This is an event for JANITORAI's Official Discord and Reddit. This is not a real game.

PARTICIPATION GUIDELINES

Creation Guidelines

- Create an NPC from the world {user} has fallen into.- Create a place or multi NPC bot from the world {user} has fallen into.- A bot where {char} has fallen into the world.

User Guidelines

- Pick a bot and start a chat with the bot.
- Comment under other users’ bots positively in the bot sharing forum once you have spoken to it!

EVENT RULES

1. All bots must comply with JanitorAI’s Terms of Service and Community Guidelines.2.Keep the events relevant and strictly based on JanitorAI, this means the event allows bots only posted in JanitorAI.3.Use the appropriate tags and trigger warnings if your submission includes NSFW content. Any submission posted without following these guidelines will be requested to be edited or deleted by moderation if applicable.4.Users are allowed to make more than 2 bots! The minimum requirement to enter the contest for rewards is 1 bot.5.The #event-bot-share forum will be reopened and the tag #elderspire2026 must be used.6.Use the hashtag #elderspire2026 in-site as well.

Event Duration

March 18th - April 3rd

Updates

Coming soon...

PARTICIPATION REWARDS

Discord

- Eco Pay Role and 3k Janium.
- Top 15 most liked Bot submissions get official Spotlight and sprite of character added to world map.
- Most liked OC reviews spotlighted.

Reddit

- Flair.
- Top 15 upvoted bots by the end of the event gets official spotlight and sprite of character added to world map.
- Most upvoted OC reviews spotlighted.

You can recieve both reward pools by participating in the social platforms SEPERATELY.PLEASE NOTE ALL REWARDS WILL BE GIVEN AFTER THE EVENT ENDS APRIL 3rd.

WORLD LORE

The world of Elderspire has long been at peace. The magic corruption that had once plagued the land had been pushed back to the edges of the northern borders. The Great Blue Wyrm, once a god for the old civilization within the north, holding place as the front line defense. However, nothing good stays that way forever. The wyrm has started to grow tired and sickly. A new Dark green dragon has arrived and is set on taking this world for his own. Taking up home in the old ruins, monsters have begun to spread further and further from the north.You adventurer have been tasked with protecting the world in any way you can. Save your home town, your loved ones. Lumenward's royal family calls for anyone who can help aid humanity in this time despite the tension between the races.

REGIONS

Lumenward is the capital city of the kingdom and one of the largest settlements on the Elderspire map. Surrounded by tall white stone walls and guarded by watchtowers crowned with colored glass, the city is known for its brilliant skyline and the constant ringing of bells that echo across its streets. It lays claim to most of the center map and village surrounding the darling capital.

To the east of Lumenward stretches a vast landscape of towering mountain ranges, deep forests, hidden valleys, and ancient rivers. Known collectively as The Eastern Wilds, this region is believed to contain some of the oldest untouched lands in the world. Filled with magic and is known to be the home of the fae and other wild creatures.

Far to the north of Lumenward, beyond the last guarded roads and the reach of most civilized settlements, lies a vast and unforgiving region known simply as “The North”, where creatures straight from horror tales meant to scare the children of the village thrive in. Few maps attempt to chart the land in detail. The terrain shifts too often, the weather turns too violently, and many who attempt to explore its depths never return.

To the west, deep endless pines rule the landscape. At the center of this wilderness stands the Aether Spire, a towering structure of pale stone and floating crystal rings that rises above the canopy. The tower serves as the primary academy for magic within the region, where mages study everything from elemental spells to ancient arcane history.

COMMENT HIGHLIGHTS

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A tall-walled capital where stained-glass towers catch sunlight and scatter it like magic. People call it beautiful, with rainbow shadows and sunkissed surfaces, known as the Kingdom of Bells & Glass.Historically, Lumenward was built as a central hub between the surrounding regions: the mage-controlled forests to the west, the northern territories plagued by monsters, and the resource-rich eastern mountains. Its position made it the heart of trade, governance, and magical study in the realm. Merchants, adventurers, scholars, and travelers from every race can be found within its gates. One of Lumenward’s most notable features is its network of arcane bell towers placed throughout the city. These bells were enchanted centuries ago by powerful mages to act as an early warning system against magical threats, monsters, and large-scale disturbances. When danger approaches the kingdom, the bells are said to ring in specific patterns that alert both the city guard and nearby mage orders. Because of these protections, Lumenward has long been considered one of the safest places in the kingdom. Its strong defenses and central influence make it a natural gathering place for adventurers beginning their journeys, travelers looking for work, and citizens seeking opportunity.Within the world of Elderspire, Lumenward serves as a major starting point for many stories. From here, players can choose their own path—taking on quests to protect the kingdom, exploring the wild lands beyond the walls, studying magic, trading rare goods, or simply building a life within the city itself.

Fun Fact!
In the creation of the great city Lumenward, it was in the time of the dragons and dark magic. The people had traveled from the now ruins of the northern reaches and settled in the lush center plains. The lamps they carried were of shards of glass that reflected beautiful light in the dark. It looked like powerful magic from afar, scaring away lesser evil mages of the time, and thus came the superstition that bright colorful light kept away evil. Leading to the various styles of stain glass seen today within the city walls.
Historical Fact!
In the year 500 PLW (Post Lumenward) There was a shortage of sand from the sheer need. Elderspire had to forge a pact with an ancient being in order for more sand to be materialized. To this day, there is a day of offering where grand feasts are held to honor the being. Many never know what the being looks like or what the deal was, but they know that it ushered in a more prosperous time where many family were able to see their loved ones who had come home from the quarries.

TOWN OF STARDALE

TOWN OF HEARTMERE

TOWN OF ALMERA

TOWN OF STONEWELL

This info is fictional and not real. Anything that happens to represent real life are coincidences

STARDALE

Stardale is a refined hilltop settlement known for its estates, gardens, and carefully maintained elegance. Built along a series of gentle terraces overlooking the surrounding countryside, the town was originally established as a retreat for nobles who wished to live outside the bustle of Lumenward while still remaining close enough to the capital’s power and influence. Marble villas, tall iron gates, and sprawling gardens stretch across the hillside, connected by clean stone roads lined with lantern posts and ornamental trees. Unlike the louder, more practical towns nearby, Aurendale is quiet by design. Trade caravans rarely pass through, and heavy industry is absent. The atmosphere favors calm conversation, diplomacy, and leisure rather than labor.Many of the region’s wealthy families maintain residences here. Some are permanent homes, while others function as seasonal retreats where nobles escape the politics of the capital during certain parts of the year. Because of this, Aurendale is often the setting for private gatherings, political meetings, and formal celebrations that take place away from the public eye. Beyond its wealth, Aurendale has developed a reputation as a place of influence. Decisions made within its villas and garden halls often shape events far beyond the town itself. Alliances are negotiated here, marriages between powerful families are arranged, and important contracts are signed in private chambers far from the noise of public markets.
The town is also known for its strict standards. Guards stationed at the entrances carefully track visitors, and most services cater specifically to high-status guests. Tailors, jewelers, scholars, and artists maintain quiet workshops throughout the town, producing fine goods and entertainment for the wealthy residents who commission them.
Life in Aurendale moves at a slower, more deliberate pace than in most towns. Elegant dinners stretch late into the evening, musicians perform in open courtyards, and servants move discreetly through lantern-lit halls carrying messages and invitations between households. For outsiders, the town can feel both welcoming and distant—beautiful to look at, but clearly designed for a very different kind of life.
While Aurendale appears peaceful on the surface, its quiet streets hide a complex web of rivalries, ambitions, and delicate political relationships. Behind every well-kept garden wall is a household with its own goals, secrets, and connections to the wider world.

Fun Fact!
Stardale is the biggest consumer of… pomegranate jelly-sugared cubes! Yes! The pomegranates, imported from the Eastern fields are the favorite of young adults in Stardale, and, it is a tradition between lovers to gift boxes of pomegranate jelly-sugared cubes! The sweeter the treat, the bigger the love.
Historical Fact!
The first ever theater was opened in Stardale, and during special Holidays, it is free entry, inviting all citizens across the districts of Lumenward. The teather is one of the oldest buildings across the region, and it is full of tapestry that depicts the stories of countless warriors that had shaped the beautiful land we know. In the Stardale Teather, you will find various arts such as ballet, opera, concerts, recitals, and speech, each one more enigmatic and full of history than the last.

This info is fictional and not real. Anything that happens to represent real life are coincidences

Heartmere

Hearthmere sits just beyond the main approach to Lumenward, built around a wide stone bridge that crosses a slow-moving river feeding into the capital’s waterways. Though technically outside the inner city walls, it has long served as the first stop for travelers arriving during the harsh winter months. Caravans coming from distant regions often reach Hearthmere before the capital itself, making it a constant crossroads of merchants, adventurers, and wandering performers.Closer to the main roads, Hearthmere is lively and crowded. Inns, breweries, and warm kitchens stay open late into the night, serving merchants, caravan guards, and adventurers passing through. It is a place where rumors travel quickly. News from distant regions, monster sightings in the north, and stories of hidden treasure often circulate here first, carried by travelers who have just arrived from dangerous roads. During the day, much of the town gathers around a sprawling winter market that fills the open streets. Stalls sell furs, preserved food, travel supplies, and secondhand gear meant for long journeys through snow-covered lands. Entertainers often pass through as well—storytellers, musicians, fortune tellers, and performers who follow the winter caravan routes between cities.

Fun Fact!
If there is one thing you will always see while shopping or selling at Heartmere is… cats. The streets are full of these tiny, furry engines! They roll around the stone paths, play and chase each other, and their favorite place to lounge at noon is the fish market. Locals have named some, and you will see a tiny bell around the neck of those little feline companions that were domesticated— or bribed with enough fish and mountain goat milk. No matter where you look, you’ll always see a cat!
Historical Fact!
In the center of the Heartmere market, you will find a large fire that has been burning for centuries! Modern age scientists of Stardale claim it is a pit that keeps burning due to the natural gas and underground fuel that is rich in the region closer to the Wintergate, but the old sages at the Aether Spire recite songs written in ancient languages that tell the tale of an everlasting fire that helped nomads survive, that offered warmth for hundreds of species throughout the coldest, most ruthless of winters, and was the favorite spot of the Fae to cozy up during autumn, before their hibernation— before Lumenward was founded Still, there are voices that come straight from The Enchanted Greenwood forest itself that murmur that the day the flame flickers and disappears… There will be a winter so devastating, the land will take centuries to recover from it.

This info is fictional and not real. Anything that happens to represent real life are coincidences

ALMERA

Almera is a small riverside settlement built along a network of quiet waterways where long willow trees lean over the banks and tall reeds grow thick along the shore. The village takes its name from the soft sound created when the wind moves through the branches—an eerie, gentle rustling that many travelers describe as something close to singing. Locals simply call it the river’s voice. Compared to larger towns like Hearthmere or Stonewell, Almera is peaceful and slow-paced. The buildings are constructed mostly from pale wood, woven reeds, and flexible willow branches, giving the entire settlement a natural, organic appearance that blends into the surrounding wetlands. Lantern light reflects across the calm water at night, and narrow wooden walkways connect many of the homes and small docks.Fishing and river travel sustain most of the village’s daily life. Small boats move quietly through the inlets at dawn and dusk, bringing in fresh fish and reeds used for weaving and construction. Fog is common here, often rolling in suddenly from the river and drifting between the trees. Visitors sometimes find the mist disorienting, as familiar paths can seem to vanish among the tall reeds and winding waterways. Almera is also known throughout the region for its unusual crafts and gentle forms of magic. Many residents specialize in reed weaving, musical instruments, and small protective charms meant to ward off bad luck or restless dreams. Travelers sometimes stop here specifically to purchase these handcrafted items or to share tea with the village’s charm-binders and herbalists, who are said to have an uncommon understanding of dreams and sleep.Near the heart of the village stands a natural grove of ancient willow trees arranged in a rough circle around a grassy clearing. The space is used for community gatherings, seasonal festivals, and important life events such as vows or celebrations. At dusk, when the wind begins to move through the branches, the sound of the trees grows stronger—almost rhythmic. Some visitors find the sound calming, while others describe it as strangely hypnotic.Despite its calm reputation, Almera carries an air of quiet mystery. Locals speak casually about dreams that feel unusually vivid, shared dreams between family members, and moments where the sound of the willows seems to echo even when the wind is still. While most travelers dismiss these stories as folklore, many who stay the night in the village report sleeping more deeply than usual—and remembering their dreams far more clearly in the morning.

Fun Fact!
Almera is the favorite spot during the summer; with cool rivers, shallow waters and long paths that will later— if you are a committed swimmer— will lead you to the ocean. Near the outskirts of Almera, you will find ruins that are said to belong to a king with no name… or what remains of his summer estate. It is the preferred spot for secret lovers, thiefs to hide, and river animals that can mimic a log floating on the serene water. A dangerous spot, sure, but during the night, thousands of fireflies roam around the corners of the royal ruins, and locals call them the “starry-rain”, where if you are close enough, will see the glow on your skin, and hear the soft mumble of their wings
Historical Fact!
Almera was the last region to be under Lumenward’s domain, and many, many years ago, it was said to belong to the river nymphs who had retired to The Eastern Wilds, before the civilization’s intervention. The river nymphs are known to be extremely jealous of their territory, and will not hesitate to torment and make the life impossible of those who venture too close to their rivers— but before these land was full of floating houses and the laugh between the willows, old travelers and dry books tell the story of beautiful creatures made of the clearest of water, roaming around the edges of the river, trapping colorful flowers between bubbles and playing pranks at the unsuspected fishermen. It was their land, and they thrived on it. When the population of Lumenward grew and they found home in Almera— which in ancient languages translates to “Fountain of beauty”— the river nymphs found themselves outnumbered and decided to leave to the East, but not before flooding the land with their wrath. That day is known as “The flood of Almera”, and it bridged a dispute between Lumenwardians and the river nymphs.

This info is fictional and not real. Anything that happens to represent real life are coincidences

Stonewell

Stonewell lies along the rocky outskirts of Lumenward’s territory, where the land rises into slate ridges and mineral-rich hills. The town was built for one purpose: work. From a distance it appears sturdy and practical, with thick stone walls, dark slate rooftops, and towers meant more for protection than beauty. Smoke from dozens of forges drifts constantly into the sky, and the steady rhythm of hammer strikes can often be heard long before travelers reach the gates. Much– if not all– of the kingdom’s building stone and forged metal passes through Stonewell. The nearby quarries produce heavy blocks used in roads, towers, and city walls, while the mines yield iron and other metals that fuel the region’s workshops. As a result, the town has become a vital industrial center supporting the expansion and maintenance of Lumenward and its surrounding settlements.Beyond the forges, much of the town’s activity revolves around the quarries themselves. Massive stone yards stretch along the edges of town where freshly cut blocks are sorted, measured, and loaded for transport. Heavy cranes and pulley systems move enormous slabs of stone, while labor crews work in coordinated teams to carve usable material from the surrounding cliffs. Because the quarries are both valuable and dangerous, supply stores and equipment yards are carefully guarded to prevent theft or sabotage.Near the center of town stands a wide plaza built around the feature that gave Stonewell its name: a deep vertical shaft descending far below the surface. The well is older than the settlement itself, carved from ancient stone whose origins are poorly documented. Thick iron chains marked with protective symbols hang around its rim, and shrine posts have been placed nearby where workers occasionally leave offerings. While the well provides fresh water for the town, many locals treat it with cautious respect. Stories circulate about strange echoes rising from the depths, and few people linger there longer than necessary.Despite the harsh environment and demanding labor, the people of Stonewell have built a strong sense of community. Rows of sturdy worker housing line the streets, accompanied by busy canteens and gathering halls where miners, quarry workers, and smiths eat together after long shifts. These spaces are loud and lively, filled with laughter, arguments, and the occasional brawl between exhausted crews blowing off steam. Meals are simple but filling, and travelers passing through often discover that Stonewell offers some of the most affordable—and satisfying—food in the region.

Fun Fact!
Are you lookin for the strongest of brews? A drink so smooth yet so strong the mere smell of it will give you the most terrible hangover? Then Stonewell is your place to go! The local bar, famous for the spiciest of plates and the strongest of beers The Pebbleside Bar, is the favorite of the most experienced of warriors and the occasional traveler. The perfect way to kill your boredom? A tavern fight at Pebbleside will knock more than just your teeth!
Historical Fact!
Stonewell is known for being a matriarchy. Centuries ago, during the great Northern Wars, men perished in battlefield, and slowly, the town was rebuilt by their wives and daughters, learning how to wield the same weapons and tools, studying the art of forging and smelting, working under the hot sun and creating a dance of steel and iron. The women at Stonewell are not only strong, but they are united, fair and will push for equal armory and excellence in weapons. Everyone deserves a high quality weapon these days!

This info is fictional and not real. Anything that happens to represent real life are coincidences

Far west of Lumenward, where the land grows older and the roads grow quieter, the forest begins.At first the trees seem ordinary—tall pines and ancient oaks spreading across rolling hills. But the deeper one travels, the more the forest begins to change. The air grows thick with drifting motes of magic, the light filters through the leaves in strange colors, and the sound of wind through the branches carries melodies that no one can quite place.
At the center of this wilderness stands the Aether Spire, a towering structure of pale stone and floating crystal rings that rises above the canopy. The tower serves as the primary academy for magic within the region, where mages study everything from elemental spells to ancient arcane history. Scholars, apprentices, and powerful archmages live within its halls, dedicating their lives to mastering magic and protecting the balance between civilization and the wild magic of the forest… but the forest is not empty.
Deep within the enchanted woods live beings sometimes called the Sprouts of the Forest. These mysterious inhabitants rarely interact with outsiders, appearing only in fleeting glimpses between trees or in quiet clearings where the forest grows brightest. They resemble humanoid figures with features touched by nature—leaf-like hair, glowing eyes, and voices that sound like wind through branches.The Sprouts are said to be guardians of the forest’s oldest magic. Some believe they were born from the land itself, long before cities and kingdoms were built. Others believe they are spirits who chose physical form to protect the woods from harm. Many monsters also inhabit the deeper regions of the woods—some natural predators twisted by wild magic, others ancient beings that have lived in the forest for centuries. Because of this, most travelers avoid straying too far from the established paths that wind between the tower and nearby settlements.And an old tale of love, of a love that was as strong as it was forbidden…Years ago, a young mage from the Aether Spire encountered one of the Sprouts of the Forest during an expedition into the deeper groves. What began as cautious curiosity slowly grew into secret meetings beneath the trees, where the mage shared knowledge of the outside world and the forest creature revealed the hidden magic of the woods.To the tower’s scholars, the Sprouts were subjects of study—dangerous, unpredictable beings tied to forces beyond human understanding. To the forest’s inhabitants, the tower represented intrusion and control over magic that was never meant to be claimed.But, when the truth of the relationship was discovered, it was forbidden immediately.The mage was recalled to the tower and placed under strict watch, while the forest paths they once used were sealed by protective wards. Official records describe the event only as a dangerous breach of magical boundaries… but rumors among apprentices say the story did not end there. Some claim the mage eventually disappeared from the tower entirely— Others insist that, on quiet nights when the forest wind carries strange melodies, two voices can sometimes be heard within the trees—one human, and one belonging to something older, dancing under the constellations that guard the forest, surrounded by the music that seems to emerge from between the thick foliage.Whether the story ended in tragedy, escape, or something stranger remains unclear.But the forest remembers, and sometimes, deep within the woods, the magic there seems to react differently to those who wander too close to the places where the two once met.

Aether Spire

Enchanted Greenwood

This info is fictional and not real. Anything that happens to represent real life are coincidences

AETHER SPIRE

Rising high above the western forests of Lumenward, the Aether Spire stands as one of the oldest centers of magical study in the known lands. Its pale stone walls appear almost impossibly smooth, as though the tower was carved from a single piece of ancient marble. Around its upper sections, several massive rings of crystal slowly orbit the structure, suspended in the air by arcane forces that no modern mage fully understands.The tower’s origins are uncertain. Official records claim it was founded centuries ago by a conclave of archmages seeking to gather magical knowledge into a single institution. Yet some of the oldest runes etched into the tower’s foundation predate those records by generations. Certain scholars quietly suggest that the Spire may have been built upon something older — perhaps even a relic of an earlier magical civilization.Within its many levels, the Spire functions as both academy and research citadel. Apprentices arrive from across the realm to study under experienced mages, learning disciplines that range from elemental manipulation to the delicate study of magical theory. Many never leave the tower again, dedicating their lives to research within its endless halls.

Important Aspects of the aether Spire  
1-> The Grand Archive: Located deep within the central core of the tower, the Archive contains centuries of recorded magical knowledge. Endless shelves spiral upward into shadow, guarded by protective enchantments that prevent certain dangerous texts from being opened without permission.2-> The Astral Observatory: Near the tower’s peak lies a circular chamber open to the sky. Ancient telescopes and star-maps allow scholars to observe celestial movements believed to influence magical flows across the world.3-> The Order of the Spire: The tower is governed by a council known simply as The Arcanum, a small group of archmages responsible for maintaining magical stability throughout the region. While they rarely involve themselves in political matters, their influence is significant.

This info is fictional and not real. Anything that happens to represent real life are coincidences

THE ENCHANTED GREENWOOD

Stretching across the western lands surrounding the Spire, the Enchanted Greenwood is far older than any kingdom that now borders it. Unlike ordinary forests, the Greenwood seems almost alive with magic. The trees grow unusually tall and wide, their roots weaving deep beneath the soil in patterns that some scholars believe mirror magical ley lines beneath the earth. At night, faint lights drift through the air like slow-moving fireflies, though many who study them claim they are not insects at all.The deeper one travels into the Greenwood, the more the forest begins to change. Paths twist in unnatural directions. Time feels strangely distorted. Travelers sometimes report walking for hours only to find themselves back where they started, as if the forest itself has chosen not to let them pass.

Important Aspects of the aether Spire
1-> The Sprouts: The Sprouts are rarely seen clearly. When they do appear, they resemble slender humanoid figures shaped by nature itself. Their skin often carries faint patterns resembling bark or vines, and their hair resembles leaves or moss that shift with the wind. They move silently through the forest and seem able to vanish almost instantly among the trees. While they rarely speak with outsiders, there are many stories suggesting that the Sprouts are not merely residents of Greenwood, but extensions of it—beings born from the forest’s magic to protect its balance. Unlike the scholars of the Spire, the Sprouts do not attempt to control magic. They live in harmony with it, guiding its flow rather than restraining it. This philosophical difference has long created quiet tension between the tower and the forest.

This info is fictional and not real. Anything that happens to represent real life are coincidences

Far to the north of Lumenward, beyond the last guarded roads and the reach of most civilized settlements, lies a vast and unforgiving region known simply as “The North”, where creatures straight from horror tales meant to scare the children of the village thrive in. Few maps attempt to chart the land in detail. The terrain shifts too often, the weather turns too violently, and many who attempt to explore its depths never return.Here, nature is harsher, older, and far less forgiving than anywhere else in the realm.Towering black cliffs overlook violent seas. Winds howl across frozen plains and jagged mountain ridges. The sky is often hidden beneath heavy clouds, and storms can rise with little warning, sweeping across the land with brutal force— But the greatest danger of the north is not the environment, it is what lives there.The northern edge of the Domain meets a violent and unpredictable ocean known as the Shattered Sea. Here, towering cliffs plunge directly into dark, churning water. Massive waves crash endlessly against the rocks, and storms often gather along the horizon with little warning, ships rarely attempt to sail these waters., and those that do often vanish.The sea itself is believed to contain creatures even larger and more dangerous than those roaming the land. Stories told by the few surviving sailors describe enormous shapes moving beneath the waves, rocking boats and disrupting the waves, serpent-like leviathans capable of pulling entire ships beneath the surface, vast schools of predatory creatures that strip wreckage clean in minutes, strange glowing entities seen far below the water at night, followed by the most beautiful chorus a man will listen before its demise.Along the coastline, the remains of ancient shipwrecks can sometimes be seen scattered among the rocks—silent evidence of how unforgiving the northern ocean can be.In most lands, creatures exist within some form of natural hierarchy. In The North, that hierarchy is brutally simple. The strong survive. The weak do not.Once this place was a thriving, if not cold, paradise of rich magic and prosperity. The first mage tower was built here. Made of northern crystal. It shimmered in the dawn light. But the original mages became corrupted when they pushed the magic too deep. It lashed back and the civilization crumbled and the land became soaked in terrible energy. Keeping all within its realm stuck in time and within its insanity. Home to all sorts of monsters including the dragon that lay claim to the northern region which threatens the age of peace that exists now.

Monster Manual

This info is fictional and not real. Anything that happens to represent real life are coincidences

MONSTER MANUAL

Frost Wraith
Description: A cross between of elk and crow.
Threat level: 66/100
HP: 1000-?
Lore: Result of the old magic corruption within the old kingdom ruins.
Ice-Maw
Description: An Undead Grey Wolf
Threat level: 31/100
HP: 600-?
Lore: Result of a failed attempt by a mage to resurrect their beloved pet. Resulting in a corruption of the local grey wolf population.
Grey Mage
Description: A woman dressed in old kingdom robes, followed by a small group of undead creatures who seem to protect her.
Threat level: 100/100
HP: ?
Lore: Unknown. Will kill on sight.
????
Description: An Undead Elk wearing the hide of a bear.
Threat level: ?/100
HP: ?
Lore: Unknown. Avoids all mage and adventurer attempts to contact.
Blue Wyrrm
Description: A small dragonkin.
Threat level: 10/100
HP: 8000-?
Lore: A type of dragon who had long since been worshiped by the old kingdom and has never left the icy peaks. Friendly.
????
Description: A Knight in full armor who wanders the ice field from sun up until sundown. Stops as if time has stopped when the sun sets.
Threat level: 91/100
HP: 12000-?
Lore: Unknown
Blight Bat
Description: Small blue bat with white eyes.
Threat level: 43/100
HP: 200-?
Lore: Unknown origin but is known to fly in large swarms. Eats flesh.
??????
Description: Said to have a human face, elk body, and a feathered head.
Threat level: ?/100
HP: ?
Lore: Unknown
Gargoyle
Description: Large Bat like creature who resides deep within the stone ruins. is often the size of a average horse with large leather like wings.
Threat level: 87/100
HP: 20000-?
Lore: Stone made flesh from the corrupted magic. Guardians of their home and the things that reside within.
Maralithia
Description: Snow sirens. Beautiful creatures that they say sing on the snow gales. Wisping away with a strong gust. They take the shape of the onlookers desires.
Threat level: 29/100
HP: ?
Lore: Unknown

All and any created monsters by creators who wish them to be listed here please use the form listed in the feedback tab

To the east of Lumenward stretches a vast landscape of towering mountain ranges, deep forests, hidden valleys, and ancient rivers. Known collectively as The Eastern Wilds, this region is believed to contain some of the oldest untouched lands in the world. Unlike the Northern Domain’s harsh brutality or the carefully studied magic of the Aether Spire, the power within the Eastern Wilds is older, quieter, and deeply woven into the land itself.The forests here are immense, their trees centuries—sometimes millennia—old. Moss-covered stone ruins lie hidden beneath dense foliage, while rare herbs and magical plants grow in places where the soil itself seems infused with arcane energy. Travelers often describe the region as feeling timeless, as though the land remembers eras long forgotten by the rest of the world, but the Eastern Wilds are not empty. They are home to beings who have lived alongside this ancient magic for generations.

Lunaria

River of Nymphs

This info is fictional and not real. Anything that happens to represent real life are coincidences

LUNARIA

Deep within one of the oldest forests lies a hidden settlement known among the people simply as The Fae Village. The village is not marked on most maps, and those who attempt to locate it without invitation often find themselves wandering the woods for hours only to discover the path has shifted behind them. Different from human settlements, the Fae Village appears almost grown from the forest itself.Homes are carved into enormous tree trunks or shaped from breathing wood that continues to grow around them. Lanterns of soft magical light float gently between branches, and delicate bridges of woven vines connect platforms high among the canopy.The inhabitants are the Fae, mysterious beings closely tied to the ancient magic of the Eastern Wilds. Fae appearances vary greatly, but many share bright, luminous eyes that tell a story as old as time itself, hair so fine and gracious made of petals, leaves or starlight, moving silently through the forest. While often playful or curious, the Fae are also known to be unpredictable. They value balance within nature and tend to view outsiders cautiously.To them, magic is not something to study or dominate. It is something to live within.

Fun Fact!
The Fae are known for their harmless mischief. Coins dropped from a wallet, floating not so subtly to the forest, paths that wiggle, or petals that seem to be carried by the wind only to spell a mischievous, cheeky message. Although, if the Fae enjoy your presence and find your intentions near their land pure, they might offer you a gift: tiny seeds that glow and when planted right, will grow into a miniature magical plant overnight that helps with insomnia, or gold trinkets that the river carries— just remember, never thank a Fae for their gifts! They find it very disrespectful!
Their tricks and offerings are not malicious, in fact— the Fae teach anyone who is willing to listen about humility and curiosity, and how the smallest of wonders need to be appreciated in order to be worthy of witnessing the grand ones.
Historical Fact!
Fragments of fallen stars that rained across the Eastern Wilds, made of pure ancient energy from the cosmos itself, long before there was even civilization in Elderspire. From these celestial fragments that crashed onto the land, glowing like the night sky, or flowed with streams of light… The first Fae emerged. Each and one of them formed by the union of star-magic and the essence of life that was natural in the Eastern Wilds.

This info is fictional and not real. Anything that happens to represent real life are coincidences

RIVER OF NYMPHS

Deep within one of the oldest forests lies a hidden settlement known among the people simply as The Fae Village. The village is not marked on most maps, and those who attempt to locate it without invitation often find themselves wandering the woods for hours only to discover the path has shifted behind them. Different from human settlements, the Fae Village appears almost grown from the forest itself.Homes are carved into enormous tree trunks or shaped from breathing wood that continues to grow around them. Lanterns of soft magical light float gently between branches, and delicate bridges of woven vines connect platforms high among the canopy.The inhabitants are the Fae, mysterious beings closely tied to the ancient magic of the Eastern Wilds. Fae appearances vary greatly, but many share bright, luminous eyes that tell a story as old as time itself, hair so fine and gracious made of petals, leaves or starlight, moving silently through the forest. While often playful or curious, the Fae are also known to be unpredictable. They value balance within nature and tend to view outsiders cautiously.To them, magic is not something to study or dominate. It is something to live within.

Fun Fact!
The first songs across Elderspire are attributed to the river nymphs, and the most expensive and exquisite of instruments are crafted by artisans who know the Lirael River like the back of their hand, and have a rather… civil relationship with the nymphs. As one approavhes the river, the sound of passing hums, melodies and giggles come from the water itself, inviting the most skilled musicians to join their music, and rumor has it that if the nymphs answer to the tune, you will be greatly rewarded..
Historical Fact!
The entire valley of what today is known as Almera used to once belong to the nymphs, but the civilization’s greed and seeking for new land began to worn the nymphs’ patience thin— yet, outnumbered and weakened by the rapid water consumption and contamination, they unleashed a power never seen before as a final act of vengeance for the creek and streams that once belonged to them. The waters rose rapidly, dangerously, overflowing the riverbanks and sweeping entire settlements, reshaping the landscape at the water’s whims. This event was known as “The flood of Almera”. Seeking refugee and a new land, the nymphs retreated to the deeper rivers of the Eastern Wilds, leaving their home to the people of Almera, but the water holds memories, and it remembers its daughters throughout every storm.

This info is fictional and not real. Anything that happens to represent real life are coincidences

RACES

Human

Humans are the base and most common creature in elderspire. They can be up to 6.5 feet tall and up to 300 pounds. Ranging from pale skin to dark skin. The human comes in many shapes and sizes with diverse culture and personality.

Elf

Elves are more rare. Creatures that look like humans but have an almost ethereal look to them. Tall and often majestic. In touch with nature they are magically gifted and live ten times what a human can. Their oldest known elder is 1204 years of age.

Dwarf

Dwarves are usually found in groups and are very hearty craftmanship. Their women sport the same short thick stature and facial hair as the men. They are known to be brash but good company. Coming in at a max height of 5 feet, they are one of the shortest species.

Orc

Orcs are a race that is known to live in a more tribal style. They are mostly populated in the southern regions and govern themselves. Trading furs, fish, and other hunt with human settlements for goods like salt and fine ropes. Their skin color ranges from a dark green to a soft yellow. Their upward facing tusks give them a unique appearance. Generally matriarchal in nature they thrive in strong community and a diverse culture.However, there is a general stereotype long passed through the ages that orcs are mindless barbarians that are inherently violent and cruel. This is not true for most.

Tiefling

Tieflings are extremely rare beings born of a infernal nature. They often sport horns and deep skin tones of red or oranges. They can range in just about any color however. They have pointed tails and have an unique magic affinity. They are related to demons thus have a very bad reputation. They live the same life span that is expected of their parents. (if a Tiefling is born of a human and elf, they will live around 500 years)

Angel

Angels are as equally rare as Tieflings. They however, do not look any different from a human. They are born from a angelic nature and often if a parent has made a deal with a god. Their magic talents often fall in line with clerical work or paladinhood. Angels are able to summon forth wings for a short period of time to aid them in times of need.

Demi- Humans

Demi-humans are the children or descendants of both humans and beast-kin. They are people who share both human traits and beast-kin traits.

Beast-Kin

Beast-kin are creatures that have evolved over thousands of years and with the help of the magic that exists in this world to become sentient beings. They do not look like normal animals in the traditional sense. They are beings that are bipedal and have the ability to speak the common tongue. They take the appearance of the animal they descend from. However, while resembling animals they are much more like humans then their ancestor.

Werewolf

Werewolves are creatures turned by moon magic to be a wolf under the full moon. Lycanthropy is considered an illness that will one day have a cure. It is contagious if bitten while the werewolf is in wolf form. Any child the person has will also have the illness. Many have learned to live with this and thrive while others have spiraled into forbiden magic and madness.

Vampire

Vampires are creatures and more often, humans who have fallen under a deep magical curse. Stopping their aging, unlike elves who age slowly, Vampires are cursed to live forever. The corrupted magic has not yet taken them to the brink of insanity but they struggle against it and that line. To lose themselves would to become a monster. They drink uncorrupted blood to keep themselves from falling into the long sleep.

Undead

Undead are often seen as horrid creatues that have no mind. However, the great northern blue wyrm, once a god to the old kingdom, has saved many from that region. His power keeps these undead from turning to madness. They live normal lives but they are recognizeable by their dull skin and glowing eyes. Often their speach is slurred and they have retaining memories. But they try to be apart of society despite the sigma.

Dryad

Dryads. These creatures are asexual spirits of the forest. They aid in healing plants using old magic and can speak to animals. They take form of flowers and trees while often resembling humanity. They have no ill will and are seen as guides and legend.

This info is fictional and not real. Anything that happens to represent real life are coincidences

Coming April 5th. Stay tuned

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Credits

Eldersprite has been a collective effort from the Discord and Reddit Team to promote creativity amongst our users, and to push the spark of creation and passion that makes our users and their stories unique across the world. Between crafting scenarios, planning maps and designing the stories that now have come to life, we are grateful for the collaboration of:To our Reddit team:
MistakenAPI
Eveline
Fang
Ashe
To our Discord Team:
Rose
Anya