How to Use This Sourcebook


The Two-Layer Approach

Throughout this sourcebook, information is presented in two layers where relevant. Common Knowledge represents what the people of Voxana generally believe to be true. This is what NPCs will tell your players, what scholars teach, and what history books record. DM Truth represents what actually happened. These sections are marked with distinct formatting and contain the real history, hidden connections, and secrets that drive the deeper mysteries of the setting.

You will see DM Truth sections set apart in purple-bordered boxes like the one above. These are for your eyes only. The tension between common knowledge and DM truth is one of Voxana’s defining features as a setting, and preserving that tension at your table is one of the most powerful tools you have.

Chapter Overview

Chapter 2: Cosmology & the Loom details the metaphysical foundation of reality, the Weaves of existence, and how magic interacts with the Loom.

Chapter 3: The Twelve Gods profiles each deity, their domains, symbols, clergy, rituals, temples, and holy days.

Chapter 4: History of Voxana covers the full timeline from creation through the present day, with parallel common knowledge and DM truth tracks.

Chapter 5: Geography — Volaxia maps the western continent region by region, including Guildspire and the major trade routes.

Chapter 6: Geography — Osan maps the eastern continent, from Nin’Durahl to the Golden Shores.

Chapter 7: Geography — The Great Sea & Islands covers the waters between the continents and the island systems scattered across them.

Chapter 8: Peoples & Races details the playable races of Voxana, their cultures, and where they call home.

Chapter 9: Factions & Organizations profiles the major groups shaping the world, from the Elder Sage Council to the Cult of the Veiled One.

Chapter 10: Magic & the Arcane explains how magic works in practice, the eight schools and their relationship to the Arcane Stones, and the role of Glowstone.

Chapter 11: Threats & Mysteries is a DM-facing chapter covering active dangers, unresolved mysteries, and campaign hooks.

Chapter 12: Appendices includes quick-reference tables, naming conventions, a glossary of terms, and cross-reference guides.

Companion Documents

The Guild Settlement Gazetteer provides a deep dive on Guildspire as an adventuring home base, including district maps, NPC rosters, shop inventories, and a quest framework for launching one-shots and short campaigns.

Adventure Modules are self-contained stories set in Voxana, each with a consistent format: hooks, encounters, NPCs, rewards, and resolution options. Many launch from Guildspire.

The Campaign Chronicle records events from active campaigns. Events that achieve world-shaping significance may be promoted into this sourcebook as canon.