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

Remove these ads. Join the Worldbuilders Guild

Haven

Haven is the central location for most campaigns set in the brass realms. The culture, climate and its people are highly specific to the various regions of the plane.

A Core of Ice:
Haven is a world formed around a gigantic shard of elemental ice. As a result, when one keeps digging, the air and rock keep getting colder and colder, until finally after miles and miles one hits not magma but solid ice.
There is no geothermal activity, no hot springs or volcanoes. Instead there are cold springs and vents of frigid air.
It is this propensity towards cold on the entire plane that makes Haven's winters so exceptionally cold, much more than would otherwise be expected.

Deadly wilds
The Wilds of haven are untamed. In the deep oceans and forests live beasts that would devour any travelers or traders. Such areas of vibrant life are best avoided, ships stick as close to the coast as they can and merchant caravans choose routes that skirt around large forests.
Beasts such as Dragons or the creatures of the deep seas are not angered lightly, as some of them can wipe cities off the map if they are angered.

Severe winters:
The winters of Haven are exceptionally harsh and last for about a third of the year. Spring, summer and autumn only take up about two thirds, and though plant growth and fecundity is high throughout the warm months, food can quickly get sparse when the summer sun gives way to a biting cold.
During the winter the seas freeze near the shores for many miles out and snow can fall taller than any man. Meanwhile biting winds and cutting blizzards make for truly inhospitable living conditions; anybody left without shelter and heat freezes to death in short order.
The natural creatures of Haven are adapted to the environment or have perished long ago. The humans of Haven keep the deadly cold at bay with thick walls and full pantries. During Winter, travel is rarely done as any unforeseen storm would be deadly in seconds. Wars are paused, journeys are halted and everything stops until Winter ends.

A Shifting sky:
The stars in the sky of haven are ever shifting, only a few are stationary enough to be of use in navigation. The stars of haven also have significance as they can be used to make predictions about the future, without needing access to magic.
The Sun and Moon are actually portals to other realms, with the moon being a portal to The Feywild.

Mulsti-species:
Haven is a dangerous world, inhabited by several occasionally competing species.
  • Humans who occupy large cities on the surface and see this world as their home that they tamed and now inhabit.
  • Ogres, humanity's twisted cousins that live in tribes away from human settlements.
  • Dvuergr, a foreign species who was granted permission to build the city of Bergheim in the mountains of Pucraele.
  • Khuzu, a species of strange insectoid creatures that have built the city of Madena in the Karak desert.
  • Jotnar who inhabit their own cities in remote areas and see the world of haven as their ancestral birthright. The Largest collection of giants is in the far north.
Types:
Spherical World
Ice World
Civilized World

Location:
Material Realms
Nova Cluster

Realm Cloud Description:
Haven's Realm Cloud looks like a light blue cloud, slowly being moved as if by slight winds.

Type
World

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!