Tolkir (World)

### TOLKIR

*Tolkir* refers to the plane of mortals in the series Death in Felrin. Acting as a homebrew version of the traditional Dungeons and Dragons mortal plane, Tolkir is divided into 5 main continents and 2 polar caps: Felrin, Gorna, Talisong, Gretirn, Porfal, The Northern Steppes, and the Polar Lands. The main storyline of *Death in Felrin* occurs during the 700s in Tolkir, specifically the continent of Felrin.

#### FELRIN

Felrin is the Northernmost habitable continent of Tolkir, a world sitting amidst the mortal plane and with a strong connection to the ethereal. Felrin splits into three smaller countries; Daelr (N Left), Bolhin (N Right), and Greyk (Bottom). Bolhin (bowl- hen) is known for it's strong mining operations and connection to three major ports in the world. Main Exports \_ Coal, Clay, Valuable gems for magical purposes (primarily Diamonds, Agret - a green-purple gem wonderful for weaponry, and topaz/quartz varieties), and metals (iron, copper, gold) Felrin is an easy place to also get lost, though many find themselves seeking to hide from constant battle in the bottom edges of the land and end up becoming more acquainted with it. Daelr is often associated with agriculture due to fertile ash blowing off from the volcanically formed islands to the west. It's a common travel location for the cheap fruit and sandy beaches. Greyk also encourages tourists due to it's port and ferry system; the main reason it isn't absorbed by Daelr is due to the monopoly of major ports, including the quickest and safest to the islands that the volcanic ash hails from. Because of the connection to the coast, it manages to not only bring in many exotic goods from across the area, but also attracts many pirates, for better or for worse.

Felrin is seen as generally safe, however due to the commuppance of magical-related crime, bounty hunting is at an all-time rise. It benefits the large power-holders when their settlements have no interference, while paying locals relatively well. It also results in a rather high amount of sabotage and self-turn in from other crew members.

#### TALISONG

Talisong (tahl-ih-song) is seen as a hub from the East, connecting the two largest landmasses in the Northern half of the realm. It is consistently being attacked by pirates and countries from all sides, leading in a constant defense system and weariness of others. Some say it has magical connection to the sea, which is what not only keeps the foes at bay, but also holds the entire country together at the seams (though this is just a folktale, to what locals know).

#### GORNA

Gorna in the East harbors two main countries far enough away from other battles to be terribly involved. Gorna harbours the floating forests; a segregated set of land chunks that boast thick, heavy trees. The islands grow taller in latitude the farther East you go, resulting in the name of "The misty steppes of the gods". Old stories say these lead straight to the other realms; this is a popular story among children, and some may have heard of it, even as far as Felrin.

#### GRETIRN

Gretirn is one of the main hub points that links Felrin to it's port power. The largest of the land masses, constant internal war keeps the continent from englulfing others, though occasionally Bolhin suffers from the soldiers in the North attempting to overcome them. When this occurs, the port gets shut down. Many have likely heard that Bounty hunters are often hired in these areas to capture lead generals, commit assassinations, or do dirty work.

#### PORFAL

Porfal connects the East together. The islands to the North are shared with Gorna, and Porfal stops right before the Misty Steppes. It is a fractured country following the grand seperation, which resulted in the original shattering of the country into islands to the east, having once been connected to Gretirn.

#### THE NORTHERN STEPPES & POLAR LANDS

Both the North and the South polar spaces are generally too cold for survival, but the North occasionally harbors people who attend specific travels in the ways similar to whale falls; they gut dead dragons found in the north (where they usually go to die in order to not give an insight to their horde) and often live in the bones, using strong scales to keep warm from the harsh environments.