Regions

REGIONS:

## The Boreal -

Above the Exalted Realm is the Boreal, a frozen tundra that few go to. It’s a land without forgiveness for those who do not prepare for it. The winter there is unrelenting, and its residents are mysterious and dangerous. Adventurers, beware if you choose to venture across the sea to it. One small city on its shore, Frigid Harbor, where few live and fewer visit.

## The Exalted Realm -

Once a land divided and ruled by wicked tyrants, The Exalted Realm was saved by Manus Populi and united under their leadership. The Realm is a diverse one, comprising many cultures within it. The reformation into one state was difficult. After the banishing of the Three Fathers, people were weary, but ultimately thankful for the actions of Manus Populi. After the reformation, the people were able to excel and thrive under their new prospects. With a surge in population and opportunity, industry boomed, and the Realm became a formidable power on the continent. It crowned itself the Exalted Realm for its achievements and prosperity, taking pride in their past and resilience.

## Redcrest -

Within the Exalted Realm is the nation of the Halflings. Half rural and half woodland, the Halfing nation has become sparse over the years, with many moving away and into bigger cities to seek work and new lifes. With the Exaltation, very few Halflings are left in Redcrest, causing the countryside to be a quiet and humble area. After the banishing of the Three Fathers, rumors and stories still hover about the area, claiming that Agares’ presence can still be felt, haunting the redwood forests to the east known as the Witchwoods.

## Terraheim -

The home of the dwarves exists in the northeast of the Exalted Realm, installed in the Terraheim mountains; it is a string of massive cities connected by a long stone tunnel highway. The dwarves were the only ones who resisted the invasion of the Three Fathers, however their protection came with a grave price. They shut their halls and all entry ways into Terraheim and waited. Meanwhile disease festered in several of the cities, a mysterious illness that ravaged the populations. In an attempt to save the mountain, the Dwarven ambassadors sealed off the stricken cities, leaving those inside to fester and die. The doors to those cities have not been opened since.

## The Stormlands -

Southwest of the Exalted Realm are the Stormlands. The Stormlands are not overseen by any kings, queens, or councils, and is mostly lawless. An area of sweeping plains and sparse woods, the skies above are in a constant storm, grey and thundering with flashes of lightning and rain. Traveling in the Stormlands is rough, a true test of the elements, but it is known to contain many old temples and dungeons from yesteryears. The main power in The Stormlands is the Storm Singer, the leader of a tribe of warriors that travel across the Stormlands.

## Iados -

To the very south is the land of Iados, a prosperous and trade-rich nation devoted to the goddess Yani. They’ve always been an independent nation, and are not so much concerned with technological advances as the Exalted Realm is. They value community, peace, the arts, and protecting their lands from evil forces. Most of Iados is a Mediterranean climate, with a small bit of dessert hiding its share of mysteries. Iados is run by The Order of the Harpy, a religious institution that acts as law-keepers for the land.

## Korax -

The seat of the empire of the Dragonborn, Korax is a lush and tropical jungle land with luxurious and beautiful beaches of glinting white sands. Much of Korax is still unexplored and uncharted, drawing adventurers and fortune-seekers from across the continent and beyond. Korax is a dangerous place, so one must always be prepared, but many find respite in Malos, the capital city of Korax where the 10 dragon houses sit.

## Il’thray -

The seat of the elves in the north, once terrorized and under Adriel’s control because he was drawn to the grandeur of the region. Il’thray is a wondrous land with sections of it seemingly in different seasons all at once. It is said that the veil between the Feywild and the material plane is thin, causing a sort of bleed effect between the planes. Il’thray is a land of magic, little technological advancement has made its way into their borders, preferring the aesthetics and touch of old magics and crafting. There’s a sense of stepping back in time when in Il’thray, but it holds an unwavering charm.

## The Brine -

To the southwest is a collection of islands and shore towns that make up The Brine. The Brine is a region with no formal government and is a haven for pirates, smugglers, criminals, and less reputable folk. People came to The Brine from all over to establish themselves independently from any other nation. It’s known to be a town of freedom, with little restriction and rules, except of course the ever-watchful eye of Hemlock, a shadowy thief and criminal guild that pulls the strings in The Brine.

## Nythris -

To the east, a continent away from Cirine is Nythris, the land of snakes and home of the Yuan-Ti. Long ago they created an empire on Nythris that encompassed the entire continent. Using this power, the Yuan-Ti nation grew in influence and might. Reproduction was at an all time high, and soon their lands were overpopulated. They turned their sights to Cirine to spread their empire. After the War of Awakening against the north and the Dragonborn of Korax, Nythris was almost decimated by the wrath of the ancestral dragons. The Dragonborn took Nythris for themselves, establishing martial law under the watch of the ancestor dragons and the Dragonborn Vanguard.