You and Kelt in Kelt | World Anvil
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You and Kelt

Welcome Adventurer!   Welcome to the realm of Kelt, population pre-flash 10 million, post-flash 5.6 million. Kelt is a land of sprawling fields, desolate deserts, lush forests and bogridden swamps. Most places of Kelt are quite hospitable with all 4 seasons, Kelt is the most harvest friendly realm keeping it's population in good spirits!     Location   Kelt is located on what we call a vale, a depression in the ground from seismic activity and surrounded by large mountains, making Kelt a very large valley of sorts. Kelt is located betwixt 2 other realms which have had some rocky history but with the World Union have multiple treaties in place to prevent conflicts. North Kelt is the timberland forests with bitter cold freezing temperatures year round making living conditions very challenging but the people under the banner of Brygenheim find a way to thrive and produce very important fur trades to the lands. South Kelt lies the wooded hills and massive swamps it was formerly overseen by the dwarves but due to conflict they are free agents when it comes to territorial claim. East Kelt lies the torn lands of the Ratharri and the Scablands of Screeria, their topography has been meddled with and conformed throughout the centuries by multiple groups and were once overseen by the Hulmata Coven before their disappearance. East Kelt also holds the capital of Kelt, Almarin where the royal family Renasix call home and rule over the land of Kelt with dignity and respect. West Kelt is the land of commerce, all the visitors and trade take place here at the various bays and ports which dot the coast of Kelt, these lands are under the Guildmaster's Assembly which oversee trade with outside lands like Ghazan and Steldor. And lastly the Crestlands or also known as the Vast, the land in the middle of Kelt with large sprawling plains of flat grass. The Crestlands are also overseen by the royal family as the area is the cultural center of Kelt and is rarely touched by industry or travellers.     Kelt in Trouble   As a Keltan free citizen the properity of Kelt has always been something you could look back on, a fair society of laws and rules makeup fair environments for gifted peoples to become their best selves and prosper. The biggest symbol of Kelt's prosperity was the barrier, a layer of rings shaped into a dome surrounding all of Kelt from possible threats from above. You know that the Hulmata Coven a group of witches have dedicated their life to maintaining this barrier and seek to one day be lifted of this duty through their religious chosen one. But something strange has happened, during your travels suddenly a large flash of light blinded all of Kelt.   Suddenly after your vision was restored the women near you were gone, completely vanished without a trace, and with the women gone the Hulmata Coven had no witches to keep the barrier up and it shattered leaving behind strange entities. Reports from local criers and sending stones inform you that the flash seemed to originate from Mount Tasser a mountain owned by the Dwarves of Kasmodan one of the council members. Wives gone, daughters gone, cows gone, and Kelt left in awry. With the Dwarves removed from the council and the Hulmata Coven gone the Council of Five was imbalanced and rulings and legislation have completely stopped leaving the realm in panic. In this panic came the worst part, with the barrier gone Kelt has left it self open to Giant Kingdom's and Mindflayer Armada's. Villages and towns completely pillaged by rogue militaries, bandits, mindflayer groups, giant armies and much much more have left Kelt in disarray.

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