The regions of fathomearThe world of Fathomear is split into 15 distinct regions. These are comprised of different environments and terrains, along with cities, skylands, and points of interest. Each region has its own rule of government, factions, and economies. Here is a quick description of each of the 15 you can travel through.
Decafien Sits just south of the reach and makes up the southern edge of the eastern continent. Once a part of the reach, these old decayed mountains are nothing but rough jagged cliffs now. The Skyland known as Pathen hangs above this area and offers crossroads of travel between this place and the rest of the world. It also houses the ninth star. This divine beacon draws religious fanatics, and zealots alike to come worship here. The cliffs are thought to be blessed by the gods themselves, preserving their image as is and stopping their decay. However, the valleys between them are wrought with death and a heavy presence of monsters. Rule- Decafien is ruled by the ninth star and its caretakers. Keepers of both divine, and chaotic law. The churches say is final and their reach expands throughout the entirety of the region. Home to both the sun swords, and skreetans, who travel these lands upholding its justice. Their law is dictated by the gods themselves. Ever-uhn The everlasting forest stretches the length of this region and provides it with a lush jungle like environment dotted with small clearings and nestled into barbed mountains that cut off its access to the heartlands. The resting place of Treeord and the Skyland known as the seed spire who is credited with the longevity of the forest itself. Breeding a culture of people who hold the realm at its highest regard and live as one within its circle of life. Rule- The seedlings hold dominance over this region. Not any man or woman, but sprites birthed from the spire itself. They are the ones responsible for its growth, and the cycle of life it observes. Hell bent on keeping the wants and desires of man at bay, the region is held to a strict rule of conduct, where all things must be respected and used accordingly. When the balance is interrupted, the seedlings use the weight of the realm to crush their opposition in the form of the flora and fauna it creates. Fayertung This region is home to the most fertile lands in all the realm. Both crop and livestock flourish here thanks to the Skyland known as the faerie fields and their denizens blessing its ground. The dead woods of its north are traces of its relation to the everlasting forest before the scorch, and the graveyard known as Fillactris shares its southern edge. Now it is home to farmers, ranchers, and those left to grieve for the realm’s losses. Sole provider for the majority of food in the realm, these lands remain untouched by corporate hands. Rule- No one holds rule over this region. The people of the realm depend on its offerings in order to sustain itself. This has allowed anyone to stake claim on open ground in order to harvest for the realm. Every single person residing here gets a say in what happens within its borders. This dictates what is fair in each town. They have no need for an army, however the workload placed on those who reside here have turned their populace into a more then capable one if needed. Forgeth One of the most diverse regions of the realm, Forgeth encompasses the powder plains, blue side, and the great dock. The Skyland Tel’No’Mora sits chained within the center of it, housing the lost souls awaiting the long rest, or the inevitable call to action in karrens army. It sits just north of the reach. A mysterious region home to areas long forgotten by those who inhabit our realm because of their nature. Rule- This land is run by the forgotten fathers. A band of elders who have helped their people survive in these forgotten lands. Most of them reside in the powder plains, and they claim control over their neighboring port city and the blue side. No one argues their rule because it is believed to be just, and their wisdom has kept this nation alive for generations. The scorched of the blue side seem to find ties to the forgotten fathers and in turn have allegiance with them, uniting the north of the eastern continent. Kine Kine is the northernmost island. A frosty place full of ancient ruins and stones of power. This includes the slip gate and is the main attraction for anyone who journeys here. The Skyland known as Grun-Duhn floats above it taunting those below with the treasures it claims to hide within its labyrinth. The pure arcane energy emanating from this region brought forth the construction of the conduit and has become a homestead for those who wish to dive deeper then they ever could alone into the art of magic. Rule- While there is no ruler to speak of in this region, instead it abides by one ideal. The freedom to practice magic and tamper with the arcane arts freely. This extends to the use of transmutation, and has made it a safe haven for those who wish to practice outlawed arts. Lakria Known as the land of lakes, this peninsula is riddled with fresh water lakes that stretch all the way to its borders, but never mix with the sea. Birthplace of the Riverborn, and vast underwater cities. The Skyland known as Smuldra floats above it begging those below to seek out its waters of youth. A region full of farriers and fishermen, abusing the fresh waters trapped within its borders. A tourist trap for its beautiful beaches and lavish cities. Rule- Riivo, otherwise known as the pearl of the south is Lakrias capitol. A riverborn city nestled within the depths of the great lake itself. Constant use and abuse of the waters by outsiders has turned this city into a hateful and vindictive place. Seeing them closing their borders to outsiders, harassing those who use its waters, and the inception of the black fins. Through them they exact judgements and punishments throughout this region. Nomada This region is covered predominately by the hills of hanover. The Skyland known as Dripton resides above it and splashes its overfilling lake down on it periodically flooding certain areas of the region forcing most civilizations to build on the peaks of the hills, or outrun the flood as it approaches. This has bread wondering caravans of entire cities that can uproot at a moments notice and move across the region making it one of the hardest places to navigate. Survival is paramount here and the fight for dry ground keeps this region dead locked in war between the wondering tribes. Rule- families, towns, and cities themselves wonder through this region fighting for dry land each day. This breeds a constant state of war between each group. War is a constant and therefore leaves those who travel through it at the mercy of the community they are in at that time. Being here to long will force you into action within this civil war. Saltmar This region encompasses everything floating within the waters that separate the mainland from the eastern continent. It holds rule over the isles of salt, buoyant gulf, and divine isles. Its rulers being those that sit upon the Skyland known as the high loft. A region sought out by those who seek monetary, emotional, and spiritual gain. Rule- These islands and the sea surrounding them are ruled by the entrepreneurs who made their claim of the salt mines. Considered some of the richest people in the realm, they reside in the high loft and keep watch over their lands. This group is greedy and uses their influence and money to keep control over their people. However, this greed often leads to turmoil within the leaders. With laws dictated by each owner of any given island. Sanshaw The Sanshaw hugs the southern edge of the split and is made up mostly of the sands of shayla. A dry desert region known for its violent earthquakes, shifting sands, and crumbling mountain sides. Home to the Skyland known as Magnight and the glass road it creates each morning. This is the only place in the realm devoid of all water. Due to this it is mostly unexplored and travellers tend to stay on the glass road when journeying through it. Rule- Sanshaw is ruled by a faction known as the old tungs. These mysterious figures are rarely if ever seen and when done so are clad in thick bold colored cloaks that cover every one of their features. Thought to be spirits of this land, they roam the Sanshaw providing guidance to those who need it, and reprimanding those who would cause trouble in their area. This leaves most communities to fend for themselves until greeted by one of these entities. At which point they will be evaluated by the group and either praised or punished. The old tungs have one of the largest armies in the realm made of those who would follow their teachings and journey with them. You are more likely to see their military acting out their judgements throughout the region. Shargim The most populated region in all of Fathomear, Shargim is the birthplace of the shadrid, gick, and mushey. It is split into 3 distinct environments including the crystal peaks, hollow plains, and Shiima. The Skyland known as the badlands drifts over this area with promise of minerals and exotic crafting components. It is a restrictive place with truths that cannot be denied when journeying through it. Each predominant environment requires something of the traveler to get through, with the hollow plains dictating your weight, the Shiima dictating your sight, and the crystal peaks dictating your perseverance. Rule- The environment requires enough from a traveler to journey through. This leaves towns and cities you might find in this region lax on their governing and more accepting of those who make it to them. The hollow plains are enough to stop hordes of shadrid from marching on them. The crystal peaks provide no substanance for the mushey, and the Shiima is a hunting ground for the gick by its various flora and fauna. This keeps the three kingdoms separate stopping what wars might come up. The heartlands The heartlands are just that, a large roaming plain that sits within the center of the main lands. Its prominent city of Ubiquity is a melting pot for all races of the realm, and its close proximity to the Arbittus make it a rather peaceful place to live beneath the high courts. Criminals are brought to these lands in order to be judged. Adventurers find themselves here in search of the pulse that emanates through our realm, while outcasts look for a place to fit in amongst its great city. Rule- The heartlands are ruled by an elected king. His throne is known as the pulse and sits in the heart of Ubiquity. Every 4 years a new king is elected. This king is counseled by a sovereign citizen of every race. His decisions are enforced by the high courts that reside above this region. The reach The reach is home to the Serjunda mountains. The largest mountain range in all of Fathomear. The mountains themselves stretch the entire length of the eastern continent. However, the reaches rule does not extend into Forgeth, or Decafien. It is an area of far ranging mountains with deep crevice like roads that cut through its center and are the only means of travel for those in carriage or on horseback. Home to Mystvale and watched over by the keggans that inhabit the ancient dragon bone city. This land dates back to the pre-scorched era and is dotted with old abandoned keeps of the first men. A Skyland known as the Pire sits chained to its southern border and is still used to this day as a beacon for the realm in order to warn it of approaching dangers, and the changing of seasons. Those who travel these lands are rugged adventurers, archeologists, hermits, and artisans seeking entry into Mystvale. Desperate refugees and asylum seekers will find themselves here for its solitude nature, and demanding environment. Rule- The city of Mystvale rules over the reach. This is an ancient pre scorched city built within the carcass of a dragon. Keggans reside here and hold a watchful eye of the surrounding mountain range. Its inability to reach the other towns surrounding them leaves those towns in the reach alone to govern themselves. They focus their efforts on the creation of artistic endeavors and do not lend themselves to war. In fact, this area has not been taken by anyone since the age of the thelvin, when Keggans staked their claim. The split The split sits southwest of the heartlands. A bridge between the tattered lands and Sanshaw. Home to the Sister peaks that split this stretch of land in two. Suspended between them is the bridge city of Avant, and below that within the valley of the two mountains is the dungwall ditch. The Skyland known as Forenskirk casts a looming shadow upon this territory robbing parts of it from light for days at a time. The slave trade is alive and well within these parts, causing an overwhelming sense of unrest for the people who choose to call this place home. Rule- The split is ruled by those who have accrued the most strength for their house whether through the enslavement of others, or demise of other families. This makes this area extremely unstable with those who reside here constantly looking to grow their numbers in order to get a say. Any house that can hold their own can make and enforce laws in their homelands. Social, political, and economical instability breeds a high rate of crime and the area is under a constant state of civil war. The tattered lands This encompasses both the mire, and the titan fields. Lands stitched together by the changing of terrain and time. The mire is the result of Lakrias expansion. Its far reaching rivers flooding this forest and turning it into a swampland. Connected to it are the titan fields, a graveyard of titanic beasts that fought for their survival pre-scorch. The Skyland known as Tythron looms above this area. Now a beacon for hope, peace, and negotiation. Many past truths have been buried beneath these lands. Rule- No one rules over this region. Although Tythron thinks they might have some pull within it, this only extends to the Skyland itself. Rogue factions and governements have been set up amongst its reaches forcing the opinions of those who inhabit them. Westmark This is the western most island. A gateway to the realm, it is home to lavish port cities that are the heart of trade by both ship and basket glider. The Skyland known as the Broken Coinpurse hovers over this continent shedding its wealth down upon its lands and creating the many merchant cities you can find here. A land of opportunity where the market is truly free. It is sought out by almost every denizen of the realm in hopes that they can achieve their dreams. Rule- There is no formal ruler in Westmark. Instead, it is ruled by 2 different orders. The wealth bringers, and the Taxens. The wealth bringers work the broken coin purse and distribute its wealth throughout the continent. They control who benefits from their fallen resources each day. The taxen run the lands and cities of Westmark. They try to even the playing field by imposing taxes and dues on everyone who resides or visits this region. Everyone must pay a tax to enter, trade, and journey through this land. That money is in turn used to improve the many towns and cities that reside there.
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April 2024
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