hazards, undead dragons, and dark mages of Dracaryn to try and either defeat or befriend a Dungeon Lord who used to be good friends with Faro.
Morgrid – The Sacred Waters
Former Kingdom: Morgrid was once the spiritual heart of Evania, renowned for its vast underground rivers that served as conduits of sacred magic. These waters were blessed by the divine Solana, providing healing and balance to the land’s magical energy. The humans of Morgrid were devoted keepers of this magic, performing rituals to maintain harmony and protect Evania from dark forces. The water’s stopped flowing when Cosimir took charge of the land.
Dungeon Kingdom: Under Eli’s corrupt rule, Morgrid has become a place of darkness and despair. The sacred waters are flowing now, and tainted, spreading Eli’s dark magic throughout the land. The once-pure rivers now flow with corruption, causing the “good” magic of Evania to weaken and falter. The people who drink from these waters are driven mad, their minds twisted with bitterness and rage, transforming them into shadowy echoes of their former selves. Temples that were sanctuaries of light have turned into dark shrines, guarded by corrupted aquatic creatures and zealots who serve Eli’s twisted vision.
Unique Traits: The heroes must cleanse Morgrid’s tainted waters to restore the flow of good magic and save the people from their descent into madness. Navigating through perilous flooded tunnels, the party will confront dark guardians and solve ancient puzzles within the corrupted temples. Their quest involves performing sacred rituals to purify the waters, unlocking powerful blessings that can turn the tide in their fight against Eli. Morgrid’s dungeon is a test of faith, magic, and resilience, as the heroes strive to restore the sacred balance and free the people from the grip of darkness.
Mt. Fluore – Home of High Kings and Emperors
Former Kingdom: Former home of the long-reigning Evania family, their dynasty did everything it could to keep peace between all kingdoms in Evania. The mountain is filled with fluorescent, yellow crystals that help power much of Evania’s industry.
New Empire: Mt. Fluore has turned dark. It’s once sprawling kingdom build into the sides and deep within the mountains is now a ghost town. The citizens of the mountains have been turned to gruesome creatures used to fight for the new emperor and his bidding.
Unique Traits: The mountains have open-air corridors built into the sides, as well as some entire towns. Towns also reside deep within. The party will need to navigate the sprawling labyrinth of mountain civilizations and mines in order to reach Eli and bring his reign of terror to an end.