[[:Template:Western Realms]]


Western Realms

The Western Realms
Regional Information
Population 2,869,500 (65% Human, 10% Fhen Khanur, 10% Chovah, 5% Formorian, 5% Rhakas, 5% Other)
Borders Nothern Realms, Southern Realms, Iztalik, Sea of Ithangar
Major Religions Elal, Akiri, Anthia, Hadak
Highest Point Blue Spire 24,650 feet
Longest River Iron Snake River 1,750 miles
Largest Lake Khul Joro, 1,025 sq miles
Climate Temperate to Sub-Arctic
Terrain Mountains, High Plateaus, Grassy Steppe, Moors
Natural Resources Copper, Horses, Limestone, Marble, Precious Stones, Salt, Wildlife Products
Natural Hazards Grassland and forest fires, damaging floods and harsh storms, sinkholes, tsunamis

Greetings explorer, may the Shield of Elal guard you, and His Sword protect you. I am a Marshal of the Crown in the service of the Knights of Elal. Brethren Rayche Blackstone, a great magus, and advisor to the Council of Eight, has requested the I give you as much detail as I can about the Western Realms.

As such let me begin by describing the region land that makes up the whole of the Western Realms.

The Western Realms makes up approximately 20,000,000 square miles and ranges from the Iztalik Glacial Lands along the north, is bordered along the east by the Bayreesh and Blue Mountains, and the Sea of the Ithangar along its southern and western borders.

By the blessings of the Omniverse, some would say the gods, the lands of the Western Realms are a very diverse land including high deserts, mountains, glacial polar regions, volcanic regions, many fertile river basins and . The Western Realms may be divided into six major geographic regions, each of which contains considerable geomorphological and topographic diversity: Aunggir and Arimat Basins, Turpa Depression, Ityr Steppe, Machu Plain, Gryan River Basin, and the Yal Tyr Valley

Aunggir and Arimat Basins: These two shallow basins make up most of the land of the States of Kraz Nal Tyr and the Lands of Talica. The States of Kraz Nal Tyr sit within the Arimat Basin and the Lands of Talica within the Aunggir Basin. The Arimat Basin runs north and south its outer ridge skirting along the edge of the Prax Dun Mountains. Its southern edge is bordered by the Nargoth Forest and the Sea of Ithangar, where the basin opens up to the Sea. The first hundred miles of this basin are filled with a soft desert of sand, called Bahar-Ra (Sand Sea) , whose ridges can reach elevations of nearly 300 feet. Its western edge is dominated by the Forest of Mist. Most of the basin is filled thick grasses and numerous lakes. Its northern edge rises nearly 1,500 feet high creating the Cliffs of D’Takar, an uprising of interlocking hexagonal basalt columns and are also know for its deep caves.

The Aunggir Basin, in which the Lands of Talica sits, runs west to east. It is a very lush basin of lowlands thick with “winter” grasses and small forests of giant bamboo. The lands are often covered in large clouds of fog and mist, a combination of the many natural hot spring and the cold air that is often wafting down off the Iztalik Glaciers.

Ityr Steppe: The Ityr Steppe Located is located in the north central part of the Western Realms and covers most of the Malthuran Empire, is a plateau region consisting mainly of sandy, stony, or gravelly deserts that grade eastward into steppe lands with fertile soils. This is a region of flat-to-rolling plains, partitioned by several barren flat-topped mountain ranges. Along its eastern border is the higher, forested Bayreesh Mountain range.

Machu Plain: The northeast comprising all of the Solthania, east of the Lands of Talica, the Northeast region incorporates the Machu Plain and its bordering uplands. The plain has extensive tracts of productive soils. The uplands are hilly to mountainous, with numerous broad valleys and gentle slopes.

Gryan River Basin: Often referred to as the “Mid-Realm”- This region lies between the Malthuran Empire on the north and the Haaran Empire and encompasses the whole of the Lands of Pal Hurr. It consists of several distinct topographic units. The Kirstyr Plateau on the northwest is formed by the accumulation of fine windblown silt (loess). The loosely packed loess is readily subject to erosion, and the plateau’s surface is transected by sunken roads, vertical-walled valleys, and numerous gullies. The region is extensively terraced and cultivated. The Julnar Plain, the largest flat lowland area in the basin, consists of fertile soils derived from loess. Most of the plain is under intense cultivation. This area is divided by the great river Tulmar and its little brother Tahlma.

Yal Tyr Valley: Known as the “Southern Western Realms” this region extends from the Malthuran Empire embraces the whole of the Lands of Pal Hurr and includes the Haaran Empire and consists of hilly regions, highlands and fertile plains. The Yal Tyr Valley consists of a series of basins with fertile alluvial soils. These lowlands are crisscrossed with waterways, both natural and artificial, and dotted with lakes. To the west, it is enclosed by rugged spurs of several mountain ranges and constitutes a relatively isolated area of hilly terrain. The area is known for its intensive terraced farming. The highlands of the southern Western Realms extend from the Lands of Pal Hurr east to the sea. In the west the deeply eroded Tyre Plateau is bordered by a series of deep, steep-walled gorges before falling into the Sea of Ithangar. One of the world’s most scenic landscapes is found in eastern Haaran Empire, where the terrain is dominated by tall limestone pinnacles and pillar like peaks.

Each of these regions act as natural divisions of the six realms that make up the Western Realms so as you travel through the Western Realms you can easily figure out which realm or nation that you are currently in.

As a Knight of Elal of Solthania I am often charged with patrolling not only our borders but also travel the many roads, trails and paths that weave a great web across the Western Realms. There are four major roads that connect the largest cities of the nations: The Kamkura Highway, the Mist Run, the Naka Road and the Shining Road. Most of the lands of the Western Realms are covered mostly in long grasses, thick bushes, along with rolling terrains of flowers and herbs. While most of the weather tends towards being very cold, artic like conditions in the deep winters as the cold from the Iztalik Glaciers blows through the realms, while the spring, summer and fall are extremely warm from the warm winds that come off the summer waters circulating in the Sea of Ithangar.

While there are numerous small forests of hardwood through out the Western Realms along large stands of bamboo forests, there are three major forests that dominate the lands: Forest of Mist, Forest of Ergath and the Nargoth Forest.

Through out my many years of travel and protecting details I have encountered a great number of monsters, beasts, and other supernatural things that call the lands of the West home. Many villages, large towns, and small villages have fallen prey to the claws, bites and harsh weapons of these creatures. As with much of thw world around us, monsters are very common through out the lands. Hordes of albs, broodlings, kangras, and kurnacks are frequently encountered.

The largest population of fauna that inhabit the Western Realms are heavy buffalo, oxen, red deer and llamas. These populations are held in check by natural predators of black bears, cougars, argoth lions, packs of wild dogs and wolfs. 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.

While the Northern Realms deal with such horrific monsters such as the hazor, the Western Realms are more often terrorized by the remnants of the Kingdom of Athigurian: giants and giastor. These gigantic humanoids, who still believe that their ancient kingdom and power will return, are able to hide in the lands, hills, mountains and forests the Western Realms extremely well, as well as living within the massive caverns of the Tav Aedhun.

While they are a menace, they are held in check by the Knights of Elal, the tribal clans of the plains as well as the mighty horse lords of the Lands of Pal Hurr.

The various mountainous ranges of the Northern Realms are also home packs of bluh dhan, dire wolves, gryphons, black hydras, wild jaquath, and worgs.

It is also home to numerous monstrous humanoids ranging from groups of baneturs, bands of firvulag, gantu, goblins, gunthains, karnacks, kaznarks, clans of ogres, groups of oku, powerful bands of oracs and clans of shaldhun.

While the Western Realms share the Bayreesh and Blue Mountains as a border along side the Northern Realms, sitting at the heart of the realms are the Prax Dun Mountains. These gray-green mountains are topped with snow most of the year and are home to hundreds of different animals, monsters and creatures. There is a large fire dragon clan that calls the central peaks home and are often seen gliding through the cold air around much of the mountain.

Travel through this region is often done by horse as it is done through out much of the world. Though many of the Knights of Elal are known to have svemahjol, you might know them as levitation bikes, that they use to quickly move along the various roads, trails and paths of the realm. Often they are chasing down raiding hordes or earth dragons that have decided to disrupt the day-to-day lives of the ordinary mortal.

There are many, many rivers through out much of the realm, though only the Iron Snake River is of any concern. Most make quick runs into the lowlands, specifically into the Khardhun Swamp in the center of the Malthuran Empire. Many of these rivers tend to fall off into underground runs that lead deep into the Tav Aeduhn.

Life within the Western Realms is unique to say the least, but its is good life, filled with great joy as much as there is sadness.

Ahh, look there, the Rhu has begun to set and the Rings of Elal are beginning to glow. Our time is up, as I must return to my company as we are leaving at sun up to patrol the southern section of the Kamkura Highway all the way to Rakeem.

I wish the blessing of Elal upon you and your companions, Rhăzbo apace Ugata (Always be prepared, in Peace and War).

The Best of the Western Realms

The Western Realms has a great number of interesting locations that explorers and adventures to visit and investigate. Here are the top 5 locations that are recommended.

  • The Ziggurats of Azahak: Built into some cliffs in the Prax Dun Mountains, southwest of Solthania, several ziggurats rise above of the forest surrounding them. These three were once a place of worship of the dark god, it is believed that it is still being used as a base of operations by fell-minded beasts or worshipers.
  • The Peril Ruins: Located in the Bayreesh Mountains sits an ancient monastic citadel called the Peril. It has long been abandoned by the Monks of Yurtil. Rumors persist that it has become home to several clans of Wererats and something much more chaotic and powerful at its heart.
  • The Triangle: Situated in the Mist Forest, sits a the tip of a massive underground pyramid. It is a covered in a black reflective material that emanates a strong anti-magic field that has kept most spellcasters from locating or attempting to infiltrate the pyramid.
  • The Abby of Malstra: Situated in the foothills of the Bayreesh Mountains within the Malthuran Empire, sits an ancient Abby. It has along been abandoned. It is surrounded by dozens of mausoleums and grave markers. It is said that it has become a place of worship to the Ohngwe (Great Old Ones).
  • The Kazuda Tower: Nestled deep in the Prax Dun Mountains sits a crystalline tower. Its sharp spires sticking above the rocky terrain. It has been said that those that venture to investigate this tower either never return, or they return insane and speaking in languages no one has ever heard.

Coins of the West

Coins of the West
Nation Red Steel Gold Silver Copper Bronze
Myngaard Red Sun Solar Lunar Star Penny
Lands of Talica Orb Baron Lord Knight Shield
Solthania Griffon Lion Eagle Hawk Sparrow
States of Kraz Nal Tyr Magnus Ducat Circle Mark Half Mark
Malthuran Empire Grand Rider Spear Eye Skull Wagon
Lands of Pal Hurr Dragoneye Serpent Luckmark Owl Bear
Haaran Empire High Crown Sun Crown Moon Crown Half Moon Token

  • The everyday currency of the Western Realms consists of many coins and trade bars. The standard currency through out the Western and most of Ta Los are red steel, gold, silver, copper and bronze pieces of equal value through out the Western Realms.
  • Currency exchange rates within each realm of the Western Realms can vary from -75% to +100% of standard value, depending on current mercantile situations and success of mining.

Politics of the West

The Western Realms are made up of only three real nations: Empire of Haaran, Solthania and Kraz Nal Tyr. The others: The Lands of Talica, The Malthuran Empire and Pal Hurr are regions dominated by ancient tribes and clans that have existed for thousands of years and have warred with each other for as long.

Much of the West is an unstable political landscape, not because of the tribal and clannish thinking, as much of the laws that these clans and tribes follow are based on a sense of honor, but because each of the tribes and clans tend to have differing points of view on these codes.

Pal Hurr and the Empire of Malthura

Politically, both Pal Hurr and the Empire of Malthura are a collection of tribes that adhere to their long standing codes of honor and spirituality. These two regions remain beholden to their foundational tribal culture. To this day the people continue to cling to their kin groups, their tribes, their religious sects, manifesting in their actions via group loyalty, support of closer over more distant, and balanced opposition, each one defined as much by whom they stand against, as what they stand for.

This membership means that should one individual or tribe fall into trouble, they will have committed allies to call upon. This is a two-way relationship among the groups also means that they can be the targets for reprisal, and vengeance by those that have suffered for those groups. All this is set on the backdrop of duty and personal interests as well as tribal interests.

It is these interests and desires that insure that these regions are not easily controlled and can often lead to wars. It also leads to these tribes attempting to expand their lands into other regions or supporting raids into other regions to increase their wealth. These raids often include up to hundreds of individuals that move through a selected region for several months. Most often these raids occur between Pal Hurr into the Malthuran Empire or the Haaran Empire in the southern sections of the Western Realm. Malthura is known to raid into Solthania and often contest the border set by the more powerful state. These raids are very short reaching, though occasionally smaller renegade raids lead by a young individuals are known to venture deep into Solthania avoiding the knights that are hunting them for many months until they are either caught, killed or flee back into Malthura.

Predominately, these tribes and clans adhere to treaties that can change on a whim because one or more tribes have had their honor insulted, offended or attacked by another. These treaties are often formalized with marriages or royal hostages are taken in order to prove loyalty. Both of these States are known to have several tribal and clan factions that work with the Duchy of Mashrapur of the Southern Realms a known malicious state in an attempt to further spread the influence of evil and vile corruption of its alliance and allegiance to the Church of Azahak.

Lands of Talica

The Lands of Talica is a remote region made up of groups of individuals that have settled into 11 main locations: the River Towns and Bhangkora. These locations make up the bulk of the population of the lands and are the more civilized communities in the lands. While each of these towns and the great city are allies against the more aggressive monstrosities that plague the lands, they are often scheming to undermine each other or to get the best deals for products or services, this is further corrupted by outside forces that wish to see the towns or the city to be overrun by darker forces. Talica is also home to a great number of monsters tribes that look to overtake the region. Politically, only the River Towns and Bhangkora have any investment into the future of Talica beyond the domination and tyrannical rule of the many known great known hordes and other barbaric tribes that are hell bent on ruling the lands with an iron fist.

Solthania

Solthania is a stabilizing force in the Western Realms, particularly in its northern regions where, along with the Knights of Elal, as a powerful force for good and it works tirelessly to keep the legions of monsters, demons and other horrific creatures from the Iztalik and Prax Dun from overrunning the region, as well as assuring that war between the tribes of Pal Hurr and Malthura does not rage unchecked or assist as much it can to the River Towns of Talica giving tactical support and leadership to the city of Bhangkora. It plays a starring role in the defense of the lands of all of Ta Los and the world of Kralis. It is seen by those of the region as well as the Southern and Northern realms as a bulwark against the resurgent of the giastori reign or the rise of demonic led hordes of howling, foul monsters that seem to push at the seams of Prax Dun and Iztalik. Through out the world Solthania works against the machinations of the dark, vile churches of Azahak, Udarak, Mala and their legions. Since its founding it has been directly linked with the Knights of Elal, and in doing so has reached out beyond its borders to become a powerful ally to all goodly states, nations and regions and has built a great number of embassies through out Ta Los as well as numerous others in Hurlan and Kalos. Solthania also has a number of strongholds within the Void where it can spread its message and come to the defense of those in need.

Kraz Nal Tyr

Kraz Nal Tyr is a large multi-state region with each ruled over by a number of Noble Families. These states are more akin to city-states that have allied themselves with their closest neighbors. While each state has its unique laws in addition to a regional set of laws, each is always attempting to maneuver itself to become the ruling state. The ruling state, which is currently Kraz Nal Tyr, has historically been able to enforce new laws, change regional laws and set new precedent for the region, this also grants them the ability to pull on taxes and writs from other states to increase the ruling families wealth and prestige. While there is little war between the states, Mau’Nal is considered a bad actor on the regional state, and has had many sanctions imposed on it by its neighbors. It has notoriously worked with the Duchy of Mashrapur as well as the Church of Azahak and other maleficent forces. As a region Kraz Nal Tyr takes a neutral position on the world stage of Ta Los, due to its lack of a codified and national policy. Each state is often a lone actor towards the rest of the world and each has its own ambassadors in other states as well as in other parts of the Western Realms.

Empire of Haaran

Empire of Haaran, much like Solthania, is a stabilizing force in the southern portion of the Western Realms. It is also key to the stabilization and continued peace, for the most part, for the Southern Realms. Though it is highly xenophobic of other regions and nations, it does see its importance in the trade and peace between the West and the South and plays to this role very well. Internally, each of the duchies vies for control over the Empire with each creating treaties with others or backstabbing others to gain more prestige. It is up to the ruling Duchy to impose Imperial Law on the others. Externally, the Duchies each have their own sights set on specific outcomes both monetarily and politically. They each have their own ambassadors that are located in many of the major cities of the West and the South. They have very little contact with the regions of the Northern Realms and nearly no contact with the Eastern Realms. It has a very strong alliance with Dardura Sheva, Solthania and Garandor.

The other states are made up of kin other than human. These states of are governed more or less by the codes of their specific species lore, philosophy and beliefs. Of the six states, only Ji-Lak is predominately isolationist in their outlook, though they would not turn a blind eye to allies in need, they are however, more likely to weigh whether or not their involvement would be beneficial to them in the end.

Myngaard

Myngaard is the predominate nation-state that is wholly in the hands of the Chovah. As the homelands of all Chovah it is held in high regard. It both physically and politically stands apart from the lands of the Western Realms, indeed, of all of Ta Los. It has many treaties, conventions, and accords with many nations through out all of Ta Los, as well as Hurlan and Ka Los. As a threat of force, Myngaard is not able to muster great forces on land easily, though they can fill the air with grand airships should the need arise. Their power resides in the alliances and the treaties it has with so many different nations. Their senators and councilors are often called upon to speak on behalf of a particular nation, or to be involved in settling disputes between parties.

Ji-Lak

Ji-Lak is home to the very reclusive Jakara. It sits outside of nearly all political issues within the Western Realms, preferring not to get involved and allowing the world to move about its business as it will. Though they are not a nation that will sit by and allow evil or darkness to prevail, they will instead weigh its options, and will send forth forces to their allies if needed. Ji-lak sits in between Solthania and Alisanos: the West and the North; a kind of buffer though its remote location keeps it isolated. Something that the Jakara tend to prefer.

Tallak

As the homeland of the Trolls of Ta Los, Tallak sits between Pal Hurr and the States of Kraz Nal Tyr. It acts as a true buffer between the tribes of the central Western Realms and the rising states to the west. Tallak does have its ambitions to grow as a nation, though it is limited by its overall ability to expand its region wihout taking land from either Kraz Nal Tyr or Pal Hurr without inciting outright war. It looks to the mountains as new land, but is stymied there do the various monstrous hordes that inhabit the region. Politically it knows that is acts like a plug to keep those hordes bound to the mountains lest they would sweep down to surround either Kraz Nal Tyr or Pal Hurr.

Kyi-Nak Ni-Ilik

As political powers go both Kyi-Nak and Ni-Ilik are fledgling regions that still have too much to do to actually put in any weight into the region to sway it one way or another. However, they are viewed with caution by the surrounding nations and are considered smoldering barrels of darkdust. While small they are able to cause some serious problems for the various states either as raiders or instigators hired by other nations to cause problems.

Garandor

No other nation in the Western Realms has as much to live up to as Garandor does both politically and physically. As the only other Chovah nation in Ta Los, it is looked upon as the standard for Chovahian behavior through out Ta Los if not the world. Garandor sits as a border between the Western and Southern Realms and has acted mediator for trade resolutions and disputes between the West and the South. It is often seen as neutral ground for many mercantiles and other corporations, both with good or ill intentions. Politically Garandor is a very powerful force in the West and has great influence in the South, particularly with Dardura Sheva.

Cookies help us deliver our services. By using our services, you agree to our use of cookies.