Valenar
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Valenar

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Elven Kingdom; Territory Siezed from Verdun During the Last War

Score 451

04/27/26
Founded: 5/25/4956 08:30

In the midst of the Last War, an army of warrior elves from faraway lands seized this region from Verdun, invoking a claim to the land from long before humanity’s arrival on the continent. The elves of Valenar devote themselves to the arts of war. Their cavalry has no equal in Argones, and they combine a talent for magic with stealth and swordplay. Verdun employed the Valenar as mercenaries until the elves betrayed Verdun and took a corner of the nation for themselves. These lands escaped the destruction visited upon the rest of Verdun. After the Mourning, no one wanted to challenge the Valenar’s claim to the land they had taken; in the interests of peace, the Treaty of Thronehold recognized the new Elf kingdom of Valenar.

Valenar elves spend little time at rest, operating in small units called warbands. Those who aren’t patrolling the kingdom travel abroad seeking adventure. Half-elves handle the civic administration. Some of these are the children of Valenar elves, but most are immigrants who’ve come from elsewhere in Argones in search of opportunity. Verdunian humans still occupying the region fall below them in rank. Once citizens of Verdun, now they’re citizens of Valenar. Little has changed for the commoners, most of whom don’t care who wears the crown.

The harsh sands of the Blade Desert cover northern Valenar and serve as a natural barrier between this land and the Mournlands. South of the desert, Valenar transitions from rolling steppes to fertile plains, with the Dragonridge Mountains to the west. The desert can be deadly, but the Valenar elves pose the greatest risk for adventurers. The elves won’t interfere with peaceful caravans, but a well-armed group of travelers invites challenges.

House Lyrandar helped the Valenar elves build the infrastructure of their kingdom. The half-elves have no homeland, but House Lyrandar hopes to make Valenar a haven for its people.

The ancestors of the elves left ancient relics of their struggles scattered across Valenar and the Blade Desert: ruins, haunted fortresses, and battlefields that have slipped out of alignment with time.

Valenar warbands include druids and rangers; druidic magic bolsters the military arsenal of the elves. Walls of thorns surround elven fortresses, and beasts fight alongside the elves. Valenar horses are known for being as fearless and stubborn as the elves who ride them.

Valenar was forged in war. The elves of the region must consider their individual role in a warband. Soldiers, acolytes devoted to the elven ancestors, or sages familiar with Valenar history are all commonplace. As a Half-Elf, one might be an entertainer, a sailor, or a guild artisan working to support the Elf army, or they might be a charlatan seeking opportunities. A Human from Valenar could be an urchin born in Taer Valaestas, or a folk hero fighting for the common people.

Some have left Valenar behind, while others have aspirations tied to the new kingdom. A half-elf with Valenar blood may want to be recognized as a true Valenar - granted a bond to a patron ancestor and a chance at immortality - or may be more interested in building a homeland for his or her people. As a human whose land the elves reclaimed, one might want to work with the elves or harbor a desire to drive them out (but who would replace them in that case?).

Feytouched beasts play an important role in Valenar society. The Valenar are known for their steeds, but a wide range of Valenar beasts bond with non-elves. Some might not have established a connection to a Valenar beast; however, a return to Valenar later may help find a bondmate in the long run.

Most of the communities of Valenar consist of farming villages, with fortress towers scattered across the plains as military outposts.

There’s a popular saying in Taer Valaestas: “The shadow of war hangs long over Valenar.” War defines Valenar culture. The Treaty of Thronehold recognized Valenar as a sovereign nation, but the elves are already pushing the limits of the treaty. Some venture into the Mournland or the untamed jungles of Q’barra, and Valenar warbands have launched raids into Darguun and Azinth. High King Shaeras Vadallia has promised to rein in his warriors, but many believe that the elves will continue their provocation. Their main interest is conflict with a worthy foe—and they might want Darguun or Azinth to declare war.

Because of this, the nation remains on a war footing. Villages find it challenging to produce the supplies required to maintain the elf army. Still, the Valenar are rarely cruel overlords. As long as a village can meet its quotas, the elves leave it alone, though villages that fall below expectations are more likely to receive assistance from druidic advisors than punishment.

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