Miharr

### World History

Before there was, the Eldrr raged, in constant chaos, in constant rage, in constant opposition. In this endless raging, the strangest thing happened, it just so happened that the prime material planes were created. As life began to arise, heroes of renown began to fight back the ever constant chaos. Twelve heroes arose from among the peoples and tribes of Miharr (the name of their new world). These twelve were gifted and stronger than any had previously been finding strength in their common and noble purpose. The twelve attempted to seal away the Eldrr but in the chaos of battle accidentally bound the four elemental planes to the prime material plane. The twelve ascended into godhood and are known now as the Youngrr or the twelve. The Eldrr are bound and locked away, forever held at bay by the magicks of the twelve.

As civilization arose after the Prime Wars, five great city-states emerged: Volconia (The Desolations), Razikai (Empire of the Skies), Kanato (The Far Reaches), Chroma (The Undersea) and Gandrahimm (The Fount of Magick). As civilizations are wont to do, war broke out. The so-called Dawn Wars lead to great destruction and waste. These wars lead to the desolations (horrors and magicks so evil that no one will talk about them. Travel to Volconia is incredibly dangerous because of the desolations unleashed there). Eventually with the rise of the Shadow Emperor (of Gandrahimm) subduing all the others, they have found a marginal peace. The city states are, in many ways, independent with only arbitrary requirements and allegiances uniting them, some fees and transportation.

### Travel

#### Travel Through Volconia

If you travel hundreds of miles South of Gandrahimm, through The Desolations (what may seem like an endless desert with a myriad of mirages), you will come to the fire plane. If you aimed correctly you will come to the City of Brass, if you were less fortunate you may find yourself lost in the Desolations wandering near the Fountains of Creation.

It should not need to be said, but the plane is very hot, dangerously so to anything that does not have a resistance to fire. Traveling through will test your constitution and in extreme circumstances could lead to spontaneous combustion. Without some protection, a traveller is at risk of being set on fire themselves, let alone any items they bring with them.

#### Travel Through Razikai

Immediately to the West of Gandrahimm you will notice the Verbotin Cliffs (cliffs that seem to have no end and are extremely dangerous to travel without magical means because of the swirling winds). Launched from these cliffs is Razikai (The Empire of Skies) with its raging storms, incredible wind drafts, and stunning air castles.

Although there are places to stand, the vast majority of the plane is open space, that is heavily reliant on flight. Standing on clouds requires slower movement because your feet sink further down than they normally would on solid ground. The ability to fly, or reliable methods to travel is very important for all transportation. Possible methods have included the likes of Giant Eagles and Owls that are native, and reasonably common magic can help communicate with. There are also flying carpets and the gnomish airships. It is otherwise one of the less harmful places to live for standard humanoids. The primary exception is if a storm comes raging through. Relying on the knowledge of locals may be a requirement to avoid or to remain safe.

#### Travel Through Kanato

To the East of Gandrahimm is Kanato, filled with majestic mountains and hills, this land is filled with larger and larger creatures. To start you can travel through the Lunar Forest before coming upon either the Furnaces (an incredible series of mountains filled with life and creations). If you make it to The Sevenfold Mazework (also known as the City of Jewels) you will find the most intricately designed city with the most imaginative magical items, despite Kanato’s reputation as less than intelligent.

This rugged terrain filled with mountains of impossible height causes most to live underground. These extensive labyrinths were created before common understanding and often many routes have been lost. The gnomes, dwarves, yakfolk, elementals, and dao that primarily live here keep the tunnels that they live in up to code while many others decay away or are used for more nefarious purposes.

Interestingly, despite the plane being subterranean, there is a constant light that can seep through glowing crystals. In the furthest reaches, it is mostly only open to Earth Elementals, that can move through the earth itself.

#### Travel Through Chroma

To the North of Gandrahimm is Chroma, endless seas and ocean. The Chroma people tend to be more isolationist, but if you are invited or lucky enough to arrive to one of the great cities, you will see wonders upon wonders. Some islands are reachable by boat but many of the real cities and peoples live under the water.

Especially in regards to traveling the plane to meet with the civilizations, the ability to breathe in water is incredibly important. Most who live there can do so, and magical means to breath for those not naturally able to is incredibly important. Aquan, the water dialect of primordial, is one especially able to travel through water, so language may also be a problem for outsiders.

There are however some places surface humanoids can live, like a Marrid’s palace. Or one of the few trade places, such as the Citadel of Ten Thousand Pearls, or City of Glass.