TTHelvianTT

Erilen Locations

Jan 22nd, 2015
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  1. Continents
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  3. Ordeus: The landmass in the center (and where DM suggests you start). Ordeus has Eris, Kalimourne, Zerif, Almura, and Malibor.
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  6. Airene: The far western landmass. Airene consists of Devronde, Tirione, and Falkreg.
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  8. Ormanal: The eastern landmass. Ormanal is probably the most dangerous of the continents, constantly at war with itself. Ormanal consists of Rhynlii, Zimia, and Moswylde.
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  11. Kaenra: Kaenra is a country(and continent) found off the coast of northern Tirione. As one would expect, it's an incredibly cold country, with conditions so harsh that virtually no one lives in the northern portion of the state. Kaenra has gathered a notorious reputation for plundering the coasts of Tirione, and as a result, the people are often viewed as savages that are no different from the Devkarti.
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  15. Eris: Eris has a government revolving to cater specifically towards those wishing to train in the arcane arts. The state itself is managed by a council of magi who in turn elect a single Archmage to act as the official ruler of the country. Overall, Eris is a frozen hell and isn't exactly the type of place that most would want to call home. Even the natives are wrapped head to toe in clothing to keep away the cold, and even then, the north is so freezing that the natives are resistant to outright magical frost.
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  17. Full Sheet: http://pastebin.com/WYgeagUb
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  20. Kalimourne: Once, a cartographer had been asked to map out Kalimourne. His response was crumpling the piece of parchment up and throwing it at the king, telling him to unfold it. This being said, Kalimourne is a country landlocked by a range of mountains surrounding the border. Most of the mountain chains are inhabited by the Dwarves, who make their commerce by selling out various minerals and precious metals found within the earth.
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  23. Full Sheet: WIP
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  26. Zerif: Infernal Zerif is, without a doubt, the strongest country in all of Erilen. The state employs the use of a powerful military force that also acts as its police, applying heavily strict laws based around the Belian teachings. Crime, as a result, is at an all time low by doling out harsh, brutal, and unusual punishments. Zerif is mostly plains and valleys, but the entire western and southern chunk is taken by an overgrown swamp that houses the Sylvan.
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  28. Full Sheet: http://pastebin.com/UkL6dL0G
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  33. Malibor: When not being called the fuckpit or shithole, the name of this country is Malibor. Malibor is a country notorious for its extremely poor living conditions, gnolls, relatively snobbish and uncaring noblemen, bandits, not to mention the goddamn stupid gnolls. Overall, the country is the last place one would want to go towards in Ordeus; but still has a heavy influx of immigrants sailing from the continent of Ormanal.
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  35. Full Sheet: WIP
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  40. Almura: A country that functions highly off of its agriculture, Almura is a mostly rural state. The farmers make good use of the fertile deltas found in the far south, while up north serves as the location of most barracks and military facilities. The Almuran people are known for their benevolence and good nature, and strive to spread kindness for the sake of creating a better world.
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  42. Full Sheet: WIP
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  47. Devronde: The great land of Devkarth. Here, the Devkarti are forced to make a living between the war torn countries of Falkreg and Tirione, and on top of that, nevermind the gigantic mega-fauna. Devronde isn't truly a state, and instead is divided into six powerful tribes lead by a ruler known as the Tanazaki, or 'Dragon Slayer'. True to their name, the Devkarti leaders gain their position by slaying an adult (or older) dragon on their own, without any assistance from third parties whatsoever.
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  49. This all being said, the Devkarti are rather savage and brusque towards those who don't understand their way of life, easily making Devronde the hardest place to make a living.
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  51. Full Sheet: WIP
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  55. Falkreg: In Falkreg, only the strongest survive. It is a place where everyone is capable of gaining strength and power through any means, with complete disregard towards their fellow citizens (who are often used as unwilling 'supporters'). Falkreg is an entirely Orcish country, and is heavily divided into several tribes whom are lead by a powerful warchief believed to be the messiah of their kind. Messiahs don't really have long lifespans; as many orcs wish to prove themselves as their god's messiah within and out of their tribe, meaning that they both have to deal with internal and external squabbling.
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  57. Full Sheet: WIP
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  60. Tirione: A nation on the verge of tearing itself apart, Tirione was once two distinct rival states that were constantly at war with one another. Unfortunately, a third party despot had decided to conquer the both of them, thus forcing them to unite into one big nation. This resulted in a country full of different loosely connected royal families that sometimes end up fighting each other rather than the front lines; and naturally, when the conqueror's family line disappeared, only more turmoil spread throughout the land. The governmental system is known for being rather easy to exploit if one doesn't get caught; and even then, murders right in the middle of the capital building aren't unheard of.
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  62. Full Sheet: WIP
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  66. Moswylde: More of a feudal battle ground than an actual country. Moswylde is the country of the Sylvani, who are each divided into several distinct clans that lay claim to their own territory. The Sylvani alone are known for being rather unpredictable and chaotic people due to the feyblood that runs in their veins, but in Moswylde, unexpected things like treachery become the expected. Each distinct clan is ruled by a noble prince or princess who was born by the Emperor, who cements his rule by taking in a concubine from every clan to give birth to his next child. Naturally, this results in intense competition between each clan.
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  68. Full Sheet: WIP
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  73. Rhynlii: A rather unstable country that's found between Zimia and Moswylde. Rhynlii is the only country where the Catfolk and Harpies have their few established communities (which goes to show why the hell it isn't exactly the best place to live at.). The country is heavily divided with a caste system, with the peasants and low-bloods generally being kicked around by the higher ups who are often too busy partying and celebrating for no reason to care about anyone.
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  75. Full Sheet: WIP
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  78. Zimia: Probably the most stable country found in Ormanal. Zimia is known for being the only area where tourists have a reason to head over to, with a large amount of natural wonders and well-made architecture found throughout the state. Zimia is a very urban country, with the small hamlets or villages spread far and few between.
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  80. Full Sheet: WIP
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