Aldermir
Aldermir crest

Aldermir

A land where every alder shelters an oath

Misty marches, a shattered crown and three ancient kingdoms that still remember their vows. Aldermir is a dark fantasy world shaped by its community, one story at a time.

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Project news

Notes from the workshop: what we have made, what we are discussing and where the community is heading.

28 October 2026

Northern Marches map: the first draft is ready

Community cartographers have completed an early map of the northern continent: mountain passes, trade routes, three great forests and the Misty Fens of Meren.

15 October 2026

Chronicles of the Age of the Shattered Crown

Our lore writers have brought the timeline together, from the Oath of the Three Thrones to the night Caer-Oven fell.

2 October 2026

The community's winter plans

The coming months are devoted to describing crafts, refining the abilities of all five classes and agreeing on community guidelines.

The world

The name Aldermir combines “alder” with “mir”, a word meaning “world”: travellers used it for the land where someone's oath lies buried beneath every ancient alder.

A thousand years ago, Aldric the Unifier ruled the continent. He bound three kingdoms with the Oath of the Three Thrones and made the Alder Crown a symbol of peace. After his death, the crown broke into three pieces, and the alliance fell apart with it. The chronicles call this the Age of the Shattered Crown. It has never truly ended.

Ancient kingdoms

Valderon

A mountain kingdom of smiths and stonemasons. Its capital, Valheim, is carved into the rock, and its gates have never been forced open.

Seremia

A woodland realm whose kings were chosen at dusk beside the Alder Circle. Its laws are recorded on bark and stone rather than parchment.

Caer-Oven

A misty coast once home to learned mages. The kingdom fell in a single night; no one can say for certain why.

Rival factions

Order of the Grey Banner

Knights who dream of reuniting the crown and restoring a single throne. To them, order matters more than mercy.

The Woodland Circle

The grove's guardians believe the crown is cursed. They want to bury its fragments where no one will ever find them.

League of the Copper Seal

Merchants and guild artisans. Every war is a market to them, and they sell fragments to both sides.

Places spoken of in whispers

Valheim Pass

A narrow path between two towers, where the mist never clears, even at noon.

The Fens of Meren

Marshes where wandering lights may lead travellers to buried treasure—or into the mire.

The Whispering Alders

A grove where, so the stories say, the words of ancient oaths can still be heard.

The Ruins of Caer-Oven

Flooded library halls where some books have crumbled while others remain untouched by time.

Classes

Five paths, five roles in a party. Steel, precision, arcane knowledge, stealth and summoning: each offers a different way to turn the tide of battle.

Knight in silver armour with a sword and heavy shield

Knight

Steel and close combat

Heavy armour, powerful blows and resolve in the face of danger. The knight is first through a fortress breach and holds the line while the party prepares its decisive attack.

Ranger in leather armour carrying an antique rifle

Ranger

Precision and ranged combat

A bow or rifle, a good position and a careful judgement of distance. The ranger covers allies, spots danger early and meets the enemy with a well-aimed shot.

Fair-haired elven mage conjuring a glowing arcane sigil

Mage

Spells and battlefield control

A keeper of Caer-Oven's ancient knowledge. The mage weakens enemies, supports allies and shapes the battle, combining the power of spells with skill at arms.

Dark-haired assassin in black and crimson armour with a curved blade

Assassin

Stealth and surprise

A swift blade and a hunter's patience. The assassin slips around enemy lines, picks a vulnerable target and strikes before the alarm can be raised.

Summoner with an arcane orb and a spirit familiar

Summoner

Arcane orbs and spirits

A master of orbs, totems and summoned creatures. The summoner fights from a distance, directs the strength of spirits and helps the party endure a prolonged battle.

Project features

The ideas around which the community is building its world.

Exploration

The world is conceived as an open place: passes, fens and ruins are not marked on the map. The best discoveries belong to those who keep a traveller's journal.

Crafting

Smithing, alchemy and woodworking. An item made by a skilled artisan should be worth more than one found in a chest.

Clans

Companies with their own banners and chronicles. Each clan chooses a side in the struggle for the crown.

Shared adventures

Roads and dungeons are designed for a party in which knights, rangers, mages, assassins and summoners complement one another.

Community rules

We are building a shared world, so we follow a few simple rules.

  1. Respect one another. Debating the lore is fair play; personal insults are not.
  2. The lore belongs to everyone. Contributions are welcome, but canon is agreed through discussion, not decided by a single voice.
  3. Keep it original. Do not copy other people's texts, maps or images. If you use material with permission, credit its creator.
  4. Do not present guesses as news. If something has not been confirmed, say so.
  5. Be honest. Do not share suspicious files or links, and do not impersonate others.
  6. Respect privacy. Do not publish anyone else's personal information or private messages.

Questions and answers

The essentials, at a glance.