Valoryn - Heart of the Resistance
Erion's stronghold and the central bastion where all races unite against the darkness.
"Valoryn is not a city. It is a promise-that no matter how dark the night, we will hold until dawn."
Erion, Last of the Gods
In the west of Arcania rises
Valoryn, the last great bastion of the free peoples. Its walls, fortified by Luminar wards and Darkan vigilance, have never fallen. All who choose to stand with Erion eventually journey here, for Valoryn has become more than a fortress-it is the heart of hope itself.
| Attribute | Value | Description |
|---|---|---|
| Type | Central Bastion | Command center of the resistance |
| Leadership | Erion & Marael | Divine family reunited against the darkness |
| Defenders | All Races | Humans, Lilin, Darkan, and Luminar fight as one |
| Strategic Role | Staging Ground | All campaigns begin from Valoryn's gates |
The Founding
When Alassa's forces swept across Arcania in the first century of war, the scattered survivors needed a rallying point. Erion chose this western highland-a natural fortress with cliffs on three sides and ancient ley lines running beneath.
The construction was a miracle of cooperation:
Darkan stonemasons carved the foundations from living rock
Luminar wardkeepers wove protective enchantments into every wall
Human engineers designed the defenses and siege works
Lilin scouts established the warning network across surrounding lands
Note
Valoryn is the only place in Arcania where all four races live and work as true equals. Old prejudices dissolved in the fires of war-here, the only division is between those who fight and those who cannot.
The City Structure
The Sunward Keep
The central fortress where Erion holds council. The Spark of Light-Anias's dying gift-rests here, its radiance visible for miles. Marael, having joined his son after two centuries of watching, now serves as war commander.
The Hall of Unity
A massive structure where representatives of all races meet to coordinate the war effort. Decisions are made by consensus, with each homeland having an equal voice.
The Proving Grounds
Training facilities where warriors of all classes hone their skills. Veterans from every homeland share techniques, creating warriors greater than any single tradition could produce.
The Healer's Sanctuary
A hospital and temple combined, where Clerics tend the wounded and maintain the spiritual health of the defenders. The Eternal Light burns brightest here.
The Forge District
Darkan-run smithies that produce the weapons and armor needed for war. Volcanic steel blades, blessed shields, and equipment of every tier flow from these fires.
The Journey to Valoryn
Every warrior's path leads here:
Homeland Training → The Long March → Valoryn Gates → Assignment to Campaign
From Meridia, humans travel the King's Road westward. From Lythora, Lilin navigate the forest paths north. From Redmire, Darkan descend through mountain passes. From Lumeria, Luminar follow the light.
All roads converge at Valoryn.
| Attribute | Value | Description |
|---|---|---|
| From Meridia | 2-3 Weeks | Via the King's Road through safe territory |
| From Lythora | 3-4 Weeks | Forest paths require skilled guides |
| From Redmire | 4-5 Weeks | Mountain passes are treacherous but secure |
| From Lumeria | 2-3 Weeks | Ley-line travel shortens the journey |
The War Council
Every major campaign begins with the War Council in Valoryn:
| Member | Role | Represents |
|---|---|---|
| Erion | Supreme Commander | The Divine Legacy |
| Marael | War Strategist | Cosmic Knowledge |
| General Kira Ironhand | Ground Forces | Humanity |
| Empress Lilith | Intelligence | The |
| High King Thorin | Logistics | The |
| High Seraph Aurelia | Spiritual Guidance | The |
Tip
New arrivals to Valoryn report to the Hall of Unity for assignment. Your homeland reputation and class determine which campaign you join.
The Five Gates
Valoryn has five great gates, each facing a different direction and guarded by a different tradition:
- The Sunrise Gate (East) -
Human guards, facing Meridia - The Forest Gate (South) -
Lilin scouts, watching Lythora's paths - The Mountain Gate (North) -
Darkan sentinels, securing Redmire's routes - The Crystal Gate (West) -
Luminar wardkeepers, nearest to Lumeria - The Shadow Gate (Center) - Points toward the dominions, used for campaigns
Living in Valoryn
Despite the constant war, Valoryn maintains a vibrant community:
- Markets where all races trade goods from their homelands
- Taverns where warriors share stories and form bonds
- Temples to the Eternal Light and the First World
- Training halls for every class and specialization
- Libraries preserving knowledge from before the Duskfall
The Siege That Never Ends
Alassa's forces probe Valoryn's defenses constantly. While the walls have never fallen, the threat is ever-present. Every citizen, from the youngest child to the oldest elder, knows their role if the horns sound.
Quotes
"I came to Valoryn a frightened refugee. I leave a warrior. These walls don't just protect us-they transform us."
- Private Mira, Human Warrior
"Four races, one purpose. I never thought I'd fight beside a Luminar, let alone call one brother. War changes everything."
- Sergeant Grax, Darkan Paladin