Arajah Lore
Arajah Lore
Arajah Lore
Table of Contents
Gods......................................................................................................................................................2
The Pantheon of the Beginning.........................................................................................................3
The Pantheon of the Heavens...........................................................................................................5
The Pantheon of the Hells.................................................................................................................8
The Pantheon of the Titans.............................................................................................................11
The Pantheon of the Demonlords...................................................................................................13
The Pantheon of Draconis...............................................................................................................15
The Pantheon of Seasons................................................................................................................17
The Pantheon of the Elements........................................................................................................19
The Pantheon of the Wilds..............................................................................................................21
The Pantheon of the Mountains......................................................................................................23
The Pantheon of the Beastlords......................................................................................................25
The Pantheon of the Golden Hills....................................................................................................27
The Children of Yickimeck................................................................................................................29
The Pantheon of the Sandman........................................................................................................31
The Pantheon of Dawn....................................................................................................................33
The Pantheon of Twilight.................................................................................................................35
The Pantheon of the Marauders......................................................................................................37
The Pantheon of Advancements......................................................................................................38
The Pantheon of the Accursed........................................................................................................40
The Pantheon of Inertia...................................................................................................................41
The Buramiän Beasts.......................................................................................................................43
The Forgotten Ones.........................................................................................................................45
The Root Gods.................................................................................................................................46
Ice sword, Bow, Staff, Hell Axe, Lightning, Thunder, Blood drawer, Blood blade, Lion Heart, True dead
of the club,
First Excursion
Second Excursion
Third Excursion
Operation Ironclad
Gods
The Pantheon of the Beginning
The Pantheon of the Beginning is filled with the original Gods of the world of Arajah, they are its
protectors.
The Pantheon of the Beginning where created by the Lord Power and are tasked by The Lord Power
and Brenos to protect Arajah and the people and its creatures live.
Origins
Arajah began with only five Gods them being Ramalous, Alignment
Bäbyl, Mystiä, Bahra and Galaria, these Gods were all Ramalouses alignment is lawful good.
experts in certain fields and were able to shape and Bäbyl's alignment is lawful evil.
command them these being Light for Ramalous, Mystiä's alignment is lawful neutral.
Darkness for Bäbyl, Magic for Mystiä, Death for Thahill Bahra's alignment is neutral.
and Nature for Galaria. Each had different views on the Galaria's alignment is chaotic neutral.
how to treat and live with the people of Arajah Ramalous
wanted the people to worship the Gods and serve them while
Bäbyl wanted them to have more freedom and toy with them
Symbol
from time to time. The other Gods didn't have large oppinions on
Ramalous is represented by a cross with
this matter Mystiä wanted to discover more of her magic, Thahill four white light beam coming from the side.
wanted to spread death and Galaria just wanted to care about
nature, so these three kept themselves outside of the conflict. Bäbyl is represented by an inverted
This conflict of Ramalous and Bäbyl was the first battle between pentagram made with blood.
Gods. This fight lasted days as they were still at the height of Mystiä is represented by a purple
their power. They however exhausted nearly all their power with pentagram with an eye inside.
this battle, what little Ramalous had left he used to trap Bäbyl in Bahra is represented by a small scythe
a location called the Nine Hells, he would keep Bäbyl trapped embedded within a humanoid skull.
here until he had repented for his crimes, but knowning Bäbyl Galaria is represented by three small vines
this would never happen. growing up with the one in the center
Ramalous, Bäbyl, Mystiä and Galaria also birthed forth a small blooming in a sun.
Pantheon by either creating them or giving the powers to a
mortal. The main pantheons who resulted from this were the Pantheon of the Heavens and the
Pantheon of the Hells.
The Gods
The Pantheon of the Beginning rule over quite different domains, as each god is quite different in
personality. These Gods only ineract when they absolutely need to.
The Gods
The Archdevils are a bunch of battle hardend, tricksters Symbol
who make pacts with tricks in them. So a word of advice Regnar is represented by two
for anyone who makes a pact with them check it not battle axes crossing a skull.
once, not twice and not thrice, but four times and then Huntyr is represented by a small
maybe reject it. vial with a green liquid.
Regnar, Archdevil of Battle and Rage. Yvlkinmir is represented by
Regnar is a Major Deity
Regnar, the Lord of War. Praised by warriors and babarians alike that his rage
may flow through them and sustain them in battle. He is the only true
Archdevil in the lands of Volheim. They are his berserkers who stand up to
any challenge in the world. He thinks you should face everything head on in
life. He keeps mostly to himself taking care of his hobbies, but as soon as he
hears the bells of war he will let fury and rage flow through the warriors he
enjoys the most.
History Alignment
There were originally only two Titans in all of existance the being Annam All-Father's alignment is neutral.
Yvlkinmir and Annam, Annam roamed the lands of Arajah alone
with his only brother Yvlkinmir being an Archdevil. Annam Stronmaus' alignment is chaotic good.
foresaw a land, nay a world ruled over by Giants. Annam sought Skoraeus' alignment is neutral.
out a Goddess of Fertiliy and Birth, Harin Thordeim. He came to Grolantor's alignment is chaotic evil.
her with a proposition let her birth he married her to let her Memnor's alignment is neutral evil.
create the beautiful life that she wants and let him shape them. Karontor's alignment is chaotic evil.
She agreed, but Harin Thordeim is not a very faithful wife, as soon Surtr's alignment is lawful evil.
after Annam left she started to reproduce with other creatures Thrym's alignment is neutral evil.
and create Demi-Giants like Ettins and Ogres. Annam forbade any
other titans or creatures to reproduce with Harin Thordeim, as to make sure that no more Demi-
Giants came into being
The Titans
There are eight Titans within the Pantheon of the Titans, there are more titans, but these are not
allowed any godlike powers by Annam All-Father, maybe in future times they will be accepted.
Symbol
Annam All-Father is represented byTwo hands with wrists together and fingers pointing down.
Stronmaus is represented by a circle with an detailed eye and eyelashes inside of it.
Skoraeus is represented by Stalactite.
Grolantor is represented by a simple wooden club.
Memnor is represented by an iron chain with a cast iron cuff on the end of it.
Karontor is represented by a Winter wolf's head.
Surtr is represented by a Flaming sword.
Thrym is represented by a white double-bladed axe.
The Pantheon of the Demonlords
These savage Lords of Demons are in the monsters who lurk in the dark and will gut you when they
can.
The Demonlords reside in the Abyss an unending realm Alignment
with an infinite amount of layers. It was fused together Demogorgon's alignment is chaotic evil.
with the blood and corpse of Yvlkinmir, out of the blood Orcus' alignment is chaotic evil.
and guts of the once powerful titan sprung forth the Graz'zt's alignment is chaotic evil.
Demons. Baphomet's alignment is chaotic evil.
History Yeenoghu's alignment is chaotic evil.
There isn't much history surrounding the Demonlords, as Juiblex's alignment is chaotic evil.
no one knows when they came into being, but they do Fraz-Urb'luu's alignment is chaotic evil.
know how they became more powerful. Sometimes Kostchtchie's alignment is chaotic evil.
people worship the Demonlords, this however is illegal in Malcanthet's alignment is chaotic evil.
most countries, as demon worship often brings death and Zuggtmoy's alignment is chaotic evil.
demons with them. Kath's alignment is chaotic evil.
The Lords
There are ten Demonlords, none of them like eachother and all of them will try to kill one another
when they are given the chance. These lords care not for their worshippers, but will grant them
strength.
Symbol
Demogorgon is represented by a forked tail wrapped around a skull.
Orcus is represented by a mace with a human skull as the head.
Graz'zt is represented by a black, six-fingered hand.
Baphomet is represented by a twisted circular maze awash in blood.
Yeenoghu is represented by a three-headed flail.
Juiblex is represented by a pseudopod dripping slime.
Fraz-Urb'luu is represented by five bestial arms that splay outward to grip a horned and fanged humanoid skull.
Kostchtchie is represented by a hammer rimed in bloody ice.
Malcanthet is represented by an iron thorn drawing a drop of blood from the lower edge of a pair of feminine lips.
Zuggtmoy is represented by a skull without a jaw and a mushroom on top or blooming from within.
Kath is represented by a fanged humanoid skull with a hand coming from below and grasping it.
.
The Pantheon of Draconis
The Pantheon of Draconis comes from far away lands where Dragons rule the skies, they still hold a
place in Yolm.
Draconis is where the Dragons originally come from. It is a Alignment
far away land ruled by the dragons, they have their own Agoroth's alignment is lawful neutral.
goings on and they have their own Pantheon and Gods. Bahamut's alignment is lawful good.
These Gods are rumored to have created the Dragons this Tiamet's alignment is chaotic evil.
is not known if its true, but they at least hold a mayor Sodinor's alignment is neutral evil.
sway over them. Null's alignment is neutral.
Traskska's alignment is neutral evil.
History
Dragons are infamous on Yolm, as their once was an Era Erminarann's alignment is neutral evil.
where the Dragons ruled the land as tyranical rulers of the
sky, seas and land. The image the people on Yolm have of Kukurtull's alginment is lawful evil.
Dragons and their Gods is quite incorrect. They think the Dragons and their Gods are all evil and
have hoards of gold and magic items, the ladder being mostly true for all of the Dragons. On Yolm
their isn't much known about the origins of these Gods only the scrawlings on anient tablets, scroll
and wall remain.
The Gods
There are eight Gods within the Pantheon of Draconis, they range from being a good and peace
loving God to warmongers who call themselves Goddesses.
Symbol
Agoroth is represented by a
multicolored crown.
Bahamut is represented by a silver
dragon's head in profile.
Tiamet is represented by a dragon
head with five claw marks.
The Pantheon of Seasons
The Pantheon of Season oversees the seasons and takes care of the people and the seasons.
The Pantheon of Seasons rule over the seasons and some other domains which can effect the lives of
many people such as the harvest, the warmth, the cold and
family. They are common place in most commoner
Alignment
households, as they seem to be quite kind Gods who help
Vyrin's alignment is lawful good.
most anyone who pray to them even in small ways.
Illireian's alignment is choatic good.
History Uidar's alignment is lawful neutral.
The Pantheon of Seasons came in to origin after the Zindra's alignment is neutral.
Elemental Gods and influenced their creation heavily.
They were born by the same way as most mayor Gods are
Symbol
made by the God Forge and the Lord Power. When they Vyrin is represented by a small pink
were created each of them trained a bit under the blooming flower called a Vyin blossom.
Elemental Gods with Vyrin under The Air God, Illireian Illireian is represented by a small red
under The Fire God, Uidar under The Earth God and blooming flower called a Illen flower.
Zindra under The Water God. Uidar is represented by a small brown
When they returned to one another their characters had blooming flower called a Hadyr bloom.
changed from the once innocent Gods to minor Zindra is represented by a small white
reflections of their mentors. They soon started to fight flower called a Dragons bane.
with one another, but for Vyrin and Uidar this didn't last
long as they saw no use in it. Uidar managed to calm them
down, but it is only a temporary truce as their tension is always high.
The Gods
These gods take care of their own and themselves, some of them battle in their home realm with a
war for their suppriority.
The Gods
The Pantheon of the Elements has been around as long as the Elemental Chaos has and the
Elemental Chaos has been around since the dawn of time.
The Gods
The Pantheon of the Mountains, love to feast and celebrate. They can be fairly different from one
another, as they calue different things, but a good amount of mead and meat will make all of them
happy.
The Gods
The Beastlords are in battle with nature until eternity, there are eight Beastlords in total. They care
not much for the existance of one another. Sometimes they do battle with each other and it can be
felt througout the realms.
The Gods
There are five Gods in the Pantheon of the Golden Hills each was a part in the plan to take down the
Kobold tyrants, they succeeded, but no one knows who gave them their power.
The Gods
They are quite diffrent from each other and yet they still like to cause chaos,
but in different ways. The Sandmen are used to make deals with for power,
for gifts orr for tricks.
The Gods
There are six God who are considered to be a part of the Pantheon of Dawn, but there are many
more who aren't in the Pantheon of Dawn as they lay in the outer ring such as Nathairin Schiathach,
the patron of faerie dragons and pseudodragons, and Emman-Ell-Stien, who is the patron of
Unicorns and Pegasi.
History Symbol
The Pantheon of Advancements was born out of the Ickbark is represented by a medallion with
smartest and best apostles of Hinsetah. After the fall of the sumbol of the philosopher's stone.
Urkles and the so called Fall of Inventions, he saw his Bvurnf is represented by three cogs stacked
three worshippers and gave them the way to claim a on top one another making a small tower.
piece of godly powers. These three claimed the power in Otroto is represented by a small simple
each there own way. Ickbark created a Philosopher's ballista loaded with a single bolt.
Stone and became the first one to claim her divinity.
Bvurnf created life from machine parts and a gemstone, he used these creatures to claim his divinity,
as the second one. Otroto created a siege weapon that shot bolts that killed a celestial and took it's
power and became the final one to claim her divinity.
These Gods beside Hinsetah are worshipped nearly no where in the land of Yolm, besides the
Underdark and few pockets of mad and insane inventors, as they control not how much intelligence
they give and bless people with nor do they control what they use their intelligence for.
The Gods
There are three Gods in total of this pantheon these Gods exist only to serve Hinsetah and rule over
the land of Yognirsh and support their people of these lands.
The Beasts
The beasts have been around for a long time, but it is unclear when they became as powerful as they
are now.
History Symbols
Most gods of these gods have not been around for a These Gods are unkown to nearly all, but
fraction of the time that The Lord Power has been around, the few who know have made strange
as he has been around form the beginning of time itself. symbols connected to more strange
As The Lord Power has been around forever wandering symbols in a nearly endless loop.
the endless space between dimensions until he found a
place of immens power which was dubbed the Forge of Scerce with which he could craft planets,
universes, dimension and of course gods. He created the other Root Gods after seeing that his first
dimension, where he awakend himself was dead silent and empty.
This dimension was then divided into five parts the Library of all Lore, the Crossing of Time, the
Forest of Magic, the Ocean of Life and the Core of Gods.
The Gods
The Root Gods are the most powerful creatures everywhere just plain and simple nothing can kill
them and they can kill anything a tarrasque and a god are nothing compared to them.
Origin
A plan to make a kingdom solely build on the protection of the worthy was the founding spark of
Arlous and Helg's vision, he started by chosing a child who's name was Helg. He founded the
kingdom with his pure devotion and power in the first peace after the rue of the dragons. He was the
first king of Helgeän and his power now lies dormant in the royal bloodline of Helgeän. Soon after
the founding of Helgeän four divine weapons where bestowed upon the people of Helgeän to
defend them from all kinds of monsters who live on the outside, these are Ruptor the Breaker
Sword, Clypeus the Protector Sword, Purgator the Cleansing Sword and Arcvius the Arch Sword.
These four sword where gifted to four powerful paladins who could wield it with their divine
strength.
Politics
Helgeän operates with the idea of having four pillars each aligning with a different God of Light,
these are the first pillar which is religion it stand for the belief of the people which is needs to be put
in rightful gods, the second pillar is about leadership it needs to be there to create control and order
among the people as with choas comes death and darkness, the third pillar represents healing which
is brought to the people by clerics of Light and the fourth pillar which aligns with protection brought
with the army and the paladins of Helgeän.
Survival
Helgeän's holy men and women will say they have survived by just their faith alone. This however is
partly true as the people have only survived by the planning of the Founder who was a chosen
created by Arlous to establish a great kingdom in the land where Helgeän now stands. It is a good
location with fertille soil and good overlooks thanks to the hills. The land is low on monsters
nowadays since regular patrols of capable warriors have taken care of most monsters and feral
animals. The only threats are small groups of bandit and the hostile animal once in a while.
Settlements
There are fourteen different settlements of which four are forts who don't hold many civilians, there
is also one temple in Helgeän who isn't located inside a different settlement.
Villages
There are seven villages in Helgeän, they are the suppliers of the food, lumber and fish in Helgeän.
Shavir, Shamir is a mining village who operates on the Ephirany Island, they mainly mine the stone
and have some live stock. Not to many people live here, but they come and go to work in the
Quarry.
Gahileon, The people of Galilea work around the lake chopping trees, grow certain crops and of
course fishing, they don't have as big of an opertion as Antioch on the lake, but its still respectable.
Merayah, Merihah is used as the main supplier for Fort Aplis and Bravalos, they farm live stock and a
reasonable amount of crops. Their main export is their corn and cow meat.
Liddya, Lydda fishes around the Mid-Western Sea, as such it has a small harbor. There are a good
amount of soldiers incase some one tried to get around Helgeäns wall.
Etheilnam, Ethnam is located quite close to Antioch, they take care of a large amount of the food
requirments of Antioch, there live a good amount of nobles here as the farmland is nice and quiet.
Sharailem, Salem is quite centered in Helgeän and takes care of the center of its grasslands where it
has alot of different livestock roaming with some crops here and there.
Sikkeylo, Silo is another small fishing village who has some farming capabilities as well, it transfers
most of its goods to Palas or Zion to not worry about it going bad.
Cleric's Pilgrimage
Cleric's Pilgrimage is a large monastery where not many people live and come, only a select few
clerics and sometimes military officials and paladins, they undertake training under the twenty
monks who live here. These clerics will clean, train and maintain the monastery. The leader here is
Pope Alexander.
Religion
There is a heavy emphasis on the Gods of Light they will enforce these beliefs to a point of zealotry
the people of this country will not be in your favor if you do not believe in their gods.
Location
Helgeän is located in the north-western corner of Yolm, it has many violent and or slimy neighbours,
these are Yestrasse and Volheim to the East and Yvalken and the Savagelands to the South.
Guilds
Nearly all guilds have a at least one base in Helgeän, the work here is either easy or very difficult as
the criminals and beasts need to hide very good as not to be found.
Important Figures
Helgeän has the royal family, the church and of course the four paladins.
King Norman the Faithful, King Norman isn't the best king Helgeän has had, he is one of the
most faithful and is quite protective over his only heir the princess.
Princess Joneta the Gentle, Princess Joneta is currently the only heir to the throne with
whispers about true power laying dormant inside her.
Pope Alexander the Starry-eyed, Pope Alexander is always at the kings side making
advances in the church and Helgeäns intersts.
Valihearth the Unbreakable, a fierce warrior who oversees the nothern side, he is the
wielder of the Ruptor and the Leader of the Templars.
John of Hawkwood, a loyal guardian and a former cleric protecting the eastern borders, he
wields Clypeus.
Godfrey the Cleanser, a devoted battle hardend warrior overseeing the soutern border, he
wields Purgator.
Ysmeina the Divine Fury, Ysmeina over sees western side soaring through the skies, she
wields the Arcvius.
Grussfall, The Kingdom of Nobility
Grussfall is where noble knights and delicous wines find their origins.
Grussfall is the home to knights, vineyards and many a noble bloodline. The people put their trust
into the noble families to oversee all their needs and work. Said families look towards the noble
Houses for their guidance. Grussfall is known to be a kind and gentle place where the people are
protected for the dangers of the outside world.
Origins
Grussfall is not the oldest nor the newest, it started out as just a simple city named Argenbrough
who was well fortified and protected by a strong amount of guards. This city was established by five
families who have in recent days split up and started having a bit more in fighting. As the city grew
and grew more people started moving here as trading here was easy and the city was quite safe.
After a long while it started claiming land in battle with the Ferrum when it was nearing its end. It
soon became one of the biggest countries of Yolm, in the times when Grussfall started to grow
certain families showed their capabilities in battle and outside of it, if they had a certain amount of
wealth and power the family would become a noble family.
Politics
Grussfalls is a kingdom only by name, as it has a more democratic system than most countries as
there are five families vying for the rule of the country. They pander to the council which are nine
important families who stand away from the five ruling families. The council also represents nine
diffrent sectors of Grussfall these are Scolars, Doctors, Knights, Farmers, Merchants, The Church,
Mages, Guards and The Nobles. The most influential of the council are the representetives of the
church and the nobles as these two aspects are at the fore front of Grussfall. To be elected as King or
Queen one needs to have the the most backing from the council, the candidates have one year after
while the old ruler is still in power to gain the backing from the council with either great feats or
great promises, this year is called the Year of Verdict after the canididate is chosen they will be in
power for twenty years unless they get dethroned by a unanimous dicision of the coucil or if the
ruler perishes.
Houses
The five ruling houses of Grussfall are:
The House of Redan, Members of House Redan know many things about battle and war they
wield their knowledge and place themselves as generals and marshalls a like. The current
head is Baldwin the Graceful and the heir is Jean the Restrained.
The House of Ninsara, Members of House Ninsara are known for their leadership abilities
and charisma, many of them are generals and diplomates. The current head is Barus the
Kind and the heir is Edith the Beauty.
The House of Lunvelle, Members of House Lunvelle are known for their knowledge on magic
and on technologies, most of them are scolars or court mages. The current head is Anvus IV
the Master of Flame and their heir is Anvus V the Master of Frost.
The House of Baarchber, Members of House Baarchber is closely related to the Braach
Company and so its members have a head for money most of them are merchant and
aristocrats. The current head is Griel the Boar and the heir is Frenn the Hog
The House of Gerensel, Members of House Gerensel care deeply about religion and the law,
the members of this house are highly ranked within churches and the guards. Their current
head Godemar the Champion and their heir is Gaillard the Grailseeker.
Survivival
Grussfall is one of the safest location in Yolm as the land are patrolled by Grussfalls soldiers and
knights, there are even many knights who wander the land in search of glory or a mission, as is
tradition in Grussfall that knights without a mission wander the world in search of one. Grussfalls
soutern and western border do have monsters from the Savagelands and Rigania crossover, but
most of these monsters will be dealt with fairly quickly.
The seas around Grussfall are less safe as the ships here are prime targets for pirates, Grussfall has
taken steps to deal with this problem however.
Settlements
Grussfall has many different cities, towns and villages. Each settlement has a different noble family
who is the ruling group there. The noble family takes care of all sort of matters surrounding the
settlement.
Villages
There are nine villages in Grussfall, they supply food, stone, lumber and wine to cities all over Yolm.
Woodsike, Woodsike is a small lumber village who work around The Walds Forest. The sometimes
need to deal with an attack from ogres who live there, but Woodsike is protect by the Knights of
Grussfall.
Bellmora, Bellmora is well known for its beautiful bell a top their church. They mostly farm the land
and mine in the iron mine located close by and then send it towards Brugesch for their adventures
into the Savagelands.
Ecrin, Ecrin is one of the three vineyards of Grussfall. Ecrin is located quite close to Halmstat, it leis
to far south for them to fish, but many nobles use it as vacation home.
Stamford, Stamford is one of the three vineyards of Grussfall. Stamford is quite close to Fort
Cradbury it is the Vineyard who produces the most wine, it is quite valued.
Bersted, Bersted is located on Iltirim, half of this island is completely dead like the Deadlands, they
mostly fish and have isolated themselves for the rest of Grussfall.
Halivaara, Halivaara is one of the three vineyards of Grussfall, Halivaara is located close to
Rottersburg. It makes some of the best tasting wine in Yolm, as such it is very well protected.
Ursin Falls, Ursin Falls is a small mining village where some outside workers take up residens for a
short while and work until they have made enough and head back to a city, there are only a handful
of official residents.
Waekefield, Weakefield shares the Kaisars Helm with Gopnir, while Gopnir uses Kaisars Helm to
transport prisoners to the Howling Fortress, Weakefield uses it to fish they are on friendly terms
with each other.
Warrington, Warrington is on the other side of the Lady's Lake, but they care not about the Lady to
much, they farm livestock around the lake.
Religion
There are no religions you are forced to follow most people follow the gods of light or conviction,
nearly all gods are allowed to be prayed towards except for the dark gods or gods of delictum.
Location
Grussfall is on the central-eastern side of Yolm, it borders to Yestrasse to the north and the
Savagelands to the west.
Guilds
Grussfall has many a great city and as such it has many a guild.
King Barus the Kind, King Barus is half way in his time as a king, he is known as a kind king
but one who fiercely hates thieves and criminals.
General Baldwin the Graceful, Baldwin is known and feared on the battle field as he swings
his great axe with a certain grace not many can replicate.
Anvus IV the Master of Flame, Anvus has researched fire magic for decades, he can nearly
wield all types of flames and swap them on the go.
General Griel the Boar, Griel is one of the only members of his family who enjoys battle, he
doesn't have the head for money unlike his brother Burnus.
General Godemar the Champion, Godemar is a paragon of the gods of light, he trained with
the four paladins and has the best relation ship with Helgeän.
Yestrasse, The Land of the Free
Yestrasse is and always will be a lawless land.
Yestrasse is the newest country on Yolm as they have only been around for about twohundred years.
These lands where formally just a plain with a thick forest on it. There where a few small settlements
with lumberjacks and farmers, when trade routes became more used three merchant groups with
four cities along with them.
Origins
Yestrasses land was used for a long time as neutral ground for the neighbouring countries, the land it
self was quite run of the mill, no speciale ores, trees or plants so they where used for free land for
farmers, there where no guards or form of grovernment so it came with it upsides and down sides. It
was peaceful until the trade route got established. Three merchant groups who settled in these new
cities. There isn't a government who is accepted by all the people as the three cities have there own
rules and merchant lord who are the unofficial and official leader of their repective city.
Politics
The people of Yestrasse have no ruler just the merchant lords who each rule over their city with
there merchant company, the lords care not that much about protecting the roads or the people
who don't live outside of the city. Ibirihyll, Porcularin and Vernandi each have a lord who oversees
the city, these lords are only in control of the people and such while the merchant lord takes care of
everything else this is the case with all the cities except for Ibirihyll where the lord works together
with the merchant lord. The three lords do not get along with one another and will do their best to
thwart each other even at the expens of the inhabitants of the cities.
Survival
Yestrasses roads and forests aren't remotly safe as the merchant lords care not for the safety of the
people who live outside of the cities as it wouldn't give anything back to them. The cities are well
defended from the cropfields towards the shopping districts of the inner city rings. Each city is
defended by there own guards mostly made up from mercenaries and guards who are hired by the
merchant companies.
Yestrasse is located in quite a difficult spot as they have to deal with the mosnters of Volheim,
Ravenar and the Savagelands. On top of that the forests are completely unclaimed by humanoids
and are home to greenskins a plenty. On top of that the ocasional raid from Volheim isn't out of the
question. Most wandering monster will be dealt with adventurers as Yestrasse is a prime location for
them due to the uncaring nature of the government.
Settlements
Yestrasse has only three real settlements with a population count above twohundred inhabitants,
these three cities all lay on the border of Yestrasse and do trade with different countries, with it
being quite common that the merchants trade with the country closest to the city.
Religion
There is no real enforced religion the most common god you will see being prayed to is Üren as most
people live here to make money and he is the god who represents the flow of the money.
Location
Yestrasse is located on the Greater Plane, it borders to Ravennar, Volheim, Grussfall, Helgeän and
The Savagelands. A small part of Yestrasse touches the Corpis Mountains.
Guilds
There are a decent amount of Guilds in Yestrasse
Important Figures
There are a couple important figures in Yestrasse like the Merchant Lords.
Lord Bolig the Sloth, Lord Bolig oversees Vernandi while he calls it overseeing he barely does
anything and lets the wolf run wild with most things in Vernandi.
The Wolf, The Wolf is one of the three merchant lords of Yestrasse, he is the leader of Volk a
group of grizzeld warriors selling food, weapons and armor
Lord Burnus the Pig, Lord Burnus is the lord of Porcularin as well as the leader of Braach
Food and Wares, he emphasizes the power of nobility just like the lords in Grussfall.
Lord Vevil the Ancient, a very old and wise elven man who people have appointed lord due
to being very trustworthy and knowledgeable on politics and people.
The Owl, a mystirous and playful creature seen as helpful and caring towards Lord Vevil
supporting him while also being the leader of the Bundi Union.
The Lawman, a silent and mystirous man who takes care of threats inside and outside the
cities, he is seen as a hero who is nearly always on time.
Ravenar, The Land of Mountains
The kingdom enveloping the Cropis Peaks has long been home to the deepest mines and the tallest
tales.
Ravenar is home to Dwarves, beasts and ores. Ravenar is based around the dwarven fortitude in
battle and the export of ores and stone. Dwarven city's don't reach the sky, but instead head for the
depths. The people who live on the Cropis Peaks are well trained and sturdy such are the Dwarves.
Origins
Ravenar has been since the end of the age of dragons where previously hidden Dwarves joined
forces with the other races to expuldge the dragons of this realm, they didn't completely succeed,
but they succeeded enough to be albe to make their own kingdom in peace. Their kingdom has
varied in size throughout the ages. The Dwarves city's are under siege by monster from above, below
and inside the mines as they have reached the underdark with one of their mines.
Politics
The Dwarves had never only males or female leaders, they had the eldest son or daughter ascend
the throne and watch over the people rule their daily lives and defend their borders. Each city or
town is overseen by three chiefs appointed by the king or queen personally, these chiefs take care of
the protection of the town, the finances and the well-being of its residents.
At one point in time of ruling a splinter faction of the royal family started worshipping dark powers,
they came corrupted by the god they worshipped and as a result where cast out and became known
as the Duergar, they now live in the Underdark with all other outcasts and abomanations.
Survival
Ravenar is a cold and friged place being mainly consisted of mountains and tundra's. Beasts and
monsters roam this land like Yeti's, Roc's and Trolls. These beasts are harsh like the land. The
weather here is harsh aswell, snowing and hailing most of the time. The Dwarves have worked
around this by making underground farms and facilities. They trade with the Goliaths aswell for meat
from their Mammoths. Ravenar doesn't need to worry about money aswell as they are the biggest
suppliers of stone and ores of Yolm.
Settlements
The city's and towns are well fortified and well stocked, they have seven settlements. They are
mostly inhabited by Dwarves and Goliaths, although the Goliaths are with far less than the Dwarves,
but they respect the other races values and don't interfere with each other.
Villages
There are two villages, who supply lumber and fish to the city's.
Jacklimar, Jacklimar leis southern of lake Cor, they have a handful of hunter and fishers who collect
resources from around Mount Cropis. They trade most of these supplies to Yogmund.
Dotvir, Dotvir is a small villages located around the south of Sangris Forest, they hunt and chop
down trees here. They supply most of the lumber of Ravenar.
The Bellowing Bastion has the capacity of a Small Town (2.000 avg).
The level of patrolling in The Bellowing Bastion is High.
The level of punishment in The Bellowing Bastion is High.
The level of control in The Bellowing Bastion is High.
The Bellowing Bastion has a Low amount of facilities.
The Bellowing Bastion has No luxury facilities.
The Bellowing Bastion has a harbor (Medium).
The Howling Fortress has the capacity of a Large City (20.000 avg).
The level of patrolling in The Howling Fortress is High.
The level of punishment in The Howling Fortress is High.
The level of control in The Howling Fortress is High.
The Howling Fortress has a Medium amount of facilities.
The Howling Fortress has No luxury facilities.
The Howling Fortress has a harbor (Medium).
Religion
The Dwarves of Ravenar aren't preaching about their believes and they won't judge you for not
following theirs. The Dwarves have put their faith in the Gods of Light, but morely in the Gods of the
Mountain.
Location
Ravenar is located North-East, most of it is on Corpis Peaks. It neighbours to Grussfall to the south,
Yestrasse to the west and Volheim to the North
Guilds
A couple of Guilds are located in Ravenar, mostly to kill beasts or collect bandit bounties.
Joll Hammers Ball has an Adventurers Guild, a Bountyhunters Guild and a Monsterslayers
Guild.
Allrumand has an Adventurers Guild and a Fighters Guild.
Yogmund has an Adventurers Guild.
Grosnir has an Adventurers Guild.
Important Figures
Ravenar has a handful of important people like the royal family and some generals.
King Throdrum, a fierce passionate man, he is known for his strong arm in battle and his
personal way of facing problems.
Queen Drelaka, a fierce and knowledgeable priestes, she is one of the best spell casters of
Yolm, with her kind but harsh words she protects the people.
General Barizeak, a general known for his strategic eye, he is in charge of the defence of all
of Ravenar, he cares alot about his people, more then himself.
General Eldrear, an intimidating presence even with his small stature, he shows little
emotion and is in charge of the defence of The Howling Fortress inside and out.
Chief Maukhal, feared with a bow, he is a master hunter who protects his people who live in
Baktreimu. He values their relations with the other races.
Abbot Kergoll, a master of the flame, who is a kind and gentle soul, he can control nearly all
flames except the golden flame as he isn't blessed by this power.
Volheim, The Land of The Fearless
There is a good chance the weather will kill you, if not the inhabitants most likely will.
Volheim is the land of the fearless and the battle hardend, they daily fight monsters, the land and
anyone stupid enough to enter their lands. They leap into battle with rage and fury, as they fear
nothing. All they wish to see is their enemies blood and to die a battle worthy death. They live in
harmony with the land, as they see the weather and land the same as them, strong and out for
blood.
Origins
The people of Volheim where always a rowdy bunch of barbarians who where originally just a group
of rowdy bandits, who over time settled and transformed into what is now known as Volheim. Their
beliefs now heavily conflict with that of other countries, as they pray to Regnar a dark god of war.
The High King of Volheim has always held the favor of Regnar which made them capable of wield
Regnars Five Sacred Armaments, which are immensely powerful weapons like axes and spears made
for war.
Politics
Volheim has three holds each governed by a so called jarl, who are overseen by the High King or High
Queen of Volheim who rules over the Jarls and Skalafell the only city of Volheim. These Jarls have
their children compete to see who becomes the new High King or Queen. The Jarls rule over their
hold themselves, but are over ruled by the High King who stands above them all. In total Volheim
has four holds.
Selvargr, Selvargr is ruled by the High King or Queen themself. Selvargr is known for having the only
city in Volheim and having many powerful barbarians train here. It is the coldest part of Volheim and
even on the continet of Yolm, somehow alot of people here still manage to wear little clothing.
Laggerfjot, Laggerfjot is known for having some of the fierced slavors and pirates of the High Seas.
Laggerfjot is reasonably lower than Selvargr, but it is still very cold. They make some of the best
Longships of Arajah, as they dedicate themselves to this craft.
Ghallrem, Ghallrem is the colective name of the four islands of Volheim, which are Juren, Barstal,
Brochnech and Gerell. Each island holds different beasts and species and varying habitats. Some are
high mountains and others frozen lands.
Branfield, Branfield is the agricultural core of Volheim with it being at a lower level of elivation than
the other holds, it has many druids who study nature and wield it in battle. Most opponent would
dare cross this border as they will be assaulted by vines, plants and even the trees.
Settlements
Each hold has either one mayor town or city and is support by one or more villages. The mayor town
is always where the Jarl has his or her home.
Villages
Volheim has Three villages who all serve the hold they are located in, their purpose is vastly different
from each other..
Akranes, Akranes is a farming town which mostly focusses on herding animals like yaks, sheep and
goats. Arkanes is located in Selvargr and mainly supplies Skjord with its food which is kept for the
harsh winters
Hallarmuli, Hallarmuli is located in Laggerfjot, they are mainly a lumber village supplying Hernar with
wood for their Longboats. They harvest this wood from the Eternal Forest with its hardy trees.
Udford, Udford is the only mine of Volheim, where they have no special kinds of ore, but just your
regular iron, copper and a few gems here and there. Udford is located in Selvargr and supplies them
with the ores.
Religion
The people of Volheim pray to Regnar for battle and not really any other as they wish for no help
from gods, as it breeds weakness.
Location
Volheim is the most northern country attached to the continent, it neighbors to Yestrasse and
Ravenar to the south giving it some friendly, but quite fierce neighbors.
Guilds
Volheim has only two guilds in one city.
High King Drumig the Rampager, High King Drumig is known as a froce to be reconed with
on the battlefield, known for holding of an entire army all by himself.
Jarl Yorg the Lord of Wolves, Yorg is a man of few words who is able to dominate and tame
wolves with ease, he uses them in battle and is feared on the sea due to his beast like
nature.
Jarl Brisanna the Spearmaiden, Brisanna is a feared warrioress with her prowess of wielding
a spear in battle she can throw them with a remarkable speed.
Jarl Rürheggel the Beast Shifter, Rürheggel is credited for the creation of the illusion that
hides Trotnum and its secrets, his power to shape shift can rival even the greatest magician.
The Savagelands, The Acrused Land
The Savage Lands where once a thriving counrty filled with inventors, magician and soldiers, they
where ruled by a man rumored to be Chosen, they fell to a huge attack from all sides followed by the
first huge appearance of the Slakteres, a gargantuan group of Hill Giants numbering in the
thousands. Beasts, savages, giants and many more monsters have taken up residence here.
Origins
Ferrum was a land feuled by their devotion to their own country. Soldiers fought for their people
and country while inventors made items to advance themselves futher and faster to be able to
protect themselves better and so on and so on. Ferrum was located around the major part of the
Greater Plains making it safer and located around the Verric Mountains which hold magical iron
which is easily forged, but hard to wield of which the Ferrum legion made use.
Ferrums last king was driven by the gods, he didn't pray towards them, but followed their order
instead. He was tasked with the elimanation of the heritical gnomes who lived in Urkles a gnomish
city in the Yestrasse, he gave the gnomes an ultimatum to leave the city and quit their heritical arts,
many gnomes left to found Yognirsh, but fifteen years later their city was burned down with the
ones who remained. Many other countries saw this show of power and ruthlessness decided that
their rain of terror should end.
As such came many armies from different countries to destroy Ferrum these where Helgeän,
Grussfall, Ravenar, Yvalken and Volheim. They made a swift and hard strike dismanteling the capital
and with that it brought the fall of the entirety of Ferrum, as when the city was brought down the
current ruler of the Hill Giants, Jrudrim. After the battle with Ferrum and the death of their emperor,
the Hill Giants approached and destroyed the other cities and took over Ferrum, it is now known as
the Savage Lands due to the Giants taking over and the Savages taking over who first lived on the
plains and aren't oppresed anymore.
Politics
The Savage Lands aren't ruled by anyone it is divided in many different groups of people each vying
for more power, the lands of the Savage Lands are dominated by the Slakteres who have made base
in Fercapiter the old capital of Ferrum, there are two othe main groups of savages who are roaming
the Savage Lands these are the Agzec a group of cannabalistic warriors who fight like drug fueled
lunatics in battle and Mayan-Tul a tribe of human sacrificing and dark magic wielding warriors, there
are also a handful of smaller tribe who haven't been discovered or are to small to matter in a big
way.
Survival
Surviving here is more of a challenge. As the absence of the Iron Legion has left a lawless land no real
settlements to speak of just a small amount off villages on the border they already struggle greatly.
The beasts of these lands have made home in the mountains, the plains, the swamps and the
forests. They have lived for ten years in peace nature is slowly reclaiming the old iron world. The
once great iron towers are now ruins and the once busy streets are now filled with corpses and
giants
Religion
There are no main religions here its a lawless and godless land.
Location
The Savage Lands inhabit the main part of the Greater Plains, they are located on the center of Yolm
and border to nearly all countries.
Guilds
The Savagelands holds no guilds, as it doesn't have any settlements
Important Figures
There is but one important figures as none are known.
Jrudrim the Hill Giant King, Jrudrim is special for a hill giant as he is way more powerful than
a regular hill giant or even a giant and he has the smarts to back it up, he is feared by even
the most powerful warriors.
Fushima, The Archipelago of Honor
Fushima is the isolated Archipelago of honor, battle and the blade.
The Archipelago of Fushima is the land of swordsmanship and honor. Its warriors called the Samurai,
who are honorable warriors capable of killing beasts with great foritude. Fushima is a small nation
with a powerful army. Fushima has only opened up in recent years, about thirty years or so. They
now trade with the people of Yolm, but keep their distance from any porblems that arise.
Origins
Fushima has been around for a long time, it only was discovered about a hundred years ago, as it is
surrounded by a magical fog of unkown origins. Its people lived here since the time Fushima was
splintered of from Yolm. This was caused by the powerful and ancient swordsman Yuudai, who
wielded a legendary sword Doragonburei. He cut of Fushima from Yolm to not them get pulled in by
the corruption of Yolm. Most people thought this was just a myth, while powerful merchants hoped
they weren't a lie. When it first was discovered is was by the Braach Company who forced Fushima
to open its borders to, as the force they brought with the frightend the Emperor of Fushima who is a
cowardly man compared to the rest of Fushima who welcomed the opponents.
Politics
The politics of Fushima are divided into nine and a half clans who each have different cultures and
soldiers, but who in the end all serve the Emperor who rules above all. These clans each rule a part
of the Isles of Fushima, these are called their domain. They rule above a group called the Vagabonds,
these hold no real power and are kind of respected in somekind of way. The emperor is the first
born son of the last emperor, the emperors family was the founding family of Fushima guarded by
powerful swordsmen called the Emperors Blade, he was a feared swordsman who would exicute the
emperors will.
The Imperial Family was always a rich and magically capable bloodline, able to please its nobles and
commoners with coin and services. They technically own all of Fushima and enforce it with a semi
strong fist.
Most people on Fushima hold a distain for the people of Yolm, as they lack loyalty and honor, as
such most Fushimans will look in disgust towards people who hail from Yolm.
Clans
Fushima has about nine clans. All of the Clans have a lineage tracing back to the founding of
Fushima, as they have roots with the original founding groups. They each excel in certain aspects
and fall short in others. They all obey the emperor and work in his service.
The Peacock Clan, The Peacock Clan are otherwise known as the Imperials, they aren't the largest
clan, but it is the wealthies of the Fushiman clans. Most of them haven't ever picked up a sword or
will ever pick one up. They take care of non-physical jobs such as acounting and writing
The Lion Clan, The Lion Clan are seen as the loyal protectors of Fushima to follow in the honorable
footsteps of their ancestors. Their warriors wield weapons brought forth be the Buki-Neagini. They
have farmers and soldiers at their disposal. The Lion Clan is related closely to the Emperor and the
Peacock Clan.
The leader of the Lion Clan is Lord Rayon.
The Lion Clan has about 6.000 members.
The Bear Clan, The Bear Clan value strength and power while wielding simple weapons and
armaments, who they wield with great fortitude. The bodies of the members of the Bear Clan isn't
adapted to any kind of magical casting, but they have more strength and durablity. They use this for
battle and manual labor.
The Butterfly Clan, The Butterfly Clan are more aligned with delicate work, fine art and Fushima's
religious intrests. They are a mainly female dominated clan. They are both respected and feared in
Fushima as they wield glaives and more dexterous weapons together with Illusion spells to fight
their opponents.
The Eagle Clan, The Eagle Clan care for the forest they are hunters, gatherers, lumberjacks and even
marksmen. The eyes of a regular Eagle Clan member are more capable than the regular commoners
eyes. The people of the Owl get trained to be able to hit a traget 500 feet away.
The Bat Clan, The Bat Clan is a Clan filled with apothecaries, spies and assasins. The Bat Clan has a
vast underground network as their main city where they grow special plants and mushrooms and
breed certain animals here. They have adapted to the night and dark.
The Moose Clan, The Moose Clan are a battle hardend group of warriors who work directly under
the order of the emperor and the emperor alone. The members of the Moose Clan are towering
men and women who can wield weapons that require two hands with only one.
The Hummingbird Clan, The Hummingbird Clan are a pretty sizeable group of nomad who walk
Fushima in different sized encampments. They wander do some jobs here and there, then they move
on to the next city or town. They carry messages, their camps and their skills with them.
The Raven Clan, The Raven Clan are equally respected as they are feared, they isolate themselves in
the Grand Archieve of Fushima, where they learn magic and put them on Fushima's famous scrolls.
They are very easily spotted as they wear long robes with a paper talisman on their heads.
Survival
Fushima is a diverce piece of land this is due to the legendary Beasts who roamed the land and
shaped it in times prior. The difference in climate makes it so that no one island is the same each
posing its own set of advantages and disadvantages.
Due to Fushima having a strange energy about it many different creatures came here or turned out
differently than their mainland counterpart. The beasts here are quicker, more devious, more
venomous and all around deadlier.
Fushima it self was left relativly untouched for many ages, as until thirty years or so it has been
surrounded by a thick fog and powerful storms. No one truely knows where these came from or why
they left, but as for now Fushima is open to the world for better and for worse.
Settlements
Fushima has many cities and towns who aren't big, but they are culturally different from each other
with different customs, habits and priorities.
Villages
Fushima has a decent amount of villages, as thye supply the bigger cities and towns.
Yoichi, Yochi has many delicacies made from the different foods they harvest here, which they
utalise with the plenty of dedicated techniques have been created to perfect this process of making
food.
Jamigata, Soya is filled with Bear Clan farmers who use their unbeatable strength to herd animals
and farm the land, they use heavy and harsh equipment to farm the land.
Sai, Sai is a small fishing villages who use nets, fishing rods and of course the way fish on Fushima
spear fishing, their fishers are trained with the spear and could easily get four fishes in one throw.
Furuu, Furuu is the only mining town, city or village on Fushima. They get all kinds of ores from here
they aren't that special, but on Fushima its the wielder that makes them special.
Akan, Akan is a lumber village who doesn't have the most people, but it has some of strong and
dedicated workers who work day in day out collecting lumber for all of Fushima.
Religion
The people of Fushima mainly pray to the Eastern Beasts, but don't really discriminate towards the
gods and whorship most of them.
Location
Fushima leis the most west out of all the countries of Yolm, it has no neighbors or connecfion
physically to Yolm.
Guilds
Fushima has no guilds as they are seen as a corrupt influence from the east.
Important Figures
Fushima has its Clan leaders who each are as important as the last, yet the imperial family shines
above them all.
Emperor Tenno the Cautious, A man who never picked up a weapon in his life or will, he
cares for his people and avoids war at all costs. He had a handful of children all of them are
quite young.
Empress Hime the Tender, A beauty of a woman who is both kind and gentle, she is very
soft spoken while fierce about helping the people and most importantly children.
Lord Akiro the Prosperous, Lord Akiro can wield his wealth and influence as a weapon that
cuts deeper as any sword can, not many rumors exist about him as he snuffs them quickly
out.
Lord Rayon the Lionhearted, Lord Rayon is a man who faced down dragons and demons
without flincing. He cares for the commoners and burns bright with passion.
Lord Okuma the Feared, Lord Okuma is a battle hardend general who is lightning fast and as
strong as ten bears, he is an eccentric man whose mind jumps for subject to subject.
Lady Cho the Shrewd, Lady Cho is the oldest lord of them all, she is seen as one of the wised
people on Yolm and Fushima, she uses many different fighting techniques to defeat her
opponent.
Lord Fukuro the Driven, Lord Fukuro could shoot a fly of a horses ass from twohunderd feet
away, he has a drive to protect their forest from any who threaten it.
Lord Komori the Cheater, Lord Komori is known as a gambler with a nasty habit of cheating
and winning in the end, the same goes for his fighting stye.
Lord Muzu the Hearty, Lord Muzu is taller, heavier and stronger than any other human
around his presence will always be felt in the enemies their bones.
Lady Hachidori the Seer, Lady Hachidori is one of the seers of Yolm she could see weeks into
the future and it would all be correct, her power makes her an amazing leader for the
Hummingbird Clan.
Lord Karasu the Anomaly, Little is known about Lord Karasu as he isolates himself even from
the Ravens.
Yvalken, The Grimlands of the Draken Woods
Where the hopeless come to die and monsters come to feast.
Giant trees, spike like mountains, ancient dungeons and a dark gloomy atmosphere. This sums up
the grimlands pretty well. The people here live in fear and squalid conditions. The cities are packed
to a brim with people who worked the mines and lumber around Yvalken.
Origin
Yvalken was founded when there where Black Iron veins deep within the forests of Yvalken, on the
Spear Mountains. The people who discovered the Black Iron were the first Yvalkians, there was one
family called the Arnelles. They where a noble family down on their luck, they took initiative started
hiring guards and mercenaries, starting supply lines and building homes. They were scene as the
leaders of this mining operation. It soon attracted more and more people, the Arnelles strated
treating themselves more as royalty and less as just a noble family. The people themselves started to
follow this and in a couple of years people had accepted that they were the royal family of Yvalken.
Over the years the people of Yvalken have started to live mostly in the city in Streinam and
Yoh'gohroth, Streinam is now one of the most inhabited places in Yolm. The people of Yvalken have
over the years accepted the dark slump of a life in Yvalken, not wanting to leave as it is all they
know.
Politics
Yvalken is a patriarchy where the king chooses one of his sons to be his successor, they get married
immediately by a noble woman chosen by the royal family and a noble wizard who lives in Yvalken
will be chosen as an arcanist to support the kingdom magically. Most of the royal court serves for
thirty to forty years, the arcanists are nearly always at the kings side and have never gone missing.
There were some weird events surrounding the arcanist like nineth arcanist who went missing and
resurfaced for a short amount of time and the last arcanist the eleventh one, who tried to create
order in Yvalken.
Survival
Yvalken is a country who teeters on the edge of being destroyed, this has always been the case. No
one is intreseted in taking Yvalken over as only madmen would live here. The guards and soldiers
won't do anything about this being more interested in shaking down traders and the people of
Yvalken. The one organization known for fighting the monsters of the night are the Grimwatch a
group of honorless warriors who will do and use anything to kill the monsters of the night. There are
rumors of the king having struck a deal with the most powerful vampire family, he now trades
human life for them to keep the city free of such monsters.
Settelments
There are five towns who respond to the kings commands, there are two bases who affiliate with the
Grimwatch and the Gallantwatch repectfully. The main races of Yvalken are Humans with some
Dwarves, Elvens and Gnomes as well, there are quite a bit of monsterous race who wander these
streets as well as its people don't care that much anymore.
The Mine of Mersin has the capacity of a Small Town (2.000 avg).
The level of patrolling in The Mine of Mersin is High.
The level of punishment in The Mine of Mersin is High.
The level of control in The Mine of Mersin is High.
The Mine of Mersin has a Low amount of facilities.
The Mine of Mersin has No luxury facilities.
The Mine of Mersin has no harbor.
Fort Dirms Fall has the capacity of a Large Town (3.000 avg).
The level of patrolling in Fort Dirms Fall is High.
The level of punishment in Fort Dirms Fall is High.
The level of control in Fort Dirms Fall is High.
Fort Dirms Fall has a Low amount of facilities.
Fort Dirms Fall has No luxury facilities.
Fort Dirms Fall has no harbor.
Religion
Religion is practiced heavily here as anything to give a small comfort is welcomed. They have not the
will to allow or ban certain religions. There are many people who don't pray as well, as no god can
comfort the dread people feel.
Location
Yvalken is located on the west side of Yolm with it stretching most of the length of the Savagelands,
they connect to Helgeän to the north and are one lake seperated from Artranium.
Guilds
Most guilds have a base in Yvalken as there are many monsters and more criminals.
Important Figures
There are a few important figures in Yvalken like the Royal court.
King Rensoris Karrelrein the Great Minded One, Rensoris is a fool of a king as he blindly
believe anything an advisor will say he is known as a fool by all the people of Yolm.
Queen Yirdana Omond the Frost Queen, a cold and calculated queen who is the true ruler
of the two, she uses him as a puppet since the eleventh arcanist died.
Alred the Twelfth Arcanist, an older war mage chosen by king Rensoris on Queen Yirdana's
advice, this man knows a good amount about magic and even more about war.
Grand General Ulrim the Distant, Ulrim never liked to get his own hands dirty and would
much rather command from the comfort of his own home than be anywhere near the
battlefield.
Mithos the Archaic, he is one of the oldest Grimwatch members, yet he still got it. He now
leads them as a wizened old man, but who still fights with them.
Raglan the Visionary, Raglan had many a new ideas for the Grimwatch and he truely
improved them until he left and form the Gallantwatch.
Chëal von Adelstein, The head of the family of Adelstein they oversaw the lands of Iorskum.
His family was always a strange, but now that the land of Iorskum became unreachable they
wish to speak with them at al costs.
Brÿn, The Last Winged Embrace of Verana's
Here fly pegasi and live a secluded group of people, they follow in the footsteps of Verana.
Brÿn is a land with beautiful land filled with all different kinds of flora and fauna with its inhabitants
being different than most they are the decendants of Verana's Battalion. It holds three island on one
they live, one they hunt and one they farm. In recent years they have been launching small attacks
towards Volheim in the name of their Goddess.
Origins
Brÿn wasn't always inhabited by the followers of Verana, they where previously inhabited by a race
called Orcs who where seen as savage brutal warriors. As Verana sought to find a location which she
could use for her followers she stumbled upon Brÿn, a mostly uninhabited group of island. She
removed the previous inhabitants and dumped them on Yolms main continent, she then then moved
the islandsr of Bÿn. Soon after this happend Verana died due to the exhaustion of all her powers. Her
followers took care of the pegasi and the islands to await her return
Politics
The inhabitans have a very strict matriarchy with females being warriors, politicians and leaders and
men being slaves, workers and husbands. As this is the will of Verana the Queen of Pegasi and Battle,
the pegasi on the island of Brÿn are very importand, as they are seen as the offspring from their
godess Verana. She herself cleared out this island for her followers when she still walked as a mortal.
They see little trade as they threaten most countries with their armada's of knights, warships and
pegasi riders. They are quite self sufficient as they have three main islands on one they farm, one
they live and one they hunt.
Survival
In the past Brÿn belonged to the Orcs of the continent they lived in peace until Verena rained heaven
and hellfire upon them, the orcs quickly fled to the mainland where they became filled with hatred
and bloodlusted.
After the banishment of Orcs the island was at peace, there are no monsters and there is enough
food for every one. They could live in peace and harmoney, but alas there is a threat against them a
war with Volheim.
Settlement
Brÿn has only one city, two forts where food is stored and taken care of and a hidden town with a
very important purpose.
Religion
On Brÿn they have very strict rules on religion you need to follow in the footsteps of Verana or you
won't be welkomed, you might even be executed for your heresy.
Location
Brÿn is far of the coast of Yolm, it has no neighbours close to them, but the closest to it is Volheim
with which they are currently in war with.
Guilds
Brÿn has no Guilds, as they have a very restrictive way of entry and the military takes care of nearly
all of the problems Brÿn has.
Important Figures
There are but few important figures in Brÿn as most problems are solved by the queen or generals of
Brÿn.
Queen Pricilla the Chosen of Verana, Queen Pricilla is a stern woman who cares only about
Brÿn, Verana and her People. She is also known for her skill in battle, as it is on par with her
generals.
General Cassia the Shield of Verana, The First of the three generals of Brÿn, a heavily
armored, war weary woman who is as devoted to the Queen as she to Verana. She guards
Mylilene.
General Flavia the Flag of Verana, The Second of the three generals of Brÿn, a woman who
is in compleet tune with her pegasus, she wields her flag with prowess. She guards Fort
Hygirna.
General Aurelia the Spear of Verana, The Third of the three generals of Brÿn she wield her
spear elegantly and weaves in and out of combat with a certain flow. She guards Fort Oriat.
Artranium, The Land Magecraft and Wizardry
The Land where Mages rise and expiriment.
Artranium is home to many of the best mages on Yolm, as most spells are able to be used freely.
Most of the magical advancements in Yolm hail from Artranium as its society is based around magic
and spells themselves. Artranium is home to many a weird thing nowadays, as its freedom of casting
spells comes to bite them in the back once in a while.
Origins
Artranium was founded by a group of powerful wizards after the rule of the elves, these wizards
where called The Arcane Eyes, they where the most powerful wizards to ever exist. Nowadays they
all have perished. They made Artranium to be able to expriment and have the freedom of casting
spells when ever they wanted. As time went on it attracted more and more people, Artranium
started to grow as the home of spellcasters. Artranium became less and less lawless over time and
more organized with magic at it forefront. It now regulates certain spell usage more with it still
offering more freedom than any other country in that aspect.
Politics
Artraniums politics value the magical capabilities alot, when one is a powerful spellcaster or has
many magical capabilities they will be valued higher than others. They decide everything with a
council of the eight most powerful mages. The magical energy of which could be probed with a
highly coveted magigcal atrifact. This council decides upon everything like exports, laws and military
deployment, as most of them studied hard on many a subject.
One of Artraniums most famous places in Yolm, Hillmzarts, the College of Magic. It is a school
dedicated to learing about magic and many more subjects, nearly all powerful spellcasters hail from
Hillmzarts. This is a huge school filled with diverse groups of teachers and students. Hillmzatrs is an
indipendent facility in Artranium guided by its own Archmage and directors, this allows Hillmzarts to
maximize its students potential.
Survival
Artranium is defended by many a great wizard and swordsman who wield unique magical items, it
still has problem with monsters, magical anomalies and rogue mages. These monsters could be
created by wizards or lured here by the magical energy and the anomalies are caused because of
spells gone wrong.
The land itself was never a problem as wizards have terraformed it to be suitable for their desire as
is the case with Lake Fasus a completly artificially created lake.
Settlement
Artranium has thirteen settlements of which six are villages, the college is not counted as a
settlement even though it probably holds more people than some towns.
Villages
There are six villages who all use magic or technology in the aid of farming.
Ferfé, Ferfé is a small village near Lake Os, they use magical tools and spells to help farm around the
land, they produce many a different food, like carrots, potato's and wheat.
Lummino, Lummino leis quite close to the Rigania, it is home to some of the weakest people in all of
Artranium live these people would be dregs in Viran, but they can make a decent living for
themselves. By doing honest work.
Hirtiem, Hirtmie is located between Viran and Archist, they farm exotic fruits and meat. They have
gained some of the technology from Archist and used it for their agricultural needs.
Rallmun, Rallmun is a simple village compaired to the others as they seem to only use the bare
essentials with farming. They need not much use of it as they use their skills more than their magic.
Nermu, Nermu leis really close to Hillmzarts, as such it is used quite a bit for it food supplies and
relaxation as most students will not see much of the outside world while studying in Hillmzarts.
Machorio, Machorio is the only vineyard in Artranium as such it is well stocked and well used, they
are rivals to Grussfalls wine industry. The noble who runs it is overflowing with money as Grussfall is
quite a bit away.
Religion
Artranium allows nearly all belief in all kinds of gods. Most people worship Mystic, as she holds
magic under her domain and is seen as the catalyst of magic in and on Arajah.
Location
Artranium is located south-west on Yolm, they neighbor to Yvalken and the Savagelands to the North
with Rigania to the east. Artranium also leis very close to Elareian, but they are not connected.
Guilds
Artranium is home to a couple guilds and where the League of Magic.
Viran has an Adventurers Guild, Monsterslayer Guild and a The League of Magic.
Glacier has an Adventurers Guild.
Archist has an Adventurers Guild.
Brosnim has an Adventurers Guild.
Spácerel has an Bountyhunters Guild.
Important Figures
Artranium has a handful of important figures mostly powerful mages.
The Council of Nine, they are the rulers of Artranium they discuss and convers with each
other, each of them is a powerful mage in their own right.
Headmaster Stanvoth Archibald, Stanvoth is a man of fair age who seeks the progression of
the new and younger generation, he guides students overlooking and taking care of
Hillmzarts as its Headmaster.
Lady Ambelhart, she is the one who oversees the Museum of Ambelhart, she requests many
items and trinkets to be brought to her, she is quite the capable sorceress to boot.
Tresal the Father of Electricity, Treslam is an old man nowadays, he invented many a great
spell and item powered by electricity, he now oversees the people of Archist and protects
them.
Yrt the Mad Spellmaker, Yrt is equally feared as he is respected, he finely crafted spells and
items, he is not seen very often, but is seen as the spiritual leader.
Elareian, The Elven Hunting Ground
The last remnant of the Elven empire
Elareian the last remaining bastion of the times when the proud and intelligent Elves, who once
ruled Yolm with an ironfist. The Elves now have only their hunting grounds left from their former
empire. Some of the Elven wizards experimented with demonic magic in Elareian, it was known for
being as a dumping ground for experiments made by the Elven High Wizards. Due to this there is a
major plague of demons, beast, abominations and all around nightmarish creatures who haunt the
shadows of all who live here.
Origin
Elareian is the old hunting grounds of the Elven empire. The Elven empire of Ärael was created by
the elven king Cronellel under the command of Corellon the father of the Wilds, Corellon desired to
his children the elves to be the most powerful race among any living creature on Arajah. The Elves
worked on this for ages and ages, they trained mages, bred beasts, sharpened swords and planned
tactics. When the Elves struck they struck fast and hard toppeling nations and kingdoms a like. They
rained supreme for nearly two thousand years enslaving the once free races working them to death.
Mystic saw what the Elves did and did not agree with what she saw and she empowered a part of
the dragon race, she created six divine dragons Grovamundir The Ruler of Minds, a giagantic black
dragon who could create liquids from his body who will allow him to dominate their minds, Juggalog
The Producer of Hellfire, The smallest divine dragen who could make flames so hot they would burn
anything, Perkiles The Spellslayer, a larger than life silver dragon who scales where so hard they
would reflect spells and most forms of attack, Rackzis The Traveler, an enraged shadow dragon who
could roar portals to diffrent planes into existance and Reavollus The Master of Magic, a huge
dracolich who understands magic as best as a god could he is also the right hand to Mystic, and
Jotturm, the keeper of the Deathchill, he is the hugest dragon ever who keeps a corruption at bay
known as the Deathchill as this infection would kill mere mortals instantly and gods would perish to
it over time. They brought hell upon the elves and retereated to there demi-planes where they wait
until they are called up again.
Politics
Elareian was always a patriarch, until the fall of Ärael where the council of Elven elder discovered
that the males of the royal bloodline where weakened to the power of the Gods of the Wilds. This
happened when the last emperor of the empire of Ärael, Crelleon the Mad cursed his own bloodline.
After this was found out Elareian became a matriarchy, as the daughters weren't cursed with this
weakness. So now the eldest daughter of the queen becomes the ruler of the Elareian. The e/Elves
seek the reclaimation of their lands from the demons, beasts and monsters that have driven them to
the brink of extinction. They do not seek help from any other race or group as they say that they are
above them and do not require help from any other races or group, but truely they are trying to
repent for their own sins.
Survival
The Elves of Elareian have been pushed back into a small corner of what was once just their hunting
grounds, food is not the problem for their survival and trade isn't doing to bad in the lands as well.
The real threat are the demons and other monsters who lurk the shadows. The monsters are savage
beasts who have no reason or intelligence, these monsters slaughter each other and raid the homes
of the inhabitants of Elareian, there are old papers, scrolls and scrolls that states that there is a
source of these demons, it states that this source could be destroyed, cleansed or removed if this is
done the demons will not be replentished.
Settlements
There are four settlements falling in Elareian territory of which three only respond to the Elareian
queen or officials, they are mostly filled with Elves, Half-Elves, and Centaurs with some Humans,
Dwarves and Satyrs in between.
Religion
The Elves have put their trust in the Gods of the Wilds, these are the gods who created them. They
won't punish you for not following their gods, however they will look down upon you. The Lizardfolk
will ot judge you what so ever.
Location
Elareian is an island because of this fact it has no real neighbouring countries, the closest country is
Artranium which is still separaterd by the powerful whirlpools of the Swirling Pools.
Guilds
All guilds who have a base in Elareian will have it based from Mytho Anarith, for its protection and its
population.
Mytho Anarith has an Adventurers Guild some bounties will be send here as well as it shares
a building here with the Bountyhunters Guild.
Important Figures
There are five important figures
Queen Clorene the Kind, the current queen of Elareian, she is young and naïve with a kind
natured heart.
General Drelmuïr the Masked, a masked warrior who commands the armies and guards of
Elareian on order of the queen.
Tyirozk Bryzin the Sentinel, the leader of the centaurs, a vigilant warrior who protects his
people at all cost.
Trader John, a former trader who settled down and became the unofficial leader of the
people of Alelin.
Yvek the One who can Think, an old Lizardfolk who speaks for all five tribes and is on good
terms with all of them.
The Deadlands, The Land of the Outcasts
The Deadlands are home to pirates and thieves.
The Deadlands where always the dumping grounds for the rest of Yolm as the waste would naturally
come down here, there are also many more things wrong with the deadlands like it having very
infertile soil and the strong current pulling in ships and crashing them here or the strange power
who pulls masterless undead here, there are many a bone pits and corpse pile here on the land.
Then there is the problem of that these lands are the home of Gresel the City of Thieves and Braosile
the Pirate Haven, who aren't able to be found unless told.
Origin
The origins of the Deadlands is shrouwded in mystery. It has many similarities to the Scorch of
Almawat, as the land is dead and dry. Yet the Desert of Almawat is man made or how it truely is
snake made. Before there where the famous Yuan-Ti ruins and th scorching sun with the burrowing
sandworms there was a triving desert civilization, this was around the times the Elves ruled Yolm.
These people were the original Yuan-Ti before they became obsessed with snakes. They dissapeared
on night turning the once thriving chivilization into an abandonned ruin, it took not long until the
desert took back what was rightfully hers. After the desert took back the land it started to shift into a
darker sand, no longer the warm looking yellow sand, it now was a greyish sand which would give a
feeling of touching a corpse upon touching. The dirt in the Deadlands feels the same, yet a bit
different it feels more like it was tortured. Than there is the unexplained phenomenon of the
Undead being attracted to this location.
The Deadlands was known as the trash heap of Yolm for ages, lying dormant and not being claimed a
it would only bring more negatives with it than it would bring positives. It was ignored for ages by
everyone scholars, kings, knights and peasants a like except for outlaws like bandits, thieves and
pirates. They used the unlivable enviorment to their advantage, creating hidden shelter for everyone
dispised by the law. This Land of the Thieves is hidden from all other kingdom, as it would surely
raise problems if found. The City of Thieves and the Pirate Haven where both founded Crassim the
King of Thieves, he didn't do this alone with his crew of pirates, thieves and outlaws he cleared both
locations of undead and the likes since then the title of King of Thieves has been passed down a
powerful thief to another powerful thief.
Politics
The current ruler and protector of the Deadlands is Caine the King of Thieves. They all kinds of
criminals to enter both cities without a second thought. In Gresel you aren't allowed to commit any
crimes in the City of Thieves as they are a safe haven for criminals where they can hide from the law.
You can buy and sell anything here it doesn't matter if its stolen, dead, alive or human.
Bountyhunters can enter the city, but are carfully watched. Braosile however is a bit different it
holds more of what you expect from a city of outlaws they have bars, gambeling and brothels
around every corner. You can steal here and hurt one another as pirates are a rowdy folk. Ship
repairs here cost less than anywhere in Yolm as they don't require paperwork or legally obtained
supplies, yet there might be a chance that your repaircrew skipped town or where found dead in
their rooms.
Surival
The problems of the Deadlands don't end with infertile soil, it is also plagued by constant raid on
there ships by countries from all over Yolm such as Grussfall, Rigania, Ravenar and Brÿn. However
this is because most of their ships are pirate ships and slaver ships. They do have supply lines set up
directly with the Braach Company, Volk and Jakaad. These merchant companies let them use their
banners to sail needed goods such as food and alcohol to the Deadlands.
Then there is also the problem of The Deadlands attracting mindless undead who have no goal or
masters. Countless outlaws have gone missing trying to find the origins of this obstacle, but to no
avail there are some researchers who have found trace evidence of a weird magical substance all
over the Deadlands.
Settlements
There are two settlements in the Deadlands one houses thieves and outlaw and the other drunkards
and pirates, the most common races are Humans, Elves, Half-Orcs and many more as it doesn't
matter who comes here and who leaves here. These two settlements are completly different yet
follow the same leader.
Religion
There is no religion enforced here you are free to belive in wat you want, although its doubtfull that
any well manerd god reaches this place. The main pantheons that are prayed to here are the Gods of
Delictum.
Location
The Deadlands are located the most south-east of all the countries attached to the mainland.
Its neighbouring countries are Rigania at western side and Grussfall on the nothern side which they
share an island with.
Guilds
The Deadlands are the only place in Yolm where Assassins Brotherhoods and Thieves Syndicate
advertise themselves openly.
Important Figures
There are three important figures and one important family.
Caine the King of Thieves, Caine is the king of the people who live in the Deadlands, he is a
intimidating but fair ruler.
Abrel the Master of Ears, Abrel is the brother of Caine, he is the second in command an one
of the best intelligence agents in Yolm.
The Gadhka Family, a family made up from gang members, they all excel in a different vice
of the people, the underlords of Braosile.
Barbarossa the Cutthroat among Kings, Barbarossa is the master of marine combat and the
defender of Braosile and Gresel on the waters.
Rigania, The Black Rose Empire of Sands
The dominion of sand, storms, and monsters is home to the people of the Black Rose Empire. This can
be only one realm, Rigania.
Rigania is the land of merciless warriors, desert winds, and old ruins filled with sand. Rigania is one
of the biggest still standing countries. This is due to the lands looking uninhabitable, as the land is
trying to kill all who reside in here as the sun blasts these parts with heat and the winds picks up
sand to scratch past your skin tearing of small parts day by day. The only ones who would be able to
live here are the people from Rigania who have adapted to the sun and the sand.
Origins
The Riganian desert has always been around, but it hasn't always been inhabited by humans. They
were first home to the Yuan-Ti a race of human and snake hybrid. They were co-conspirators of the
elves but miraculously disappeared when the elves started losing footing in the world. From what
remains of the Yuan-Ti, it shows that the land is scorched nearly dead, there are many ruins here
which give off an eerie feeling. It started to attract more and more deadly creatures, like wild
sandworms or the undead turned husks. The sand is now greyish and feels dead somehow. This
location is now called the Scorch of Almawat.
Soon after a group of settlers came to Rigania and settle Zachelan. The desert holds many
opportunities like near-infinite ruins, deep quarries and mines, and farmlands to work. The people
don't leave the city often as outside is much worse than inside a settlement.
Politics
Rigania is a land of warriors and conquerors, they value winning a battle above all else as where is
the honor in death. The family who rules Rigania is known as the Al Sahrif family, their crest is a
black sun by their crests the army is labeled and are called the Black suns. They use torture, dark
magic, and many other outlawed or illegal items in battle. They are ruled by an Emperor who has
total control over the Empire he has given his sons power over certain parts like the army or the
magically gifted warriors. They are the most feared out of any southern country as their men are
unflinching and fight with a complete lack of honor or the rumors out of Rigania like that they have
master mind-control or a guild of assassins who can kill anything with one small cut. There are also
rumors of a secret organization ruling Rigania from the shadows.
Survival
As the lands of Rigania are unforgiving they only survive by the skin of their teeth, as even the
elements are against them. Somehow they found a way to cultivate their food with magically
created water or oases. They have used monsters to move around the land, as there are many
deadly monsters here who don't exactly make life easier, but some can be used advantageously.
Settlements
Rigania has a handful of settlements most of them are either small villages mostly ignored, but there
are a handful of towns and there is Easima, the capital.
Villages
Rigania has five villages these vary from farming, mining, and even collecting water.
Hass-Hara, Hass-Hara is a small village of passionate workers, they breed the famous Dune Beetles
here, it is quite well guarded as not to reveal the secrets of how Dune Beetles are born.
Biir Ma'an, Biir Ma'an is dedicated to collecting water, it is fully on payroll by Rigania to collect water
and send it with caravans to Zachelan.
Kahm, Kahm is a decently sized mining town, it is made on rich grounds filled with many different
ores and minerals. They are the silver vein of Rigania
Taemae, Taemae is a farming town specialized in its underground farming of certain fungi and
plants. It is known as a dream of apothecaries making a lot of food and special ingredients.
Amal, Amal is a basic farming town that breeds and uses camels in its process of farming. It harvests
a lot of different foods with its rare rich ground.
Religion
There is no religion enforced here, within Rigania the people are opportunistic towards Gods only
praising and praying towards them when it fits them.
Location
Rigiania is located south-west on Yolm neighboring Grussfall and The Savagelands to the north,
Artranium to the East, and The Deadlands to the west.
Guilds
All guilds who are in Rigania are located in Zachelan.
Important Figures
There are a good amount of important figures in Rigania.
Emperor Al Sahrif IX, Hamad Al Sahrif IX is a man who cares about himself and his bloodline
more than anything, due to this all his sons have different mothers as he has many
concubines.
General Quasimi Al Sharif, Quasimi Al Sharif is the first son of Emperor Al Sharif IX, he
refused his claim to the throne to instead hone his skills with a whip in battle as a general.
Hamad Al Sharif X, Hamad Al Sharif X Always had a head for economics and cared little
about peoples lives, these are the values Emperor Al Sharif IX searched for to make Rigania
the greatest country.
Ajman Al Sharif, Ajman Al Sharif seems like a regular dream boat prince, while he is more of
a mage than a prince as he is the right-hand man to Archmage Al Fhrabi.
General Quitay, General Quitay is an old respected general who has seen many an emperor
rule Rigania, he cared not for them, but more about fighting the Nahal, which he dedicated
his life to.
High Conjurer Ismal, a feared magician in battle who can make an entire castle teleport, the
soldiers of Grussfall never know what to trust when he enters the battlefield.
Archmage Al Fharabi, Archmage Al Fharabi is shrouded in mystery, he is intrigued by the
Mindflayers of the Underdark and many more evil creatures, he researches them for the
name of Rigania's advancements.
Chief Brooig, Chief Brooig is slow moving and talking gentle giant. He helps all who need it
and is a kind opposition against Rigania's harsh actions and decisions.
Captain Arexon, Captain Arexon is the leader of the Desert Dashers, he is an experienced
treasure hunter, caravanner, and mercenary himself so he knows the business.
Yirgäll, The New World and Land of Monsters
Yirgäll the new world, its regarded as that because its the most recently dicoverd landmass around
Yolm its however seen as a hellish place as most of the people exploring it have never returned and
the ones who did return are mentally broken beyond all belief.
Origins
Yirgäll has been around for a long time, but has only been discovered about eighty years ago with
the first expedition ending quite quickly as all communication was ended nearly directly after the
group reached the island, nearly the same happend the second time around. The third while more
succesful also ended in death, as they had enough time to establish a decent encampment this might
be due to high quantity of powerful warriors wielding magical weapons like the legendary Lady Isis,
Lord Burlf Lionhearted and the former champion due of El and Ul. This helped, but it wasn't enough
as after about two months contact was lost with this group leaving powerful magical artifacts in their
wake.
Rumors of another expedition with intentions of mapping the area on a smaller scale instead of the
larger map they currently posses with the side goal of retrieving the magical artifacts of the former
warriors.
Politics
As there are only monsters here as humanoids have never been able to setup a strong foothold
without being driven of immediately, there are two things who set this land apart however that
there are rumors of new never seen before monsters and giant flying lizards of the sky who most
resemble dragons. Are these just rumors for mad men or are they true stories? If they are true what
do dragons seek here and what are the new monsters who apparently roam this Island
Survival
There have been nearly no cases of surviving people or warriors to speak of mostly left behind
corpses and mad men.
Settlements
There was only one small encampment which is now destroyed.
Religion There are hints of demonic and draconic worship here, but none else.
Location
It is located far of the mainland of Yolm and is located eastern to the rest of the continent.
Guilds
There are no established guilds however they did try to establish themselves in the first two
expeditions.
Origins
The Archipelago of Cramona had always been around with it inhabitants wielding lava magic which
burn at a way higher heat than its fire counterpart, the society living on the isle take care of the
guardian who is rumored to protect the vulcano and its followers who take care of Cramona and the
guardian.
Politics
There is little known about te politics of Cramona as there isn't much outside contact with them. All
that is known is that there is a church whorshipping their guardian and that they stand on top of
their society.
Most people and creatures who come close to the Archipelago will have molten lava flung at them
which will eat through the boats and skin of the ones hit.
Survival
The only thing threatening the existance is the vulcano of Cramona itself, as it could erupt covering
the world in a thick layer of smoke, however the mages of the isle won't ever let that happen nor will
the guardian.
Settlements
There is an unkown amount of settlements here, as most who enter will be killed or enslaved.
Religion
The inhabitants of Isle Cramona pray to their guardian Dremull, who oversees the vulcano and
makes sure it doesn't erupt.
Location
Archipelago of Cramona is a group of islands and to the south of Yolm, it has no neighbors and is
made up of one vulcano and three island made from an obsidian like material which resemble walls.
Guilds
The Archipelago of Cramona has no guilds as none may enter.
Important Figures
There are no well known important figures of the Archipelago of Cramona.
The Archipelago of Scharayaga, The Wild Core
To an outsider Schrayaga seems maddening, to the inhabitants it is maddening.
The Scharayaga Archipelago is a group of about ten large islands and many more smaller. This
archipelago has small traces of magical energy making it an unpredictable part of Yolm, due to this
different ecosystems can be located next to one another.
Origins
The archipelago has been around for ages and has been lived on for nearly all its time, but it has
never had the same inhabitants for all its time, as the magical nature of the archipelago leaves it
quick to change. This magic is the most chaotic form of magic, wild magic. This magic cannot be
traced back to a specific point of origin as it appears form every part at the same time and it feels
like it has been around there since forever and at the same time like it has just appeared.
Islands
There are ten different mayor islands who are counted among the archipelago.
Vin is the center island it has the only settlement it is the Tabaxi, it has a warm but
temperate climate and is mainly plains and hill, it is the most stable aswell.
Rul reaches into the skies with it high mountains and strong winds. It is very cold going
below zero and freezing harshly. It isn't as stable as Vin.
Jik is a scorching desert, all water who comes to the center will evaporate immediately. Jik is
one of the most unstable of the ten islands.
Tyn is a very swamp-like area with small hills in the bog poison plants thrive and are
plentiful. Tyn is very unstable one of the most passed in a landslide by Lon
Qer has thick and lushes trees it is a very densly packed rainforrest with large amounts of
rain. It is one of the more stable and it is the largest island
Lon is a barren savanna with little life as most things change on a whim, as mountain appear
within hours. This island is the most unstable
Erk is a tundra filled with plains and some mountains and hill on the horizon, it isn't the most
stable nor unstable, it is in the medium of all the islands.
Yni is an island filled with dark forests and holds many wandering spirits, who each shine in
the dark. Yni isn't only home to wild magic, but spirits and dark powers as well.
Zke is a wasteland with salty ground and tall dead trees, the skies are filled with
thunderclouds and many different kinds of weather, due to the magic as it is unstable.
Uij is a dry forest island filled with tall dry grass, it is prone to being lit on fire and this
happens a lot due to the unstable nature of this island it is one of the mediums.
Politics
The rule species on the largest island are the Tabaxi. They are under the rule of the Elder, who are
ten of the oldest Tabaxi who each is experienced with one of the islands and with the monsters of
said island. They are the ones who the outsiders have to go through to get anything done like
docking and trading.
Schrayaga has never been a point of interest and quite hard to reach as storm could appear in the
flick of an eye, these storms would eat through the ships and blast the sailors, it was reached about
four hundred years ago when a group of Tabaxi led a small expedition back to establish a trade route
with the mainland.
Survival
The archipelago is unforgiving and loaded with magic, normal magic against magic doesn’t work here
as dispelling magic will arch randomly towards the sky to try to dispell the wild magic, the same is
with detecting magic it will say everything is everywhere. Antimagic field will be destroyed and
distruped and the antimagic swords and shields will surge with power and be damaged upon use.
Spellcatching items will capture random wild magic which can vary in effect. More over beast who
tower above houses wander the lands with remnants from all the Era’s who all remain here.
Settlements
There is on Settlement it handels all the import and export of course there are smaller settlements,
but these are so small they aren’t needed to be mentioned or they are small nomadic encampments
who travel the archipelago.
Religon
The Archipelago of Scharayaga is an epicenter of all kinds of cultures, as such there are many
temples, churches and alters. The Tabaxi enforce no god or religion, but have preferential treatment
towards Purral.
Location
The Archipelago of Scharayaga is located South-East on the Commanders Sea, it has no neighbouring
countries.
Guilds
All guilds are located in City at the Center.
City at the Center has an Adventurers Guild, Mages Guild, Bountyhunters Guild and a
Monsterslayers Guild.
Important Figures
The Important Figures are only the Elders of the Tabaxi and all Elders have taken up the name of
their specialized islands.
Vin the Elder, Vin is the oldest and is the caretaker, judge and protector of Vin.
Rul the Dualtongued, Rul has two tongues and is the caretaker, judge and protector of Rul.
Jik the Silent, Jik doesn't speak and is the caretaker, judge and protector of Jik.
Tyn the Hunter, Tyn is one of the best hunter and is the caretaker, judge and protector of
Tyn.
Qer the Fast, Qer is the fastest and is the caretaker, judge and protector of Qer.
Lon the Smart, Lon is the smartest and is the caretaker, judge and protector of Lon.
Erk the Strong, Erk is the strongest and is the caretaker, judge and protector of Erk.
Yni the Durable, Yni is the most durable and is the caretaker, judge and protector of Yni.
Zke the Wise, Zke is the wised and is the caretaker, judge and protector of Zke.
Uij the Skeleton, Uji looks like a skeleton and is the caretaker, judge and protector of Uji.