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Zephyrheim

Forged in the Storm Peaks.

Zephyrheim endures atop the perilous Storm Peaks, a jagged range veiled in cloud and driven by relentless winds. Between sky-scoured plateaus and cliff-carved cities, its people harness storm and stone alike, thriving where airships ride lightning and hidden caverns keep the mountain’s oldest secrets. 

The Nature of Zephyrheim

The realm spans knife-edge ridges, thunder-bitten passes, and waterfalls that vanish into mist. Two capitals anchor its extremes: Tempestreach, a high plateau city of windmills, lightning rods, and towering spires engineered to flex with the gale; and Peak’s End, a mountainside metropolis hewn into sheer rock, ringed by mines and tunnels that burrow deep for metals, gems, and elemental crystals. Airships; framed in alloy and enchanted fabric, powered by stormborne crystals bind the nation’s trade and travel above treacherous ground. 

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Society and Rule

Zephyrheim is a meritocracy led by two pillars: the Wind Lord of Tempestreach, steward of skies, storms, and the airship fleet; and the Mountain King of Peak’s End, master of mines, stonework, and the lifelines of the range. Their authority reflects the nation’s halves; wind and earth, held in rigorous balance.

Mysteries and Threats

Ominous signs gather on the horizons and in the depths alike: a Dark Cloud of nearly solid storm-gas drifting toward the Peaks; a Lost Fleet of airships gone silent; a Great Mine Collapse whispered to be more than accident; Forbidden Mountains rumored to hold artifacts that unmake the mind; and a cursed amulet whose emergence birthed horrors in the shafts.

 

Above, sky serpents and krakens haunt the routes; below, shadow diggers and other denizens test the unwary.

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