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The Laws of Astal
Astal is a realm were magic exist similarly to a natural resource. Its is generally abundant in the realm but it is difficult to harness. It is a chaotic and often unwieldly force if the users is unskilled but in practiced hands it can accomplish stupendous feats.
The desire to control this natural store of overwhelming power has left Astal itself battle scarred and on the brink of annihilation, each time forces must come together to rebuild the realm from the fragments war has left behind. Now there exist only 1 habitable super continent(as far as is known) were most natural aspects of nature are guarded and maintained by celestial beings using magic harnessed from the realm to keep all things in balance.
Cosmology
Like a star diftiing in the vaccum of space, a hot and choatic core of magical energy began to bekon other realms to it gravitional pull. The first beings made or pure elemental matter fought desperately over control of this core. There conlfict untlimately incasing it in a form made of their combined fury & bloodshed that became the Material Realm of Astal.
Overtime more and more creatures were drawn to the realm, feeling its magical prescens permeate far beyond the void and pulling them here. Each time they conflicted with the previous inhabitants for dominion over astal and all her magic. These conflicts often shaping the very nature of the material realm. However tthe grteatest and most devastating of these magical conficts known simply as the Annhilation brought Astal to the brink of Extinction. It was through the powers of Several Great Sages that the realm was held together. Much had been lost in the Annihilation wars and magical understanding had been reduced to its earliest stages. In an effort to keep it this way the sages took efforts to keep the depths of magical technology and usage out of the hands of the Astalian Populations. However, after ascending to a God like status to watch over the realm, the people of astal again began their conflicts. While they have yet to reach the same levels as before, Recent events fortell of another world ending calamity approaching on the horizion.
Principal Geography & Features
The realm of Astal is separated into five Distinct Geographical regions, each housing their own unique geographical features and traits
The Five Great Regions
The Heartland
The Heartland is called so mainly because it sits in the center of the continent but also because its unique geography and locations makes it the prime target for battles of dominance. Currently it is the main seat of power for the Saiga Empire, and the Heartland is the only region under the empire's direct control. While this area is considered the homeland of many human groups, and the light foot halflings, The construction of the New Capital of has led to a rapid influx of different racial groups flocking to the region in order to be closer to the new seat of power. Several small towns and villages have begun to dot the landscape where those who wished to avoid the hustle and bustle of the city congregated. The Lotus River cuts through the heartland and flows north to the Great Falls called Ashmara’ Thunder. It is bordered by the Frosted Gates to the North, The Scorched wastes to the West, The Green Labyrinth to the South and The Bastion of Waves to the East There are 4 subregions of The Heartland.
The Highland Plains - A Steppe plain, that houses a majority of the region’s villages and towns. The lotus river run right through acting as a highway for many of the people.
The Imperial Valley - The location of the New Imperial city situated between a small mountain range, a large lake, and the Acre Woods. Many Noble families with ties to the Empire call this region their home. Here you will also find the recently constructed Temple of the 1st Emperor.
The Fertile Basin( Kai’s Cradle) - This subregion is the major farming Center in Astal. It lies at the foot of Highland plateau and is the border region to the Green Labyrinth. The land here is abundantly rich in nutrients but its proximity to the mysterious forest makes it prone to magical phenomena.
The Dead Lands - The Deadlands have only existed since the events of the Unraveling. The Magical Spire that has been found there in its far reaches is believed to have caused a corruption of the land. This has killed off much of the flora. Many of the reports coming from this subregion speak of strange horrors and malevolent being stalking the land.
The Frosted Gates
The Frosted Gates are a very martial and chivalrous region. Forged together from peace-pact made between the 8 major holds in the region. The 8 Kages gathered united in order to oppose the The Conquering Might of the Saiga Empire establishing a central head in the Winter Shogun. The holds were composed of nations of Dwarves, Giant-Kin, Rock Gnomes, Tabaxi and Humans. Though they successfully repelled them several times. When the God King himself decided to lead the exhibition, they subdued and forced into surrender. As with all of the Region, the Saiga Empire left muc of the existing government. The Shogunate established a strict code of honor and laws to keep the region together. Over the centuries this has been ingrained into the very culture of the realm. The harsh climate and unforgiving mountains terrain serves to strengthen their people into hardy warriors and workers. The mines of the frosted gates boast an abundance of metals, ores, and some gems. This has led them to be one of the biggest weapons manufacturers and producers in the regions. The Frosted Gates are broken into 4 subregions.
The Rolling Steppe - A series of rolling hills and valleys that lie at the southernmost point of the region. It houses the few farms that feed the people of the Frosted Gates. The people here are generally jovial and fun loving, in stark contrast to the rest of the gates.
The Grey Wall - The Central Mountain Range of the Gates. It houses the Regional Capital of Dandorul and this is where many of the mines of the region are located. There are tons of caves systems that run through this arena making it easier to navigate.
The White Wall - The white Wall is a long stretch of glacial mountains that house only the hardiest of holds. Many fearsome beasts call this place their home. The Valleys Between the Mountains serve as sacred battle grounds for the Northern People and it is wear sanctioned battles take place inorder to settle disputes between the 8 holds
The Pale - An expansive frozen Tundra that stretches into the far north and beyond. It is a white hell prone to blizzards and strange earthquakes. A long river composed of melted snow waters and minerals run off from the mountains flows across the expanse. While some believe it is the salinity that makes it unable to freeze other claims there are magical reasons behind the rivers extensive in an otherwise frozen wasteland.
The Scorched Wastes
The Wastes is a tragic tale of Civilizations' battle against nature. While there used to be many cities in this region belonging to the many different people who call this place home, almost all of them have been swallowed by the ever expanding desert. Currently only one City has managed to weather the perpetually drying out of the region and that has been the Jewel city of Ulan that sits on the Region's last freshwater lake. The City has become a heterogenous hodgepodge of cultures and societies, who have established themselves as guilds in the cities many wards. The City is run by a Senate of officials elected from each of the Guilds. While they are capable of keeping the city running, corruption runs rampant and crime can often go unpunished if not virtually ignored. If one wished to disappear, Ulan would definitely be a good place to do that. The rest of the waste are mostly uninhabited but there are Caravans of Dragonborn that still wonder the sands and of course the biggest threat to the city comes from the Yuan-ti’s Raiders whos strange cult lies to the nations far west near the mythical The Obsidian Summit volcano. The Scorched Waste is Divided into 3 regions.
The City of Ulan - The Jeweled city of Ulan is the only major settlement of the west. It serves as the seat of power, and a trade hub or the region. It is quite prosperous thanks to the treasures and items, Adventures and Dragonborn traders bring back from the ruins hidden in the burning expanse
The Burning Expanse - A hot arid Desert of sand dunes and large arid rock. Hidden in it sand lies many of the forgotten civilizations who were swept away by the expanding wasteland. Dragon Caravans throughout this region survive on the oasis that dot the region.
The Forbidden Lands - Beyond the Sea of Glass. Sitting high upon the cliffs at its western edge lies a forbidden Area that is host to the Yuan-ti and many other dangerous creatures. Even the Dragonborn Caravans refuse to step out into this Area as it is believed to mean certain death.
The Bastion of Waves
The Bastion of Waves is the most volatile of the 5 great regions and for good reason. Two major regional powers have been waging a bloody feud with each other for generations, even longer than the Empire of Saiga has been in existence. These are the Coast Kingdom of Nautaline the Lords of the Rivers, and the Brethren Court of Pirates who claim dominion over the Great Yearing Bay. The Coastal Kingdom is an old nation who has ruled over the Rivers of the Bastion for many years. It comprises an Old Aristocracy of Humans, Water Genasi, Tritons, Stout Haflings. The Brethren Court is a loose oligarchy formed between the 9 Pirate Lords and their Fleets. Pirates come from all walks of abandoned life and anyone can make a name for themselves but only if you have the skill and gull to prove it. Thus many free-loving people might find themselves flocking to the Yearning Bay. During the Conquest of the First Emperor, the Costal Kingdom quickly surrendered to the Empire all in an effort to gain the advantage over their Pirate enemies. The Coastal Kingdom was allowed to maintain semi-autonomy as a reward of their decision and they were granted jurisdiction over the Yearning Bay. The Brethren Court never forgot this slight. While they eventually pledged fealty to the Empire, it has proven quite difficult to control the Pirates as all of the greatest sailors come from this region and often remain very loyal to their former crews even after giving up on life. Finding people willing to monitor the Bastion proves to be a challenge and thus the conflict between these groups continues unchecked. The Bastion of Wave is separated into 5 Subregions
The Hysa Floodplain - A network of criss- crossing rivers and canyons that serves as the main mode of transportation for the Coastal Kingdoms. Here the Regional Capital of Tonkolo sits staring out at Asahaba’s Waters, the great inland sea.
The Vauxwich Delta - Where the Grand Jade river finally empties into the Yearning bay. Here you will find the City of Limuril that houses the most prestigious wizard college in all of Astal, _________. It is a canal city whose only transportation is gondolas.
The Yearning Bay - Is a large saltwater bay filled with many small islands that serve as the personal bases of the Pirate Kings. Some of the Islands hide deadly monsters or are affected by strange magical phenomena. The Pirates have many superstition about the going ons in the bay and which Islands should be avoided.
The Crag Lands -The Crag Lands are a desolate range of pillars like mountains and dead forest. It is rumoured that the goblins have tried to establish a kingdom there but so far it seems it has been unsuccessful. Orcish bands are also known to hide out in this area when their numbers have been reduced. It is a dangerous place and as such the Empire Constructed a wall to try and curtail these monstrous forces from launching an assault.
The Wildruns - Believed to be a mostly unexplored area in the beyond the Crag lands. Reports of it have only come from pirates who have managed to map the coast but those who have tried to step foot on this land haven’t been able to return. Some of the Pirate reported seeing creatures believed to be long extinct roaming these lands. Their superstitions cause most of them to steer clear of this area.
The Green Labyrinth
Though the Green Labyrinth is still considered a part of the empire, they have successfully become autonomous but not due to the abilities of a great regional power. Infact the green labyrinth lacks a central power all together and is instead an alliance of various nomadic tribes of races. The Labyrinth itself is an enormous sprawling forest that engulfs the southern region of the continent. It is believed by its inhabitants and by those who live close to it to be magical and possibly living. It is said that the shape of the forest changes unpredictably and rearrange the paths and clearing, allowing a person to get lost deeper with the woods. Only the races native to the region have any real chance of navigating it. These include the many of the Elf Races, Firbolgs, Forest Gnomes, and LizardFolk. One can also be taught the ways of these people in order to learn the secret to navigate the forest but that is not an easy accomplishment. The natives of the Labyrinth are often very reclusive and prefer not to leave their enclaves. It is uncommon to see them far from the Labyrinth especially in places like the Frosted Gates though it is not unheard of. Few people still will even risk venturing into the Labyrinth without a proper guide. The Labyrinth is divided into 3 regions
The Hollow Grove - It is the region of the forest closest to the Heartland border. Here the sun is still able to penetrate the canopy of the Labyrinths. Here is the last vestige of the Empire's influence in this Region.
The Deep Woods - The Deepest part of the Forest. It is said here the trees extend up into the sky like dark Spires and block out all of the sunlight. The only source of illumination comes from the strange and mysterious plants that grow in the region, and the bioluminescent creatures that stalk these grounds.
The Whispering Bog - Is a sacred area of the forest that serves as a central meeting location of the tribes during times of great celebration or strife. Here it is believed lies a sacred mangrove, Worshiped by the Labyrinthians.