ERINNAL


CONTINENT • OF • ADVENTURE

Though other lands, continents, and even worlds exist, no other place has known the creative and destructive,  the selfish and selfless, the care or negligence of deity more than Erinnal.

Angust Klay
Historian and Orator, Pundeshi Bardic College

Erinnal, Continent of

Erinnal, Continent of
Dhetheglom, Umbral Kingdom ofIvari, Grand Kingdom ofIsles of ÆvynWyth Tyr'il, the Eternal WiseateAigle, Kingdom ofCourfe, Kingdom ofSlindari, Empire ofKrak Therik, Dwarven Empire ofMütvia, Principalities ofDra'anan, Godstate ofKyria, Independent Duchy ofSta’abri, The Horde Confederation ofTunbria, Grand Archduchies of the High Empire ofSra Wathra, Island Nations ofTala, Independent State of the Principality ofMalech, Imperial Kingdom ofNudvríu, Kingdom of the Tribal States ofRezxim IslandSek Rehedeth, Exalted Imperial Nation ofSiserish Khill, Risen Marsh Kingdom ofSouthern Cultrek, Tribal Confederacies ofTirfol Breg, Free Nation ofTorskal, Kingdom ofUpper Cultrek, Empire ofUrrunde, Theocratic Kingdom ofXakirog Giants, Territories of theZhilpilom, Republic ofZoroyli Riders, Plains ofLychedeep, Federated City-States ofLakt Thel, Republic ofKril Gullal, Domain of theKorthirii People, Confederation of theKhun KholdurKerik Stil, Kingdom ofKalmajanGur HuldrumGoteluand, Kingdom ofDrethnach, Kingdom ofDrehd, The Lost Eternocracy ofCultrek, Eternal Imperial State ofBrachden, Tribal Kingdom ofBeitola, Shahanti ofKhadra'Khal Bazaar, The City State of theAshikan, The Grand Empire ofAshia, Kingdom ofAmsträd, City-State of

Dhetheglom, Umbral Kingdom of

Ivari, Grand Kingdom of

Grand Kingdom of Ivari; The 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: Human, elf, halfling, half-orc, gnome

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.

Isles of Ævyn

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

Reputed home of the creator Sythlia in the material realm. Zero population. Living creatures that contact its bordering mists seemingly evaporate. It’s claimed 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.

Wyth Tyr'il, the Eternal Wiseate

Eternal Wiseate of Wyth Tyr’il; The Elven Lands

Pronunciation: WHEE-zah-tay, with teer-EEL
Capital:  Wyth Thri’il
Ruler: Wisate Council
Languages Spoken: Elven
Primary Inhabitants: Elf

Aigle, Kingdom of

Kingdom of Aigle

Pronunciation: ay-JHEEL
Capital: Itul (ˈī-dœl)
Ruler: Queen Sietske of House Jageris
Languages Spoken:  Aigelan, Talan
Primary Inhabitants: Human, halfing, dwarf

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.

Courfe, Kingdom of

Kingdom of Courfe

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

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.

Slindari, Empire of

Empire of the Slindari; The Cursed Lands

Pronunciation: SLEEN-dah-ree
Capital: Serix
Ruler: The Ashen Empress
Languages Spoken:  Slin dialect of Ancient Elven
Primary Inhabitants: Slindar’il (elf), Theran’il (elf), t’nao, human, various humanoids

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 have, a fuel to the curiosity of others.

Krak Therik, Dwarven Empire of

Dwarven Empire of The Spine of the World

Pronunciation: crack THAIR-ick
Capital: Serish Tosh, Capital of the Underdeep Mountains
Ruler: King Thorigin of Grand House Kûros
Languages: Multiple dialects of Dwarven
Primary Inhabitants: Hillslider (dwarf), Spinewardens (dwarf)

Mütvia, Principalities of

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 (elf), t’nao, halfling

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.

Dra'anan, Godstate of

Godstate of Dra’anan

Pronunciation: DRAH-AH-non
Capital:  Krillia Dax
Ruler: Thrii Dri’il, The Great Lich
Languages Spoken:  Dravarese, a distant dialect of Draconic
Primary Inhabitants: Sadrath’il (elf), rech, human, t’nao (orc

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.

Kyria, Independent Duchy of

Independent Duchy of Kyria

Pronunciation: kai-REE-uh
Capital: Rethshold
Ruler:
Languages: Primarily Ivirial
Primary Inhabitants: Humans, halflings, elves

Sta’abri, The Horde Confederation of

Most of the denizens 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.

Tunbria, Grand Archduchies of the High Empire of

Tunbria showcases a stark contrast between its lush northern farmlands and the rugged southern terrain. Its capital, Gerdulburg, often faces criticism for being detached from rural issues, despite its vibrant monthly festivals.

The cuisine is a mix of robust mountain dishes, coastal flavors, and rural simplicity.

Locals are known for their colorful, functional clothing and the shturmhad, a practical wide-brimmed hat. These hats are self-made, reflecting personal style and necessity.

Trade thrives in the western coastal towns, bustling with activity from the Burgeis Sea. The eastern Chain of Malech stands as a natural barrier, marking the border with the Imperial Shining Kingdom of Malech.

Landmarks like Landestoodt Castle, a large clerical-run prison, and Fallan Hall, a notorious dungeon in the Strikten Peaks, add to the country's diverse character. They are not just structures but integral parts of Tunbria's story, reflecting its rich cultural and social fabric.

Sra Wathra, Island Nations of

Tala, Independent State of the Principality of

Malech, Imperial Kingdom of

Nudvríu, Kingdom of the Tribal States of

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.

Rezxim Island

Sek Rehedeth, Exalted Imperial Nation of

Siserish Khill, Risen Marsh Kingdom of

Southern Cultrek, Tribal Confederacies of

Tirfol Breg, Free Nation of

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.

Torskal, Kingdom of

Upper Cultrek, Empire of

Urrunde, Theocratic Kingdom of

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.

Xakirog Giants, Territories of the

Zhilpilom, Republic of

Zoroyli Riders, Plains of

Lychedeep, Federated City-States of

Lakt Thel, Republic of

Pronunciation: LAHKT THELL
Capital: Srakt Ungon
Ruler:
Languages Spoken:  Laktihh
Primary Inhabitants: Tengu
 / Kenk

Kril Gullal, Domain of the

Korthirii People, Confederation of the

Khun Kholdur

Kerik Stil, Kingdom of

Kalmajan

Gur Huldrum

Goteluand, Kingdom of

Drethnach, Kingdom of

Drehd, The Lost Eternocracy of

Cultrek, Eternal Imperial State of

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 craven monsters.

Brachden, Tribal Kingdom of

Beitola, Shahanti of

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 traditions that hold prideful people together in the face of surrounding adversity.

Khadra'Khal Bazaar, The City State of the

Ashikan, The Grand Empire of

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.

Ashia, Kingdom of

Atop the tall peaks of the island’s Keshlon Mountains reside isolated monestaries 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.

Amsträd, City-State of

Pronunciation: am-STRAHD
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

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.