The Tear Geographic Location in Ehldaron | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

The Tear

Background

Anyone that possesses a map of what is now known as “The Tear” will quickly understand where its name comes from. To many it appears as if the northwestern part of the continent has been torn off from the mainland by some great force. Indeed, many legends would have us believe that the entirety of Ehldaron was once one great mass of land that was broken up by the end of the Second Gods War. This event, or so the stories tell us, was the result of the actions of one great being. This being stole Synia’s Godsword, used it to kill the Goddess of Justice herself, then killed the obscure God Ahlecto, only to end by plunging the Godsword into the ground and releasing all its power to banish the Gods from Ehldaron. This blast of power is said to have been so powerful it also cracked the giant landmass and split the world into multiple continents. It is also said that the nexus of this event, the place where the Godsword was plunged into the ground, was near this north-western part of what is now known as the Tear.

It is impossible to know how much truth there is to these tales. However, there is more than merely the strange shape of the north-western part of the continent to support at least part of these legends. The nearly torn off section of land has been dubbed as “The Peninsula of Rifts”, and it is known as one of the most dangerous places in the world, if not the most dangerous place in the world. Powerful magical rifts tear the entire region apart, and no ordinary creature can survive there, even for short periods of time. It is believed the only beings that are present in this region are the most powerful of dragons, creatures that are able to withstand even the most powerful magic and bizarre aberrations. Many have tried to explore the Peninsula, though none have been successful so far. Merely reaching the place proves to be quite the ordeal. Over land one has to cross the infamous Wailing Wastes, a cold wasteland filled by all kinds of deadly creatures, as well as many hazards that will challenge even the most experienced survivalists. Reaching it by sea is even worse, as the Peninsula seems to be protected by a powerful kraken that attacks anything that comes near. The big question is, of course, what turned the mass of land that is the Peninsula of Rifts into such a menacing place. It being the nexus of the greatest display of power Ehldaron knows in its long history is for many the answer.

Because of the dangers posed by the Peninsula of Rift, civilization on The Tear has developed almost exclusively on the opposed southern and eastern sides of the continent. Strangely, though luckily, the dangerous creatures that are rumored to reside on the Peninsula rarely even cross the Wailing Wastes. That was at least the case until the year 469 of the Fifth Age. That year would mark the beginning of one of the darkest and most gruesome events since the end of the Gods War. Nightmarish creatures that spawned in the Peninsula of Rifts began crossing the Wailing Wastes and started attacking all of civilization. Truy vile creatures, the chaos and mindless destruction they sowed was made all the more terrifying by the fact that they consumed the souls of their victims, denying them to pass on to the Gods. This event would become known as “The Dismal March”, and it would result in countless deaths. Even powerful nations such as the Empire of Evadrin were almost completely annihilated, and many nations fended only for themselves. A group of influential individuals, ranging from advisors to warriors and mages, believed the key to victory was a never before seen coalition. Banding together and appealing to the common populace, many of which had lost their homes and couldn’t even reach the protected regions of their nations, the initially small organisation grew to become one of the largest armies The Tear had ever seen. Calling themselves “The Legacy Shield”, their primary goal was to fight back the Dismal Monstrosities, regardless of any nation’s borders. It took almost six years, but the combined forces of the Legacy Shield and the different nations would eventually be able to push back the spawns of the Dismal March to the Wailing Wastes. This caused the soul-sucking creatures to scatter, with some disappearing into the Peninsula of Rifts and others roaming the great wilderness known as the Monstrous Marches. To this day it remains a mystery what the exact source of the Dismal Monstrosities was. Were they spawns of highly unstable rifts of magic, or was there something intelligent and more sinister behind them? Whatever the case might be, the Dismal March was considered to be defeated in the year 475 of the Fifth Age. Many nations were weakened, but determined to rebuild what was lost. The Legacy Shield largely disbanded, though a core force remains, dutifully keeping watch in case the nightmare should ever return.

Factions

Cursed Stormlands of Barnabas

Current Leader: Unknown
Capital: Caer Browick
Description: The Stormlands, as their name suggests, are the perpetually stormy islands on the western side of The Tear. In history, many had always feared the islands and considered them to be cursed, thus avoiding them. In the second century of the Fifth Age, however, a highly respected noble and general from the Empire of Evadrin, Thorsten Barnabas, wanted to display the power of the Empire and decided to settle the region. He was recorded saying “No silly curse can stop our Empire’s might!” and believed that there was nothing he couldn’t conquer. On his initiative, a massive expedition and settlement effort began. Thousands of people travelled to the Stormlands to begin their lives anew in the Empire’s latest province. At first the venture proved successful. Caer Browick, named after general Barnabas’ son, was built and a proper city began to form around it. A few years later things suddenly looked more dire, as reports arrived in Wyminster that general Barnabas had died, though it was never mentioned how. Any further attempts of contact failed, and messengers that were sent didn’t return. The Empire assumed the great storm had finally taken its toll and destroyed the settlement. Many had quickly forgotten about the failed province, until a few more years later there was another bizarre twist. The court in Wyminster received letters in garbled common. The best linguist and diviners the Emperor had access to attempted to decipher these letters, but all of them failed. No one understood what was happening. A last ditch effort was organised, sending an entire regiment of soldiers to the Stormlands. They, like all the ones that went before, disappeared. The Empire branded the Stormlands off limits for any future efforts and advised everyone to stay away from the area. In the passing years, many tales and stories have been produced explaining the death of general Barnabas and the disappearance of this entire settlement. Slowly, it became known as “the cursed Stormlands of Barnabas”. Now, only the most desperate would ever attempt going there.

Dominion of Thone

Current Leader: Horatio Silentall
Capital: The mysterious city of Forlonde
Description: The dominion of Thone is the only nation on the continent that rivals the Empire of Evadrin in the territory it controls. Unlike Evadrin, however, they are a mysterious and extremely closed off society. Outsiders are rarely allowed and even contact between their leader and leaders of the other nations is very minimal. More than one nation has tried invading Thone in the past, though none have been successful. Invading the closely guarded nation, which possesses a powerful army that includes far more mages than any other nation, has proved to be impossible so far. Because of this, many speculate that Thone is a magically centered nation. How true that statement is, however, remains to be seen. Because of a total lack of information nearly every sovereign of another nation has deep concerns about Thone and what goes on there. The Dominion, on the other hand, appears completely disinterested in anything outside of its borders.

Ellorwis, the Realm of Chains

Current Leader: Queen Samantha Gellantara
Capital: Bastow
Description: A nation where you’re either one of the few very rich and powerful individuals or one of the many slaves, the Realm of Chains continues to stay true to its name. Condemned by most other nations for their institutionalization of slavery, it should come as no surprise that they have few allies. Both the Empire of Evadrin and the Theocracy of Dorothel have waged many wars against Ellorwis, yet the nation still stands. This is in no small part due to the use of dangerous blood magic they often use, magic which is prohibited in every other nation. Centuries ago Ellorwis managed to get their hands on an even more dangerous weapon: red dragons. At least four of them, though potentially even more. Secretly growing and taming these mighty creatures, they would eventually use them as weapons of mass destruction in the wars with Evadrin and Dorothel, as well as other nations that have since been lost to them. The last of these many wars started in the year 456 of the Fifth Age. This time, however, the Empire and the Theocracy decided to fight back the dragon riding slavers together. For the first time in recorded history the two most powerful nations of The Tear made an official military alliance, and with impressive results. One of the dragons was slain, another seriously injured. This resulted in the Realm of Chains to retreat and end the war. Even when both of their opponents were severely weakened by the Dismal March, Ellorwis remained quiet. To this day it continues to avoid its usual warlike tendencies, limiting themselves to small raids for slaves. This makes many wonder whether Ellorwis has actually been scared off, or whether they have other plans for their enemies.

Empire of Evadrin

Current Leader: Emperor Arryn Lancaster
Capital: Wyminster
Description: Evadrin is the Tear’s leading nation in population, soldiers and territory. It should be no surprise that many consider it to be the most powerful faction on the continent. In history, it has often competed with its neighbor, the Theocracy of Dorothel, for that position, though during the last few centuries Evadrin has overtaken it. This wasn’t just a competition fought with wars, but also with influence and prestige. For all its military might, Evadrin is an incredibly political nation and thinks carefully about everything it does. Indeed, its political games make the nation at times more dangerous for those inhabiting it than those outside of it. In recent years the Empire has made a historical alliance with the Theocracy of Dorothel in the battle against one of their greatest enemies, Ellorwis. Ever since this alliance the Empire and Theocracy are undoubtedly the most powerful force on The Tear, if not the entirety of Ehldaron. Many wonder, however, how long this alliance can last, considering Ellorwis has not started any wars since this union, all the while both nations continue to try gaining the upper hand over one another. Unfortunately for the Empire itself, it has also weakened significantly in recent decades. Its previous Emperor ‘lost’ the province known as Lothlorin and granted it partial independence, and the same Emperor’s inaction in the face of the Dismal March all but decimated most of the great nation’s military. The former Emperor’s son is Evadrin’s current ruler and aims at bringing back the Empire to its lost glory. How successful he will be remains to be seen.

Gelasea, the Elven Kingdom of the Glitterhold Forest

Current Leader: Minethil
Capital: The Mother Tree
Description: Gelasea mostly consists of the highly mystical Glitterhold Forest and the immediate area surrounding it. It is the home of the continent’s wood and high elves, though it is not considered to be their ancestral home. Most elves still live in smaller settlements deep within the enormous forest, as they don’t build cities in the traditional sense of the word. Similarly, The Elven Kingdom of the Glitterhold Forest is not truly a Kingdom, but rather a complex, interwoven system of hundreds of commonly small settlements represented by one leader. That this leader is called a king or queen is more a way to facilitate diplomacy between the elves and the rest of the nations rather than the actual role they take up in society. Not all elven settlements necessarily support this idea of representation. Many wood-elven clans especially openly rebel against their high-elven “ruler”. What all elves do agree upon is their dislike of outsiders. Incredibly closed off, non-elves, and even elves that did not grow up in Gelasea, are frowned upon, shunned or even threatened. Few outsiders have ever been allowed to traverse deep into the forest. Those who do try tend to never return, though the elves do not publicly admit being responsible for these disappearances.

Independent Regions

Current Leader: Multiple very small “kingdoms” (often 1 city and a few nearby villages) each have their own leader
Description: A large group of independent nations, a different “kingdom” can be found every few miles in this region. While some of these cities are indeed beautiful, thriving communities, calling them a “kingdom” is wishful thinking at best. Many more, however, are simply villages ruled by a lord of some kind with severe delusions of grandeur. The Independent Regions are marked by constant wars between these petty Kingdoms. These are so frequent and ingrained within their culture that it is nearly impossible for any of them to grow large enough to threaten the region as a whole. While all major factions look down upon the Independent Regions, considering them to be primitive and little more than barbarians pretending to be civilized, these petty kingdoms are proud of their way of life and warlike tendencies. They say their armies might be small, but consist of the best warriors imaginable. A debatable claim at best.

Kingdom of Orthond

Current Leader: King Ealwin Droverson
Capital: Cawold
Description: A large but simple kingdom, Orthond covers a large area, though its cities and villages are widespread and considered quite outdated by many of the more modern nations. Nevertheless the citizens are prideful and true patriots, willing to defend their kingdom at all costs. The Kingdom of Orthond has a long history of war with the Empire of Evadrin. As both nations grew and conquered their neighbors, they would eventually border one another completely on one side, resulting in much conflict. While the Kingdom of Orthond was never even close to the military strength of the Empire, it was mostly able to focus all their efforts on one enemy at one border of their nation, whereas the Empire usually had to split their forces in at least three directions for three entirely different threats. As such, the Kingdom was able to match the Empire. Lacking the sheer discipline and order of Evadrin’s forces, the Orthondians more than made up for it with ferocity and zeal. The cost, however, would often be heavy on both sides. One bloodbath even resulted in what would become known as “The Crimson Coast”, a place that knew so much death it would end up cursed and infused with the power of death. The Kingdom of Orthond and the Empire of Evadrin do share many values as well and have on multiple occasions even worked together against common enemies. King Ewis Droverson once joined the Empire in one of their many wars against Ellorwis, and in recent history both nations worked together against the Dismal March. During the past decades, however, the Kingdom of Orthond has become the primary ally of the Principality of Lothlorin, much to the chagrin of the Empire.

Protectorate of the Legacy Shield

Current Leader: Protector Jane Songsteel
Capital: Firsthold
Description: The Protectorate was never, and still isn’t, a nation on itself. It was an organization created during the Dismal March, when monstrous creatures that spawned on the Peninsula of Rifts crossed the Wailing Wastes to sow death and destruction wherever they came. Led by Jane Songsteel and advisors coming from all the different nations of The Tear, the Protectorate grew to become one of the most powerful military forces on the continent in the height of the Dismal March. It primarily served to protect existing settlements, towns and cities from the Dismal Monstrosities, not to build new ones or rule over them. After the Dismal March was pushed back in the year 475 of the Fifth Age, the majority of its forces returned home. A small core force remains to this day, however, keeping watch over the northern regions in case the threat ever returns. They still man a small number of garrisons and forts in these northern regions, often to the dismay of the local rulers, as many consider them to be a foreign military force.

Principality of Lothlorin

Current Leader: Princess Winne Astley
Capital: Lorrenveil
Description: A large but incredibly rugged island on the shores of the Empire of Evadrin, the nation decided to settle it during the second century of the Fifth Age. It became the province known as Lothlorin, though lacking any resources of interest was never given much attention. Over time, this led to the Lothloriners not merely feeling as if they were physically separated from the Empire, but also culturally, and they began to form their own values and eventually their own culture. In the year 450 of the Fifth Age this culminated in the Lothloriners demanding independence, which was in part granted in the year 461 of the Fifth Age. While not truly its own nation just yet, the Astley family is able to rule Lothlorin without any interference from the Empire as princes or princesses. They do, however, still have to report their actions to the Emperor of Evadrin and pay some tribute to the Empire as a form of “loan” that is being paid off to “buy” the land. While it’s clear the Lothloriners want full independence soon, the new Emperor of Evadrin instead wants to get the island back into the Empire’s hands. It is a proud young nation, still working to tame and settle the island.

Theocracy of Dorothel

Current Leader: Grand Cleric Lyassa Blanchard
Capital: Baifeld (“The throne of the Gods”)
Description: A nation that prides itself on its faith and beautiful cities, Dorothel is the nation of The Tear in which religion plays the most important roles. It is ruled by a Grand Cleric instead of some kind of monarch, who in turn is chosen by the highest representatives of their most important Gods. In theory, faith to the gods is even more important than faith to the nation. In practice, this has resulted in the clergy holding absolute authority over the nation, with many of them partaking in political machinations not too dissimilar to those of nobles in other nations. Dorothel believes itself to be the religious centre of the world. At least for the gods of the Circle of Caretakers. While no nation really contests that claim, they do oppose Dorothel’s push for interference with the clergy within their borders. Indeed, Dorothel believes they should control all the temples on the continent. As part of the recent alliance it has made with the Empire of Evadrin to work as a united force against their great enemy, Ellorwis, it has actually received a great deal of power over the Empire’s clergy and temples. Dorothel considers this a step in the right direction. Many other nations and their clergy find this a worrying development.

United Kingdoms of Edhellon

Current Leader: King Edmund Woodshearth
Capital: The city of Aelwic
Description: Up until the first century of the Fifth Age the Independent Regions covered almost the entire eastern coast of The Tear. At that point, however, the situation drastically changed as thirteen great houses controlling numerous petty kingdoms decided to band together and form one united nation: “The United Kingdom of Edhellon”. After overcoming some tumultuous decades filled with rebellions, the United Kingdoms were able to enter an era of peace that brought with it major reforms and innovations. Eventually, even the Empire of Evadrin and the Theocracy of Dorothel had to acknowledge Edhellon as a notable nation. One that even had started to surpass them in certain areas. Edhellon remains one of the most modern and progressive nations on The Tear, with a diverse and open population. Ever since its creation, petty kingdoms in the independent regions have decided to join the United Kingdoms. During the past century, this number has increased even more drastically, allowing Edhellon to grow rapidly and catch up even with the Empire of Evadrin, and begin to rival it.

Notable Locations

Armathain Redoubt

Built near the end of the Dismal March in the year 474 of the Fifth Age, Armathain Redoubt was created by the Legacy Shield as the staging ground for the final push in the war against the spawns that came from the Peninsula of rifts. Located in the southern Wailing Wastes, north of both the Empire of Evadrin and the Kingdom of Orthond, it is considered to be the northernmost form of civilization on the The Tear. Even after the Dismal March Armathain Redoubt remains crewed by the Legacy Shield as their most important outpost, though it is severely undermanned. The fortress faces constant attacks of both the Dismal creatures and the other monstrosities that roam the Wailing Wastes, though the elite soldiers occupying it are able to fend off most of these assaults. The redoubt is often used as an outpost for explorers and adventurers that want to venture into the dangerous Wailing Wastes, though none of those that venture in too deeply ever return.

Caligine

A mysterious castle in The Rotten Swamp, it is a complete mystery who built Caligine or who rules it currently. The lord or lady of the castle also seems to be the ruler of the equally mystifying surrounding villages. Any attempt at contact with Caligine or these villages have failed, though reports indicate people still live there and have been for centuries.

Cardell Keep

The Theocracy of Dorothel has many beautiful cities and Cardell is no exception. As an average sized city in the far east of Dorothel it serves as the nation’s first real point of contact for travellers coming from that direction, or as the first obstacle for possible enemies. Due to the possible threats the city faces, the Theocracy’s second largest castle has been constructed in Cardell and serves as the first line of defence against any eastern attackers, most notably the realm of Ellorwis. Despite its military importance, Cardell is actually far more famous for another reason. Its great castle isn’t merely a defensive fortress, but also one of the largest libraries in the world. Even more surprising is the fact that the librarians and the city’s soldiers are the same. As is common in the Theocracy, the clergy of one or more of the good Gods is in control of the city. In Cardell’s case this clergy is dedicated to Dysder, the god of writing and knowledge, and they have drastically transformed the entire city to revolve around his tenants. As a result, even the soldiers have dedicated their lives to knowledge, and spend as much time training their minds as they do training their combative skills. These soldiers are by no means mere librarians with swords. They are in fact known as some of the Theocracy’s most elite soldiers and will protect the city that holds all this knowledge at all costs.

The Crimson Coast

The large rocky shoreline that divides the Empire of Evadrin and the Kingdom of Orthond has been the stage of many battles between both nations. The long and wide river that serves as a natural border between the two is known to be wild and dangerous to cross. It is all but impossible to transport entire armies over it. Instead, both nations prefer to use ships to move their armies from their side of the southern coast to the enemy’s. These ships are not warships and as such incredibly vulnerable. Thus the transportation of armies has at times known disastrous consequences. So much blood has been spilled in these waters over the centuries that the area became known as “The Crimson Coast”. The sheer amount of death the bay has seen permeates both the sea and the sand, cursing it. At night, the water turns red and the screams of the dying soldiers can be heard. Undead are known to rise from the sea and wander the shoreline, disappearing once more when the sun begins to rise. Despite the attempts of many priests and clerics, the curse remains, posing such a great threat that all settlements in the area have been abandoned.

The Endless Catacombs

Baifeld, capital of the Theocracy of Dorothel isn’t called “The throne of the Gods” without reason. A beautiful city with immense temples and larger than life statues, it is the peak of contemporary civilization. Beneath the city, however, one of the greatest mysteries of Ehldaron can be found: The Endless Catacombs. A labyrinth of enormous tunnels seemingly without end, no one knows who built these, nor for what purpose. Multiple entrances can be found in the capital and in various other places all over The Tear. It is important to note that these tunnels are not simply underground cave systems, akin to the Underdark, but instead metallic tubes that descend deep beneath the surface. Many have tried to explore these tunnels, but lacking any sort of life or water it is impossible to explore this vast labyrinth without magic. Furthermore, the Catacombs are such a complex maze that even with magical means it is easy to get lost in them. Nobody knows where they originate from or where they lead to, and even the measure of their depths remains unknown. For now the Theocracy keeps these tunnels sealed tight, and explorers are denied any access following the many disappearances of those that came before.

The Fingers

The Fingers refers to the south-eastern section of the Peninsula of Rifts and gains its name from the similarities the protrusions have with the fingers of a hand. They appear to be one of the great nexuses of unstable magical energy on the peninsula and are permanently covered in a powerful magical storm. It is believed even the most powerful beings would not be able to survive there for longer than a few hours.

Firsthold

The massive castle known as Firsthold can be found in the southwestern part of the Frost Giant Mountains. It was first discovered by Jane Songsteel, the founder and leader of the Protectorate of the Legacy Shield, who claimed that a divine voice guided her there.. It was built long ago, believed to be the remains of a great castle from the Gods War. The Legacy Shield has put it to good use since their discovery, turning it into their headquarters. During the peak of the Dismal March it served as a safe haven for refugees, and much of the derelict fortress was repaired.

Laventhorpe Palace

The long history of the Empire of Evadrin and the Theocracy of Dorothe, in which they constantly competed to be the greatest nation on the continent, came to a surprising twist in the year 456 of the Fifth Age as both factions put aside their differences and made a historical alliance to fight back the onslaught of Ellorwis. After successfully beating back the Realm of Chains and even killing one of their dragons, both nations decided to continue the alliance. As a gift for this coöperation the Grant Cleric of the Theocracy at the time proposed to build a great palace for the emperor. The emperor agreed, and thus Laventhorpe palace would be built just outside of Evadrin’s capital of Wyminster. This palace stands out as a magnificent and colourful construction in the Empire’s otherwise very dry and functional aesthetics. It is truly unlike anything else within the Empire. The gift was of course not entirely altruistic from the Grand Cleric’s side. It is a beacon of beauty and greatness of Dorothel, right next to the Empire’s capital. Just as many within the Theocracy question whether this was a good way of allocating resources, there are many within the Empire that question whether it was a good idea to have a former enemy build a landmark right next to the heart of their nation.

Lucian’s great tower

Little but ruins remain of civilization in the vast wilderness between the Theocracy of Dorothel, the Realm of Ellorwis, the Dominion of Thone, the Frost Giant Mountains and the Independent Regions. In between four major factions, the area has experienced much war and destruction. What settlements remained have almost entirely been raided by the Realm of Chains. Their riches plundered and citizens being captured to become slaves. As nature slowly reclaims what remains of these former settlements, one beacon of civilization remains and towers over the wilderness. Lucian’s Great Tower. Standing over a thousand feet (304 meters) tall, this enormous tower was created by Lucian, the God of Magic himself, to allow anyone to train and study magic. It is believed to have been built before the Gods War even started, and survives to this day. Wizards of all origins and of all nations are welcomed, even those would be considered evil by many. The tower and its surrounding city are part of no faction and do not differ between those who study there, whatever their goals might be. It is important to note that the tower is not a school or academy, but rather an enormous library where the followers of Lucian store all scrolls, books and other records of magic they can get their hands on. Inside the city and tower, it is forbidden to fight another or even display any kind of hostility. It is also forbidden to take anything stored in the tower out of it. Over the centuries, all great nations have had numerous wizards make records of the magical secrets that can be found in the tower. As a result, it actually contains very little unique information and isn’t as commonly visited as it once was. In fact, Lucian’s Great Tower is in poor condition. Largely empty, it has proven too much for what remains of Lucian’s followers to maintain and part of it is already crumbling away. The upper floors are inaccessible because of the danger. Unless something changes soon, this once magnificent tower is likely to collapse.

The Monstrous Marches

West of the Frost Giant Mountains lies an expansive wilderness known as the Monstrous Marches. It remains largely unsettled due to its proximity to the Peninsula of Rifts and the dangerous wild beasts and monsters that call the area their home. Small tribal communities that managed to tame a tiny section of land can be found here, but nothing larger. The dangerous marches are a dream for many adventurers that hope to uncover great secrets here. However, one must have incredible survival skills to survive the wilderness for even a day. Only the most desperate or most foolish would head towards these marches unprepared.

The Peninsula of Rifts

Many believe the Peninsula of Rifts to be the most dangerous place in the world. Covered in magical rifts powerful enough to distort reality itself, it is believed a cataclysmic event took place here at some point. Legends of the continent claim that the peninsula was the place where a powerful being plunged Synia’s Godsword into the ground after murdering the Goddess. While it is impossible to know the truth, its dangers are not exaggerated. Even the most powerful of beings are unlikely to be able to survive on the Peninsula for very long. Furthermore, it is impossible for both arcane and divine magic to scry upon the distorted region or gain any other kind of information. While no soul has ever crossed the Wailing Wastes or the dangerous sea to reach the Peninsula and returned, it is known that there are creatures originating from there. The most notable of which are the Dismal monstrosities. In the year 469 of the Fifth Age these vile soul-sucking creatures of unknown origin crossed the Wailing wasted and sowed death and destruction wherever they came, resulting in the terrible event known as the Dismal March. While crossing the Wailing Wastes is considered by many to be suicide, it is even more deadly to try and reach the peninsula over the sea. At least one kraken attacks any ship coming near.

The Rotten Swamp

The Rotten Swamp is the name of the southwesternmost part of the mainland continent. It is a putrid place that reeks of death and has an incredibly treacherous terrain filled with beasts afflicted by a variety of horrifying infectious diseases. It should come as no big surprise that no nation has ever even considered settling it. In fact, the Kingdom of Orthond, which neighbors the Rotten Swamp, actively forbids anyone from traversing there in fear of diseases being brought back upon their return. Strangely enough, there have been reports of small villages deep inside the swamp, all surrounding a castle known as “Caligine”. The few that have been brave enough to venture so deep into the swamp to encounter these villages are met with closed doors, as not a single citizen willingly speaks to outsiders. The castle itself remains tightly shut, the only indication of it being occupied being its well maintained state.

Stone Statues Garden

Those travelling northwards through the Wailing Wastes from Armathain Redoubt will encounter a curious sight after mere days of travelling. A statue of a giant, surrounded by a dozen more statues of a variety of other creatures, including what appear to be adventurers. Nobody knows where they come from. Some theories speculate that they are the remains of some ancient civilization. However, many more think that some dangerous creature or magic is responsible, capable of turning flesh into stone. Because of these rumours, many avoid the eerie garden, fearing they might become a part of it.

Waerham Citadel

The largest citadel on The Tear and possibly even the largest on the entirety of Ehldaron, the Empire of Evadrin’s Waerham Citadel is nearly the size of an actual city. Located in the northern section of the Empire, towards the Peninsula of Rifts, it actually serves as the northern defense against western threats, notably the Kingdom of Orthond. The citadel is capable of housing thousands of soldiers as well as facilitating the training of thousands of recruits and hundreds of officers all at once. Waerham Citadel is a defensive fortress, station for soldiers and military academy all at once. On top of that, it has an entire underground tunnel complex large enough to transport and hold most citizens from all neighbouring cities and towns. Despite its incredible manpower and defensive structures, Waerham Citadel is actually not a very safe place to be. The Empire of Evadrin likes its political games, and the citadel is second only to the capital when it comes to the prominence of these games. They are known to be deadly, and stepping on the wrong toes could easily mean a swift end to one’s life. Waerham played a pivotal role in the Dismal March. Despite being completely surrounded and cut off from supplies, it managed to hold on for years, never conquered by the vile monstrosities.

Wailing Wastes

The large stretch of land in front of the Peninsula of Rifts is dry, flat and cold. Little to no normal life can be found here, though all manner of dangerous monstrosities roam the area. Its environment is so harsh that only the most capable survivalists have any chance at surviving its hazards. Even for these capable survivalists food will be a major issue, as the little vegetation and lack of edible beasts makes the journey impossible to survive without enough supplies. Few that venture into the Wailing Wastes ever return.

Wharf of Wraiths and the Island of Mist

Many centuries ago a nation was founded on the Island of Mist, just off the coast where the United Kingdoms of Edhellon are located today. As the name suggests, the island was permanently covered in a thick layer of mist. While there were many rumours about the so-called “curse of the mist”, they were generally considered to be little more than frightening children’s tales. As this curse was given little credence, many considered it a large piece of land simply covered in more mist than usual. This nation managed to build up a few villages and even cities, though at an unknown point in time some terrible event must have taken place, as all life on the island simply vanished. While remnants of this nation can be found up to this day, the most notable being the giant wharf near the first settlement, nothing remains of its populace. The handful of scouts that dared to visit the island reported that there wasn’t a single body or any skeletal remains to be found. It is as if the entire population of the nation walked away to some unknown place, leaving everything behind. Ever since, the mysterious mist and eerie silence have caused the giant wharf to become known as “The Wharf of Wraiths”, which in turn gave birth to the belief that ghosts roam the island. Despite its close range to the United Kingdoms, they have taken no initiative to ever try and resettle the island, fearing history might repeat itself should they try and do the same.


Remove these ads. Join the Worldbuilders Guild

Guild Feature

Display your locations, species, organizations and so much more in a tree structure to bring your world to life!

Comments

Please Login in order to comment!