Published Mar 17th, 2024, 3/17/24 2:56 pm
- 1,556 views • 3 today
- 86 downloads • 0 today
4
This world is entirely vanilla, so no mods necessary.
Welcome, The year is 98 A.Q.A. The dwarves have been gone for some time now, and no one knows where they went. Except, for a select few whose families had dealings with them. They left when they did not feel safe with the humans, with their homes lost, they fled to secrecy. The humans are growing uneasy, for without the knowledge the dwarves
possessed, the rest of Valheim could be helpless if the seekers returned. Find them, learn from them, and bring them back into the light, they need not hide any longer.
Follow the path, you can use the portal grove at will if you just want to look around and aren't interested in the whole story/mystery element to this world. If you are in it for the story/mystery, you may use the portals once you have been to that location once before. The portals are decorated with things from their biome so you'll know where to go for each one.
Locations with grove portals are listed below.
-Castle Krol'gar, a human town named for it's founding king.
-Castle Nocturne, a human town seemingly asleep, but set up as if people were here yesterday?
-Feledren, an old forest village claimed by the bog, abandoned, but not forgotten.
-Castle Ang'uthar, a lonely Nord village upon a tall mountain, said to be inhabited by the most bitter of beings, to match the weather they live in.
-High peak, a small setup of houses atop the highest peak, only the most daring of climbers can make it all the way to the top, those that do, often take it upon themselves to do the whole mountain climb, instead of taking the road from the coast.
There is a dock where the road begins to walk up, and a giant rock with a stone structure on top of it north of the dock to indicate where to begin the climb.
-Krol Farms, located in the golden plains, feeding Castle Krol'gar for years.
-Ull'bek, the last known hideheout of dwarves. After the seekers removed them from their homes they were forced to flee, there was only one safe haven, Ull'bek. Only the dwarves knew where it was, perhaps you can discover something about it through the structures they left behind?
-Sor'thun, A human city claimed by the harsh environment of the Ashlands, they are at war, their enemies now stronger than ever before.
-Gjöll, an icy town tucked away in the wastelands of the deep north, battleground of the Jötnar. Yet, somehow life has sprouted in this wasteland.
-A forgotten Dvergar city, shrouded in mist, locked away without the key, the name of this city shall be your challenge, discover it's name, reclaim it's portal, reforge the key, open the gates, and take back the city.
These Locations are not crucial to progress of the story, but will have story elements to discover if you wish.
-Ymirheim, a prison for the worst of beings. With no battles left to fight, no great foe to lock up, it's gone untouched for years, and it's gateway is overgrown
-Haldor and Hildir's island, where you can take a scenic walk between the dock, Haldors camp, and Hildirs house, or use a quick access portal that takes you to Haldor from the dock. It will always be a short run to Hildirs house.
-Reth'Gar, A human town settled in recent years, they've been at odds with their neighbors up the mountain as of late.
-Vol'Uthar, A fortress in the mountains guarded by the Nord's elite guard. This is a challenge area, do not go here if you are not geared at least through mountains/plains. You will be greatly rewarded in your findings should you come here. The earlier, the better the reward is!
-Eruden, some dwarves have found a new place to rest, somewhere they can rebuild to their old potential, instead of hiding in a crevice.
There are of course several locations that I did not list, either because they have no portal, or I don't want you knowing about it ahead of time, including multiple docks across multiple islands, small camp out houses from my survival playthrough, stop-in locations for the story to progress, many of which require sailing to reach, and little decorative things I've placed about.
Do be aware, 1 location is not quite finished, but is well off enough to play through. It is marked with a "Work in Progress" [WIP] sign next to the corresponding portal. As you may imagine, this location is Gjöll,which will be in the deep north. I am waiting for the DN update to redesign and finish it, but it is set up for the story/mystery to continue like normal until then
I'm by no means great at this kind of thing, and without mods it's kind of hard to incorporate story elements the way you'd want, but I want to keep this vanilla for you guys, I think it's at least decent haha! Hope you enjoy playing it as much as I did making it, but keep in mind, It's not done, and every area is open to more change after future assets become available.
I've attached a google drive download of the world, as the compressed folder is over 60MB which exceeds the website upload limit.
Welcome, The year is 98 A.Q.A. The dwarves have been gone for some time now, and no one knows where they went. Except, for a select few whose families had dealings with them. They left when they did not feel safe with the humans, with their homes lost, they fled to secrecy. The humans are growing uneasy, for without the knowledge the dwarves
possessed, the rest of Valheim could be helpless if the seekers returned. Find them, learn from them, and bring them back into the light, they need not hide any longer.
Follow the path, you can use the portal grove at will if you just want to look around and aren't interested in the whole story/mystery element to this world. If you are in it for the story/mystery, you may use the portals once you have been to that location once before. The portals are decorated with things from their biome so you'll know where to go for each one.
Locations with grove portals are listed below.
-Castle Krol'gar, a human town named for it's founding king.
-Castle Nocturne, a human town seemingly asleep, but set up as if people were here yesterday?
-Feledren, an old forest village claimed by the bog, abandoned, but not forgotten.
-Castle Ang'uthar, a lonely Nord village upon a tall mountain, said to be inhabited by the most bitter of beings, to match the weather they live in.
-High peak, a small setup of houses atop the highest peak, only the most daring of climbers can make it all the way to the top, those that do, often take it upon themselves to do the whole mountain climb, instead of taking the road from the coast.
There is a dock where the road begins to walk up, and a giant rock with a stone structure on top of it north of the dock to indicate where to begin the climb.
-Krol Farms, located in the golden plains, feeding Castle Krol'gar for years.
-Ull'bek, the last known hideheout of dwarves. After the seekers removed them from their homes they were forced to flee, there was only one safe haven, Ull'bek. Only the dwarves knew where it was, perhaps you can discover something about it through the structures they left behind?
-Sor'thun, A human city claimed by the harsh environment of the Ashlands, they are at war, their enemies now stronger than ever before.
-Gjöll, an icy town tucked away in the wastelands of the deep north, battleground of the Jötnar. Yet, somehow life has sprouted in this wasteland.
-A forgotten Dvergar city, shrouded in mist, locked away without the key, the name of this city shall be your challenge, discover it's name, reclaim it's portal, reforge the key, open the gates, and take back the city.
These Locations are not crucial to progress of the story, but will have story elements to discover if you wish.
-Ymirheim, a prison for the worst of beings. With no battles left to fight, no great foe to lock up, it's gone untouched for years, and it's gateway is overgrown
-Haldor and Hildir's island, where you can take a scenic walk between the dock, Haldors camp, and Hildirs house, or use a quick access portal that takes you to Haldor from the dock. It will always be a short run to Hildirs house.
-Reth'Gar, A human town settled in recent years, they've been at odds with their neighbors up the mountain as of late.
-Vol'Uthar, A fortress in the mountains guarded by the Nord's elite guard. This is a challenge area, do not go here if you are not geared at least through mountains/plains. You will be greatly rewarded in your findings should you come here. The earlier, the better the reward is!
-Eruden, some dwarves have found a new place to rest, somewhere they can rebuild to their old potential, instead of hiding in a crevice.
There are of course several locations that I did not list, either because they have no portal, or I don't want you knowing about it ahead of time, including multiple docks across multiple islands, small camp out houses from my survival playthrough, stop-in locations for the story to progress, many of which require sailing to reach, and little decorative things I've placed about.
Do be aware, 1 location is not quite finished, but is well off enough to play through. It is marked with a "Work in Progress" [WIP] sign next to the corresponding portal. As you may imagine, this location is Gjöll,which will be in the deep north. I am waiting for the DN update to redesign and finish it, but it is set up for the story/mystery to continue like normal until then
I'm by no means great at this kind of thing, and without mods it's kind of hard to incorporate story elements the way you'd want, but I want to keep this vanilla for you guys, I think it's at least decent haha! Hope you enjoy playing it as much as I did making it, but keep in mind, It's not done, and every area is open to more change after future assets become available.
I've attached a google drive download of the world, as the compressed folder is over 60MB which exceeds the website upload limit.
| Progress | 95% complete |
| Tags |
1773
2


Have something to say?