---
# System prepended metadata

title: Valbaara Notes
tags: [ttrpg]

---

# Valbaara Notes

Game 1) Takes place in the Holy Allorian Empire, which is on the far west side of the larger continent. 

Background: “Once the people of this land followed the old gods, until they found Alaric. Hundreds of years later, Alaric no longer speaks directly to the people but only to his priests. The priests of Alaric have delivered a message to the people, share his light with the whole world. Some will accept Alaric’s light willingly, some might need a little convincing”

Hook: the group of you have grown up within the Holy Allorian Empire as it absorbed its neighboring kingdoms, and now stands as the premier power on the western coast. Will you help the empire grow and spread Alarics light? Or will you reject the aggression of the church and seek to take them down from within? 

## Map

![](https://i.imgur.com/je7xDnn.png)

![](https://hackmd.io/_uploads/BJLEKGTO3.png)


## Major Cities/Locations of the Empire

Haldrim: Capitol of the Empire. The largest temple to Alaric is built upon a large tall peninsula that juts into the sea. The rest of the city sprawls outward away from the temple. Largest city in the empire, and a fairly major trade port. The Prophet and King reside in this city, though it is not the ancestral home of the Alorns, but a conquered territory. If you want to be from the big city, this is the place.

Castor: Ancestral home of the Alorns. The first temple to Alaric was erected high on a mountaintop above the town. Once the capital was moved from Castor to Haldrim, the city has seen a reduction in size and importance. It now mainly serves as the mustering place for the army and the permanent location of the heads of the "Swords of Light", who maintain a keep there. It is kept alive by being a hub for pilgrims and land based trade in the empire.

Camaar: The most recently conquered territory in the empire, the large port city was the final and strongest holdout of the petty kindoms in the region. The city boasts a thriving half orc and orc population due to the bordering nation of the Urshok wood, a kingdom of orcs. Second to last trade port on the coast. The least subjugated area and a hotbed for rebel activity and worship of the old gods. The inquisition has a large presence here to combat this heresy.

## Notable Organizations within the Holy Allorian Empire

The Church of Alaric
The Church of Alaric is the strongest and most important organization within the whole of the empire. Organized similarly to the Catholic church. Anyone who has pledged their life to the service of Alaric is ordained a priest, priests can be magical or non-magical and serve the church according to their abilities. Bishops are the local religious authorities and wield a significant amount of power in their communities, often significantly more than local politicians. They are pillars of their community and the backbone of the Church. Bishops report to Archbishops who report to Cardinals who report directly to the Prophet of Alaric. Currently the Prophet of Alaric is Prophetess Marielle, a middle aged woman known for her charisma.

The Swords of Light
The militant arm of the church, almost like the Knights Templar. Led by the Radiant Champions, many magic users and exceptional warriors with gifts are placed within the care of the Swords of Light, to be trained. This order contains both knights and paladins and schools for the study of the arcane.
For those of you with exceptional magical gifts, you likely have spent some time under the care of the Swords of Light. 

The Mallorean Order
A rebel faction within the Empire. Though Alaric may not speak directly to the people, sometimes true believers feel he is guiding their actions. This has lead to the creation of a small but dedicated cell of rebels that wish to free the people from the yoke of the church. They accomplish this by spying, sabotage, infiltration, and converting others to their cause.

