E'yané

Eyané (i-jɑ-neɪ) is the largest continent on the world of Urz and the primary location for the Unending Spiral Campaign Setting.

The name Eyané is most commonly said to mean “The Land”, while the word has different meanings in different languages. The fair folk of Varhuine claim the word has roots in the Sylvan language and means “The Gift of the Wood”. The tradition of the peoples of Vendar Province holds that it is pronounced different (i-jə-ni) and means “Homeland”.

**Provinces**

The continent is broken up into eleven different provinces, each with its own governments, cultures, and peoples.

**Dargh** – This province is located in the Northron Ocean, with the Miradoir Sea separating the main island from the mainland Eyané continent. It is composed of a number of islands, one large northern main island and smaller islands that in the coldest winters form land-bridges to the mainland. These islands are home to the Marydian people.

**Gernaris** – The southernmost province of the continent is home to the Gernarian people, who are descendants of the Ocyrian people from the north. The entire province is ruled by a council of mages known as The Magier. Spellcasters from this college are seen throughout the other provinces and act as enforcement for the magic-related laws in the Rules of Mortality.

**Khardis** – Divided across densely vegetated wetland to the North and a more populous region of rolling hills and open plains to the south, Khardis is home to the Khardith giantkin. This province was given to the giantfolk who came from the lands of Trosdosia.

**Leviat** – Lying in east Eyané, this province is dominated by the De’Borah forest, which hosts the largest population of Orcs throughout Eyane. Leviat is also home to the Etéan people, who mainly populate the coastal regions.

**Ocyria** – Home to the Ocyrians, this province is divided into three minor kingdoms which were formerly unified as a triumvirate. It is a temperate coastal region in northeastern Eyané.

**Parnak** – The temperate coastal province in southwestern Eyané and home to the Parnans, this region is divided into multiple Parnan city-states and minor kingdoms. It is a temperate coastal region in southwestern Eyané.

**Seiryu** – Home of the Seiryujin, this province hosts a number of islands off its eastern coast, known as the Shattered Coast.

**Tessah** – This mountainous region is the home of the Tessagar dwarves. The largest mountain on the surface of Urz is at the center of this province and is held in dwarven tradition to be the birthplace of their race. The mountain, Angdanuck, also serves as the seat of power for the Kingdom of Tessah.

**Varhuine** – This province lies in the center of Eyane and is the home of four distinct elven cultures collectively known as the Khila.

**Vendar** – This northern, snow-covered, and mountainous region is home to the Vendaran human race, the largest settlements of the Angar, and the kings of the Barbagezi. These three distinct cultures maintain a peace fraught with political tension.

**Vetalis** – This huge and mostly uncharted region of arid badlands is centered in Eyane. Few folk outside of the Vetali people live in this province and most people avoid traveling through it due to its harsh weather and violent wildlife.

**Other Domains**

Foul Deep – A web of tunnels and subterranean caverns exists beneath the continent of Eyané and is home to a number of horrific creatures that sometimes stir from their depths and assault the surface folk. The Barashae elves live in cities in the Deep and trade with surface elves, but are otherwise reclusive and unwelcoming. The Dvergar and Svirfgezi peoples also reside in the Foul Deep, but are less likely to be seen on the surface than a Barashae.

Shae’zhas – More commonly known as the Feywild, the Shae’zhas is a plane that exists as an “echo” of the physical world. It is from here that the fey creatures originate and it is also a place of unusually potent magic. A number of crossings exist in Eyané where the Silshae, or “high elf”, allow their cities to exist in both worlds. The most well-known of these “gate cities” is Talainá, capital city of the Khila in Varhuine province.

History

The Lost Age – The period before recorded history. Different cultures and religions hold different believes, ideas, and traditions concerning the events of this era.

The Age of Wyrms – The age immediately proceeding the Lost Age is considered by most a time where the world was empty. According to the traditions of Varhuine and the dragonkin tribes in Vetalis and Khardis, this was a time of war for the children of the Shae’zhas and the spawn of Saland, the Dragon God.

The Altimeric Age – This age is so named because of the long reign of the Empire of Tulamera, considered the mother nation of most modern civilizations and was considered to be the only bastion of “good” during an otherwise troubled age.

The Ayaten Age – The birth of the Ocyrian Triumvirate and the greatest rise to power for humankind began in this age. The Ayaten philosophy is adapted by many of the children of the Shae’zhas and they retreat back to the world of their ancestors.

The Age of the Gray War – The age in which the world of man is ravaged by wars fueled by greed, malice, and the will of malign deities. In the end, the Gray War leads to the Covenant of the Ascended.

The Age of Rebirth – The provinces of Eyané begin to reform from the destruction of the past age. The Rules of Mortality are accepted by most governments of the continent and great heroes rise up throughout the lands, most notably in the province of Gernaris.

The Common Age – The current age.

**Government**

All of the provinces and governments in Eyané have agreed to uphold the Rules of Mortality, which were penned by the Gray Order at the close of the Age of the Gray War after the Covenant of the Ascended was enacted. The Rules of Mortality clearly state laws that must be enforced and outlines a structure of fairness, morality, and justice that each government must address and conform to before creating a new law for itself. Many nations interpret the rules differently, but the principles are almost universally maintained.

Throughout the provinces, a large number of small governments reign over regions and, on occasion, entire provinces. The form of government varies, with the most common examples being monarchy, oligarchy, magocracy, and republic.