ATLAS


THE • COUNTRIES • OF • ERINNAL

One’s insignificance can truly be understood when presented with great extremes. Standing atop the tallest peak of the black mountains of Krak Therik and still being warmed by the light of the bright deserts of Mala below is one such example.

I am nothing and have so much to learn.

Mehem ir-Talad

“Journeys of the Bard, Book II”

Erinnal, Continent of Adventure

Erinnal is a massive continent comprised of 43 countries as of the end of the Third Age. Of all the worlds within Sythlia’s universe, this is the home to adventure and the birthplace of Evindale itself.

Countries of Erinnal

Those linked have been re-added below. Last update: May 23, 2024.

Aevyn, Isles of, Aigle, Amsträd, Ashia, Ashikan, Beitola, Brachden, Courfe, Cultrek, Dhetheglom, Dra’anan, Drehd, Drethnach, Goteluand, Ivari, Kalmajan, Kerik Stil, Khadra’khal Bazaar, Korthirii, Krak Therik, Kril Gullal, Kyria, Lakt Thel, Lychedeep, Malech, Mütvia, Nudvríu, Sek Rehedeth, Siserish Khil, Slindari, Southern Cultrek, Sra Wathra, Sta’abri, Tala, Tirfol Breg, Torskal, Tunbria, Upper Cultrek, Urrunde, Wyth Tyr’il, Xakrog Giants, Zhilpilom, Zoroyli Riders

Global Facts

Eq. Circumference/Radius 29,296.5 km (18,204 mi) / 4662.68 km (2897.255 mi)
Rotational Period 30.1 hours
Orbital Period
 370 days
Distance from Aryos (local star) 1.21 AU
Mass .535 M Earth
Avg Temperature 13° c / 55.4° F
Temperature Range -213° – 34.3° C / -351° – 93.7° F 

ÆVYN, ISLES OF

Eternal Lands of Spring, Home to the God Mother, Legendary Land of Afterdeath

Pronunciation: ay-VEEN, more commonly as EH-vin
Capital:  Unknown, if any
Ruler: Unknown, presumably Sythlia
Languages Spoken:  Unknown, none
Primary Inhabitants: No known living races

Overview

Reputed home of the creator Sythlia in the material realm after the death of Ævyn.

Living creatures that contact its bordering mists seemingly evaporate. A rare few who have dared have been reborn as amnesiacs; some as revenants driven by a powerful zeal, others as cursed seers and oracles doomed to serve the gods’ whims.

There is no denying something or someone powerful resides on the island. When viewed at night, faint lights can be seen moving deep in the interior of the jungles. Whether these are wisps or motes of light from otherworldly beings, no one can say.

Aside from the infrequent appearance of oritel flowers near the shoreline—the rumored evidence of Sythlia’s recet passage—skeptics insist there is no evidence of the God Mother’s residence on the island.

The dead, however, claim something different.

The Afterdeath

The most persuading proponents of Sythlia’s existence are not the living, but those who have died and been resurrected. Fully 50% of those who have come back tell a tale of being a single blade of grass in an infinite and lush field with rolling hills. Immediately prior to their revival, the recall viewing the grass as the many of those who have passed before and each exist as something much larger than themselves. Indeed, many have claimed a welcoming of unity with someone, something which replaced a need for individuality.

Others have envisioned themselves as drops of water or grains of sand who, in their memories as living individuals, learned to feel apart from that someone upon returning to life.

GMs and DMs are more than welcome to put their own spin on the afterlife, or if adventures continue on the Isle of Evin after mortal life has given the slip.

History

Soon after The Great Consort was killed, Sythlia found herself no longer able to coexist in a land with Death. She sequestered herself away (though some say banished) to this island of eternal life though no living mortal has ever set foot on the shores or flew above its lands.

Travel

Teleportation to or the scrying of the island has nearly always met with failure. In most instances, the caster can expect disappointing results from absolutely nothing to exceedingly vague visions of grass or sand.

On rare occasions, however, casters have found themselves teleported to other planes, or worse, to the vacuum of space. In many other attempts, scrying has been attempted. In one notable instance, the gazer immediately died albeit with a look of wonder on their face.

Equally mysterious but much more common are the daring attempts by those brave enough to attempt broaching its shoreline. Whether by sea, air, or foot, no living creature may pass beyond the laps of water on its shores. A simple and rather unfortunate test of this is to watch any avian creature fly into its reaches only to fade into a cloud of dust.

Magical or psychic means of retrieving items (pebbles, etc.) on the island also similarly fail.

System: % upon teleport or scrying or other effects: 1-97, no effect; 98-99 catastrophic failure; 00 immediately die and return as amnesiac oracle (Pathfinder 2e) or bard (5e).

 

Artifacts from the Isles

Whether in the Khaldra’khal Bazaar, the trade markets of Pundesh, or the Four Corners of Cultrek City, there have always been merchants who claim to be in possession of some artifact from the Isle of Evindale.

Only twice in known history has there been actual suspicion of the true nature of some items.

The Perpetual Oritel

Oritel flowers, when found, never last more than 36 hours before rotting hastily and turning to dust. One oritel flower in the possession of the Serilean Cabal of Amsträd has lasted more than 120 years. it was turned over to Drisel of the Horizon who heard of a ship’s cabin boy who touched upon shore and took it with no ill effects.

Blade of Evin

Not a weapon, but a single blade of grass claimed to be have been plucked from the shore of the Isle that carries with it miraculous powers of healing. Any pure water poured over the Blade and drunk immediately thereafter may act as Restoration, Regeneration, Heal, or even True Resurrection/Raise Dead (5e) if poured on the lips of the dead.

The Blade is currently in the possession of the Office of the High Presbyter of Sythlia in Avar, Ivari.

AIGLE

Kingdom of Aigle

Pronunciation: ay-JHEEL
Capital: Itul (ˈī-dœl)
Ruler: Queen Sietske of House Jageris
Languages Spoken:  Aigelan, Talan
Primary Inhabitants: human, igyrlin, tirfolk, karuun, guelt, gol

Overview

Aigle was proudly forged in a 400 year war with their sister kingdom, Courfe.  Tempered by time and tradition, the Aiglean are a resilient people whose nation has produced some of the world’s finest steel and soldiers. Zealotry fills this primarily human country, however, and cults rise along its northern borders deep within its mountains.

Events

Ghile Plaza Massacre
Antrip ji Jageris, son of Queen Sietske of Aigle, orchestrated the murder of 271 innocents in the Ghile Plaza Massacre. When found guilty and sentenced to the infamous Black Keep of Tunbria, he vowed vengeance against his mother, the crown, and all who protested his actions. His defense was that his royal blood made him immune to all crimes. On his conviction, the queen struck down the ancient law he cited, effectively alienating her from the zealots of her country–including her son–who benefited from centuries of tyranny. Now undergoing rehabilitation in the Keep, whispers claim the prince is organizing some of the worst criminals within to take his homeland for himself.

AMSTRÄD

City-State of AmsträdThe Dark Island, Magic’s Haven

Pronunciation: am-STREHD
CapitalsGeletvok, Strachia, Tussen
Ruler: The Serilean Cabal, comprised of Lyria Valdesti, Neseris ri Svae, Kartrum Tal, Devon Siroth, Drisel of the Horizon, Therik, Samuu Deui, Kri’zan Wildstalker, Sa’jai Iterus
Languages Spoken: Amsträde dialect of Mütvian
Primary Inhabitants:  No primary race

Overview

No where else in Erinnal is magic taught and researched with such fervor. In each of its three capitals, schools and universities­­­ study all forms of magic, from the ancient Elements of Eight to eldritch experimentational practices, this island nation has produced both the most powerful and most notorious of students.

Government: The Serilean Cabal

Ruling over each of the three capital cities, the Cabal is comprised of nine masters of the arcane arts.  Each is elected though unanimous vote to their position after careful review.

Each Cabal member has a lifetime tenure or until they wish to retire.  To date, no Cabal member has ever retired of their own choice.

Devon Siroth - Minister of Defense

A quiet and studious master of abjuration, Master Siroth oversees the wards and protective auras of Amsträd.

Adventures: The Five & The Black Wraith
When a creature known only as The Black Wraith left several villages devoid of life, it caught the attention of the Cabal.  Neseris and Siroth were dispatched by the Cabal to investigate.  Neseris was found to be powerless against the life-draining abilities of the Wraith, however, and returned to Amsträd.

Siroth joined forces with four powerful individuals to banish the Wraith from the material plane for a time being.

Visions from Minister Iverus state the Black Wraith has returned, something that has caught the attention of Siroth once more.

Amsträd & The Interregnum
At the end of the Fourth Age as the Inner North Sea began to swell at the beginning of the Interregnum, Siroth conjured a protective shell around all of Amsträd as it sank to the floor of the sea.

Drisel of the Horizon - Minister of Witches

Born of fey and human, Drisel resisted the Call of the blood early on by escaping to various planes of existence.  This exposed her young mind to vast different realities of material existence which changed her view of life around her.  As a result, she was dismissed as insane throughout her youth.

Word of her plane-travelling ability caught the attention of the Cabal. Under illusory disguise, Minister Samuu investigated the youth but was found out by Drisel upon first viewing.

Today, Drisel heads up the Witches College which trains those interested in occult magics.

Notes
Drisel is a master of conjuration and has the ability to teleport between planes seemingly at will.  She often has a small air elemental she considers her best friend.  Others say it is nothing more than a familiar.

Either way, the prankster air elemental almost always preceeds Drisel’s appearance.

Sa’jai Iterus - Minister of Information

The nation of Sta’abri is a breeding ground for proven masters of magic. Each of the sixteen major tribes has within it a sa’jai, or a leader, one who has mastered a facet of the closely guarded secrets of the primordial elemental magics. Sa’jai Iterus is one such master, though this sa’jai of the White Bison would not say they have mastered anything.

Iterus was born of the White Bison tribe in southeast Sta’abri. Throughout life, they were always quiet and took it for granted their visions of the future were something normal. To Iterus’ tribe, however, the young shaman student was already a master of divination. To the Sta’abrians, Iterus was an avatar of the Sun (the element that oversees divination). Able to see the truth in all things, Iterus was sought after by many for their advice.

As one of the shaman leaders of their local clan, Iterus provided information about nearby Scarred Hand movements that many denied as impossibilties. Yet it was this information that saved the tribe. Those who had known Iterus since childhood brought the divinations to the White Bison tribal warlord who sent out scouts to verify it. When it came back that the Scarred Hand was indeed weilding magics from dark sources and rapidly approaching, the information of how to defeat their enemy was used. Many Scarred Hand were captured and no White Bison died.

As Sa’jai
Iterus was a natural successor to the position of Sa’jai of White Bison, and they remained in that position for 43 years. In the latter half of their tenure, visions of the apocalyptic Interregnum plagued Iterus’ mind. While many refused to believe the world would come to an end within the next generation at the hands of the death goddess Fayan, the prophecies got the attention of the Cabal. Iterus was immediately provided a safe forum for their divination powers, though Iterus maintains the information is for the world, not just Amsträd.

5th Age – The Interregnum
When Iterus was initially received by the Cabal, it was Neseris who met with them. Neseris recorded the sa’jai’s visions and many years later would use them for his own purposes. Though the Interregnum was caused by his actions, Iterus’ visions did prevent “the greatest hunt of all mortality” wherein all mortals would have been slain at the hands of Fayan and the god of magic and manipulation, Ysara. Using the information destroyed many of the centers of knowledge, something Neseris despised, but spared the life of countless billions.

Life as a Minister
While Iterus is still the sa’jai leader of the White Bison tribe, their words are often sought after by the Cabal who have conferred the title of Minister of Information upon the reluctant prophet.

Through the Cabal, Iterus’ visions have been delivered to various cities, nations, and countries with great effect.

Kartrum Tal - Minister of Education

Kartrum Tal has been a leader of the Cabal longer than any. Aside from being a master enchanter, Tal is also known for his rather charismatic personality exhibited during a continent-wide “tour” of his writings and lectures on enchantment. This has been a topic of debate for the other Cabal members. as the tour has removed him from Cabal duties for over a year.

The Death of Sharrot Koral
Sharrot Koral was the wife of Kartrum Tal and former student of Neseris.

During a research project, she suffered grievous wounds at the hands of an unknown spiritual entity that left her incapacitated. Kartrum and Neseris attempted a wide variety of cures, notably the transference of her soul into a clone which was unsuccessful.

After Sharrot’s death, Kartrum discovered Neseris had fallen in love with his former student. During her illness, it was found that Neseris had purposefully prolonged her life only to better preserve her soul for transference into a blade he now wears at his side.

Neseris soon departed permanent residence in Amsträd. It is publicly unknown if his departure from Amsträd is related to Sharrot’s death.

Lyria Valdesti - Minister of the Interior

A universalist, this Mütvia-born wizard oversees all operations related to  Amsträd’s infrastructure.  Her efforts have increased Amsträd’s tourism trade where visitors to any of the three magical capital cities may gape and be awed by the self-cleaning streets thanks to animated brooms, self-lighting street lamps, and spiritual tour guides.

The Wolf’s Smile
Behind the cheerful exterior, there exists a demon in the literal sense.

Lyria was first possessed by the demon Jaros as a child after a violent attack by her drunken father.  As Lyria lay there bleeding, the demon offered retribution.  The girl agreed and the father was slain by the girl’s own demon-possessed hands.

Lyria has been possessed several times since, but her wit seems to overcome Jaros’ own to the point where she can be possessed and control the demon.

Today, the Cabal understands her “condition” but out of fear of another hearing their politics and secrets, Lyria is prevented from attending the Cabal’s more sensitive meetings.

Instead, Lyria may be encountered on the streets of any of the three major cities hunting for unwelcome outsiders guided by the now-controlled Jaros

Neseris - Former Minister of Justice

Possibly the most notorious of Evindale inhabitants, Neseris is a Sadrath’il from Wyth Tyr’il whose unending quest to master all forms of magic has caused him quite the reputation.

Though members of the Cabal will not openly state why, Neseris holds only a temporary position within Amsträd’s government and spends most of his time within a delapitated tower in southeast Mütvia with only occasional visits to the city-state.

Only in times of dire need does the Cabal call upon Neseris, and often they are loathe to do so.

Origins
Neseris’ origins are clouded in mystery with several stories about him floating around:

  • He is actually an italti, a mortal empowered and corrupted by, as well as a witness to, the divine magics released into the world upon the death of Evin at the end of the First Age.
  • He served as a councilor to Queen Malana, the founder of the Slindari Kingdom.
  • Neseris’ true name is lost to the ages, but ancient texts refer to a powerful magic-user called “Nesaureous” who existed in the Second Age, or the Age of Chaos and God-Kings.
  • Upon attaining mastery in all forms of magic he challenged Ysara, a selfish god of manipulation and magic.  The price of his hubris was a curse which lasts to this day.
  • He was actually the haughty leader of an adventuring group who was kicked through a portal to hell where he learned his powers of soulforging.
  • He is so old his original body has long since vanished.  His actual form is now a faceless gray-cloaked wraith which he hides through powerful illusions.

Neseris, the Tunbrian
At the end of the Third Age, Neseris served as Minister of Defense to then Tunbrian Emperor Tallis.  There he gained lands as payment for his service and became Duke of Svae, a parcel of land fertile in northern Tunbria.

He still claims his Tunbrian title, “ri Svae” despite living in southeastern Mütvia at the end of the Fourth Age.

Soulforging and the Soul Forge Law
As Minister of Justice, Neseris was responsible for introducing the Soul Forge Law.  In short, any person found guilty of heinous crimes in Amsträd would face execution with their soul extracted beforehand and prevented from reaching the afterlife.

While their body was cremated, their soul would be forged into a physical creation.

Neseris and several other Cabal members are said to have several pieces of furniture composed of the silent and conscious souls of those who will forever pay the price of their crimes.

Samuu Deui - Minister of Culture

A native of Nudvríu, Deui is known for his mastery of illusion, something that has been used to great effect in the defense of the country as well as providing entertaining shows for the populace.

Therik - Minister of War

A master of evocation and strategy, Minister Therik is the only dwarven wizard of high administrative position in Erinnal.  Even the dwarven kingdom of Krak Therik cannot boast such a claim.

Kri’zan Wildstalker - Minister of the Exterior

A noted diplomat and master of transmutation, Minister Kri’zan came to the Cabal after years spent as the emissary to Amsträd from his homeland in Sra Wathra, the island nations of the thiraf catfolk.

ASHIA

Kingdom of AshiaIsle of Muses

Pronunciation: ah’-SHEE-uh
Capital
Darimi
Ruler: Council of Ah’hiya
Languages Spoken: Ashik
Primary Inhabitants: ryal’il, korvadan

Overview

Atop the tall peaks of the island’s Keshlon Mountains reside isolated monasteries dedicated to Vasja. Within are those driven to excel in creativity and martial prowess. The resulting armies wield song and spoken word like steel, able to rend the flesh and morale of the most heavily-armored opponents before they are seen.

 

ASHIKAN

The Grand Empire of Ashikan

Pronunciation: ah-SHEE-kahn
Capital
Rostin
Ruler: Gloven Hammerflint
Languages Spoken: Hashk
Primary Inhabitants: drahelvauri (all)

Overview

Decendants of exiles ripped from their drahelvauri cousins in Krak Therik 2,500 years ago, the Ashik (AH-shik) are still a proud people of the earth. Their wisdom of the ways of metal and stone is well known, yet some say they also hide the ancient secrets of elemental enchantment they took with them from the days of yore.

 

BEITOLA

Shahanti of Beitola

Pronunciation: bay-TOLL-ah
Capital
Tula
Ruler: Kloss Deirisk
Languages Spoken
Primary Inhabitants: klane (all), th’il (all), korvadan

Overview

A long history of internal strife, rebellion, political corruption, tyranny, zealotry, and nationalism have all forcefully carved Beitola into the nation it is today: a unified land of powerful cultural tradition that hold a prideful people together in the face of surrounding adversity.

 

BRACHDEN

Tribal Kingdom of Brachden; the Watch of Horns

Pronunciation: BRAK-den
Capital
Gerunhold
Ruler: Shorst X’ilti
Languages Spoken: Shil
Primary Inhabitants: theran’il, igyrlin, human, guelt

Overview

Mighty horse clans and mountain folk observe their home as a paradise of unadulterated land with secrets that reach back into centuries of tradition, most notably that of The Watch King, a common ancestor to all Brachdish people.

The Watch King’s origins remain a mystery, but common legend holds their origins as common person who rose to lead a people against the oppressive Gur Huldrum.  The Watch King is said to still patrol the country’s vast plains and always appears as a protective spirit to the Brachdish.

Some defy this as propaganda, however, and claim the Watch King is a tormented spirit bent on eradicating any, friend or foe, who would alter the land from the King’s memory of the such.

Whatever the case, ceremonies are held as either celebration or as sacrifice to the Watch King.  All who partake, regardless of belief, adorn themselves with horns and hides, an homage to the King itself: a ferocious being said to bear a wicked rack of antlers and lopes around the countryside as half-humanoid, half-spirit.

 

COURFE

Kingdom of Courfe

Pronunciation:  KOOR-fah
Capital:  Doreu
Ruler: King Perise of House Theian
Languages Spoken:  Courfen dialect of Aigelan, Talan
Primary Inhabitants: Any

Overview

Unlike their zealous Aigelean brethren, the Courfan people are a pragmatic tribe dedicated to their main export: ships of the finest Courfan oak. It’s no coincidence Courfe also boasts the mightiest fleet in Erinnal with 103 in total between carracks, caravels, crayers, and their own version of the birlinn.

 

CULTREK

Eternal Imperial State of Cultrek

Pronunciation: KULL-trek
Area: 451,208 sq. mi
Capital: Cultrek City
Ruler:  Exalted Emperor Namlausmak; Premier Arif Akut, Cleric 16 of Eddamar
Languages Spoken:  Asklen dialect of Ivirial, Ivirial
Primary Inhabitants: human, karuun, tirfolk

Overview

Cultrek is a seeming exercise in extremes. No town or village within Cultrek has a population over 2000, but its great walled port capital boasts over 1.75 million. Its barren landscapes to the north provide little in terms of agriculture, but the fertile fields and hunting grounds of the south can feed the entire nation two times over. Within the capital’s walls, strict laws prohibit any action that may result in the harm of another. Yet the infamous Black Market outside its gates engages in some of the most heinous, violent, and legally permissible crimes against its citizenry. The entire country serves at the pleasure of a secular imperial line, yet a single theocratic premier of any god, including evil deities, is elected once every five years to oversee the country. It stands as a center of education, science, magic studies, and merchant guilds while its populous count as some of the most ignorant and illiterate people. Perhaps as a matter of course, Cultrek also stands as a hub of adventure given its promotion of mercenary guilds and the far east of the country which is still home for the world’s most dangerous monsters.

 

DHETHEGLOM

The Umbral Kingdom of Dhetheglom

Pronunciation: DET-heh-glom
Capital: The Obsidian Gate
Ruler:  Shagus Pholm
Languages Spoken: Umbral
Primary Inhabitants: umbran

Overview

No other place is so clearly not of the material plane than Dhetheglom, an umbral kingdom in perpetual shadow.  It is here the shades of mortals exist in relative peace where color is diluted, light is dimmed, and the purpose of life is questioned.

Time and space operate differently here and the adventurer keen on setting foot within is quickly reminded of this.  Those on the outside age twenty times slower and those within experience entire lifetimes in a few short years.  While this twisting of space-time would savage the minds of those on the outside, this unique place offers something no other land can: the rumored secret to the minds of the gods themselves.

 

DRA’ANAN

Godstate of Dra’anan

Pronunciation: DRAH-AH-non
Capital:  Krillia Dax
Ruler: Thrii Dri’il, The Great Lich
Languages Spoken: Fa Dath (‘the language’)
Primary Inhabitants: sadrath, rech, human, t’nao

Overview

Dra’anan is a land of scorched earth, a nation known for its cruelty.  With neighboring nations like the elven lands of Wyth Tyr’il and the august kingdom of Ivari, Dra’anan has managed to stay within its boundaries though rumors of the Dranir (those from Dra’anan) preparing for war in secret locations where scrying cannot penetrate have begun to circulate to the surrounding areas.

Given Dra’anan has the negative reputation of being the killers of the last dragons, their might precedes them.  They have no qualms with eradicating anything.  Truly, Dra’anan is a land of an oppressed people with dead earth under their feet.  Others outside of Dra’anan cannot begin to fathom how they feed themselves so stories of cannibalism and other horrors surround the land.

No fence nor wall prevents anyone from walking in to the country, only border patrols that kill any they don’t recognize keep the security.  Its citizens are all conscripted to the country’s military, everyone serves for life and often ends their life in its service

History

Dra’anan wasn’t always so, of course.  It was once one half of the Wiseate of Wyth Tyr’il, the isolated elven nation where magic floats in the air and the fantastic is everyday occurrence.

It is said Inaralaal the Wise, an ancient elven magus from Delaran, journeyed to its eastern borders into the lush landscape known then as Lyr’ani, or Lands of Green.  He had done this for countless centuries as a retreat and in this particular year — though no one knows for sure, loremasters believe it was when Sythlia, the Goddess of Evindale, walked the earth freely and publicly — entered the mountains in the land’s north central region.

The mountains were rumored to be one of the last bastions of the ancient dragonkind, massive beings who could grow so large, their wingspan stretched across the borders of multiple countries.  Indeed, the Empire of the Spine is said to have been fashioned from the bones of but one dragon while the Gelehinde Sea between Cultrek and Mutvia was where one dragon had fallen and created a great depression in the ground, allowing the ocean’s waters to pour in.

Inaralaal is said to have found one dragon, a regal creature known only to the elves as Al’raxis, and spent centuries teaching one another their kind’s magics.  Inaralaal would one day return and release the magic into the lands of the western countries, creating all at once fantastic beings of incredible power, a land living with magic and a nation more powerful than ever.

Elves are wise, however.  With long lifespans, they understand that overtime power may corrupt over time and under the guidance of Inaralaal, the Wiseate of Wyth Tyr’il was formed, a council of ministers from all walks of life that were considered the wisest of their region.  Inaralaal was appointed the Wisest of All and tasked with guiding this new council to ensure the land remained uncorrupted.

Wyth Tyr’il would indeed prosper and become a powerful nation of natural magics.  The land and its people prospered but Al’raxis grew lonely once more without its friend Inaralaal with whom he had grown accustomed to sharing.
Inaralaal was not the only one with knowledge to share with or gain from dragons, however.  From the lands to the southeast came Vaurain, a relatively young but very experienced adventurer, one of Evindale’s first ever.  Many stories were written and told about him for countless generations of creatures from all over.  So much time has passed since the time of Vaurain that each species claims him as their own.

Vaurain had found a wondrous artifact from lands beyond the reach of most mortals and having heard of the endless wisdom of Al’raxis, he journeyed into the eastern lands of Wyth Tyr’il to seek out the dragon’s wisdom of how this object can be used for the betterment of all. Though it took many years, Vaurain eventually did find Al’raxis.  At first, the dragon was leery of this newcomer just as he had been with Inaralaal several centuries earlier.  But eager for companionship, Al’raxis agreed to speak with Vaurain about the artifact.

Many years passed and knowledge was shared.  Word of the artifact’s presence in eastern Wyth Tyr’il piqued the curiosity of the Wiseate and before long, Inaralaal journeyed once more to his old friend’s home.

When he arrived he found both Vaurain and the artifact were gone, that Al’raxis had already given the younger one the information he needed about the artifact.  Inaralaal asked what the artifact could do but Al’raxis would not answer.  Inaralaal where Vaurain and the artifact had gone, but Al’raxis would not answer.  Inaralaal asked where Vaurain had come from but again, Al’raxis would not answer.  All the dragon replied with was “For the betterment of all.”

Self-tasked with this same mission to protect all, Inaralaal and the Wiseate sought out Vaurain and the artifact but they lost his trail in the mountains of what would be Dra’anan.

The searched for him and asked of their barbarians neighbors to the east.  They said “No, we’ve not seen such a powerful being pass through here.”  They continued further into the lands of wolves and they said, “No, but if we did, we’d keep him as ours.”  They continued to the sands of the east and inquired of the dunes traders and they said, “No, but we have not seen such on our journeys.”  And so to the north and south, further east and west did the Wiseate search.  They never found Vaurain.

Now, though, the people of the world were informed of Vaurain’s powerful item so they sought its knowledge as well.  From all over they traveled to the eastern lands of Wyth Tyr’il, stumbling into the mountains in search of a dragon with answers.  Inaralaal and the Wiseate turned many of these people away from the lush lands but the more they turned away, the more came.  Neverending waves of people came, many of whom did not understand the precarious nature of the land he had helped create.  They carved new paths in the mountains to evade Inaralaal’s magical borders.  They dug under the land to escape the eyes of the Skywarders.  Inaralaal knew nothing could hold them back so he commanded the land to turn against the invaders.  The mountains rose and crushed the people, the rivers swelled and grew light so everything was drowned.  The earth erupted and dragged surface creatures under.

Al’raxis felt the earth soak up the blood of so many.  He looked down under his mighty paw and saw the ground turn rusty red.  He looked out and saw across all that the land and the people who had come to see him dying.
When the dragon took to flight, the sun was blocked out and darkness enshrouded the land.  He saw Inaralaal and his Wiseate sending legions of people to their death in the plains and fields, mountains and hills of the very land he swore to protect.  He asked the elf, “why have you done this?”  Inaralaal responded, “because they are destroying the land.”  The dragon looked around and saw the destruction the elf and his kind had caused.  “You must stop this at once,” he commanded.  But the elf continued to weave the magic of dragons to cause the land to heave up and swallow all unfit for Wyth Tyr’il.

Al’raxis knew what he must do.  He flew to the skies and summoned the power of the sun on the land itself.  As he dove back to the earth, the breathed out a gout of sunfire that no mortal — elf or not — could withstand.  The people no longer had a land to cross and were therefore safe but Inaralaal and the Wiseate were now nothing but ash and grease.  Wyth Tyr’il lost much of its power and the lands of the Dra’anan — “dead soil” in ancient Ivirial — remain scorched to this day.
Some say the power Al’raxis used came from the artifact the mighty Vaurain had brought him.  Others say Vaurain and the dragon became one, for no other story about him exists beyond this point in time.

The elves of Wyth Tyr’il recognized their leader’s folly and swore to never abuse magic again.  They would keep to their lands to the west, the lands of Wyth Tyr’il.  But out of fear of their own power, Wyth Tyr’il never ventured back into Dra’anan to restore the land to a healthy state and because it became a place of death, no one ever set foot on the lands of Al’raxis again.
More time had passed and as nature does, Dra’anan found life once more.  People who had been banished from their own homes for whatever reason found solace in the dead soil of Dra’anan and one by one, communities rose up.  Where they could, they fed off of unusual creatures and drank from unusual waters.  The land started to take on a life of its own.  Time had passed and massive cities sprang up in the mountains, finding underground rivers for their water supply.

The Present

From a terrible land rose a terrible power.  Called Thri’drill (“twice lived” in Ivirial), it tapped into the land’s memory of death and destruction.  Under its command, Dra’anan quickly rose in power until it became a nation unto itself.

Thri’drill sent emissaries to the leaders of surrounding nations, twisted beings whose forms were a mockery of their former race.  They delivered the message that Dra’anan would rise to power one day and claim all lands surrounding it.  They would say nothing more.

No one knows what this Thri’drill truly is or what it wants.  But the nation now prepares for a war unlike the world has ever seen.

The People

Dra’anan was said to be populated mostly by humans and elves in the early days and now we see humans with elven features and elves with human features but not quite the equal mix needed to create a half-elf.  Many of the inhabitants todays hail from sadrath’il ancestry, children of the one who killed Ævyn, the Great Consort to Sythlia.

Most Dranir have darker flesh tones like that of the Talan but their elven lineage is pronounced with angular and chiseled features.

Another race is said to exist within Central Barrens of Dra’anan, the enslaved race of The Rech.  Misshapen in body and deformed in spirit, dull of wit but of hearty constitution, the Lords of the Dranir push them mercilessly onward as slaves in the construction of the Dranir cities, tunnels and more.

Others within Dra’anan come from all over, seeking refuge from their country’s laws.  Others still only have the hope of one day the land returning to its former glory.

 

Landmarks & Lore

Garaeth’s Abyss

Named after the legendary figure Garaeth, a sorcerer of Dra’anan known for his ruthless pursuit of arcane knowledge. It is said that Garaeth delved too deep into forbidden magics, opening a rift in the fabric of reality. This Abyss is a gaping chasm located in the heart of Dra’anan, rumored to be a portal to unknown realms or a prison for unspeakable horrors.

Many believe that the dark energies emanating from this abyss influence the land, contributing to its desolation.

Tharadon’s Keep

This ancient fortress, perched atop the Dreari Mountains, was once the seat of power for Lord Tharadon, a tyrannical ruler of Dra’anan. It is said that Tharadon communed with dark entities, granting him immense power but cursing the land. After his mysterious demise, the fortress was abandoned, now haunted by spectral remnants of its past. Adventurers and treasure hunters often seek it out, drawn by tales of hidden relics and forbidden knowledge. Unfortunately, few return.

Caverns of Sadrth’il

These sprawling underground caverns are believed to be the remnants of ancient elven settlements that predate the division of Wyth Tyr’il and Dra’anan. The caverns are filled with ancient elven ruins, mysterious artifacts, and are rumored to be guarded by spectral elves, remnants of a forgotten era.

Some say the individual who killed Ævyn hailed from this region and is the common ancestor to all Sadrath’il.

The Barrens

This desolate expanse is a land of harsh winds and little vegetation, where the Rech are forced to toil. Legends speak of a hidden lair, Rech’Morath, built by the Rech in as a sanctuary amidst oppression.

If Rech’Morath was ever found, it was surely destroyed by the Dranir.

Lake Kord Amaruun

A mysterious lake whose waters are as black as night, located in the darkest depths of the Dranir forests. It is said that the lake was formed from the tears of an ancient dragon who mourned the loss of harmony between the races of Lyr’ani. The lake is believed to have mystical properties, with legends speaking of visions and prophecies revealed to those who gaze into its depths.

If it exists, it’s no doubt the Dranir have kept it hidden to use it only for their purposes.

The Veiled Sanctum of Vel’drun

Hidden deep within the Dreari Mountains lies the Veiled Sanctum of Vel’drun, an ancient temple said to be built by a forgotten sect of magi. The temple is shrouded in enchantments, making it invisible to those not of their beliefs. Inside, it is said to contain ancient texts and relics of immense power.

Ruins of El’gharad

Once a thriving elven city, El’gharad fell during the early days of Dra’anan’s transformation. It is said that the city was cursed by a coalition of dark sorcerers, causing its inhabitants to vanish overnight. Now, the ruins stand silent, shrouded in an eerie aura that repels the faint-hearted.

Vaurain’s Hollow

Named after the legendary explorer Vaurain, this secluded valley is rumored to be the site where he first met Alraxis.

The Hollow is filled with twisted flora and fauna, mutated by residual magical energies.

Dranir’s End

This desolate plateau marks the southeasternmost boundary of Dra’anan. The area is marked by bizarre rock formations and is often engulfed in an unnerving silence. Legend states the killer of Ævyn started the sadrath’il line of people in this location.

The Whispering Forest of Thal’dor

A mysterious and dense forest where the trees are said to whisper secrets of the past. It’s believed that the spirits of ancient elves who opposed Dra’anan’s descent into darkness reside here.

The Citadel of Nara’thul

An imposing fortress built atop the highest peak in Dra’anan, Nara’thul was once the observatory and stronghold of an order of astrologers and seers. Now abandoned, it is believed to still hold powerful astronomical instruments and tomes of forgotten prophecies.

Aranar’s Crossing

A precarious bridge spanning the treacherous gorge known as Aranar’s Chasm. It is named after Aranar, a hero who sacrificed himself to defeat a demon that threatened to invade Dra’anan from the depths of the chasm.

The Sunken Tombs of Har’drath

These are ancient burial grounds, submerged under a marshland. It is believed that the tombs hold the remains of the first subrulers of Dra’anan, along with their treasures and secrets.

Eldritch Spire of Sor’elan

A towering spire that pierces the sky, Sor’elan is said to be a conduit for otherworldly energies. It was constructed by a cabal of warlocks seeking to harness these energies, but now stands abandoned, pulsating with uncontrolled magic.

The Forsaken Halls of Ered’uin

Deep beneath the surface lie the sprawling halls of Ered’uin, once a magnificent underground city. It was abandoned after a catastrophic magical experiment went awry, causing strange anomalies and creatures to roam its corridors.

While its exact location is lost to time, ancient lore indicates it was near the southern shores.

Valley of the Vanished, Xara’thil

A mysterious valley enveloped in a perpetual mist where people are said to vanish without a trace. Legends tell of an ancient curse or a hidden gateway to another dimension within the mists of Xara’thil.

DREHD

The Lost Eternocracy of Drehd

Pronunciation: dred
Capital: Unknown
Ruler: The Unspeaking Host
Languages Spoken:  unknown
Primary Inhabitants: spirits and lost souls

Overview

Horror in Erinnal cannot be matched outside the deserted lands of Drehd.  To the onlooker, this land of long-abandoned homes and hovels is devoid of life.  Neither bird nor beast lives here.  Plants wither and die due to lack of pollination and nutrient-deficient soil.  Trees strain to exist.  All appears empty, dry, and desiccated.  To bearers of an Aryosian Flame or others who can view ethereal or spiritual beings, the truth is quickly revealed: this land is host to wandering spirits and lost souls waiting to claim any who intrude on their domain.

History

During the third age when mankind stretched the borders of their civilizations across the world, Anerite pilgrims from western Erinnal sought an area to claim as their own on the frontiers of mankind’s expansion.  Upon coming to the Plains of Terth, they settled in.

Within two generations, the Anerite founded a government whose seat was within a hold built upon a large hill in the center of the plains.  Their population grew and the country of Kothdaj was soon founded.

Unbeknownst to the Anerite, their government seat had been placed on the underground chambers of Malkesis, an infamous italti who fled the Ride of the Hunt at the end of the Second Age.

Malkesis opened one eye after centuries of torpor to the sound of the Anerite people.  Through the rivers, he felt them drink.  Through the seeds they planted, he felt himself enter their food.  Every single person, livestock, animal, and insect was Malkesis’ own.

In the course of a single evening, Malkesis opened his other eye and drew from every living thing their life’s essence.

Thus the lands of Drehd were created.

 

DRETHNACH

Kingdom of Drethnach

Pronunciation: dreth-NOK
Capital: Bregan
Ruler: Lord Krolzamirr II, Regent to Queen Eldryst
Languages Spoken: Sketesh, Malan, Ivirial
Primary Inhabitants: Mixed

Overview

The Third Age began with the expansion of empires across western Erinnal. This forced a mass migration of creatures to the northeast reaches, away from growing armies and civilizations. Soon enough, those same civilizations that promised security to their own cast out those that didn’t conform. The first of these stops on the Eastern Push of convicts was the Bregan Camp in what would become Drethenach.

By the Fourth Age, the lands surrounding the camp had been settled. A rebellion rose against the established authorities and Bregan Camp was freed, resulting in an immediate doubling of the rebellion’s size.

Over the the next eight years, the rebellion had turned to war and by the end of it, Drethenach had become an independent nation.

In the mid-Fourth Age, Bregan is a thriving capital of explorers, researchers, and academics.

 

GOTELUAND

Kingdom of Goteluand

Pronunciation: goh•TAY•loo•und
Capital: Hadenlo
Ruler: Sher Urtil Vergoun
Languages Spoken: Joko, Sketesh, Sylvan
Primary Inhabitants: odoko, th’il, leshy, arboreal

IVARI

Grand Empire of IvariThe First Nation

Pronunciation: ee-VAH-ree, colloquially as Iviria (EH-veer-ee-ah)
Capital: Avar
Ruler:  The Eternal Kyrian Court, the Council of Revenants
Languages Spoken:  Ivirial
Primary Inhabitants: Any

Overview

Ancient ruins of the second age’s tyrants dot the landscape as lesson-reminders of Ivari’s sordid past, while achievements of the third age act as the foundation for this thriving and mighty country. Rich wilderness adventures can be found in lone wildernesses while city-based entrepeneurs can find excitement in any of its major cities. Ivari thrives as Erinnal’s crowning jewel of culture, history, and overall innovation, but it’s not without its troubles.

Deep within the land lie relics of an ancient past when god-kings walked the earth and enslaved people to build their fantastic holds. Those who speak of these past horrors that await a time to rise again claim visions are given to them. Meanwhile, the revenant council that forms the government deny any chance the italti masters still exist.

The Gordex Distinel

Of all the libraries in the world, none may compare to the historical archives of the Gordex Distinel, Avar’s jewel of knowledge.

The massive, circular, low-lying Distinel occupies fully on-third the width of Avar’s Main Plaza.  Within its concentric labyrinthine vaulted halls are stored countless scrolls, tomes, books, and items of magic nature that store information.

The Distenel is overseen by a single Grand Archivist who, like all archivists within, are revenants.  These waxy-skinned undead humanoids were normal people who, upon dying, were returned to life for reasons only the gods know.  Each has had a call to work for eternity within these halls.

The Grand Archivist ensures these revenant scribes and scholars (properly called the Gordex Revenants) organize and copy every scrap of information stored within the Distinel’s walls.  It is these copies that are borrowed by the main bulk of visiting researchers and scholars while the originals are reserved for only the most trusted of visitors.

Much of the information within the Distinel hails from Evindale’s earlier ages.  The real source of its stored knowledge lies within its secretive center chamber, however.

The Grandastium

Lying within the unnamed central chamber of the Distinel is the most highly guarded secret in all of Evindale.  So secretive, in fact, that only two individuals are permitted within: the Grand Archivist and one Gordex Revenant whose identity is known only to the former.

What exactly lies within is something of a mystery.  The most popular rumor is the Grandastium is a massive magical tome whose pages occupy an extradimensional space.  A single quill reportedly records all deeds of note as they happen and only in objective fashion.  Needless to say, many world rulers would kill (and have attempted) to gain access to this priceless treasure.  None have been successful to date.

Bardic Colleges

This rumor is so widely accepted that it’s now taken as fact and other rumors are quickly put to rest.  Nearly every bardic college teaches that the occult magic wielded by their students hails from the Grandastium itself.  Furthermore, it is said each song of grand deeds sung by the bards of Evindale makes it in to the book.  For that reason, many bardic colleges have instructed their bards to venture into the world, collect tales of adventure and those of significant historical importance so it may be “sung into the book”.

The Small Book Rumor

The source of the Grandastium-as-a-book rumor may come from yet another mystery within Evindale.  On occasion, a small book appears on a pedestal within small libraries and archives around the world.  If one writes their names and deeds in to this book, it will appear for review and possible entry in to the Grandastium.

While there is no proof this actually occurs, those deeds written in to these small books seem to self-edit incorrect entries.  Some even rewrite the entries to make them correct.  How this objective knowledge is gained to make these edits is equally unknown, or the identity of the unseen spirit that wields the quill making such corrections.

The Fortune’s End

Taverns across the world are known hot spots of information.  At the end of the day many workers, crafters, scholars, and adventurers alike share a pint and tell tales of their daily efforts to those that would listen.  While this happens in nearly all taverns, there is one that never forgets the tales within.

Safeera Orelight is the mystical proprietor and primary barkeep of The Fortune’s End.  She’s known far and wide for the ‘End is never found where one seeks it and always when one least expects it.  From the tallest of wintery mountain peaks to the lowest of the desert valleys, the ‘End can appear anywhere and it always looks like it’s always been there.  If two people of differing nationalities were to describe The Fortune’s End, however, an argument would undoubtedly ensue for the ‘End is as how the viewer expects the most comfortable tavern to appear.  It’s even been said the ‘End has appeared as a war galleon in times of trouble.

Aside from the usual price of a meal (always filling) and a drink (always delicious), Safeera will ask the price of a tale from newcomers to the establishment.

These tales (if true) and those involved are said to make it in to the Grandastium.  For The Fortune’s End has never been known to appear where it was not needed.

 

The Sight

A brilliant white sight that seemingly blended into the clouds above Whitehead Falls came into view as the trees of the Southern Road parted. Far above them, vast white round walls sat on either side of the falls, seemingly pressed into the rock of the mountain by some great force.

Their facades, polished stone bricks whose engineering was exact to present a single piece of architecture without seam, were only just shy of being flush with the vertical cliff upon which they were nestled. Huge open windows in which small trees were set allowed light and breeze to come into the North and South Under Quarters within the walls. Though not visible from the ground below, a full five stories of such windows existed, giving only a slight rumor of the true size of Avar.

The Southern Road wound its way up the mountainside and with each step, the towering majesty of the city was revealed. Three full layers of these massive rounded walls sat atop the other, each one set back to mirror the leaning of the mountain and to reveal the expansive “decks” upon which only a minority of the walled city’s shops sat and yet full 20 score buildings sat on the main level.

Through it all, living water bisected the great city with ornate white stone bridges that crossed the wide chasm below, each of them certainly wide enough to allow traffic of four carriages abreast.

The Southern Gate was no less decorative than its northern sister and was vast in size, a reminder of the contents and purpose of the city itself: an honoring to the first beings in Evindale: the goddess Sythlia and her daughter after which the country had been named: Iviria.

A great stone archway revealed Avar’s interior, an archway that once saw the magnificent statue of Evin pass beneath, a monument no less than 50′ tall and a base 30′ wide.

The Upper South Quarter sprawled out before them.

“To think,” Myril said, “this is one-half of the main level and it’s a small bustling city in its own right.”

Her eyes—opened as wide as they could be—scanned the buildings before her. Tremendous constructions of wonderful simplicity that, while large for they housed a maximum of three floors of shops and boutiques, were dwarfed by the seemingly never-ending continuation of the city up.

The middle layer rested lazily against the mountain and even then, only the tops of its huge walls, though smaller than that she first saw below, were level with the top.

Only the upper layer of the Royal House sat perched above the city proper. From its vantage point, Myril could only imagine the view of her homeland of Wyth Tyr’il far to the south.

Seres grabbed her by the hand and walked toward the edge of the wall to peer down. The falls made only a hush of sound as it slipped over the edge and with it, the distant cloud of mist at the bottom. The site was dizzying, perhaps more so than the city. He shook his head to ground himself and darted between an endless stream of people and caravans to arrive in the main square of the Upper South Quarter.

There it sat: a massive circular building with one side raising a fin to cut the air, its center mirroring the bisection of the city by the river. This was the Gordex Distinel, the world’s largest library which contained all manner of knowledge both mundane and magical.

KALMAJAN

Mehrijate of Kalmajan

Pronunciation: KAHL•meh•zhan
Capital: Numia
Ruler:  Mehrija Zaed Kalmajan
Languages Spoken:  Malan
Primary Inhabitants: Myrad’il, human, tirfolk

 

KERIK STIL

Gocheb Kingdom of Kerik Stil

Pronunciation: KAHL•meh•zhan
Capital: Tor
Ruler:  Goch Dilechonisil
Languages Spoken:  Malan
Primary Inhabitants: Tirfolk, guelt, karuun, human, adri’il, theran’il

 

KHADRA’KHAL BAZAAR

The Free Markets of the Khadra’khal Bazaar

Pronunciation: KAH•druh•kahl
Capital: None
Ruler:  Magistrate Talbot
Languages Spoken:  Malan, any
Primary Inhabitants: Varied

The Kh’dian Alleys

Formed by the convergence of the three main streets of Khadra’khal, this large triangular area with three entry points at the “corners” began as an open market before the Malan rogue adventurer Kh’dian Marach started the Bazaar’s first and only rogue’s guild with a tented tavern as the front to their meeting place. Since then, the tents have been replaced by hard buildings with comparatively narrow alleys (10′-15′ wide) winding their way to any of the other businesses within the Alleys.

Kh’dian himself died about 175 years ago but the Alleys still bears his name. His rogue’s guild, meanwhile, became a booming tavern (Nine Fools) and to this day remains a not-so secret meeting place for the thieves of Khadra’khal.
The Alleys caters to adventurers who pass through and know a little more about value than the commoner. What is being sold is almost always used and rarely made by the person selling it; most of these goods are items brought back by other adventurers. However only a few merchants will sell mundane items and most everything goes for actual value or less. It’s not meant for those without gold, the Alleys is an adventurer’s haven and where many adventurers find their work.

Nine Fools

Once solely a front for the Khadra’khal Thieves Guild, the Nine Fools Pub is the hot spot of information about the outside world. There’s no bar at Nine Fools, they consider that a waste of valuable space. Instead you enter, pay your 2gp (they admit the price is high but so is the cost of “protection and service”), and sit at a table or against the wall on a pillowed floor. A slave will immediately deliver a pitcher of wine, a bowl of bread and some cheese, enough for everyone in the party. You can bring in outside food but no alcohol, that’s their business. You must supply your own goblet.

A heavy canvas wall separates the main room from an area designated as the stage. If you’re lucky, the wall will drop and entertainment will start which is guaranteed to be bizarre in the very least if Harik the Mage is hosting the show. In which case, some rare and usually dignified creature will be forced to entertain. Very rarely does anyone get hurt. The next day, the creature is tossed in to one of the pits outside of the Alleys and if they can fight their way out, they are free to leave the Bazaar uncontested.

The Deh’nari

If Harik is not performing at the Nine Fools, the Deh’nari — unusually skilled dancers — may be provided as the entertainment. If nothing else, they’re actually quite good and well taken care of though they do not receive any personal profit. All of the Deh’nari are housed in a separate area of the Bazaar — the Ja’rim — but are able to come and go freely. They are well-protected as a major source of revenue but may never leave the Bazaar itself owing to the glyph permanently branded on the inside of their left ankle. Some wear it proudly and surround it with tattoos while others are ashamed of their enslaved state. Nonetheless, the Deh’nari are considered a treasure of the Khadra’khal Bazaar and any abuse toward them is met with swift and often draconic punishment.

CN Small City
Corruption +3; Crime +4; Economy +5; Law -2; Lore +3; Society +4
Qualities Legendary Marketplace, Notorius, Prosperous, Strategic Location
Danger +15

Demographics

Government Autocracy
Population 5200 (3,100 humans; 1,300 Myrad’il; 800 other)
Notable NPCs

Magistrate Talbot (NG male human ex-paladin 5, cleric 9)

Marketplace

Base value 6800 gp (Black Market Connection: 13600 gp); Purchase Limit 20,000 gp; Spellcasting 7th level
Minor Items 4d4; Medium Items 3d4; Major Items 2d4

KORTHIRII

Confederation of the Korthirii People

Pronunciation: kor•THEE•ree’ee
Capital: None
Ruler:  Meritocratic Hierarchal Council
Languages Spoken: Kryak
Primary Inhabitants: geraki, maraki

KRAK THERIK

Drahelvauri Empire of The Crest of the World Krak Therik

Pronunciation: krak THAIR•ik
Capital: Serish Tosh, Capital of the Underdeep Mountains
Ruler: King Thorigin of Grand House Kûros
Languages Spoken: multiple dialects of dwarven
Primary Inhabitants: karuun, guelt, gol

MÜTVIA

Principalities of Mütvia; The Land of 1,000 Princes

Pronunciation: MOOT-vee-ah
Capital:
None, each principality is autonomous
Ruler:
Dependent on local principality.  Larger principalities often dictate regional policies.
Languages Spoken: 
Mütvian
Primary Inhabitants:
human, slindar’il, t’nao, igyrlin

Overview

Little can be said about the northern country of Mütvia without thoughts of creatures that go bump in the night. This is the stuff of legends where dark forests provide haven to all manners of creatures. The truth is that while the dark forests hide more secrets than are truly known, the real horror comes not from the woodland and undead denizens but the masters that call Mütvia their home: the draconian princely overlords that bend their subjects to their will.

History

In 3223, Stroikas Aken Arduuskjil held lands that comprised Mütvia’s eastern border with the Slindari Kingdom and extended west to the Gergi River, evenly dividing what the nation is today. Due to encroaching invasions from the Staabrian Hordes to the west, Stroika Drerai Endasoi’s duchy which lied west of the Gergi was weakened as the Hordes cut off trade supplies. Unable to fend off their attackers, Endasoi was forced to claim land directly south of Arduskjil’s reach toward the Cultrekian border, an area known as the Liratei Valley which had established trade routes from Cultrek to the east, in hopes to keep her people fed and supplied until they were able to amass an army to combat the invasion from the west. Historians and tacticians are mystified why Endasoi did not send a missive requesting assistance or even notification to her easterly neighbor, an action that resulted in the annihilation of both noble houses and the loss of 800 years of culture.

The Liratein War

Arduuskjil saw this as a precursor to war. Without warning on the eve of Sorya 28, 12m, 3223 IC, just one week after the first Endasoi settlers came to the valley, three regiments of Arduskjil’s forces surrounded and massacred those within. When news reached Endasoi’s ears, a missive was dispatched to Arduuskjil immediately whose response was to bolster border forces along with Gergi, A second missive was sent, the messenger’s ear returned and the war was started with all the nobles of southern Endasoi issuing a retaliatory strike against the Arduuskjil forces in the Liratein Valley. Knowing Arduuskjil would send forces across the river into northern Endasoi, the Stroika forced an eviction to the south. Notes from the era indicated Endasoi moved south to reinforce the Valley and then north straight to the Arduuskjil Ruling House which now lacked sufficient defenses against such a daring move. Stroikas Arduuskjil’s ears were removed and sent to his forces now well entrenched in the Endasoi lands, his hands sent to the south as a deterrent against further action and his head permanently displayed in the Valley. Endasoi’s victory was short-lived. The Sta’abrian forces moved east into the now mostly deserted lands of western Endasoi. The Stroika, already keen to Sta’abrian tactics, pierced the Horde defenses with a frontal assault and divided the the lesser trained barbaric warriors whose tactics were meant more for open land combat, not within the deep forests of Mütvia. While this created a flanking of her own troops, the moves were swift attacks with a burning of their own land as they moved north. Additional troops flanked the Horde in the north from the river while woodland fighters picked off stranglers. Rejoined in the Endasoi capital, the Stroika sent her troops south to remove the remaining Horde threat by using terrain to their advantage.

The Birth of Nightmares

Losses on all sides were significant. The Arduuskjil lands were broken, their troops decimated but their nobles, albeit landless, still existed. Endasoi, through her wildly aggressive tactics, lost 75% of her nobles: 56 of name, 124 minor nobles and 180 in total. The Sta’abrian forces were decimated and the attacks ceased. Though Endasoi had won the war, she lost her people’s lands. Without sufficient quantities of capable leaders, she went against the advice of her remaining advisors and invited the Arduuskjil nobles to rule their old lands under her reign. They readily agreed but one, Detrius Akenskjil, the son of the fallen king, had remained in disguise as a lesser noble in the meeting that would settle the terms. Endasoi invited them to Androisti, her Ruling House. Unwittingly outnumbered and surrounded, Detrius assassinated Endasoi and officially ended the war. The people of both countries, however, had already in many cases taken up arms and took over many of the old noble houses while they were either at war or elsewhere. Many nobles who returned were simply killed by their peasantry. The holds were kept by the most violent and draconian methods and for 125 years, blood were the rivers that flowed as these “new” nobles held on to their lands by any means. Detrius himself was crucified upside down by the peasants of Endasoi and left to die by the elements of Mütvia.

Today

Today, Mütvia has no central government but instead many principalities of varying sizes. It is said the land itself now protects the people for so much of their blood was spilled it caused the dead to rise once more. To attack someone else would leave your defenses vulnerable to the Voisti, or “land spirits”. This does not prevent all hostilities but it did create a sense of paranoia based in necessity of winning a battle: kill the leader of that land as quickly as possible and the battle is over. This leaves as many people still alive to defend against the nightmare creatures their wars created. No one truly knows the real reason why the undead, lycanthropes and more roam the lands so freely. No one has ever found proof the soil may cause the dead to rise. But it is said Detrius’ body disappeared and he now exists as master vampire somewhere deep in the forests of his old homeland.

Odd Magics

Between the lands of Mütvia and Sta’abri roam the nomadic descendants of both nations, the Drósti.

Meanwhile, the majority of Mütvians claim no common heritage as the people have long since forgotten their ancestral lines. An ancient form of blood magic, however, has shown the lines of Endasoi and Arduuskjil still very much alive but in most cases, mixed.

Armed with this knowledge, some have taken claim of ancient lands in their forbearer’s name and the petty land wars arise once more under newly sewn banners.

Of note, a new magic different from the rare blood magic has cropped up in the most unlikely of places. Devoid of somatic, verbal or even material components, it is said some of the inhabitants of Mütvia have the ability to warp reality with their minds alone.

NUDVRÍU

Tribal State Council of Nudvríu

Pronunciation: noo-DVREE-oo
Capital: Nuvrrus
Ruler:  Council of Elders
Languages Spoken:  Nudvrium
Primary Inhabitants: Human, dwarf, tirfolk

Overview

A proud state of shamanistic tradition, the Nudvri master tribal life. Whether in the warmer southern plains or frozen peaks of the north, the Council ensures their home is well-defended. Between the kirkejoi, a remorhaz-riding lot of fearsome warriors, and the shadowy krigr dark blades, few dare tempt the Nudvrí.

SLINDARI

Empire of the SlindariThe Cursed Lands

Pronunciation: SLEEN•dah•ree
Capital: Serix
Ruler: The Ashen Empress
Languages Spoken:  Slin dialect of Ancient Elven
Primary Inhabitants: slindar’il, theran’il, t’nao, human, umbran

Overview

A heavily-forested and secretive society, the xenophobic slindar’il people are challenged by the necessities of trade and war. Other nations engage in occasional land grabs, but the Slin response is always a demonstration of elemental magics leading some to believe they harbor secrets none else has, a fuel to the curiosity of others.

 

 

 

 

 

STA’ABRI

The Horde Confederation of Sta’abri

Pronunciation: STAH•AH•bree
Capital: Each tribe has individual holds
Ruler: Sa’jai Web
Languages Spoken: Multiple tribal dialects of Q’ladis (Sta’abrian)
Primary Inhabitants: t’nao, sadrath, human, umbran, odoko, korvadan, tirfolk, 

Overview

Most of the residents of Erinnal bend the land to their whim though agriculture, livestock, and building. Yet the tribal inhabitants of Sta’abri see the land as their mother and treat it thus with few exceptions.

Divided into totemic tribes and clans, they are collectively known as the Hordes of Sta’abri.  The tribes are each easily comprised of a few thousand warriors, shamans and farming people many of whom migrate across their territory depending on the season.  The clans, meanwhile, tend to stay within the bounds of their parent tribe and while they have many cultural and elemental similarities to their parent, they are large and different enough to stand on their own.

Clans & Tribes

Clans are protected divisions within each of the major tribes. Whereas tribes (and subsequently their clans) are overseen by a sa’jai (spiritual leader) and a warlord (martial leader), clans focus on more local affairs and are overseen by shamans and chieftains, each reporting to their respective superiors in the tribe.

Each of the sixteen tribes is attuned to one of the Eight Elements, the primordial building blocks of Sythlia’s reality—Sun, Air, Fire, Void, Moon, Earth, Water, and Spirit. Two tribes are attuned to each element, each having a cultural focus or specialty to a certain aspect within each.

Clans, meanwhile, may have a culture that concentrates on their tribe’s focus or a subset of it.

For example, the White Feathers are a clan within the Black Feather tribe. Since the latter is attuned to Spirit, so are all of its clans including the former. Black Feather focuses its studies and its culture at large on the premise of linking the spirit realm to the material and as such, resurrection is a specialty. The White Feathers, meanwhile, concentrate this further into the study of the link between soul and body, and as such are known as masters of summoning spirits for purposes of healing one’s body with ancestral magics.

Major Tribes

Black Feather

Attunement: Spirit
Focus: Resurrection
Clans: White Feather

Blood Hawk

Attunement: Air
Focus: Avoidance/Evasion

Bronze Talon

Attunement: Sun
Focus: Summoning
Clans: Fire Bird, Panther

Dead Claw

Attunement: Fire
Focus: Destruction
Clans: Blood Eye

Iron Boar

Attunement: Earth
Focus: Protection
Clans: Jade Fox, Stag

Plaguewyrms

Attunement: Water
Focus: Pestilence
Clans: Black Fang

Red Hand

Attunement: Fire
Focus: Rebirth
Clans: Cinder Foot

River Elk

Attunement: Water
Focus: Healing

Scarred Hand

Attunement: Moon
Focus: Theft of secrets
Clans: Eagle Horse

Sky Horse

Attunement: Air
Focus: Manipulation

Snow Leopard

Attunement: Moon
Focus: Occult knowledge

Voidcrawlers

Attunement: Void
Focus: Eradication

Whisper Wing

Attunement: Spirit
Focus: Control

White Bison

Attunement: Sun
Focus: Divination
Clans: Centaur

Winterwolves

Attunement: Earth
Focus: Dominance
Clans: Wolverine

Wyvern Claw

Attunement: Void
Focus: Reincarnation (Repurposing / Transformation)
Clans: Ice Bear

Magic in Sta’abri

Most users of magic understand the difference between arcana, divine granting of powers, druidic pulls from nature, or occult energies. Those of Sta’abri know this is foolish.

The sa’jai, spiritual leaders of each tribe, are masters of wielding the Eight Elements. They pass this knowledge to their tribes and clans via shamans.

Casting spells is a matter of summoning, combining, and shaping the energies of each element in different ratios. The practice requires extensive physical training as these energies will rip an untrained body to pieces. They excel in mind-body balance and are truly fearsome on the field of battle, combining powerful elemental magics with steel and bone.

Energies of the Eight Elements

Sun: divination/punishment/energy
Air: social manipulation/seeking solutions
Fire: destruction/change
Void: debuff/removal of spirit or energy
Moon: stealth, occult secrets
Earth: protection/resistance
Water: healing/poisoning
Spirit: life/manipulating spirits

TIRFOL BREG

Free Nation of Tirfol Breg

Pronunciation: TEER-foll brehg
Capital: Thicket Home
Ruler: A representative council of members from each district
Languages Spoken: Sylvan
Primary Inhabitants: Fey (sprite, dryad, nixie, etc.), leshy, arboreals, elves, and gnomes

Overview

A land of fey and those who revere pristine nature, Tirfol Breg lies where the veil between the mortal world and the fey realms is thin.  This is a place where magic pulses in the air and every tree, every stone, every babbling brook seems to hum with an otherworldly energy. Crystal clear lakes reflect the twin moons in their shimmering surfaces, and ancient forests whisper secrets to those who listen.

To the north, lakes and marshlands share a boundary with the lizardfolk of Siserish Khill, one with a history of skirmishes and uneasy peace.

The heart of Tirfol Breg is a patchwork of rolling plains and hilly grasslands, where fey and nature creatures live in harmony. In the capital of Thicket Home, a representative council governs and ensures a balance between inhabitants and the natural world is maintained. The land is alive with the laughter of sprites, the songs of nymphs, and the quiet, steady heartbeat of the arboreals.

To the east, the plains stretch towards the territory of the Zoroyli Riders, a tribal nation known for their vast horse culture. The history between these two lands is one of mutual respect, a bond forged through shared borders and the understanding that freedom is the greatest treasure one can possess.

To the southeast, the untouched beauty of Tirfol Breg gives way to the barren hills of Kril Gullal, a forsaken land of people cursed by the land itself. Those of Tirfol Breg view Kril Gullal with a mix of fear and pity, their hearts aching for the twisted creatures who call the barren hills home.

Yet, the true wonder of Tirfol Breg lies in its connection to the fey realms. Mythical conduits and magical gates dot the landscape, invisible to the untrained eye but glowing with ethereal light to those who know where and how to look. These gates open according to nature’s beat, whether it be solstices or certain phases of the mooons, creating a bridge between the mortal world and the fey realms.

TUNBRIA

Grand Archduchies of the High Empire of Tunbria

Pronunciation: TOON-bree-ah
Capital: Gerdulburg
Ruler: Empress Tastasia
Languages Spoken: primarily Tunbrian, Mütvian (north), Gestish (southeast)
Primary Inhabitants: Human, halfling, dwarf

Overview

Tunbria is a land of contrasts.  From the fertile, green farmlands of the north to the craggy hills and swamps of the south, the country is a tapestry woven with threads of varying hues and textures.

Gerdulburg, the capital, is a city of celebration and is often accused of being disconnected from the plights of the people outside of it.  Still, the air is often filled with music and laughter thanks to the monthly festivals that paint the city with vibrant colors and fill the streets with the aromas of delicious food.

Tunbrian cuisine is a testament to the country’s diverse landscape, a captivating fusion of hearty mountain fare, vibrant coastal spices, and rustic countryside simplicity.

Tunbrians are known for their bright-colored, layered clothing that reflects the subtropical sun and allows air movement.  Field workers and farmers can often be seen wearing the country’s famous wide-brimmed folk hat, the shturmhad. Comprised of a treated felt cover and a woven reed interior, the hat protects the wearer from the elements. Shturmhads are traditionally crafted by their adult wearers as the width of the brim is made one palm width wider than their shoulders.

To the west, the Burgeis Sea laps a long coastline dotted with bustling ports and quaint coastal towns. These towns are the lifeblood of Tunbria’s trade, their harbors are a constant hive of activity as ships come and go, carrying goods from across the Burgeis Sea.

To the east, the Chain of Malech stands as a formidable natural barrier, its towering peaks a stark contrast to the rolling farmlands and craggy hills of Tunbria. Beyond these mountains lies the Imperial Shining Kingdom of Malech, a neighbor and sometimes rival.

Among the notable landmarks of Tunbria, Landestoodt Castle, also known as The Black Keep, casts a long shadow. Operated by the Black March, a Fayerite order of vyers (clerics dedicated to a specific purpose), it is the world’s largest prison where prisoners are given a chance to live out their lives in hard labor and repentance.

Fallan Hall – The Deadliest Dungeon

In the Strikten Peaks to the South, Baron ri Strikten infamously hosts “Fallan Hall”, an adventurer’s dungeon of deadly reputation. Lured by tales of treasure and glory, many have entered never to return.

Organizations

Anshaysa

Medium Religious Order

Selected archvyers of Fayen who hasten the “natural ending” of Fayan clerics, their cultists, and murderers.

Scope and Influence Regional (Erinnal, weak)
Goals Lessen the empowerment of Fayan through the punishment of murders.

Headquarters Tunsheimlande Landestoodt, Tunbria
Key Members Unknown
Allies Black March, Silent Hand
Enemies Many, including Creed of Star, Blind Service, House Laratosa in Mütvia, Domaresti family in Mütvia
Assets Training, transportation, legal standing in Tunbria

Membership Requirements Devotee of Fayer, cleric or other class with cleric dedication
Accepted Alignments Must be neutral
Values Protect life and punish those who take life unnecessarily; stop murderers and worshipers of Fayan
Anathema Commit murder, betray the Anshaysa by revealing its secrets, expose the identity of any of its members

 

Black March

Small Military

A small branch of the Tunbrian military who oversees operations of the Black Keep prison, as well as act as bounty hunters

Scope and Influence Regional (Tunbria, moderate)
Goals Keep the population safe from the prisoners of Black Keep, return or hunt down those wanted by the Tunbrian government

Headquarters Tunsheimlande Landestoodt, Tunbria
Allies Anshaya, Silent Hand
Assets armament, training, transportation, legal standing in areas of operation

Membership Requirements Tunbrian citizen
Accepted Alignments Must be lawful or neutral non-evil
Values Justice
Anathema Allow, aid, or otherwise abet an escape from the Keep or for their bounty to permanently escape capture

Landestoodt Castle in Tunbria (Tunsheimlande Landestoodt), also known as The Black Keep, is thought to be the world’s largest prison.  The Keep is operated by the Black March, a Fayerite order of vyers who take in Tunbrian prisoners doomed to die.  The order allows them to live out their lives but under the punishment of hard labor in recompense to society.

URRUNDE

Theocratic Kingdom of Urrunde

Pronunciation: ˈʏrːʏndɛ
Capital: Ur Huld (ˈʏːr ˈhʏlt)
Ruler: Yrundar
Languages Spoken: Orrank (regional), Jotun, Terran
Primary Inhabitants: Human, halfling, elf, dwarf

Overview

Urrunde is a land of stark contrasts and unyielding spirits. It lies nestled in the farthest reaches of the frozen north, its name a harsh whisper on icy winds that echo across barren plains. The landscape here is a world carved from ice and stone, where the sun’s weak rays do little to soften the harsh spirit of the people that call it home.

The capital of Ur Huld stands strong, hewn from the craggy foothills that cradle it. The city is a testament to the indomitable will of its people, a fortress against the elements with high walls that defy the relentless and seemingly endless winters.

Ruling with an iron fist is the despot Yrundar, a rune giant whose faith in Crysera is unshakable. Guided more by superstition and faith in the deity of brutal survival than by reason, the citizenry is constantly tested and punished by trials that prove one’s worth to the icy queen.