Idryllia is a continent of Akrlyonor, the most varied of the known world. It is borderered on the west by the ocean and the continent of Altalar, which became an island archipelago at the end of the Primordial Wars. A strait of water separates the northern edge of the continent from a polar glacier, while the eastern border is the Dead Steppes, a dangerous and barren wasteland. To the south lies a vast ocean that none have yet crossed.
A large sub-continent of tunnels, lakes, passages, and even settlements exists below Idryllia, known by most races as the Underworld.
Cities and Civilization[]
Idryllia is the home of a great variety of civilizations, many of which have risen and fallen over the ages in power or influence.
Aergoth[]
The original settlement of Altalaran explorers in the time before the Primordial Wars, it rose in prominence to the capital of a large empire at the height of the Age of Knowledge. It began to disintegrate at the end of that age, and during the Age of Wars fell further, before being largley ruined at the beginning of the Age of Cataclysm. Never truly reclaimed by the Aergosian people, it became the new home of Mariner's resettling after the drowning of Bastion, and was rebuilt as Solsguard.
Arcanus-Torum[]
Although it's true location has long faded from memory since the end of the Age of Knowledge, Aergoth's Arcane Society operated primarily in a tower that was accessed through portals in Aergoth and Haven. Since the Aergosian Civil Wars and the exile of the Society, the tower's location has remained a mystery lost to time.
Beacon Peak[]
Originally the fortress headquarters of the Knights of Alestraxia during the Primordial War, Beacon Peak was rebuilt after the rise of the Spine Mountains on the site of the Eldest Dragon's death. When the Knights relocated to Manae. the fortress was abandoned, until being re-occupied as a watchpost, headquarters, and guardpost to the Underworld by Elias Valar and the Dawn Legion.
Bilberry Hearth[]
A farm settlement of Wilderlander's moving north as Aergoth expanded it's empire, Bilberry maintained independence for some time by threatening to burn their fertile fields to unusuability, a threat made prominent by it's location on the edges of the lands frozen in the shadow of the Spine Mountains. Carpath would later occupy it during the schism in the Empire despite, and retain control until Carpath was itself toppled. In the present Age of Mortals, Bilberry Hearth is the northern point of the Kingdom of Valdrent.
Black Sands[]
Originally a tower on the edge of the Dead Steppes grown magically by the warlock Dessecar who occupied it to until his defeat. Black Sands was reconstructed and became a small settlement administered by the Cult of Stormwind in the Age of Cataclysm. With the death of their god, the Cult was expelled by the Dawn Legion at the end of that age, but the fortress was soon re-occupied by the Revenants of the Dark. After their defeat, at the beginning of the Age of Mortals, the Keep has become mysteriously sealed, and none can enter.
Carpath[]
The northernmost city of the Aergosian Empire, and the only prominent Aergosian settlement in the northlands beyond the Spine Mountains. Near the end of the Age of Knowledge, Carpath rebelled against the empire, and became a nation of it's own, annexing Bilberry Hearth as well, and posing a threat to the empire's then-allies at Telholme. It would become a city of vampires and undead before it's eventual purging by the Dawn Legion late in the Age of Wars.
Crimson Crest[]
Crimson Crest is the human name for the mountain city-fortress of the Brobdangeon, high in the eastern cliffs of the Forge Mountains. Occupied heavily by Brobdangeon Truebloods, with some lesser Plains Brobdangeons as servitors, it is decidedly unfriendly to almost all visitors of other races.
Deepwood[]
The farthest northern human settlement, Deepwood is in the chilly forests almost upon the northern coast. Inhabited almost exclusively by Wilderlanders, it's people are largely hunters and tribal in nature, though also known for music and dance in the summer times. Few find time to venture there, save for exotic pelts and ivory of the northern coast, or druidic pilgrims seeking the Fyrelight Glade.
Delwynvale[]
(Delwyn's Vale) The town founded by the previous nomadic plains halflings when the Brobdangeon schism and subsequent exodus pushed them eastwards in the Age of Wars. It also took in some of the displaced humankind of that period. After the Night of Fire at the beginning of the Age of Cataclysm, some of the more civilized Tel-Kabal have also returned to the town (formerly Telholme, before being driven away by the halflings) albeit with much tension. In the Age of Reclamation, it joined the Kingdom of Valdrent by means of a truce to fend against the aggressions of Obsidian City.
Ellondir[]
A human settlement in the southern edge of the northern forests, Ellondir specialized in mining for precious gems and metals. Targeted for annexation by Carpath during the Age of Wars, the city enacted some sort of magical defense, and simply vanished from the world. It appears periodically in ghostly form some nights.
Haven[]
In the Age of Knowledge, Haven was a waystation in the Haven Woods, once the study-place of the mage Laycindarius. With access both to the Arcane Society's portal system travel system, and the only Gate outside of Aergoth to the Society's hidden tower, it saw much travel. In the ages since then, it has remained lost within the woods.
Ivory Vale[]
A series of groves found in the northeastern forests, home to the Ursalim and Faelinyr. It is the most "civilized" of the Primordial Race's settlements, and the main storehouse of their lore.
Khazad-Mor[]
The mountain home of the Khazadryn dwarves, and the Mordrakryn gnomes that dwell upon it's outer slopes. It is the oldest city existing on Idryllia, and somewhere in it's lower depths lays the prison of Khazad the Elder Dragon of Earth.
Last Cove[]
Known as Aquar's Landing after the manner of it's first settlement, it was an forward attack point late in the Primordial Wars. Largely abandoned due to it's remote locale, it was a far-flung port of the Aergosian Empire, before being abandoned to independence in the times since. It houses the Temple of the Seven, and lays south of the Tower of the Sepulchre.
Laycin[]
In the Age of Knowledge Laycin was a frontier colony on the eastern coast of the expanding Aergosian empire. It was taken over by exiles of the Arcane Society, and formed into it's own city state, engaging in a century or more of war against Aergoth. After the Cataclysm Laycindarius returned as the first of the New Gods, and the city has become an Arcane Theocracy.
Libris Secorum[]
A monastery in the mountains just northwest of Laycin Forest, the monks there are the Masters of the Timekeepers, a loose knit group of historians and archaeologists seeking to discover and chronicle all knowledge in Idryllia as a safeguard against cataclysms.
Manae[]
A small settlement built around a spring in the mountains north of Aergoth primarily known for it's wine and visited by few. In the Age of Reclamation, it was discovered to be the last hold of the Knights of Alestraxia, tending the spring there which held healing powers and was the closest spot to the Elder Dragon of Life's deathplace. It also holds the only population of Ghaulsyr outside of Hallowswatch.
Mardok[]
Straddling a bay amidst the peaks of the Bleeding Sun mountains, few ships venture to it as it is the capital of the "Beast Men", a triad of races long fought against by Aergoth. While somewhat tolerant to those who prove themselves, and more civilized since the Seals on the Primordial Prisons were broken, they are still largely unfriendly to travellers and often raid neighbouring settlements.
The Maze[]
The stronghold of Alexander Tumyich in the Age of Knowledge, the Maze has since become the dwelling place of the Felborne, a race of brobdangeon transformed by their master using the power of the Source. Rare trade exists with them, but most avoid the underground labyrinth as place of evil and cursed.
Obsidian City[]
Stronghold of the Thualisyr elves who sided with Thul'Masira in her banishment. Obsidian City has remained a place half in the surface and half in the Underworld, and held tenous peace, or outright attempts at conquest of their neighbours. A nearby settlement of Coldars is known to vary between hostility and alliance with the city.
Solsguard[]
After the fall of Bastion in the western isles in the Age of Cataclysm, hundreds of Mariners put to port and settled in refugee camps in the ruins of Aergoth. Eventually driving out the Scaled Ones from the city, they joined with the few Aergosian refugees who remained and a large population of Gear Gnomes to rebuild the city, dubbing it Solsguard. Magic is distrusted, and arcane forms heavily monitored if not outright banned, but the machines of the gnomes have allowed Solsguard to fend off the prominent Laycin and establish itself as a power in the south.
Southport[]
A small town thriving largely on fish trade and lumber on the southern coast beyond Haven Wood. It had been an important stop for Aergoth's navy in eastward journeys in the Age of Knowledge and the following Age of War, but as the empire fractured it became largely left to itself, in similar fashion to Last Cove.
Telholme[]
Telholme originally lay where Delwynvale now lies, but the Tel-Kabal were driven east into the Forsaken Forest by the plains halflings. Despite many of them returning to join the halflings and humans to survive the Cataclysm, Telholme is the name given to the tribal settlement in the Forest where many of the more hostile Tel-Kabal have chosen to remain.
Tower of the Sepulchre[]
A Tower constructed of Altalaran stone and transported to Idryllia by Nyrghaul, it was an outpost of his Ghaulsyr servants during the Primordial War, and until they left for Hallowswatch during the Age of Settlement. The Ghaulsyr left many secrets for their human apprentices there, who would become the first Arbiters. The Tower has remained largely uninhabited since Eli, the last Arbiter left, not passing on the new Arbiters of the Age of Reclamation.
Valdrent[]
A city built on the ruins of Carpath during the Age of Reclamation, Valdrent has risen to become a powerful kingdom led by the warlord Jeral Tarn, dubbed the Godslayer after his defeat of Thul'Masira in the turbulent period that transitioned into the Age of Mortals. Despite being controlled by the corrupt New Church in The Revenant Crisis, it has matured to be considered one of the more just kingdoms in the land.
Yverilym[]
The only permanent settlement of the Yveralisyr elves in Idryllia, it lays among treetops somewhere in the northern forests. Owing to their parentage of the Elder Dragon of Air, the city is a marvel that inspires even the Gear Gnomes, in that every building therein can unfold glider wings, and be blown via wind magics to a new location.
Geography[]
Forests[]
Aergoth Forest[]
- Aergoth Forest lays directly east of Aergoth, before the region known as the Crossroads. Although it has been heavily cut back for farmland and the road east from Aergoth, the woods are still relatively dense along the south edge of the Spine mountains, and the north edge of The Scaled Moor.
Forsaken Forest[]
- The Forsaken Forest is a wilderness found north of the border of the Dead Steppes, and east of Delwynvale stretching eastward to the coast.. Firmly within the frozen belt created by the Spine Range, it is a harsh place with vicious predators. It is also home to tribnal Tel-Kabal dwelling at Telholme, and a northern variety of goblin.
Haven Woods[]
- The Haven Woods lay along a southern point in the continent's coast, south of the Crossroads. Other than providing lumber, and some varieties of animal pelts, they hold little of interest outside of Haven, the one time Arcane Society waystation which has been lost to time.
Jungle Of Yrae[]
- The Jungle of Yrae was a lush tropical forest in the shadow of the Bleeding Sun mountains up until the Age of Wars. Near the end of the Age of Knowledge the lake around which the swamp and jungle grew was syphoned into the prison of Baelgaer in a deliberate attack by the Arcane Society of Aergoth. This caused the region to become an infertile desert land and resulted in the locale becoming Dry Lake.
Laycin Forest[]
- Laycin Forest covers most of the eastern section of the southern lands, save for Laycin itself on the coast, and the regions of Dry Lake and the Southeast Barrens. It is bordered by Laycin Lake on the northwest side, and the Spine Range and the coastline on the northeast. Some old mines lie within the forest, but have been largely abandoned, and serve as homes to goblins and their kin.
The Northern Forest[]
- The largest tract of intact forest on the continent, mostly owing to it's severe winters. It spans the entirety of the continent north of the lands of Valdrent in the Age of Mortals. Only the Wilderlanders of Deepwood, and the Yveralisyr elves make permanent home within it, though many hunters will venture in for the exotic pelts and meat to be found. The Forest is also reknowned for the presence of fey creatures, and the druidic site of Fyrelight Glade.
Lakes[]
Dry Lake[]
- Once the lake at the heart of the Jungle of Yrae, it was drained off into a Primordial Prison by the Arcane society during the Age of Knowledge as part of an effort to finish off the Beastmen for good. Now a harsh wasteland, it is inhabited by what vicious predaotrs survived, and even more dangerous beasts lurk in caverns below, which are used by the Beastmen as proving grounds.
Dead Freeze Lake[]
- This icy lake is found in the Frostfangs, and is the main water supply for Obsidian City. It exists both aboveground and partially within caverns in the mountains.
Lacyin Lake[]
- This lake is sheltered in the northwest part of Laycin Forest, with it's northern edge along the foot of the Spine Range.
Wayside Springs[]
- These hot springs, heated by a far-flung underground vent of the Forge Mountains, are one of the few stops on the rough trade route between Delwynvale and the Khazadryn dwarves. Some traders and others operate in temporary supply camps there, but brobdangeon raids in the area, along with natural predators make it a difficult place to establish permanent settlement.
Mountains[]
Bleeding Sun Mountains[]
- These mountains found on the south-southeastern coastline are most prominently home to the Mardok, the Beastmen city. The eastern wing of the range separates Dry Lake from the Southeast Barrens, and the mountains that seprate the Barrens and Laycin are part of the same range, though not often referred to as such.
Forge Mountains[]
- Found in the west-northwest part of the continent, the Forge Mountains are most prominently the dwelling place of Khazadryn, Mordrakryn, and Brobdangeon. The dwarves and gnomes hold the western side, and the main port for sea trade, while the giants hold sway in the eastern ranges. The lower foothills extend eastwards and up the western coast to the location of Carpath and Valdrent, though they are more treacherous and less inhabited.
Frostfangs[]
- Almost aligned to the Forge Mountains in latitude, the Frostfangs occupy the northeastern part of the Frozen Belt forming a mountain border between it and the Northern Forest. The southern parts of the range hold numerous monsters, while the western part contains Obsidian City, and what parts of the north end are passable are home to Coldars.
The Spine Range[]
- The Spine Range is a belt of massive mountains that cuts the continent in two, with the northern side accounting for almost two-thirds. It has a noticeable effect of elevating warmer southern winds up and over the region known as the Frozen Belt creating a chilled region. Several main entrances to the Underworld lie within the Range, which itself rose up from the ground when the Elder Dragon Alestraxia and the Primordial Kabal did battle and each slew the other, releasing unprecedented amounts of power.
Other Locales[]
Fyrelight Glade[]
- Fyrelight Glade lies somewhere within the Northern Forests, many say the location changes. A druidic holy site, and a sacred place to many Wilderlanders, it also reputed to hold a gateway to an adjacent fey realm, accounting for the profusion of the creatures in the forest.
Hunter's Isle[]
- An isle north of the location of Aergoth and Solsguard. It is often home of villages of Praetens, and sometimes pirates, though both have become minor nuisances with the advent of Solsguard's steamships.
The Scaled Moor[]
- A large swamp south of Aergoth Forest, draining directly into the ocean. It is the main locale of the Scaled Folk, and contains the only above ground entrance into their sea cave stronghold of Syrthlym.
Southeast Barrens[]
- The plains east of the Beast Lands and south of Laycin bordered by the Bleeding Sun mountains and the ocean. They have always been an arid land, only exacerbated by the creation of Dry Lake. The Tower of the Sepulchre lies on the plains, with the main other residents being Howlers, and the occasional hunting gryphon from the mountains, or far roaming wolf packs.