Verh'Un

The continent Verh'Un stands central in Aëdryn's history, located in the northern hemisphere of the planet. Legend tells that this was the first continent to be formed by the gods, during the Time of Creation. All known history, lands and races are confined to this continent, other continents are considered to be so remote that only few travel the distance, and information rarely travels between the two.

The lands of Verh'Un are filled with incredbily diverse ecosystems filled with magic, wonders and adventure. Vast desert dunes, frozen tundra, murky swamps, giant forests and hundreds of tiny islands. A large variety of races make their home here, from man to elf to beast. The lands are not unknown to danger, carrying a long history of war and battles. Conflict is common and peace a far flung dream for all but the most fortunate souls.

This world is centered around the Kahniran Desert, whose dunes border almost every other climate and nation. It's ambitious empire fully committed to subjugate all of Verh'Un.

## Wilderness

Every nation is built with different ideals, rulers and laws. Borders are but lines on a map, however. Disconnected settlements dot the land, proper roads are a luxurious rarity. Travel is often dangerous, especially from one nation to another. Much of the lands are uncharted and uninhabited.

Nature still dominates the landscape, beasts, monsters, roaming tribes and unknown factions make the vast wilderness between most settlements their home. Settlements are often walled off against these threats, and any merchant is either more than capable of defending themselves, or has hired competent guards for escort duty. Despite the harsh life, many live in smaller villages away from the main settlements, always making sure they are more trouble to raid than is would be worthwhile.

## Kahniran Empire

The Kahniran Empire is situated in the Kahn Desert, located in the very heart of Verh'Un. It is ruled by a militaristic, religious empire actively waging war on surrounding nations to expand their territory. It is solely ruled by humans, considering any non-human race as inferior.

## The North

The northern regions are colder than most, dominated by large mountain ranges and deep valleys.

### Nolrë Mountains

The vast Nolrë Mountains range is primarily home to the mountain dwarves, living within the vast peaks, cliffs and forests.

### Alvock Valley

A calm, easier going place, Alvock Valley is home to the inventive Gnomes.

### Voor'Heen

The nation of Voor'Heen are cold, hilled lands dominated by the wilderness. Few people of mixed races live here.

### Lodhyr

The tundra of Lodhyr are a cold, unforgiving place mainly home to Goliath tribes.

### Markheim

A chilled yet welcome place is Markheim, home to friendly humans, halflings and dwarves placing value in tradition.

### Folkan

The land of Folkan is a peaceful, accepting nation, with great variety in both environment and race.

## The East

The eastern regions are harsher, more dominated by the wilderness than most other regions. Settlements are rare, and the people unwelcoming.

### Nehru Swamps

Vast muddy bogs, lakes and forests cover the Nehru Swamps, inhabited mainly by humans filled with suspicion.

### Varhkin Clans

Desert, plains, mountains, swamp, jungle; the orcish Varhkin Clans have claimed a piece of land of all surrounding regions, making life difficult for their neighbours.

### The Wilds

An overgrown jungle covers the entire scope of the Wilds, which is inhabited by nothing but beasts, goblins and other wild creatures.

### Corrile Wastes

Massive Tundra and frozen peaks define the Corrile Wastes, once home to a proud people, now in ruin by undead forces.

## The South to West

The lands ranging from the South to the West are mainly temperate regions of great variety.

### Seýnin Isles

The vast amount of islands to the south of Verh'Un are the Seýnin Isles, home to an alliance of seafaring races.

### Gravkin Hills

Mountains, hills, woods and rugged cliffs define the Gravkin Hills, home to the wealthy and proud Hill Dwarves.

### Teloom

Deep woods, plains and mild hills can be found in the nation of Teloom. Pleasant human towns and farms make their home here, where guilds wield true power by influencing royalty.

### FaireHills

The lands of FaireHills occupy great grass plains, soft hills, dunes and coastlines. Ruled by human lords vying for national control.

## The Elves and the Faraway

Mystical lands untouched by humans and most commoners, yet still accessible by those familiar with the lands.

### Vul'Taeryni

A far reaching forest of massive trees make their home in Vul'Taeryni, the origin and lands of the Wood Elves.

### Nyr'Eldarin

Large, mysterious islands along the western coast of Verh'Un are called the Nyr'Eldarin, home to the mystical Eldarin elves. No travel of any kind is possible, any traveler that ventures too close never returning.

### Nil'Sindar

A large island to the south-west of Verh'Un with a pleasant, comfortable climate. Nil'Sindar is home to the High Elves, and the very origin of the first elves.

### Seacrest Isles

A small range of islands to the north-west of Verh'Un are the tropical Seacrest Isles, home only to Dragonborn and a variety of dragons.

### The Underdark

Below the surface of all of Verh'Un lies the Underdark, a dark, dangerous place inhabited by all sorts of creatures. Unlike what most think, it contains a large variety of underground climates and biomes.