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The Current History of the World

In our time, the realm is a calm and kind place. Struggles exist, but are quickly resolved with diplomacy and the care of all people at the center of all decisions. Crime is relatively low, and the roadways between cities and towns are considered safe ways of passage, save for a few dangerous creatures that are dispatched quickly and efficiently by caravan guards.

Most of the ancient history is long forgotten. People do not remember that magic was prevalent throughout the land, or the sacrifices The Eldest made, nor the suffering endured at the hands of Infernus and his demonic legions. There are a select few that feel like there is something missing from the world, and even fewer who even know what magic really is.

Within the past 100 years, almost 900 years since the Absolution, strange things have been happening across the land. Children have been born that have strange powers, mostly from the regions of Sendruil, Frilden, and Eran. These children make objects move suddenly, without explanation, they see things that others cannot, and when they are upset, the ground beneath their feet rumbles gently, as if to give caution to their aggressor. These children, most now adolescents, and a few as adults, only come to around twenty in number. They are seen as outsiders and feared by the general public. Nothing like them has ever been seen in the modern day, and the people know not what to think of them.

Descriptions of each territory are as follows:

Al’Antur:

A smaller province of the world, Al’Antur is a land of rolling hills and vast plains. A center for trade, think of the nation as the Middle East, but not deserty. The people born here are mostly plain elves and humans. The capital, Kel’Antur, is a city of riches and diversity.

Drecsen:

Directly south of Al’Antur, Drecsen is a territory of kind, yet militant people. Their roads are patrolled heavily by their nationalist army, and kept safe from beasts and the occasional highwayman. Turas is the capital, and is a common trade stop for many caravans on their ways in and out of Al’Antur. Drecsen is inhabited mostly by humans and a minority of dwarves.

Frilden:

Located in the cold north, Frilden is a snowy land, with little to show. It’s people are not keen to outsiders, but are tolerant. Their hierarchy is very tribal, and they hold bouts of physical strength twice a year to celebrate the coming of age for young men approaching their maturity as warriors. Their relationship with the dwarves of Melkot is one of trust and respect. The city of Nurt, its capital, is as far north as trade caravans go.

Melkot:

A dwarven city that only barely peeks out of the mountains into which is was built, Melkot is a thriving city that deals mostly in ore and mead trade. Much of the city’s weapons and armor are exported because of their masterwork quality. Though the occasional few settle in the outside world, most dwarves of Melkot spend their whole lives in the city, leaving only to escort trade caravans.

Sendruil:

A land inhabited primarily by wood elves and humans, Sendruil is a very plain territory. Farmers are in abundance, and the people live simple lives. The exception is the city of Sylvain, deep within this forest near the base of The Arborus, an inexplicably large tree at the forest’s center. The elves of Sylvain see the massive tree as the physical representation of The Maker’s love for the world. Druidism is common among the Sylvainians, and is one of the only forms of active magic, but is seen as more spiritual than by the power on man. (Think like how a cleric gets their powers from their god) Outsiders avoid Sylvain, and the elves of the forest do the same. Rumors of giant forest beasts that attack those who stray too far into the forest are popular among travelers. The capital of Sendruil, Synvanil, trades mostly in exported foods and furs.

Erun:

A coastal province on the far east of the continent, Erun is a reclusive nation. Few caravans make their way out to the province as the landscape does not allow for abundant farming, and the nation has little to offer the outside. Its citizens are not cold to the outsiders, but typically have no reason for interaction with them.

Millat:

A territory covered mostly in forest, Millat is a nation of wood elves. Dealing heavily in exporting fine furs to Al’Antur, the economy is strong and reliable. Palurain, the capital city, is dripping with elven heritage, which is reflected in the architecture and culture of the city.

Thul:

A southern port nation, Thul is a city of aristocracy. The divide between the working class and the well off is very clear, but relations between the social classes are fair. The Monetarist district in the capital city of Porto Thuli is among the most beautiful places known in Deisfal. The climate is tropical, which makes the city a popular tourist destination. This is one of the only nations that trades with the isle of Rhys.

Rhys:

Not much is known about the people of Rhys. A nation of elves and mystics, its people are scholarly and do not regularly seek contact with the outside world except for the trading of food and clothing. There is an ancient library here, said to be filled with vast knowledge beyond anyone’s imagination.

Nazlir:

A desert region between Thul and the bottom part of Sendruil, this region is uninhabited due to its harsh climate. Sandstorms are common, and the region is typically avoided at all costs. It is believed the area was once a beautiful paradise, now fallen from nature’s grace.

Tor:

An island in the large bay north of Al’Antur, Tor is a hot, barren wasteland home to a volcano named Bak Tuvek. The hot mountain is almost constantly pouring lava down its side due to the constant, yet weak, eruptions within it. It is believed that the large bay in which the island rests was created by a large eruption from Bak Tuvek many, many years ago.

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