Leaders:

Draelyk House De’Stregoi

Sorth House Khalid

Mauren The Council & the Great Scholar

Xansai Various Warlords

Isles of Nri Various individuals

Governments:

Draelyk Tribal Dynasty

Sorth Scolani – Sultanate Dynasty  |  Jhakkar – Power Oligarchy

Mauren Knowledge Oligarchy

Xansai Individual City-States, each lead by an individual Warlord

Isles of Nri Procreative Socialist society

Climate

Draelyk One of the larger continents, Draelyk is almost entirely covered in forest, with the northern half temperate forest and the southern half dense rain forests, with the occasional mountain range or peak breaking through the green.  The climate of the rain forest can be described as balmy, sticky or just uncomfortable to those unused to living in such environments, while the temperate forest in the north is far less humid and a bit cooler.

Sorth The southernmost continent, Sorth is little more than a vast stretch of arid, windy desert.  Shifting dunes and great beasts keep the geography in perpetual motion.  Throughout the sands though, there are specific spots where oases have been established, offering respite from the harsh environment and all walks of life gather.  It’s one of the few places where predator, prey and Scolani gather without fear because every creature knows that water is necessary to survive and trying to tip the balance in one fashion or another will have drastic repercussions.

Mauren Extremely cold all year around and mountainous.  There’s an extremely good chance that a portion of Mauren is actually a massive glacier that lodged itself against the continent proper, only adding to the inhospitable nature of of the land.  If the land isn’t being blasted by a near perpetual blizzard, the land is capable of being still and quiet.

Xansai Primarily a desert badlands.  By and large, it is utterly blasted and devoid of plant life. There are occasional oases and water upon which the fifteen city states are built.  But the vast majority of Xansai is an infertile, utterly hostile badlands blasted with searing heat during the day and bone-chilling cold at night.

Isles of Nri It’s a deadly tropical paradise that you can’t easily get to because of the rough seas, vertical cliff coastlines, torrential lightning storms, and arguably the absolutely worst tempered flora and fauna on Zhurin. Other than that, it’s humid, warm, with a strong breeze that is nice towards the center of the islands, but rather buffeting near the coastal cliffs. The elevation of Mount Mnoc is enough to drop the temperatures due to altitude, but not enough for snow; and the lip of the cone does come with a rather nice updraft of warm air.

Resources

Draelyk

Lumber:  Wood is something that Draelyk is never without and the feore frequently sell lumber in various states to those that inquire about it.  While the more mundane sorts of wood is most frequently sold, steelwood (greenwood) as most non-natives have taken to call it, fetches a much higher premium.  A single tree of greenwood can be used to create enough weapons for a small army and harvesting the greenwood is a secret that the feore guard jealously.

Leathers and Hides: While Draelyk does have its fair share of large beasts that might have wonderful pelts, the leather that the feore trades comes from several of the predatory flora native to the continent.  These leathers are naturally waxed, though must be rewaxed from day to day wear and tear, but aren’t any better or worse than those made from animals.

Food: Nowhere else on Zhurin can an abundance of fruit and vegetables be found.  What most might consider exotic grow in abundance and one of the Elifah’s many tasks is to make sure that the fields are properly tended to and their produce growing healthy.  Produce from Draelyk tends to last longer and generally taste better than anywhere else in Zhurin.

Sorth

Quorn: The only place in the realms where this particular metal can be found and the Scolani keep an extremely tight hold on the mines.  The Scolani city of Xalorin is the capital of the Quorn mining expeditions and one of the more heavily guarded cities aside from Shyul.

Glass: Some of the finest blown glass in all of Zhurin can be found in Sorth due to the ample supplies readily available to the Scolani.

Misc: Worm-hide is also found in abundance and the almost metallic dome-plate that covers a sand-sharks head can be worked into any number of useful tools, weapons or armor.  Around the oases and in the Scolani cities, fruit and vegetables are grown that can tolerate the arid conditions, if not the outright heat that the Zhurin sun blasts the continent with.

Mauren

Ore and Minerals: Mauren is rich and full of mineral and ore beneath its surface.  Most iron deposits have been marked and guarded by the Tyrgo as it is used for almost everything for them.  From the building of equipment, to the construction of buildings, even outfighting their soldier with steel, iron plays an important role in Mauren.   It is almost as important as the discovery of Lumenstone.  These incandescent rocks shine for centuries after being cut and polished.  Most places in Mauren are illuminated with this rock given how scarce lumber and wood tends to be.  Lumenstone can also be used to power most of the machine-like creations of the Tyrgo people.  Most machines can be powered for a month on a single stone before it has to be replaced.  If iron is the structure of the cities, Lumenstone is the heart.

Misc: Other resources that lie on the surface are the Arvalia plant, and various mosses, molds, and thick rooted plants.  Most vegetation is used for food, tea, or medicine, but the Arvalia is cultivated into a hemp like substance for clothing, paper, and rope.

Xansai

All of the various things other realms take for granted are incredibly scarce within Xansai.  This means that water is in very short supply.  As is iron ore, and thus steel.  Gems, gold, silver, and other precious materials are equally scarce.

Trees, and thus wood, is also very rare.  This means other materials, including animal excrement, must be burned as fuel in lieu of wood.  This only adds to the harshness of life within Xansai’s borders.

Common items include obsidian, clay, bone, animal hide/leather and hemp.  These resources form the backbone of much of Xansai life.

Isles of Nri

Poji Berries: This particular fruit that grows only from the nutrient rich volcanic soil on Nri, have been found to be quite popular amongst the medicinal communities of Zhurin and have been used for centuries for various forms of sedation and anesthesia due to the neurotoxins found within their skin and flesh. Eating one fresh berry, about the size of a pea, will first cause numbness in the mouth if chewed, then complete paralysis and asphyxiation within a minute or so. Swallowed whole, depending on race and digestion rates, a person may have time to get antidotes. As with all things, before its medicinal uses, many more people use Poji Berry Extract as a weapon. Coating blade edges, darts, arrows, wiping on the rim of an adversary’s goblet, etc… The Aeon frequently sell or trade them by the bunch (15-20 berries), or individually.

Phain Tree Root Bulbs: A common tree on Nri, who’s roots have bulbs, or polyps, that grow up from them and sprout into small carnivorous red flowers. These flowers only consume a highly poisonous type of caterpillar that feeds on the flowers petals as it is being consumed by the flower. This process kills the flower, but the nutrients, proteins, and poisons, are fed down to the roots of the tree, and another polyp begins to grow. This keeps the caterpillars from eating the leaves of the tree above. The polyp, or bulb, beneath a dead flower serves the tree no further purpose, and thus it’s harvesting does no damage to the tree. These bulbs, when consumed, have very strong hallucinogenic properties. Their marketability is quite obvious. As is the behavior of those who have indulged.

Violent and Dangerous Fauna: Many of the ill-tempered insects, reptiles, and mammals found on Nri have been captured and sold elsewhere for various amounts of money. Sometimes they are used for gladiatorial entertainment, the larger predatory cats are quite agile and strong, and have been rumored to require as many as a dozen men to slay in the arena. Whereas other times, it is simply the need for the hemotoxic mucus from a Nri Snail to cause uncloseable wounds; another weapon tainting favorite.

Portal Locations

Feore Portals

Reneastre: Elyu to Dragoste: Draelyk
Reneastre: Elyu to Providence: Adoria
Moartea (Destroyed): Elyu to Dragoste: Draelyk
Vrykos: Draelyk to Western Coast: Sorth
Cape Vallon: Draelyk to Southern Coast: Mauren
The Waystation: Burmecia to Dragoste: Draelyk
??? to Isles of Nri: Nri

Scolani Portals

Shyul: Sorth to The Eastern Rathgard Coast: Draelyk
Shyul: Sorth to The Waystation: Burmecia
(Non-Functional) Shyul: Sorth to Draelyk: ???
(Non-Functional) Shyul: Sorth to Xansai: ???
(Non-Functional) Shyul: Sorth to Isles of Nri: Nri
(Non-Functional) Shyul: Sorth to Mauren: Misto Tyshi

Tyrgo Portals

Misto Tyshi: Mauren to ???

Aeon Portals

Nri Island: Ring of 5 Non-Functioning portals to the other continents half buried in hardened lava from multiple eruptions of Mount Mnoc.

 

 

 

 

 

 

 

 

Known Dangers

All of the continents of Zhurin are dangerous on a fundamental level.  The environments themselves breed savage, violent predators and equally dangerous prey that evolved to defend themselves against the aforementioned predators.  Even the flora is dangerous, with the passive vegetation capable of being highly poisonous

Draelyk It’s easy to get lost in the dense forests of Draelyk without a proper guide; even the most experienced tracker outside the realm would find themselves lost in the thick undergrowth.  The most dangerous threat in the forests, though, would be the predatory flora that’s marked as the apex predator on Draelyk.  Be it the hooklin bushes, mantraps, blood thistles or something less well known, even feore have been known to disappear without trace as the feral, wild nature leaves nothing behind.

The feore themselves are also a threat outside of the four major cities.  The race is secretive to the point of almost being xenophobic and those living within the wild forests of Draelyk do not hesitate to kill on sight anything that could potentially be deemed a threat and given their generally nomadic lifestyles and natural capacity of blending in with their environment through camouflage, it’s almost impossible to track which tribes are located in the different parts of Draelyk.

Sorth Sorth is a desert land as far as the eye can see. The air is dry and there are extremely rare places where someone can escape the heat that bares down upon them. The sands themselves can be extremely hot on the soles of feet and even some shoes. Water and food are scarce unless you know where to look for them.  Cacti dot the usually nearly white plains of sand, sometimes several appear in one small area, though those areas are very frequently heavily guarded by various creatures that inhabit the sands as cacti regenerate quickly and not only hold water but their fruit tends to delicious and a great source of energy.

Most of the creatures of Sorth are predatory and can be found under the layers of sand where things can be much cooler for them. Burrowers, sand sharks, insects and snakes will make a quick meal of an unsuspecting wanderer. Traps are lain within the sands, some that are strong enough to suck even the heftiest of minotaur down and out of sight while others are bold enough to rise and attack with poison and teeth.

Mauren The most obvious of hazards is the immense cold that envelopes the continent. With temperatures rarely going above freezing, and staying mostly around temperatures where water freezes in minutes, ice is a common concern. That isn’t to say that the environment doesn’t bring about other concerns. Wind storms that occur commonly enough. These storms usually persist for multiple hours but very rarely longer than a day. The normal breeze is strong enough to throw most surface creatures from their feet during this time; however the gusts are strong enough to topple even the larger land predators. Once the storms are over, the landscape looks drastically different as the loose snow on the surface gets whipped around and relocated in giant snow banks. These new snow collections can range from a few feet high to the size of a large hill. Other weather phenomena are still a concern with blizzards and ice storms as well.

During more still times, the fauna can be a major concern. Though most fauna is considered docile or non-aggressive, the two pillars of the food chain are a different story. The Throlasha and Mevalomoths are overly aggressive and will not think of making a meal of anything that traverses on the surface. Other than the aggressive fauna, another concern is a rare event known as the Blinding. Usually only after a fresh snow fall, and a large dip in temperature, the Blinding occurs only on clear days during the noon hour. The sun at this time hits the surface in just the right angle to turn the frozen top layer of the snow into a reflective surface causing not only blinding but possible burns to anyone who gets caught in it for too long.

Other hazards include snow pits, vertical caverns that were carved out by the surface creatures that have had enough snow accumulate over the top that it makes a natural pit fall. There are also avalanches, rock-slides, and hot water geysers to be wary. The geysers range from large enough to life a person into the air, and small enough to cause small puncture wounds given the size of the geyser and the pressure being pushed from behind it.

Xansai The environment is deadly.  Bone dry air, the scorching heat of the sun.  The lack of easily available food and water. These are all dangerous.

Beyond that, the desert badlands are filled with carnivorous predators longing to make a meal out of an unwary, or simply unlucky, wanderer.   Everything in Xansai seems to be made of a leather hide and a set of razor-sharp teeth.  It is no place for the faint of heart.

There are tribes of wandering Thri-Kreen, vicious mantis warriors always on the hunt for meat.  Tribes of nomads who seek out fresh slaves for their collars.  And always, the Xhaur loom, looking for fresh subjects to experiment upon.

Within the city-states, the scarcity of resources means life is a constant struggle.  One can be knifed for a loaf of stale bread or sold to a traveling flesh merchant for a handful of ceramic coins.

There is also the constant struggle for control over the city states.  A warlord may stand atop a city state for a time, but their lives and their rule are precarious things, hard to win, but easy to lose.

Isles of Nri The flora, and the fauna, and the cliffs, and the currents, and the weather, and the fact that it is an active volcano; they all pale in comparison to the true danger of the Islands of Nri. That is the simple fact that the island is a prison with a formidably capable guard force of dark fey adept in pyromancy; the Aeon.

So, if someone were to find themselves with a solid foothold on one of the islands, and they managed to not find themselves felled by the island itself, its plants, its animals, nor its weather. In short order, much like tapping a toe on a fire-ant hill, streams of crimson armored Aeon would begin spilling from their hidden entrances towards the outsider. Driven by an unnatural, yet innate, duty to defend, armed with weapons glinting of the same deep reddish tint as their armor, and the ability to summon and bend fire at will, they would swarm, attack, kill, and consume the outsider. Retreating as swiftly and silently as they had attacked.

This is not to say that no-one has never, nor could never set foot on Nri. It’s just not advisable without escort.

Overview

Draelyk

Dragoste, the Feore ‘capital’, is based in the Northern Province of Ror’nam, with only the Cape Vallon being the northern most part of the continent.  The other provinces are Inner Draelyk, the Fara’keen Swamplands, Inaal, and Rathgard with the Feore city of Valdimere in Draelyk and Zasabihr in Inaal.  Off the southern coast is the Island of Vrykos and off the western coast, across the Draelyk Channel is the Island of Korshem where Mawnim’s located.

Sorth

The Scolani call this continent home and their capital, Shyul, is found in the Alam-marad province along the Salt Coast and Delta.  Scattered around Shyul are four smaller cities that all pay homage to Shyul and the Khalids.  To the east is the Sorthi High Plains Desert, which is at a higher altitude than the rest of the continent, while The Serpent River extends to the west, which lowers in altitude.  North of Alam-marad is the Merchant Sea.

Mauren

The environment is harsh almost all year round.  The temperature is cold enough to freeze most who dare to venture out of it save the natives of the land or the Vaeloss Feore.  Most of the year, the surface is windy with gusts strong enough to throw a grown man from his feet.  There is also a lack of water on the surface as most sources are frozen until the Thaw.  The Thaw lasts only a few weeks, and it is during this time that most Tyrgo venture to the surface to gather supplies before disappearing underground for the remainder of the year.

Xansai

Xansai is a harsh, forsaken land.  A land of harsh climate and evil creatures.  A land of warlords and wars.

Xansai does not have the blessings of the spirits of Zhurin, it is a land that the gods and spirits left long ago.  There is no afterlife, nor do people pray to deities/spirits, either remote or close.  The people long ago learned to get by on what they can do themselves, rather than waiting upon something greater that will never come. Each day is a struggle, and there is no promise, and very little hope, that tomorrow will be better than today.

Might makes right in Xansai, but even might can falter.  Under the harshness of the sun, or swept away by the badlands wind. Despite the bleak outlook, there is still a tiny spark of something. Not hope, exactly. But determination.  The people of Xansai have in them a tenacity not seen elsewhere.  They trudge through life, bent but never fully broken.

Xansai breeds hard men and women. Seasoned warriors who do not relent, and who do not know how to surrender.  It is a harsh place, yes, but it is also a forge in which strong souls are crafted.  Life is not easy in Xansai, but there is a reward. A reward that comes in the form of being a survivor. Of being strong and capable.

Isles of Nri

All six islands that comprise the Isles of Nri (Bwara, Sveyt, Nri (Mount Mnoc), Jris, Jros, Cmot) are actually all fragmented surface portions of one large volcanic island. Due to the fractured nature of the island chain, as well as the swift currents surrounding them, there are no beaches. The edges of the islands are tall cliffs that plunge into deep sub-surface chasms. The surface of the islands are covered in thick tropical jungles similar to those in the southern regions of Draelyk, being on the same latitudes.

Daily downpours provide ample fresh water to several lakes that overflow to rivers and streams that terminate in great waterfalls off the edges of the islands. The surface of the islands show no evidence of sentient life, save the ring of half-buried portals on the side of Mount Mnoc. No lights. No ports. No cities. Just a tropical jungle full of all the dangers one could expect, and then some.

Beneath the surface is an entirely different story. An elaborate and complex network of tunnels and chambers that resembles that of an ant colony runs beneath all of the islands. Each island’s underground hive has several openings concealed from view; often at the base of large trees amongst the roots or behind waterfalls. All of the hives are connected at deeper levels of the mountains; below the surface of the ocean. One hive, the oldest, created by the Ghet themselves, lies near the center of Mount Mnoc is the only one that is not connected to the others.

Religion

There are no Gods in Zhurin, only Spirits, and they are primal, vicious entities. Magic directly associated with a specific God will not work within Zhurin as a whole. Xansai is barren of even the Spirits blessings.  The native races do not worship the Spirits in the same way that outsiders might worship gods.  They revere them, acknowledge their purpose in Zhurin and sometimes, in the case of the Aeon and Odanodan, might have been directly influenced.

Prime Spirit: Mahkah

Secondary Spirits: Jrin, Odanodan, Barth, Adhamh, Xeyo, Botina, Kinus, Netica, Nophtys, Lorna, Amadahy, Dalis, Laec, Mosheh

Tertiary Spirits: Nus, Tuulikki, Erata, Nyarad, Peryah

Spirits associated with fire: Nus, Tuulikki, Erata, Nyarad, Peryah, Mahkah

Spirits associated with water: Lorna, Amadahy, Dalis, Laec, Mosheh, Makhah

Spirits associated with air: Xeyo, Botina, Kinus, Netica, Nophtys, Mahkah

Spirits associated with earth: Jrin, Odanodan, Barth, Adhamh, Makhah

Spirits associated with Creation: Jrin, Odanodan, Barth, Adhamh, Makhah

Spirits associated with Void: Xeyo, Botina, Kinus, Netica, Nophtys, Mahkah

Spirits associated with Stasis: Lorna, Amadahy, Dalis, Laec, Mosheh, Mahkah