The lands of southern Thaldor, often referred to as the Three Realms of Thaldor, are the heart of civilization on the continent, surrounded by echoes of past catastrophe and marked by ancient myths of magic and ruin. Dominated by three human-led kingdoms with populations of elves, dwarves, halflings, and gnomes, the people of Thaldor live simple lives, focused on craft, agriculture, and tradition, and remain wary of magic’s power, which they fear may be a curse placed upon the land by the ominous False One.
The Three Realms of Thaldor
- Kingdom of Eldarwyn – The Crown of the Three The largest and most prosperous of the three kingdoms, Eldarwyn lies closest to the southern edges of the desert and spans rolling plains, rich farmland, and fortified cities. Its people are proud and independent, steeped in lore that speaks of their bloodline’s origins in ancient days when magic was plentiful and the Old Kingdom was whole. Eldarwyn is ruled by a council of nobles led by King Aric the Steadfast, who places a great emphasis on maintaining order, trade, and vigilance against any signs of the curse’s resurgence.
Culture: Eldarwynians live straightforward, practical lives, focused on agriculture, animal husbandry, and the craft trades. Their legends are filled with cautionary tales about magic and the ancient ruin it wrought. They view their hard work and faith as blessings and are deeply mistrustful of magic, seeing it as a reminder of the False One’s temptation. Eldarwyn is dotted with shrines to the gods and simple temples where the people pray for protection against the curse of magic.
- Dunhallow – The Stone Kingdom Nestled against the eastern mountains, Dunhallow is known for its thriving stone and metal industries, and it is here that most of the dwarves and gnomes of Thaldor live. Dunhallow is governed by Queen Mereda Ironthane, a strong-willed monarch who works closely with dwarven and human smithing guilds. The kingdom is less fertile than Eldarwyn but makes up for it in stonecraft, mining, and metallurgy, providing fine goods and building materials that are prized throughout the Three Realms.
Culture: The people of Dunhallow are stoic and rugged, priding themselves on their craftsmanship. Most of Dunhallow views magic with outright disdain, valuing the tangible skill of forging and hard labor over arcane pursuits. Tales of the Old Kingdom and its magic are recounted as grim reminders of ambition gone wrong, and Dunhallow’s people believe that true strength lies in dedication and industry rather than enchantments. Many live in fortified, stone-built villages and keep traditions that honor endurance, family, and resilience.
- Thistledown Vale – The Verdant Kingdom Thistledown Vale is a pastoral kingdom to the southwest, known for its meandering rivers, lush woodlands, and fertile countryside. A serene and somewhat reclusive realm, it is ruled by King Lysander, a halfling of noble descent who governs a realm populated by halflings, elves, and humans. Thistledown is less centralized, with many semi-independent villages and towns, where folk lead peaceful lives of farming, shepherding, and woodland craft.
Culture: Thistledown folk are a gentle, community-focused people, living in harmony with the land and practicing ancient forest lore passed down from the elves. Although they have a richer history with magic than their neighbors, the people of Thistledown view magic with a mix of reverence and caution. They tell stories of how the False One led ancient mages astray and brought doom upon the land. Most magic here is used subtly, with a few hedge wizards and wise women practicing minor charms or protective spells, always mindful not to attract ill fortune.
Legends of the Old Kingdom and the Crater
Ancient myths tell of a magnificent realm that once lay at the heart of what is now the cursed desert. Known only as the Shattered Kingdom in legend, it was said to be a land of wonders where magic flowed through rivers and mountains, and where technology shaped daily life as easily as a plow in the field. The kingdom flourished under the guidance of powerful mage-lords who, in their pride, reached too far, unlocking forbidden powers. It is said that one day, in an act of hubris or temptation by the False One, these mages enacted a spell so powerful that it backfired, shattering their civilization and leaving behind a desolate crater where sand and magic twist in cursed winds.
Now, the Three Realms carry only whispers of that past, fearful of the pull of magic and wary of those who would wield it. The few practitioners who exist often keep to the borderlands or desert’s edge, far from the fearful eyes of Thaldor’s people. To the common folk, magic is best left buried beneath the sands, where it can tempt no one else into ruin.