Umhir

**A sister Kingdom to Rhudaen.** Once together and now apart, the two Kingdoms originally started out under the name of Saruhir, a Kingdom formed shortly after the Great War. The original Kingdom had been widely known for its civil unrest and split in convictions if not beliefs. Resulting in bitter history of violence and injustice on both sides. Those of Rhudaen split and migrated to the North while the people of Saruhir renamed the country under a new King’s rule, Umhir. The Kingdom remains situated in the southern sands of Valkaia, once where trade had flourished for the known **Merchant’s Kingdom** before it had became familiar lands to violence among their own people over time. As Umhir was left with less of the population to take care of, more opportunities for those who remained raised the bar for the Kingdom to rapidly advance. Overindustrilization rampantly took over the Kingdom, polluting the pristine sands of the southwest as many flooded the Kingdom to take advantage of what the people of Rhudaen had left behind. Umhir turned a blind eye to their sister Kingdom’s supposed ill fate and struggles.

But it never came.

Call it opposing one’s fate, call it a stroke of luck. Rhudaen began to flourish while the resources of Umhir began to diminish. The southern sands were ill, desperate for respite. The Kingdom had spread itself thin and expended its resources a continent over to businesses and kingdoms in Armadai in spite of warnings of the allied three and their neighbouring Kingdom, Malhya. It was greed, it was a lack of foresight, and ultimately, Umhir’s downfall. With debt came the seeds of civil conflict once again sown. Investors began closing shop and leaving, people began to flee. Umhir sought Rhudaen to reunite as one once more, as the sister-kingdom began to regress into the same civil divide, issues, and monetary debts, and naturally, Rhudaen refused. Even going as far as to bar any from Umhir seeking refuge in their Kingdom. Plutonia and Malhya has since, while not meddled, offered solace to those fleeing Umhir. Phericio and Centheria dispatch within Umhir is dictated by the Guilds itself and not under any Kingdom’s jurisdiction.

***In Summary:** Rhudaen and Umhir used to be one Kingdom called Saruhir, but them they split and became two Kingdoms in the North and South. Rhudaen struggled on their own at first and Umhir didn’t care; serves them right! But then Umhir’s greed put them in debt and now the same internal drama Saruhir had is slowly happening again! Umhir reaches out to Rhudaen but they’ve been blocked. Plutonia and Malhya is there to help Umhir out a little bit, the guilds help them out as well though not through any Kingdom’s orders.*

**\*\*Note: There are many towns and cities around Umhir, the map is not a to-scale reference!**

## Saruhiran Ruins

Through a valley with houses built into rock all around the overgrown stone. These are ruins of what greatness used to be. Once a prestigious merchant town, now an arduous area for travellers to cut through in order to seek Umhir. To enter the Kingdom, you are first met with the clutter of Saruhir and what remains of it. It’s essentially an overgrown valley with unusable resources overtaking the old structures. The desert greens which grow in these areas are brittle and inedible no matter the plant’s health. The quality of anything grown is lackluster and poor, what soil found apart from the sands are loose and often displaced. The structures of Saruhir were built into the valley’s stone walls, rising high with what’s left of bridges dangling off of greenery and sandstone. Buildings were large, almost reaching heights of skyscrapers and towers, and what remains continues to crumble. In spite of it all, a strange type of desert thorn grows across buildings to hold what little of its structural form together. These range from looking like splinters to full on jagged rocks piercing outwards sharply.

In turn, the Saruhiran Ruins looks to be almost post-apocalyptic with abandoned and decrepit buildings littered around. It’s almost haunting, perhaps a little bit beautiful to those not knowing what tragedies and fights had unfolded centuries past. It serves the people of Umhir and even their sister kingdom, Rhudaen, as a reminder of their past.

**The midway point** from the Saruhiran Ruins to Umhir can be determined by a **large fountain in the center of the valley.** Oversized and towering high above any Evacrestian, seated in the center of a bustling plaza long ago. Beautiful carvings into its once marbled surface seems to still be visible. And while it no longer functions, it stills serves a purpose to collect water during rare rainfall. The fountain itself is peculiar, at times growing water-based elemental **Crystelei in incremental amounts.** Signs of scavengers digging around it is easily noticed by the scratch marks on its bottom ring. These are quickly harvested, taken, and used.

**Bandits and those escaping Umhir** are known to temporarily house in these ruins in spite the dangers of unstable housing and possible collapse. Often taking risks and leaving the safety of Umhir to camp out and hope to wander out of the sands and into the greens of Valkaia. The path through the desert towards Rhudaen is dangerous, and the sister kingdom itself wants nothing to do with Umhiran refugees.

## Inter-force Outpost

Near the city lies an outpost where Royal Guards and Guild Members from Plutiona, Asendalith and Cleistollinium are deployed and stationed. Tall chiseled walls with watchtowers attached to each corner surround the entire outpost. What lies inside are compact buildings furnished with bunk beds and lockers, a place for the guards and guild members to rest. Food is cooked and served outside; either grilled by a fire pit or left to boil or fry on a large iron pot. There are benches neatly placed around for people to sit and eat. Across of the resting area is the **medical station**, supplied with resources imported from the assisting countries. However, restocking is quite costly, not only financially but also time consuming. There are no teleportation hubs in Umhir and lasting vehicles are hard to come by; travelling between Uhmir and the other countries is not just.

The allied forces serve to protect innocent civilians from the dangers of their land, and provide treatment for those in need of medical attention if their resources allow it. Scouts are sent out survey the areas whilst sentries remain to guard all day long in shifts; always on the lookout for potential danger.

**‘The bandits’** is a blanket term used to describe multiple syndicates which wield a lot of power in most of Umhir; both in territory and by invoking fear in the locals. They are violent and ruthless and care only for themselves, sometimes betraying even each other for their own personal gain. Crime rate is extremely high in certain areas due to the bandit’s continued actions, especially in their own and neighboring territories. They often move in groups and are known to steal from unfortunate residents and adventurers, smuggling wares is fairly common too. There have also been statements of incidents going around, witnesses catching sight of bandit killings and kidnappings.

The sentries know of the name **Urha**, having heard the name from the bandit captives and locals. Interrogators have uncovered the existence of the underground community, but it’s whereabouts is currently unknown to them. Information gathered from multiple sources implies that majority of the bandits in Umhir are said to have associations to said community.

Reports of bandits armed with lethal weapons infused with **Cryo-jade** freezing technology & magic found roaming around the areas have been sent to the outpost. There was a big case on the topic about these weapons recorded in history; it is said that a known leader of the **Crescent Association** had stolen weapons and magitech technology from Rhudaen and has since mass-produced them. The criminal’s nowhere to be found till this day, authorities still do not have a proper face to names.

## Valley’s Edge: Umhir

Travelling past the Saruhiran Ruins displays a fissure in sandstone. Abruptly cutting off the valley to a mismatched transition to canyons. It all looks so misplaced yet so right at the same time as though someone had deliberately broken off pieces of Evacrest and put them together. An old obelisk marks the end point of the valley itself, a glowing point above to cast light upon the meticulously crafted staircases built into sandstone. It allows entrance into Umhir below by curving and descending into a Canyon where the whole Kingdom had sunken into. Right away, the collective sight of crumbling buildings and chunks of broken off houses greets you. The streets are bare and dusty. Narrow due to how tightly packed and condensed the whole kingdom seems to be. Patchy fabric can be found strung between buildings for areas frequented by the people of Umhir. The locals either seem to scatter upon being noticed, or they seem to flock around any outsiders.

There is not much order, there are near to no laws enforced, authorities patrolling most likely are dispatches from the Inter-force outpost. The state of the place is a sight for sore eyes.

While it might look as though the whole kingdom had been built level with everything else and having it all sink into a pit, the location of the kingdom within the canyon is intentional due to the free-flowing source of water available. The center of Umhir bears the only elevated piece of land where a ring of ever flowing water flows from Crystelei within down to a moat-like round river which perfectly catches the veil of water. Naturally the piece of land and its resource is named the [**Goddess’ Veil**], almost as though a parallel to Rhudaen’s ‘Halo’. A decrepit temple which sits in the middle of this unsunken land is still utilized and visited by the people of Umhir to this day.

## Moriccine Temple

Located at the heart of Umhir, once a thriving temple now a neglected sacred ground for the poor to seek refuge in. Sunlight filters through the openings and cracks; the open marbled structure looks to be falling apart, yet there are persistent desert vines that wrap around the pillars and peek through the cracks trailing across walls, holding what little is left of the structure. Many take it as a sign, a message from the Goddess Evacrest herself, to have faith and stay strong no matter the obstacle. The once marbled exterior had since been stained by wear, faded from the unforgiving rays of the sun. The entrance rises high with various pillars kept together by weaving thorns, the same kind of vines from the Saruhiran Ruins.

A large clock and astral calendar takes up the entirety of the ground below, a sheet of glass coating over it to resemble marble. Looking down, tells one the time and date. The clock hand seems to be broken, the inscriptions and carvings below are faded and left to collect dust. Its colour, dull, yet what little life from its numbered etches glows softly as soon as the stars peek through the clouds.

**A brittle statue of the Goddess Evacrest** stands behind an altar, which can be found at the center of the temple. It is an open area without much shade, save for the few drapes strung and tied across. Surrounding the altar, is the **Prayer Garden.** Small patches of soil are covered by small desert shrubs; flowers with colorful hues of magenta, orange, reds and yellows grow from within them. An abundance of different plant life used to cover the entire garden, now only a few remain. **A large well with water from the Goddess’ Veil can be found in the garden by the east end.** Refugees and believers alike gather around to share and drink the blessed water as they silently pray. What little food from rations are shared here among those who visit the temple. There might not be enough, but there is at least a good water source for bathing, drinking, and cleaning.

**The housing areas** are located near the temple. The residents in these areas do what they can to survive and there is a profound unity in that. With their faith binding them together, this temple has turned into a tranquil area for others to gather, one that brings comfort in many. The sacred temple is one the safest place to be in compared to the rest of Umhir, as it is left untouched by civil unrest.

Named after **Moriccine**, a saint who was known to rescue countless and countless of lives during the hardest times. They were initially an outsider, marrying an Umhiran. They loved the people, their family, their kingdom, and they chose to extend a helping hand out of the kindness of their heart. Sharing what little they had left and risking their life to rescue the injured from the uprising, the constant fighting, and the people of Umhir usurping the throne from Umhir’s previous tyrant of a King. In honor of them, the temple took after their name. Had Moriccine survived centuries past during the raid upon the newly built temple, many are certain that they would have been Umhir’s new ruler.

## Overhead Helm [Wyor]

Built near the Morriccine Temple is the Overhead Helm, a big area with large stone gates as a front and spiked marbled fences surrounding the borders. Sandstone structures both held together and built around imported plants from Cleistollinium are placed near the canyon’s edge. The narrow streets of Overhead Helm are decorated with arches, ivy vines hanging from wall pot attachments. Stairs are fairly common around the areas due to the uneven leveling of the structures. Ornate lamps are often displayed to the sides of countless of doors. It’s a custom in Umhir that the lights should be turned on during the nights to further illuminate the streets.

**The founder of Overhead Helm is Moriccine themself.** Moriccine, along with their followers, revived the crumbling establishments through hard work and resilience. Their hardships opened up a new opportunity for Umhir, a safeground for the people to live. Those who live here share the same ordeals and values, people who strive for a better life. They aim to redeem themselves and seek for a peaceful solution to resolve the deep-rooted conflicts of the land. A tight-knit community that Umhir as a whole strives to be, a peaceful society void of conflict.

**The inns and temporary accommodations** in the Overhead Helm have noticeable hanging exterior signs affixed to their walls, the signs vary in earthy colors and intricate designs matching their respective inns. Most of the inn’s interiors are homely and welcoming with rooms on the smaller side but having just enough space for personal belongings. Inns that are on smaller side are normally meant for shorter stays, while the grandier ones are meant for longer. The grandier inns often have tiny column fountains attached to the walls, the water pouring from the fountains are clear and adventurers are often told that it’s safe to drink from them.

In the nearby vicinity lies the **shopping district**; shop buildings neatly aligned in rows. A variety of wares imported from other countries are sold here, such as equipment, flora, knick-knacks, magitech so on so forth. The wares are not the most impressive of displays, but the locals are content with what they can get from here and are often surprised by any peddlers or travelling merchants. A little further ahead is the wide marketplace; aromas and the smell of food linger in the air. The bustling marketplace is supplied with different types of food from many cultures; raw or cooked.

There are a couple of routes that lead to the **underground tunnels** of Overhead Helm. Bunkers and supply shelves for the kids and elderly to hide in case of an emergency or in case of natural disasters like sand storms or earthquakes can be found in this area. The tunnel is connected to most if not all of the buildings and only the most trusted adventurers are informed of this fact. It’s quite easy to get lost in the tunnel and the paths that lead to the buildings are always closed off.

Past the marketplace are the **facilities for education** that are open for adventurers to visit. Here, people of all ages are taught the fundamentals; basis knowledge that will open up the possibilities for them to pursue. Especially due to the tragic history of Umhir, the locals are encouraged to study and learn to gain better insight of the world around them. Students are taught the history of Umhir thoroughly, in hopes of preventing the tragedy from reoccurring. Adventurers are welcomed in for history lessons as understanding is the most they can really ask from outsiders.

## Underground Gauntlet [Urha]

The Underground Gauntlet is a name given to a large underground community. The locals call the place **Urha**. Through the more shadier parts of Umhir, past the house with purple drapes, runic markings only appearing at night guides any who seek the place underground through some stairs which only appear past midnight. **The entrance shifts nightly**. It’s primarily known as the place for ‘defeatists’, infamously known as a place where many bandits may convene at the same time. It is where stolen goods may go, where dirty money goes, where resources are plentiful at the cost of keeping Umhir miserable. Narrow streets underground are lined with bright lights. Tall reinforced jade structures, pillars, and buildings are sprawled about without form or pattern. The place overflows with a questionably large amount of indulgent amenities like taverns and pubs. **Cryo-jades, infused and enchanted with magic are utilized to cool and keep the underground near icy** in contrast to the blasting heat of the desert above. The people here dress in thicker clothes and animal pelts.

Urha is lawless and meant for enjoyment. People come here to wash away their sorrows and live in the present, not solve any problems. Why try and painstakingly rebuild in the long run when good things which last temporarily keeps one going?

**The Crescent Association** is said to have members and even associates frequent Urha. Directly making trips to and fro Umhir from its seas. Smuggled goods from all around Valkaia and especially Malhya can be procured and even bought with a sizeable offer to the merchants and peddlers gathered underground. Naturally, bandits, local or not, who are not apart of any association do make their rounds and visit Urha all the same. Crime Syndicates run the underground and different places, buildings, and people are most likely apart of different turfs.

**Thakrta** is rumoured to be a person, at times a place. Different people have different answers, and both are somewhat correct. Founded by a person, named after them, and left to become a place where many gather in Urha to exchange smuggled goods. A large mansion with high arch windows built without glass brings an audience towards the center where an old foyer had been turned into a place for black market auctions and trades. Whatever is sent here, will most likely never be found by its original owners ever again.

**‘The Kennels’** is a portion or area in Urha where type MON beasts are traded and exchanged. Mistreated, tranquillized, left awake, left alone, and left in cramped cages. It’s an unsanitary place with countless breeders and mills meant for breeding rare creatures for coin. An underground ecosystem of sorts is grown around the Kennels, not for any other reason apart from being able to harvest resources and grow certain types of beasts. Buildings are scarce and areas of open land for these shady operations are fenced in by electric fences and wire.

## Sandworms’ Domain [Umhir]

The far Northwest are anything but safe. The sands here are soft and easily displaced, not at all suitable for the likes of building and expanding upon without an immense amount of resource put into stabilizing the grounds first. Canyons and caves are drilled into by **sandworms about the size of trains.** These sandworms, unlike the ones near Rhudaen, cause tremors and earthquakes all year round. With speeds nearing that of trains, seeing these beasts in motion and in abundance alongside possible sandstorms causes immense displacement and disturbances in the environment. The size of these creatures are threatening enough, but the aggression of these sandworms near Umhir is so much worse.

Few are willing to risk crossing this desert. Few have tried, and no one has been able to reach the other side [Rhudaen]. The desert past the Sandworms’ Domains are large and unforgiving. Not an oasis in sight. Nothing. Those who cross recklessly may be subjected to a strange-miasma like shroud from unsettled/shaken environmental hazards, unrefined and erratic Mana Cores once far enough from Umhir and closer to Rhudaen, which induces intense nausea, loss of consciousness, and the short circuiting of any linkshells.

Scavenging type MON beasts of horrifying physical dimensions from these effects are said to pick on survivors and their bodies. Storms and Sandworms change the terrain all too often. Crossing the Sandworms’ Domain by foot yields near to no survivors.