TIRVANDOR
World Guide & Campaign Setting

TIRVANDOR

The Realm of Deep Magic

A world divided. Two great continents severed by the Sundering Sea, each a wholly different philosophy of civilization and magic. Between them lie the Contested Lands, where neither power holds sway and fortune favors the bold.

Current Era · 1247 CR
Part I · The World

A World Divided

In the west lies Thaldros, a militaristic empire built on order, central authority, and feudal tradition. In the east sprawls Aethoria, a confederation of free cities and ancient forests where independence and harmony with nature reign supreme. Sixteen thousand years of history press upon the present day.

Thaldros
The Western Continent

Thaldros

A land of snow-capped peaks, arid deserts and temperate woods, bound by the Iron Crown, feudal houses, and the discipline of empire.

Aethoria
The Eastern Continent

Aethoria

Free cities and primeval forest, where elven kingdoms, druid circles and democratic ideals weave a harmony with the wild and the deep magic beneath it.

The Contested Lands
The Frontier

The Contested Lands

War-torn marches where neither crown holds sway. Here adventurers find opportunity and danger in equal measure, and the maps are written in blood.

0
Year Zero

The Worldrend

The cataclysm that tore a single continent in two, created the Sundering Sea, killed over forty million souls, and reshaped reality itself.

From it, all dates are reckoned. What broke the world, and what was buried in its breaking, remains the deepest question scholars dare to ask.

The Fundamental Nature

What Makes This World

I

Grounded Realism

Heroes are not always virtuous, villains may hold legitimate grievances, and every choice carries weight that echoes through time.

II

Natural Magic

Power flows through ley lines, the ancient channels beneath the earth. Where they cross, nodes of wild magic shape the fate of nations.

III

Political Intrigue

Kingdoms, noble houses, guilds and secret societies pursue their own agendas. Webs of alliance and betrayal connect every seat of power.

IV

Historical Depth

Ruins dot the landscape; lost civilizations whisper through crumbling stone; lingering curses bind the present to the deep past.

The Atlas

A Continent, Charted

From the frozen Frostmarches to the volcanic Ashfall Barrens, from the Starwood to the Singing Fens, every road, ruin and realm has its place in the record.

16,000
Years of history
1247 CR
The present day
2–3M
Living souls
7
The Ascended gods
Map of Tirvandor
Factions & Organizations

Powers Move in Shadow

Crowns are only the surface. Merchant leagues, arcane academies, druidic circles and unseen hands all bend the world toward ends of their own. Select one to learn more.

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The Companion Volumes

Step Into Tirvandor

This is only the edge of the map. Two volumes open the realm in full: the World Guide charts its lands and history, the Field Guide names the things that prowl them. Both arrive together.

Tirvandor World Guide
World Guide & Campaign Setting

The Tirvandor World Guide

Every region, faction and age in a single volume: sixteen thousand years of history, two continents, the Seven Ascended, and the secrets buried in the Worldrend.

Coming Soon Available June 30, 2026
Tirvandor Field Guide
Field Guide & Bestiary

The Tirvandor Field Guide

Creatures of the Sundered Realms: the soldiers, beasts, divine champions and war-twisted horrors that walk the Contested Lands, each with the lore and culture that gave it shape.

Coming Soon Available June 30, 2026
TIRVANDOR

TIRVANDOR™, THE SEVEN ASCENDED™, THALDROS™, AETHORIA™, THE WORLDREND™, SHATTERED OATHS™, and BLOOD & COIN™ are trademarks of the author.

© 2026 · All Rights Reserved · World Guide & Campaign Setting

Janky Games LLC A Janky Games LLC Production