Kyrohn, an Overview
The land we call Kyrohn as changed much in the past few hundreds of years. Back when the fallen empire of Rydii still stood, you could walk from Nadjir to the Sunrest Ocean, but the coming of the Gods changed all that; broke the land when they fell, and tore it apart as they warred with each other. But I feel you are not here for a history lesson, are you? You want to learn more about the land as it stands now, so I will attempt to paint the clearest picture for you, young explorer.Kyrohn is now split into three large landmasses. While it is possible to travel between them in a number of manners, they now stand apart and have developped their own... characters, to put it mildly.
Raveyn lies furthest to the East, between the Endworld Mountains and the Tear. It is a land of dark jungles and soaring peaks, and the folk who live there reflect the exotic locales they inhabit. The Broken Lands of Rydii lie at the Southern end of Raveyn and separate it from Djehram, a land spoken of in many legends and where adventurers bold enough to brave its towering mountains and frightening fauna go to seek treasure buried in alien ruins. It is a land of mysticism and ancient, forgotten lore. The scars of war are still fresh here, and the influence of the former Nadjiri overlords still lingers. Still, the Raveynians have ever been a colourful and eclectic folk and I do not see that changing any time soon.
The middle-lands of Ordalhia lie West of Raveyn and the Tear. Many kingdoms and nations dot its landscape, and it is often refered to by sages such as myself as "the last bastion of civilization" in Kyrohn. I use those terms ironically, though; I do not believe the other regions of the known world are as barbaric or as hostile as some in the scholarly community would have you believe. Its people are as diverse as those from neighbouring Raveyn, but their garb and attitudes seem much more grounded and subdued. Perhaps it is because they were not as influenced by Rydian culture, in their nations' infancy. Where eldritch sorcery defines the Eastern Lands, Ordalhia is the land of steel and flame; with rivaling Orlian and Tarecya fighting for technological and commercial supremacy, and the great forges of Mordenhar producing ever deadlier weapons of war. I foresee many conflicts in the region a quick wit and a strong blade will be able to put right.
The North and Western reaches of Ordalhia are called the Periphery, and while they are not separate geographical entity, they still deserve mention for they have their own character, their own peculiarities. Cities are rare there and kingdoms rarer still. Those who would have the power to pull bands of humans, elves, dwarves or other folk together to form nations need to contend with an unforgiving nature and the less than civilized inhabitants of these lands. Where Tarecya might send a detachment of knights to crush some ogres terrorizing the frontier, people in these parts have no Legion to call upon. As such, they are rugged individualists, difficult to bring together. This as made them a resilient lot, but it has also led to much bloodshed and violent tribal rivalries.
To the South of Ordhalia, across the Sea of Flames, Corsiri sits, shrouded in mists. It is a strange land filled with strange, inscrutable people. It is where the Last God, Eimroth, the Spelllord, fell, and in Its death, it unleashed a monstrous mystical cataclysm that ravages the land to this day: eldritch storms break out without warning, fiery whirlwinds rise up in blasted plains, at times, the land warps and bubbles beneath your feet, and those who enter a shimmering mist-shrouded moor might come out the other side as scarred, monstrous abominations, their flesh and mind eroded by the magics that permeate the land. Only a narrow band of the island is densely populated, with walled city-states controlling the surrounding territories. The North-East portion of Corsiri is home to the last remnants of once mighty minautor realms. While they are wary of outsiders, they recognize the need to trade with the few rare travellers that brave the mystical storms that wrack the land. At the heart of the island stand the ruinsof the fabled elven realm of Aurathis, conquered by Eimroth in the Age of Starfall, and ravaged by the god's calamitous death throes. Adventurers delving into the mystical better be prepared to face doom when they dare enter the blasted halls and haunted streets of Aurathis, for the city is home to magically warped creatures that prey on those foolish enough to venture within the scarred realm.
Beyond the Known World
Many wonders await those who would seek their fortune beyond the lands of Kyrohn. Across the Endworld Mountains you will find the glimmering sands of Nadjir, its proud desert riders, its cities filled with intrigue and exotic beauties. It is a nation on the brink of civil war, and cunning heroes could carve themselves a name in its history. But beware, for the Nadjiri are perceptive and tolerate no insult from outsiders.
Travelling further East, you will find a great kingdom built around a deep crevasse: the glittering realm Huruan, with its misty forests and snow covered peaks. The sparkling depths of the Zanah, the scar that splits the realm in two, contains many wonders and riches, but it is also home to fiends bound there by mystical chains that have grown fragile in recent years.
As I said earlier, to the South of Kyrohn stands Djehram. Once, the empire of Rydii extended all the way to it, but when the gods fell and shattered the old empire, our contacts with the locals diminished drastically. Today, only a small Tarecyan trade outpost stands on its sandy Northern shores and sporadic reports from the region indicates a great tragedy may have occured there during the Age of Starfall. Rumours speak with reverance and fear of a "Veedrah", and expeditions inland have brought back nothing of substance... when they returned at all.
What lies beyond the Sunrest Ocean, even I cannot tell. Some say another land waits the sailors brave enough to travel the traitorous sea while others claim that beyond the sea, there is only the starry void, and that those foolish enough to sail there will simply fall to their doom.
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Well, that was something, wasn't it? Next time, I talk about equipment, gear and the way I want to tackle magic items.
I hope you enjoyed this entry. Be well.
E.L.F. - AKA The Choice
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