Penned on July 29th, 1206

All know the world as Arawyn. In ancient myth Arawyn is also the name of the creator and father of Gaia, Mother Nature. Arawyn is comprised of three major continents and many small isles. There is very little communication and connection between the continents as they have all been seemingly supporting themselves.

The Continent of Palamydia

The continent of Palamydia is where all the history mentioned has transpired. People speaking of the world are probably only referring to this continent, as travel to any others is rare. Over six hundred years ago an enormous rift tore Palamydia asunder. The rift is rumored to be over ten miles wide and cut straight down through the world. All attempts to travel across or around it have failed. It is assumed that beyond the rift their lies little life, other than overgrown flora.

The Human Kingdom of Kormyre

Kormyre is comprised of the Baronies: Arkovnia, Vorllorn, Glangsdale, Talenthal, Ravenhurst, Fenrick and the County of Loez. In the old world, Kormyre was considered an empire, and its provinces were kingdoms. After the catastrophes however all of that changed and has remained so ever since. The Royal family for has ruled Kormyre as long as anyone can remember. The Royals have been able to keep peace with neighboring lands and have not denied hospitality and residence to most non-humans.

The Goblinoid Empire of Gaaldron

Gaaldron is the Goblinoid Empire located just north of Kormyre. Though it pales in size when compared to the human nation, it is nonetheless powerful. Few non-goblinoids venture to this empire, due to the unreceptive nature of its residents. The empire is renown for it’s great walls that encircle the whole of their realm, easily the most distinguishing factor. Within the walls lay miles upon miles of cramped buildings and shops, wherein Goblins run rampant and Orcs abound. Hobgoblins, though limited to only the finest parts of the empire due to their high standards of living, are sometimes spotted among the masses. The High Priest of Enax rules Gaaldron. Currently, relations between Gaaldron and Kormyre are stable and civilized.

The Elven Kingdom of Quinyarian

High above the world in gleaming spires, set amongst majestic forested mountains, lies the high Elven kingdom of Quinyarian. While there are no duchies, baronies, or counties, Quinyarian is considered a kingdom and a powerful one at that. The kingdom itself is a feast to the senses, as almost everything about it is magical. From the great mystical fountains that adorn every high Elven city, to the great red marble structure that is the school of grand sorcery, Quinyarian is indeed a sight to behold. The kingdom is at peace with most other nations, however they are always cautious when dealing with Gaaldron.

The Elven Kingdom of Selandrias

Below Quinyarian and farther south, spanning to the western shores, live the Sylvan Elves. Selandrias is comprised of a series of treetop cities consisting of buildings carved into massive oaken trees. The entire population lives among the vast recesses of the virgin forests. Any evildoers looking to hide in a Sylvan Elf forest is bound to meet with certain death. Druids proclaim the Sylvan Elf cities as the most breathtaking in the land, and good folk often visit to enjoy the hospitality of the Sylvan Elves. Their capitol is centered on an ancient Yagama tree, supposedly tens of thousands of years old, and as tall as the highest mountain peak.

The Elven Empire of Darkenspier

Below the eastern mountains lay the dark and mysterious nation of the Dark Elves. They live in fine houses and mansions deep within the never ending labyrinths of the Underdark. The greatest of the houses, Oblovix, is the main station for all of their nation’s actions. It is from this subterranean fortress that all of their plots and actions stem, passing through the houses to the lowest rings of the hierarchy. Anyone skilled or foolish enough to venture into the maze of passages will find nothing but their death. Those dwelling within the Underdark live a xenophobic existence wherein surface people are killed or tortured to death. Many have rumored that Darkenspier tunnels reach as far as the four corners of the world. The empire of Darkenspier has won nothing but hatred and distrust from all other lands, except perhaps Gaaldron.

The Dwarven Kingdom of Calasvorin

The Dwarves live within the great mountain ranges of the west, their territory spanning to the northern wastes. King Ironforge, who tolerates no evil, rules their nation. This legacy has carried through the ages from the dawn of their people’s time upon this land. Each king has ruled from the mithril throne of Calasvorin, and their people have lived harmoniously due to their honorable dictatorship. The Dwarven halls are built in such a way that demands the admiration of those walking through them. Their entire nation acts as one enormous building. Great halls connect different sections dividing them into their respective groups, industrial from residential and such. Dwarves, while not hostile towards foreigners, do not welcome them. Calasvorin has had very good relations with the kingdom of Kormyre, while relations are strained with the empire of Gaaldron, who side with their dark brethren.

The Dwarven Kingdom of Tarrush

Directly below the Gaaldron lies the subterranean realm of the Dark Dwarves. Their kingdom serves as the very foundation of the Hobgoblin’s empire, in many ways. The radical ideas of the Hobgoblins could never have been realized without the dwarf’s participation. The structures of Tarrush are built of pure onyx, and are of a grand design. The Dark Dwarves built their cities like those of the Dark Elves, rather than repeating the architecture present in Dwarven halls. The cities incorporate great mines, where Ogre slaves reap the vast ores of the deep, keeping the Goblinoid Empire running.

Provinces of Kormyre

Changed as of March 1215

Barony of Vorllorn

Duke Edgar Balliol

Baron Joseph Balkryst
Population: 1,100
Cities: Althawine, Lotra
Villages: Stion, Gramoore

In many ways Vorllorn is a Barony of ill luck. It is the only province that does not have a direct source of water, further more it is farthest from the agricultural Barony of Talenthal. The one lake that they do posses is dead and unusable and the infamous Wytch Wood forest borders the north. At night, travelers to Vorllorn will notice that the guards double and on some nights triple in numbers. Baron Vorllorn has ordered that security be maximized after sunset, due to the strange beings that wander south from the forest. Some rumors say that the sole purpose of Vorllorn is to intercept these creatures of Wytch Wood, so that they do not wander down into the rest of the kingdom. Vorllorn holds the largest prison in the kingdom, which is used also as an asylum for the mentally disturbed. This prison is located in the city of Lotra. Because of these meek living conditions, few actually choose to reside here, unless they are employed in the protection of the more delicate Baronies.

Barony of Glangsdale

Duchess Elizabeth Duval

Baron Crimm Von Grumgarth
Population: 2,250
Cities: Covens Keep, Avondale, Vollka
Villages: Troy, Embilstin, Nadrinfall

The Barony of Glangsdale contains many mountains, and is thus primarily a mining province. They provide the precious and common metals needed by the kingdom to produce weaponry and common items. The population consists of mainly humans and Dwarves. Because the Royal family knew of the Dwarves superior skill with mining, they invited them to heavily populate the area. Covens Keep is the capital of Glangsdale and is set at the foothills of the Kytherian mountain range directly in front of the citadel. In an attempt to strengthen relations with the Dwarven kingdom of Calasvorin, a capable Dwarven forge master was placed as Baron of this province five years ago, after the previous Baron passed of old age.

Barony of Ravenhurst

Duke Edgar Balliol

Baroness Alurra Ravenhurst
Population: 1,520
Cities: Anoch, Robyrn
Villages: Tavrick, Kladstone, Clystyn

The Barony of Ravenhurst is the province of learning. There are many grand buildings dedicated to the passing of knowledge. If an older child from an upper class family expresses interest in the arts of war, they would be sent to the fighting academy in Fenrick. At the academy they would learn to either become a squire or hone their skills for personal use. The Mages Institute of Spells is a learning center for those inclined to practice the mystical arts of magic. At the base of the Kytherian Mountains there stands a grand monastery where the echoes of chanting and ringing of bells could be heard for miles. Not far from the monastery lies the famed library of Anoch, the single largest known place of research and study.

Barony of Arkovnia

Count Sebastian Everest replaced Baron Trevor Malkavon
Population: 1,760
Cities: Trovand, Sielwood, Sandalwood
Villages: Trunick, Wolfhaven

Arkovnia supplies much of the kingdoms wood due to their large wood mills. Woodsmen chop down trees in the Stalwart woods, a forest that has a plentiful supply of great red oaks. The logs are then sent down river along Deadwood Drift. When they reach the city of Sielwood they are loaded into the wood mills where they are prepared. Because natural barriers do not protect the western border of Arkovnia, there are many keeps set along it to protect the kingdom from unwanted guests.

Barony of Talenthal

Duchess Elizabeth Duval

Baron Garrison Jord
Population: 2,760
Cities: Tarthan, Reldor
Villages: Tithel, Faillin, Altrion, Elthanon

Talenthal is the main agricultural province in the kingdom. The large open fields, rich soil, and multiple rivers stemming from Lake Trallon make this land a farmer’s dream come true. The northern half of Talenthal is drier making it an idea spot to grow corn, wheat, barley, and such. While the southern half is riddled with rivers making the growth of rice, soybeans, and citrus enriched. Talenthal is among the richest of the baronies because almost the entire kingdom depends upon them for fruits and grains.

Barony of Fenrick

Count Jareth Demington III replaced Baron Derek Kanerick
Population: 1,620
Cities: Fandar, Farefield
Villages: Drien, Pardell, Jace

Little more can be said about Fenrick than that they supply the kingdoms meats. The land is riddled with many livestock farms, where cows, sheep, chickens, and other edible animals are raised to feed and nourish the kingdom.

County Of Loez

Count Jarith Demington III
Population: 2,540
Cities: Alieander, Kradaw
Villages: Vinelan, Dularn

The County of Loez houses Alieander, the capital city of Kormyre where the King and the Royal family reside. Alieander is by far the grandest city in all the kingdom, surrounded by towering whitewashed stonewalls. Loez is the most guarded province in the kingdom; it lies in the middle of Kormyre protected by rivers, mountains, a lake to the south and five other baronies. Near Lake Trallon grows the Loez Vineyard, where the finest grapes are picked for the highest quality of wine.

The Barony of Travance

Count Sebastian Everest
Population: approx 30,000
Cities: Travace Proper, Port Valandra, Honor's Peak
Villages: Elvalion, Caer Bridaeg, Oringard, Valdalis

The Barony of Travance is the most remote of Kormyre's lands, separated from the rest of the kingdom by the Great Rift. A strange land of powerful magics and legendary locations, the Barony of Travance is bordered to the north by the Kingdom of New Gaaldron and to the east by Alok Malagan, the City of the Undead. In the absence of Count Sebastian Everest, Baroness Mixolydia Hartwoode rules the Barony in his name.

Other Areas of Interest

Wytch Wood

In the kingdom of Kormyre, bordering the barony of Vorllorn is the infamous Wytch Wood forest. During the day, the forest is as dangerous and as perilous as any monster’s lair. In the night the forest transforms into something much worse. It is rumored that wolves stand up on their hind legs, and that the spiders are larger than baby bears. When the darkness falls, twisted and broken beings venture out of the forest and into the cities below. These beings are truly a terrifying sight, as they can be mistaken for battered humans and can easily mingle in with others. At any moment though, they can show their true face, the face of death. Few have ventured into Wytch Wood; fewer still have come out alive to tell the tales.

The Library of Anoch

The Library of Anoch is the single largest place of research in all the land. The building itself is shaped to resemble large cone. Inside, each of its twelve floors consists of one circular room, the 1st floor being the largest and the 12th floor being too small to hold more than two people. Generally the higher levels are only accessible to invitation from the Master Librarian. It is said that the great Library of Anoch holds well over fifty thousand tomes of knowledge.

Hagon and Tarpier

Further West on Palamydia lies the great deserts. Ja’Hagon and Tarpier are desert cities strategically built around an enormous oasis. The cities are extremely similar to each other, right down to the stonework and floor layouts. The most interesting feature of these cities, aside from the mazelike streets, is that they hold stables for a special kind of creature. These creatures are called Xiorne, and are swift moving, lizard like creatures that can travel up to two weeks in the desert without water. They have been trained and saddled for transporting from one area to another. In the cities of Ja’Hagon and Tarpier water is just as valuable, if not more so, than riches. He who holds a large supply of fresh drinkable water can often trade his way out of any situation.

The Isles Of Rinn’Quinell Nurbonis

To the south of Palamydia is a set of four islands owned by a wealthy retired war general. General Quinton Nurbonis purchased these islands thirty years ago from its native beings. Ever since the Isles of Rinn’Quinell Nurbonis have been a resort of sorts for those who could afford the hefty fee. Many wealthy individuals take up residence on the islands for either a short vacation or as a permanent retirement place. The luxuries on these islands are indescribable, and there has been no threat or enemy to the land since it had been originally purchased.

Zithynthax

Little is known about this place save that it is an ancient temple nestled deep within the jungles of Jorgan’Fen. The Jaxuaryan tribes that guard this place have never allowed a foreigner entry and have said only that it is the very heart of the jungle.

Valandra’s Flow and Valamar’s Fall

At the northern and southern tip of the Rift, where the water meets the chasm are two bottomless waterfalls. It is assumed that there is a bottom to the rift, however no one has ever been able to see it. Valandra’s Flow is the southern waterfall, while Valamar’s Fall is the northern one. Many a ship has been caught by the deadly current that pulls them into the Rift, undoubtedly plummeting to their deaths. Strangely enough, over the centuries the Rift has not filled with water, and the ocean has not been drained. There have been many logical theories made by scholars pertaining to intense heat and rain.

Mines of the Deep Spire

These mines are located north of Kormyre underneath Mount Narcissus. The mine entrance was destroyed many years ago, but adventures have found ways of getting in. It is rumored that long ago the deepest shafts of the mine held an enormous thieves guild, and that stolen treasure is just waiting to be recovered. However, the cave entrance was destroyed because of the menacing monsters that took up residence and still lurk in the tunnels.

Hero’s Burial Ground

Near the border of Glangsdale and Talenthal lies the Hero’s graveyard. Legends say that it was origionally the resting place of some hundread heroes, who died there while vanquishing some deadly threat. Now whenever a being of notable honor passes away, their bodies are sent to rest eternally in this divine place. The ground is consecrated by the most holy of powers, and wards off all traces of dark and necromantic magics. It is rumored that the burial ground is sanctuary against all forms of evil and that the dark god Malyc himself could not touch you while you stand on its earth. 

Valley of the Behemoth

The valley of the Behemoth is an enigma to all who seek to understand it. It is located in between the Itoscilie Mountains west of Kormyre. The valley is riddled with gargantuan bones of no recognition. They do not resemble giants, nor have a lizard head and tail, rather they appear as a creature that I have never seen in life. Large rib bones stick out of the ground forming grotesque cages and giant indescribable skulls and bones lie on the floor. Some individuals have taken adverse affects to entering the valley. Both psionisists and druids have reported an overwhelming feeling of helplessness and terror, so overwhelming in fact that they cannot bear to walk in the valley for more than a few hours without going mad.