Caldera

Caldera is a continent in the world of Varhya, where Life of the Party is set. This exists in the wider 'D&D Multiverse' of fantasy worlds sharing similar themes, races and pantheons of deities. Caldera exists on the material plane, having been created by the gods in distant history.

Map artwork by Deven Rue.

Caldera comprises of a primary landmass with several smaller islands surrounding it. Much of Caldera is inhabited by independent city-states, each governing themselves and their respective borders.

## The World of Varhya

Caldera is a continent on the world Varhya. Varhya is a spherical planet, which orbits a sun in a slightly elliptical pattern, and its northern hemisphere is orbited by a small moon. The sun and moon are named Pela and Selana respectively, after Pelor and Selune.

To the southern hemisphere, lies an enormous rift in the surface of the planet. This rift, known as the Everflow, is miles wide and thousands of miles long, centred in the oceans which pour into it constantly, draining from the north. Waters flow down this rift and into the core of Varhya, where they evaporate and begin to rise as steam through a million tunnels and crevices towards the Northern Ice Cap. Here, far away from the heat of the core and sun, they condense and freeze, adding to the ice of the Northern Cap. The cap is constantly freezing at its centre and melting at its edges, providing the slow flow of water south down to the rift. The flow is slow enough that the world still has tides, pulled by the moon (don’t worry about the physics of it. It’s fantasy.)

The origin of the rift is unknown and precious little is even known on it. Daring explorers and cartographers in recent generations have flown as close as they can or spied by arcane means to gain a better understanding of the rift and its effects on the planet, but little more can be determined without garnering risk. Arcanists, researchers, hydrographers and cartographers alike are in agreement that ‘It doesn’t seem to affect things too much, so we should just leave it be, I suppose?’. The common people of Caldera know there is a rift and eternal waterfall at the bottom of their world, but they tend not to dwell on it too much.

## The Other Continents

Besides Caldera, there exist a number of other continents on the world of Varhya.

**Ospeia**, to the South East. Warm savannahs, plains, and burning red mountain ridges are home to the diverse peoples of Ospeia. Their relations are strong with Caldera due to proximity and trade alliances.

**Thessa’Boel**, Eastward further of Caldera. The Isles of a Thousand Crowns, an archipelago of hundreds and hundreds of islands, each with seemingly a different leader at it’s helm, at constant war with their neighbours, vying over sea and land.

**Aufinne**, directly South of Caldera. A smaller continent than Caldera, but teeming with life nonetheless. Dense rainforests, mighty deserts and plains are home to the ancient Torides Empire, a rising Principality and a scattering of free cities. As the moon only orbits the northern hemisphere, Aufinne never sees the moon.

**Loeyith**, the lost continent, across oceans Westward. Little is known of Loeyith, with many of the people of Caldera not even aware of its name or existence. Historical records tell us that the goblinoid fleets set sail from here over a thousand years ago before landing on Western Caldera and founding Erran. However, given that the oceans are too wide for anyone to cross even now, how the fleets of Maglubiyet sailed them all that time ago remains a mystery.

**Keh’rago**, on the seabed between Caldera and Ospeia; an entire civilisation of cities and peoples who are accustomed to life underwater. Their denizens do find themselves on the surface from time to time but tend to always return to their sub-aquatic home.

**The Underdark**, cavernous halls stretching below Caldera, Ospeia and Thessa’Boel. Caves the size of cities, mile-wide tunnels and underground seas illuminated softly by twilight quartz studding the underside of the surface are home to several subterranean communities and races.

## The Calderan Calendar

The continent of Caldera uses a universal calendar which operates on a 30 day schedule of day and night, with the modern calendar operating on a schedule of three ten-day weeks, and the ancient calendar operating on two fifteen-day weeks. The months follow the cycle of the moon from the New Moon emerging on the first of the month, and the Empty Moon marking the last day of each month, when it is not visible at all. This calendar is not universal for all the continents on Varhya.

This calendar tracks the years since the Age of War - the beginning of recorded history – began, following the Age of Dragons and the ancient Age of Founding.  The different ages are recorded between the years as follows:

Age of Founding - Ancient, Prehistoric (abbreviated as AF)

Age of Dragons – pre-year 0  (AD)

Age of War – Year 0 to Year 340  (AW)

Age of Myths – Year 340 to Year 1600 (AM)

Age of Stillness – Year 1600 to present day (AS)

The current campaign takes place in the year 1744 AS. The story as of writing this (episode 25!) is set post-midsomer, in the month of Ciala. Each month has an associated astrological sign called the Vahrysan Halos. The months are presented as follows, with key celebrations:

* Esso (late winter) - New Year’s Celebration on the New Moon, Blood Moon Celebration mid-month
* Enwar (early spring)
* Narin (mid-spring) - Spring Festival on the first day of the month, Vernal Equinox mid-month
* Airze (late spring)
* Purma (early summer)
* Ciala (mid-summer) - Midsomer Solstice mid-month
* Endal (late summer)
* Razva (early autumn) - Commemoration of the Dead mid-month
* Tullim (mid-autumn) - Autumnal Equinox mid-month, Harvest Festival on the last day
* Hasses (late autumn)
* Amakil (early winter)
* Nevreyn (mid-winter) - Midwinter Solstice mid-month

Many celebrations exist that aren't listed here, often specific to certain regions, beliefs or cities.

The modern Calderan features three ten-day weeks per month, each featuring the elvish suffix -aurn (pr. Orn) meaning morning. Holy days are observed on the day of the week associated with the deity of the Light Pantheon that a person wishes to worship, excluding Bahamut who doesn't call for holy days, Maglubiyet who calls for daily morning worship, and the Raven Queen, who is not considered an 'official' deity.

* Moradaurn - Moradin’s day, day of creation
* Melaurn - Melora’s day, day of nature
* Ioaurn - Ioun’s day, day of knowledge
* Eraurn - Erathis’ day, day of civilisation
* Sehaurn - Sehanine’s day, day of the hunt
* Pelaurn - Pelor’s day, day of light
* Kordaurn - Kord’s day, day of storms
* Suneaurn - Sune’s day, day of love
* Corellaurn - Corellon’s day, day of magic and art
* Avaurn - Avandra’s day, day of change and the last day of each week

## Places

### Eastern Caldera

#### **Bay of Blades**

The Bay of Blades is a coastal region on the East of Caldera. Prominent cities in the Bay are Farrelstadt and Mirrortail, as well as the island City-State of Arakhis.

#### **Mirrortail**

Mirrortail is a large coastal city on the Eastern Coast of Caldera, in the Bay Of Blades. It is a wealthy city, known for its opulent architecture, flashy privateers and decadent lifestyle.

Rumours are the first fisherpeople to stop and settle here were bewitched by the shimmering tails of merfolk, which is how the city got its name.

Mirrortail is home to the East Caldera Company.

#### **Farrelstadt**

Farrelstadt is a large city in the Bay Of Blades, the closest major city to Mirrortail, renowned for it's impressive Naval Fleet. It consists mostly of Brick Gothic architecture and and half-timbered buildings, similar to that of Europe in the middle ages.

#### **Lakeside**

Lakeside is a large city in the East of Caldera, situated at the North of Lake Felrik. Lakeside governs the smaller towns and villages around the lake and is well known for its trade in fishing and shipbuilding.

Lakeside has a hub for the East Caldera Company.

#### **Arakhis**

The city of Arakhis is built around a long dormant volcano, carved thousands of years ago to represent a colossal sleeping dragon. Or has it simply spent so long resting that it turned to stone over the centuries?

Arakhis has a hub for the East Caldera Company.

#### **Sanskra**

A marvel of magic and engineering, the city of Sanskra floats on an island of wooden docks, pontoons and bridges, hidden in a mist-shrouded lagoon.

#### **Jennicks Village**

Jennicks Village is a small coastal village on the Eastern Coast of Caldera, across the water from Mirrortail on the Bay of Blades. It is a simple village, surrounded by hills and uncharted land.

Jennicks Village has a ranger team, captained by Barret and including Esra and Kahena.

Shops in Jennicks include:

* Chamomile & Cloves Herbalist Shop
* General Store

### Western Caldera

#### **Inomitic Ocean**

The ocean to the West of the continent is known as the Inomitic Ocean.

#### **Riven**

A marvel of magic and engineering, the city of Sanskra floats on an island of wooden docks, pontoons and bridges, hidden in a mist-shrouded lagoon.

#### **Riveni Forest**

The Riveni Forest is a large forest to the west of the city of Riven. It spans from the outskirts of Riven to the edge of the Great Marlborough woods and is the territory of the Warden of the Western Marshes.

#### **Bronze Harbour**

A large and busy port city on the North-West of Calderas peak, this city is not only home to a nautical trade centre but hosts a rare airship dock, which exports and imports goods between Elenithil and the Steps of the Azurite.

#### **Erran**

Erran is the largest and one of the oldest cities in Caldera, founded in the year 203 when the Goblinoid fleets landed on the Western shores of the continent. The forces of Maglubiyet landed in immeasurable numbers, from distant lands over a vast ocean, the question of how they sailed so far still puzzling researchers into the modern day. Once they landed, the war camps expanded and developed into the city known today as Erran, which translates from Goblinoid to mean ‘First Sight’.

Erran has a hub for the East Caldera Company.

#### **Briny Run**

After the governing body were overthrown some fifty years ago, a coalition of pirates known as the Triumvirate took over and now control this spot of the Inomitic Ocean, launching raids and strikes up and down the Western Coast of Caldera with abandon.

#### **Blackglass Ridge**

A long spanning cliff face of black, glassy rock with a beach of razor sharp shards is home to a den of notorious traffickers, who kidnap creatures and lone travellers from across the Western Coast, selling them on to the highest bidder for twisted rituals and dark purposes.

### Central Caldera

#### **Fang**

Fang is a sprawling, crowded and bustling city split centrally by the River Tell running through its centre. Filled to the brim with a discontent populace who rile against the Baron who oversees them, the city teeters on the edge of revolt as it has for many years. The only thing preventing a full revolution is the heavy hand of the Endigni, a ruthless mercenary company hired by the Baron to keep dissenters in line by any means possible.

#### **The Copper Hills**

There are few sights in Caldera which catch one’s breath like a sunrise in the Copper Hills. Miles and miles of craggy hills, gleaming like burnished copper in the morning sun as the mist rolls off them.

The Copper Hills get their name from the distinctive grasses which grow on their slopes in bright oranges, reds and yellows year-round. When the sun hits them, it is truly marvellous to behold as the landscape shines in warm tones for as far as you can see, broken only by crests of rock jutting from the tops or sides of hills. The hills span from Fang to the Blackglass Ridge and from Riven to Lake Phoenicia, with hundreds of creatures making their home there.

### Southern Caldera

#### **The Southern Steps**

The Southern Steps are the jaw-dropping rock formations which rise from the forests of the Reidcone. Hundreds of feet in diameter and thousands tall, these gigantic pillars rise irregularly from the jungles, towering above the canopy beneath. The rock formations spread for miles, and number in the thousands in total. Their origin seems to be natural, although could possibly be a remnant of ancient druidic magic.

#### **The Smoking Hills**

An expansive area in South-West Caldera, uncharacteristically marked by volcanoes, geysers, red and umber deserts. Supposedly thousands of years ago, battles between fearsome demons and deities scarred the land with the extensive magic that was hurled around this area, forever marking it and changing the terrain permanently.

#### **The Sivrei**

An expansive jungle running almost the width of the continent under the Shaiste lake.

### Northern Caldera

#### **Shadebourne**

*"You see before you the fortress-city of Shadebourne, a monument to dwarven architecture and majesty, carved out of the mountains themselves. 7 Layered tiers, ringed by dark granite walls, rise up into the heights, with a forest of turrets, towers and spires poking up from behind them. You see indomitable statues flanking huge gatehouses into the city, and zig-zagged steps leading up the slopes, connecting tier to tier. The buildings cresting out from behind the tier walls get taller and more intricate as the layers ascend. The city lies in gloom, shaded from the sun by the mountain ridge behind it.*"

**Kharesh**

A city that fell to the war of Asonos Gaelaen in 753, nestled in the foothills around Shadebourne.

#### **Elenithil**

A unique city with a unique society, built in equal parts by Elves and Orcs. The Elves were the first to found the city, arriving on the continent from unknown regions beyond the Icewastes, battling in the War of Three Crowns for their portion of the land. The Orcs assimilated into their culture several hundred years later, after an alliance between the Seafaring Orcs and the City-Dwelling elves repelled an assault from the warlord Kaho Mez Dahn. The two peoples are now the majority of the city’s populace and a rare culture has even formed, a mix of Elves and Orcs who call themselves the Litheni.

The city is large, wealthy and beautiful. Glittering towers rise above the thick walls of ice and sprawling districts buzz with activity. Light pinewood blends in almost seamlessly with polished white marble in the citys architecture, the stonework of the Elves and woodwork of the Orcs displayed at their greatest capacities. Beyond the city, the Ice Fields stretch for miles to the glittering shore, the Kashani Peaks, Shadebourne and Marlborough beyond. To the north, the Whitewaste cliffs and a frozen polar cap, uninhabitable to all but the hardiest.

#### **Frostguard**

A stone tower, a mile out into a forever-frozen sea, the only access across a cursed bridge. The tower rises up like a knife of black ice. The tower is home to a dark mage, who hides away from the law and adventurers seeking the bounty on his head.

#### **Watcher's Respite**

A small city that serves as a stopping point for merchant ships between Elenithil and the rest of the continent. The city is home to a group of rangers known as the Watchers, with a three-eyed owl sigil. They primarily keep watch over Watcher's Woods, a fey forest between Watcher's Respite and the Frozen Plains to the north.

Watcher's Respite has a hub for the East Caldera Company.

#### **Velathra**

A lost and ancient city of Sehanine once populated by Eladrin elves, to the far north of Watcher's Respite. Plenty of legends and rumors exist about Velathra, which supposedly only appears every 100 years.

## Geography

#### **Climate**

Caldera has a range of climates, varying from the icy winds of the Whitewaste Cliffs, to the humid jungles of the Sivrei and Reidcone. Barring these extremes, the average climate could be described as ‘temperate’ in the majority of its lands. Summers and Winters are marginally longer than Springs and Autumns, leading to heady, pleasant summers and chilling but dry winters.

Winter is felt more harshly in the north, where the planet tilts away from the sun. Beyond the Ashcrest and Chimera mountains, winds are colder and snow stays settled on the ground for longer. In the regions of the Sivrei and Reidcone, closer to the equatorial line, it is warmer for longer during the year, with summers being especially tricky for anyone not used to the heat and humidity. However, even the peak temperatures pale in comparison to some areas of Ospeia and Aufinne. Much of Caldera, the Shaiste, the Central Areas, the Needles, East and Western Coastlines benefit from regular sun, cool breezes and enough rain to keep the lands green for most of the year.

#### **Regions**

**North** – Glittering Coast, Ice Fields, Chimera Mountains, Ashcrest Mountains, Whitewaste Cliffs

**East** – Islands of Arakhis, Kassahn, Starstone, Bay of Blades, Golden Jungles, Flooded Hills, Mangrove Swamps, Serpent's Spine

**South** – Reidcona Forests, Jungles of the Sivrei, Steps of the Azurite, Smoking hills, swamps of the Sivrei, Everflow, Lone Rock

**West** – Slavers Ridge, Western Marshes, Briny Run, The Spit, Sea of Reidcona, Great Marlborough Forests, Marlborough Salt Flats

**Central** – The Needles mountains, The Shaiste, The Copper Hills