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Northern Realms

Northern Realms 1.png
Regional Information
Population 3,512,480 (25% Human, 20% Fhen Khanur, 20% Ta'Jahu, 10% Chovah, 10% Formorian, 10% Rhakas, 5% Other)
Borders Southern Realms, Baronies of Vishraan, Iztalik, Vaheem: The Western Reach
Major Religions Albiorix, Gishra, Mala, Odiryn
Highest Point Dark Spire 34,450 feet
Longest River Salt River 3,500 miles
Largest Lake Jiliak, 5,025 sq miles.
Climate Temperate to Sub-Arctic
Terrain Mountains, High Plateaus, Grassy Steppe, Moors
Natural Resources Amber, Coal, Iron Ore, Silver Ore, Stone, Textiles, Timber
Natural Hazards Grassland and forest fires, damaging floods and harsh storms

Hello and may the All Father and the First One be with you. I am known as Icren Whitefisher, son of Iklar Whitefisher, grandson of Kir Whiteworm and I have been asked by the Sage Rayche Blackstone to put ink to paper and introduce what he calls the Northern Realms to you, for what he says will be a Grand Book of History and Culture. I am not sure how any of this will sound, or how useful you may find it.

The “Northern Realms”, those words conjure up a host of images: harsh, cold lands, barbarians, and hordes of monsters. Yet, the one thing that you will never forget about the Northern Realms is the seemingly endless tracks of thick forest covering great swathes of the region, the winding streams, the deep lakes, and the stark difference of the immense open regions of hard dark earth of the more northern kingdoms.

It also been my home for the past 50 summers. It is more than just a land of cold forests, or wandering bands of monsters. It has a presence about it that makes the other Realms seem smaller by comparison. It has also been the wall against the legions of vile creatures that inhabit the Ice Kingdoms further north. While it is true that there are monsters roaming the dark forests, the lonely vales, and the remote regions, it is also home to six great kingdoms and hundreds of clans of Isande people that dwell in this realm, it is also home to magnificent small towns and uniquely built villages that reflect the spirit and culture of the various species that call this region home.

The Northern Realms provide dramatic and beautiful vistas of imprisoned vales, and tall, imposing mountain ranges and encompasses the Great Forest of Storhet. I have heard those of the other realms describe the Northern Realms as “dull witted”, “backwards”, “unrefined” and “filled with a host of indigenous people whose very stench was enough to ward off the horrific monsters that roam the lands unchecked.” What little they know of the Isande people that dominate these regions.

As you travel the region that is called the Northern Realms, you will find yourself bound by many natural barriers ranging from the Vast that sits between the Kingdom of Panthais and the Ice Kingdoms and its legions of oku, undead and crazed groups of criminals.

To the east the northern regions are bound by the waters of the Vaheem: The Western Reach and the many hundreds of small islands that dot that coast. To the far west the realms are bound by the Blue and the Bayreesh Mountains, which northern legends refer to the “Dragons Back” where the great lord of dragons lies in an eternal sleep.

To the south the Northern Realms are bordered by the Dhunadin Sea and the Baligrog Mountains that surrounded the foul lands of the Baronies of Vishraan. The northern borders of the region are bound by the Black Ice of Iztalik and is separated from the Ice Kingdoms and by the ancient Sea of Salt - The Vast and by Gunaithus - The Black Gate.

As one of the more successful merchants within the region I have spent a great deal traveling the open roads and the back trails of north. I have learned a great deal about the comings and going ons of its people as well as the make up of the very land.

As I told you earlier the vistas of the Northern Realms are in my not so humble opinion beyond magnificent they are on par with nearly any of the Celestial Realms, exquisite in their creation and perfect in their grandeur. This is a result of the three magnificent mountain ranges: the Ceitha Mountains, which stretch from Iztalik the Black Ice southward acting as a natural barrier between Ahgrinuu and Sahrivik. The Ceitha Mountains are the regional home of the Ceithlenn Nation, whose clans range from the lowland to the highlands and the rugged cold peaks.

While not as high as the Ceitha or the Sazar Crys mountains, the mountains where the Ta’Jahu nation Ta-Kanasiti makes its home, the Via’ Asthierr (Silver Mountains) are low, soft rolling mountains that are closer to tall than actual mountains. They are given this name for the silvery flakes of minerals that give the mountain a silver glow when the moon is full. In fact, the mountains, forest and the foliage have a richness of color the ranges from silver to tingy-blue silver.

By far the greatest mountain ranges that the North has are the Sazar Crys (ancient common for Demons Blood)Mountains, reaching heights of 30,000+ feet these mountains are a massive barrier between the Kingdoms of Panthais and the witch Kingdom of Nashatras. The peaks of these mountains are etched in snow and ice, surrounded in thick clouds with only the top of the The Dark Spire rising above them.

Moving through the northern regions is often done by horse pulled wagons, though there are airships that make their ways high above, as well as the use of aradgah clockwork beasts. Most of the north is covered in pathways, game trails, and haphazard roads. There are the two main, stone paved roads the Westering and the High Road, but there are several other “highways” of a sense that are widely used through out the region. There are eight major rivers that drain the spring thaw and summer rains: Uleta River, Benlhar River, Ozur River, Running River, Oghold River (which empties into the Bay of Sorrows), Shining River (or the Nau'nil Ratrel (Cor Shan for Laughing River) and Salt River.

I have traveled each of these rivers through out my journeys and trekking, they are all deep, cold and vary in speed from absolute stillness to crashing rapids, but each of them are able to support healthy trading lanes and traffic.

To many that live beyond the shores of the Dhunadin Sea the vast regions of the Northern, and perhaps even the Western Realms, are thought of to be nothing more then cold forests, ice flows and harsh weather. While it is true that the winters here can be harsh and cold, the forests themselves tend to stay warm through out the year as the ground itself is said to lie on the belly of a great demon whose heat keeps the ground warm. The mountainous regions tend to get very cold during the deepest parts of the winter, and the further you climb, the colder the winds and the harsher the snows or rains become.

There are various types of foliage through out the northern realms. In the deep forests there is a mix of conifer trees, pine, cedar, maple and cherry trees. These forests grounds are covered in broadleaf ferns, tall grasses, and a wide variety of wildflowers, particularly the Silver Flower. Silvery white in color, the Silver Flower is a large, multi-leaf flower that is valued for its oil, its seeds and its roots that are often used in healing balms and elixirs.

The open plains of the Northern Realms are covered in hardy bushes such as holly, winterberry, firth-thorn, and the winter rose. These are short bushes, that group together in large numbers and are often separated by acres of wildgrasses. Occasionally, you will come across large stands of fir trees, often secluded in valleys and crevasses. The open country is also known for its natural mires and fens which often lead to the doom of the lone wanderer or small caravans caught unawares traveling through the open country or attempting to escape the natural and unnatural predators of the Northern Realms.

The deep forests are also known to have blood willows and death oaks, as well as the protective sidz ra.

Like most place on Ta Los and through out the world of Kralis, I suppose, there are natural predators and then there are monsters, beasts, monstrous humanoids and much worse. The Northern Realms are no different.

The largest population of fauna that call the Northern Realms home are elk, black deer, moose and longbeard goats. These populations are held in check by natural predators of wolves, black and brown bears, and northern lions. The coasts are often patrolled by powerful killer whales, giant sharks, and the occasional giant squids. These are the more common types of creatures that you must be aware of as you travel through the north. However, these are just the common creatures. There are many numerous types of beasts, monsters, as well as a number of more dangerous and ferocious creatures that seem to only exist in nightmares.

The most predominate monster that calls the Northern Realms home are the hazor. These horrible beasts dwell in nearly every region but are particularly at home within the Ni ‘Drazan Fier Khaikin and the surrounding Via’ Asthierr Mountains and forests. They have spread to the moors and boglands near the Vast and have taken up residence within the crevices and cracks of the Szar Crys Mountains. They are a menace, but are held in check by the various earth dragons that call the Szar Crys Mountains home and the few air dragons within the Via’ Asthierr mountains.

The various mountainous ranges of the Northern Realms are also home packs of bluh dhan, dire wolves, gryphons, cave hydras, wild jaquath, and worgs. It is also home to numerous monstrous humanoids ranging from albs to bands of broodlings, to clans of atufolk, groups of curznaiks, cyclops, numerous bands of firvulag, formorians, giants, goatmen, and goblins to karnacks, kaznarks, clans of oku, groups of shaldhun, and powerful bands of sigah bhalka.

While there is so much more to speak of when talking about the flora and fauna, I am growing weary of describing the beauty of the “Northern Realms”, it is something better experienced in person. I have yet to tell you of the various kingdoms, I suppose that is better left to Rayche than it is me.

Until the sun sets on your path, farewell good reader!

Best of the Northern Realms

he Northern Realms offer a large number of interesting and important places to brave explorers and adventures to travel to and investigate. Here are the top important locations for the Northern Realms:

Jiliak, the Lake of Gods: The largest lake in the Northern Realms, Jiliak is a fresh water lake. Its approximately 280 miles long and between 1,500 feet to 5 miles wide. It is famous for the Ten Villages and the nearly 50 small islands that exist within the lake.

The Vast: Once the great Cold Sea, now a vast salt desert that stretches across the open grassy plains between the Ice Kingdoms and the northern borders of the Kingdom of Panthais.

Bragih, Capital of Panthais: The capital of the largest Kingdom of the Northern Realms it is famous for its contemporary isande culture, its massive castle and its cultural festivals.

Mound of Stars: The Mound of Stars is massive butte with steep, vertical sides with a large flat top. Legend holds that those that reach the top will find a portal to the Celestial Realms.
Tower of Kirl Rahdu: Very little of the Northern Realms ancient past from the Renarthal civilization, save for the occasional ruins. However, the Tower of Kirl Rahdu, a little known sage has existed for the last 2500 years and is the Northern Realms ancient treasures. It is known as one of the oldest known libraries in Kralis filled with over 200,000 books, scrolls and tablets of knowledge.

Brugan the Stone Tree: South of city of Illidon within the Witch Kingdom of Nashatras, rises the white granite pillar known as the Stone Tree of Brugan.

Ornar: The Kingdom of Panthais’ third largest city having shaken off its grimy, dark past and is now known for its rich culture of Isande, Dejah and Ta’Jahu residence.

Vale of Clouds: The Vale of Clouds is a 20 mile long, 1 mile wide and 1,800 feet deep vale that is cut through the ground between Myanothia and Ta’Kanasiti. Its famous for the rising of large clouds of warm mist giving it the name: Vale of Clouds.

Coins of the North

Coins of the North
Nation Red Steel Gold Silver Copper Bronze
Ahgrinuu Zonth Zeni Meron Glini Wort
Alisanos Quill Feather Claw Thumb Toe
Ceithlenn Pik Taol Mur Malu Myr
Duchy of Harr Sun Moon Star Dagger Bit
Kingdom of Panthais Crown Falcon Drake Wyrm Pence
Kingdom of Nashatras Dennar Zand Shard Nib Bit
Myanothia Glory Wolf Talon Dung Flea
Ta Kanasiti Ifeeri Aurm Genti Eris Aser

  • The everyday currency of the Northern Realms consists of many coins and trade bars. The standard currency through out the Northern and most of Ta Los are red steel, gold, silver, copper and bronze pieces of equal value through out the Northern Realms.
  • Currency exchange rates within each Nation of the Northern Realms can vary from -50% to +50% of standard value, depending on current mercantile situations and success of mining.

Politics of the North

The North. Physically it sits just as far north as much of the Western Realms, it experiences the same types of weather but that is all it shares with its western neighbor. The North is divided into nine “kingdoms”: Ahgrinuu, Alisanos, Ceithlenn, Duchy of Harr, Kal Phyriax, Kingdom of Panthais,Kingdom of Nashatras, Myanothia, Nathak, and Ta’Kanasiti. The Ice Kingdoms are considered by most sages a non-actor in the politics of the North. It is considered more or less a grouping of rogue states that are more often fighting to survive against each other that they have little to no interest in the going ons with their southern sister states. The exception to this would be Parika as the lord of the undead is rumored to control the region and is looking to unify it under is rule, and if it is ever successful the Ice Kingdoms would become a serious, real threat to the Northern Realms.

Politically, the Northern Realms are of an older mindset than the Western Realms, but considerably younger than that of the Southern Realms. The scene is more set with less fluidity of changing positions between the nations. The peace of the north is kept in check by the power of the Kingdom of Panthais and backed by the Ta’ Jahu of Ta’ Kanasiti. Though the landscape is not without its holes and pitfalls. Predominately, the Kingdom of Nashatras and Kal Phyriax are notorious bad actors praying on the good will of the nations around them. Alisanos is less unstable than it once was, but it still has a great deal of work to go through to be considered an equal power in the North. These are the major factors in play between the nations, though there are many other factors that each nation brings to the table.

Alisanos

Alisanos by all accounts is rather young in its attempt to become a power within the North. Founded in 576 B.F.A. (Before First Age) Alisanos was born out of darkness and for many centuries endured the continued influence of evil through out the region. The people of Alisanos are strong willed and tenacious and have endured this evil to form a small realm of duchies that is over seen by the capital Inthiel and the Duchy Senate and its Grand Chancellor. There is still a great deal of struggle between the duchies as they continue to figure out their position within the larger scheme and as new individuals within the duchy rise to power. As a power within the North, Alisanos has some influence as a border nation to Solthania and the Jakara lands of Ji-Lak, but any greater influence is currently beyond its reach. It has to rely on Myanothia for much of its trade in the North, but has increased its trading power with Solthania over the past centuries. This has caused Panthais and Myanothia to actively support the Duchies despite their internal bickering. Alisanos has designs on becoming a rival power to both Solthania and Panthais and to do so it knows it needs to unify under one leader. Currently, Alria Goodstone serves as the Grand Chancellor and she has done a great deal to this unification. Only time will tell if Alisanos will rise to a great power of the North, or always play second hand to everyone else.

Ahgrinuu

While not a true kingdom in the correct sense of the word, Ahgrinuu, however, is a considerable power though it does not throw this weight around. As the only nation of Fhen Khanur known to exist in all of Kralis, the region is divided into the various fiefs of clans. Many sages agree that it is because of the Karta (ancient laws of the Fhen Khanur) that this nation has as it is, has survived and thrived, and that is has been given such a prominent seat in the political North as it has. It is the oldest nation within the Northern Realms, having been established in 31,000 B.F.A. Like all long lived nations it has had its moments of darkness, yet its current outlook is bright and strong. Panthais counts it among its greatest allies as does Ta’ Kanasiti. For the most part, through out its history, Ahgrinuu has kept to itself, keenly aware of its association with and the black stain from the giastori Kingdom of Athigurian. And because of this it has striven to live up to the Karta and associate itself as a stalwart foe against the forces of evil.

Ceithlenn

Ceithlenn to this day has resisted formalizing into a unified nation and continues to hold onto very ancient traditions and ways and by virtue is not recognized as a true nation. It is by most sages of the South opinions as close to what is thought as uncouth and uncivilized that a civilization could be. These opinions are a due to the fact that they have held on to their tribes and have only twice ever been brought together under one flag, and even then it was short lived. As a singular nation Ceithlenn has no ruler, and each tribe is considered an individual state when dealing with other nations of the Northern Realms. Thus, every tribe negotiates its own terms when dealing with non-ceithlennians. This leads to the other recognized nations having multiple accords, treaties or pacts with all the tribes. To much of the North, Ceithlenn reminds them of a rebellious youth that knows what it can and cannot get away with and always pushes its boundaries.

Duchy of Harr

The Duchy of Harr is one of two nations in the Northern Realms that is considered a true duchy. Founded by Sir Byron Curtash, a Knight of Elal, in 950 B.F.A. the Duchy is the most trusted nation in the Northern Realms because of its laws and government. Based on an elected governing body and ruled over by a Grand Duke which is elected from the regional provinces and great houses the Duchy brings a sense of strength and democracy to the North. While it is a relative new comer to the world of nations, it has arrived fashionably late with a great deal of fanfare. With its deep connection to Myanothia, Solthania and Dardura Sheva, the Duchy is very small but carries a big sword. Most of the North views Harr with great sense of honor and duty in the heart of Ta Los.

Kal Phyriax

If the Duchy of Harr is the shining of the North, then Kal Phyriax is the arch-villian. It is truly the dark knight, filled with great malice and cruelty. Originally, the nation was founded by outcasts of the Knights of Elal with the intention of becoming a powerful and new nation of knights that exalted freedom, tolerance, and noble ideas but was soon brought to shame as the greed, need for power and cruelty arose from misaligned mercantiles that soon infested the government and supplanted the rule of law by a neutral council with a council whose only focus has become that of power and dominance. On its outward face it is seen as a shrewed, aggressive and merciless trading nation bent on dominating markets and others mercantile industries. It nearly goes without saying that Kal Phyriax is not a trusted actor and has often been accused in assassination plots or the attempted use or trade of illegal goods and weapons.

Kingdom of Nashatras

The Kingdom of Nashatras, or the Kingdom of the Witch Queen, is a major player and influence in the North with nefarious intent. As a kingdom based solely on the worship of the The Queen of All Ohngwe - Helcatu it is a serous threat to the already uneasy peace the North, while the majority of its commoners and people keep their heads down and do their best to keep themselves relevant to the rest of the world, the Kahruri (Witch Queen) and her the other tahmri rahgana work to expand their reach both in this world and beyond, including the Celestial Planes. Because of this danger those that seek to do good and bring balance to Ta Los are often working secretly to undermine or restrain the efforts of the Kahruri and the tahmri rahgana.

Kingdom of Panthais

The Kingdom of Panthais, as a kingdom is the oldest in the North. Isande humans have dwelled in the region since before the Kish Empire. The Kingdom, as it is often referred to, is the home of many of the remnants of the people of the Kish Empire and the original clans of humans that were not conquered by Kish. The Kingdom, unlike Ceithlenn, has both held on to its ancient ways and traditions, while also moving beyond the “infantile” leaderlessness that Ceithlenn has not moved beyond. As the oldest nation in the North, it has a great deal of influence and pull with the nations that work to one day unifying the North. To the few other it is seen as an obstruction to their grab for power as well as domination by nefarious means, particularly by Nashatras and Kal Phyriax. Like other realms and kingdoms that are divided into fiefs or duchies, each fief is able to make trade accords and other types of accords so long as those do not work against the Kingdom or jeopardize its security and government. It has strong relationships with Harr, Solthania, Alisanos, Myanothia and though they have had great difficulties in the past Ta’ Kanasiti views the Kingdom from a neutral distance.

Myanothia

Myanothia is often referred to as the big brother to Harr, even though it is a much younger nation than Harr. Much of what Myanothia has become is a direct reflection of Harr. Much of the government is a combination of Kishian elements and that of the Harr and ultimately the Knights of Elal. As a unified duchy Myanothia is held in high regards as the Duchy Counsel has worked very hard to align themselves with Panthais, Harr, and the Southern Realms city Dardura Sheva. Much like all the other kingdoms that are the sum of their total fiefs and duchies, each duchy is treated as a sovereign state allowed to enact their own laws as well as forge alliances and accords with other nations through out Ta Los, so long as the Grand Duchy itself is not put into jeopardy.

Nathak

As one of the largest Rhakas Nations in Ta Los, Nathak is situated to become a grand kingdom for the species, if they are able to haul themselves beyond the petty raiding and being involved controversy with its neighbors Harr and Panthais. In general, the North hopes that Nathak will reach its maturity as a nation soon.

Ta’Kanasiti

Ta’Kanasiti, home of the northern nation of Ta’ Jahu, is an anomaly. Since their arrival to the North and indeed all of Ta Los and beyond, the Ta’ Jahu have been something of a mystery to their neighbors. On the one hand they are distant and remote, and on the other savage killers when they perceive a threat. In the North they were often in conflict with the various tribes and clans of humans, and have also closed themselves off to the rest of the world as it raged around them. However, in the end Ta’ Kanasiti is not like its sister Lathia, they have always risen to defend what is right and good in the North.

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