Kingdom of Valin

A proud coastal kingdom built on grain, stone, and fear, Valin presents itself as the last true bastion of order in the Middlelands—even as paranoia and old hatreds rot it from within.


Overview


Geography

Valin occupies fertile lowlands between sea and river, blessed with arable land and cursed with vulnerable borders.

  • Terrain: Coastal plains, rolling downs, river valleys

  • Climate: Mild coastal weather, strong sea winds

  • Seas: Southern Sea

  • Borders:

    • West & South: The Southern Sea

    • East: River Lornwater and the Heterland fens

    • North: Foothills leading toward the Dwarven mountains

Notable Regions


History

Valin rose from the ashes of elven rule following The Uprising, claiming both freedom and dominion.

  • Founded as one of the first human kingdoms after the fall of elven authority

  • Grew wealthy exporting grain, livestock, and leather

  • Developed a rigid centralized monarchy to “prevent another tyranny”

  • Over time, elves became scapegoats for famine, unrest, and fear

Today, Valin teaches that vigilance—not mercy—keeps the kingdom safe.


Major Settlements

  • Valinport – Capital city, royal seat, and trade hub of ~15,000 souls 

  • Strangeways– Provincial town and common origin for many adventurers

  • Stonewake Crossing – Fortified river ferry controlling eastern movement

  • Saltmere – Agricultural heartland settlements


Factions & Organizations


Culture & Customs

Valish culture values order, productivity, and loyalty, enforced through tradition and law.

  • Values: Stability, obedience, suspicion of outsiders

  • Food: Grain breads, salted fish, beef, strong ales

  • Social Structure:

    • Nobility and royal officials

    • Merchants and clergy

    • Laborers and rural folk

  • Traditions:

    • Public sermons on vigilance against “old evils”

    • Royal proclamations read weekly

  • Taboos:

    • Unlicensed magic

    • Sympathy toward elves

    • Questioning royal authority

Fear is framed as patriotism.


Law & Order

  • Magic:

    • Clerical magic sanctioned by the Church

    • All other magic is strictly forbidden

  • Elves:

    • Officially blamed for historical and present misfortunes

    • Hunted by The Protectors

  • Justice:

The Blacktower serves as both prison and warning  .


Valinport (Capital)

Valinport is the commercial and political heart of the kingdom, where river and sea trade meet.

Key districts include:

  • Royal Quarter – Palace, Cathedral of the Father, embassies

  • Warehouse Quarter & Royal Docks – Trade, shipyards, and labor unrest

  • Lighthouse Quarter – Densely populated residential districts

  • Garden Quarter – Valin College, City Market, minor elites

  • Foreign Quarter – Refugees from Nokan, Utarn, and beyond

  • Slumtown – Burned, abandoned, and reclaimed by the desperate

Valinport’s importance as capital, trade hub, and center of learning is detailed in contemporary accounts  .


Notes for Players

Valin is familiar, restrictive, and dangerous in subtle ways.

Magic draws attention. Elves draw death.

Authority is everywhere—and watching.

Most people believe they are doing the right thing.