HelmsTide
HelmsTide is Humanities oldest home and familiar land, lush with ancient green woods and pristine rivers.
Known as the worlds "Home Land" HelmsTide serves as a well traveled land for anyone passing and going to areas beyond. HelmsTide extends from the tips of its landmass to Lake Estman and Orus. Everything beyond this is a part of the Continent called Angrabal. Varrok is the one exception landing in-between the two but calling itself a part of HelmsTide.
Locations
Varrok - Kingdom - Humanity
An old stronghold of Humanity, Varrok has stood independent and self reliant for eons. Their King, King Leif Hamdel the 3rd, is called The Immortal and has been alive for longer than anyone can remember. Though many speculate he has a special connection to the Sea Gods, some believe this devotion has dark and deep roots, claiming that he is involved in sacrifice for his immortality. Worship of any Gods beside those of the sea are punished in Varrok.
Trout - Village - Humanity
A fortified port village under the dominion of Clarent. Their lumber yards supply a great deal of wood to new ship constructions and keep the Fleet of Clarent in optimal shape.
Clarent - Kingdom - Humanity
Once the place where collections of Hills and Tribes people could be found, Clarent was eventually formed over time as the tribes turned into villages, then towns and eventually a city. After this period, several old and powerful families fought together to conquer Nightstead and the surrounding areas setting up the largest kingdom in HelmsTide. In current times, Clarent is a place of bustling commerce and life. Though mostly a human city, Clarent does share its space with several other races.
Shield Holme - City - Humanity
Home to the infamous Iron Griffins, Shield Hold makes its wealth from its trade in protection and deadly force. Iron Griffins are well trained, well armored and well paid, making them a highly sought after force for disputes or when transferring important cargo. Most political power is shared in Shield Hold down a line of ranking within the Iron Griffins.
Fortress City, Clayr - Holy City - Humanity
Clayr, Seat of the Holy Prophets and training ground for the Order of the White Star, an order dedicated to eradicating humanities unholy connection to magic which is the Gods domain. Practicing magic is a great unholy sin punishable by death or disfigurement in Clayr as it is believed that it tests the God's patience and brings their mighty wrath on humanity. The Order of the white star is a militaristic force of trained knights and soldiers devoted to the cause, whom are tasked with its holy mission and the destruction of magical artifacts, most especially, magical tomes, sometimes even traveling great distances to perform a holy pilgrimage of destruction. Clayr's leaders, the Holy Prophets, are a mysterious group of elders who use visions provided by the Gods to guide their holy mission.
Clayr (inner ring) - Theocracy - Humanity
Clayr is home to the Theocracy of the White Star, a religious rulership that is devoted to the practice of Mortalism, the outlawing of magic use, the destruction of magical goods and the praise and worship of the Planar Gods and their prophet Palentar. Worship of any god besides the 4 Planar Gods and Palentar is strictly forbidden and magic use is cause for execution. Though Clayr is also the honored seat of their great Seer, The Prophet, the real decision making of its religion is done in the Council of the White Star, a seat of its highest ranking priests in the center of Clayr's mighty walls, also here is the brunt of its force the Order of the White Star whom keep its laws enforced.
Bellash's Pit - Underbelly Rift -
No one is sure what the Pit is, or where it came from. Some say it leads to the chaos of the Realms Beyond, one thing is for sure though, it is a dangerous and dark place that goes infinitely deep into the world. Approaching the pit people are met with a powerful Sulphur and burning ash smell, when close you can see thousands of eyes swirling deep within, beasts, unable to cross its threshold. To be sent to the pit is a death sentence that an especially awful criminal might face.
Bastion of Byrd - City - Humanity/Dverger
A modestly sized and simple fortified town with mostly Human and Gnome settlers. Despite belonging to Clarent's domain it remains rather independent of its influence. It is makes a living through passage trade, lodgings and selling fish. A special kind of silvery minnow is only found here that makes for delicious broths.
Starwrend Peaks - Kingdom - Fjalar
Home mountain in HelmsTide to the Fjalar, Starwrend Peaks rises high above the countryside and is rich with streams, valleys and forests for food and shelter. The Redwing Fjalar that live there have made nests in its peaks for ages and have built impressive structures over the many years resembling Keeps and Towers of stone and wood. StarWrend Peaks is cautious of other races but general accepts visitors offering goods or services.
Horke'Muur - Kingdom - Dverger
Spanning Deep within StarWrend Mountains lies the Dverger Kingdom of Horke'Muur. An impenetrable cavern kingdom that has survived all threats and attacks for thousands of years. Deep within, the Muurians as they are known, fight during a great championship held every 10 years, drawing challengers all around for the chance to win a special StarWrend weapon made from its best craftsmen.
NightStead - Town/city - Mix Race
An epicenter of mixed races and trade, NightStead over the ages has grown to become a place of refuge for the many mixed races living in here. Many pass through on their way to neighboring areas, keeping trade alive and well within, its farmlands too supply a great many goods and it is welcoming to all races unlike many human settelements. Races are free to worship as they please and a Large Dwarven Bank mostly oversees the laws and regulations of the city, being more interested in taxes than petty enforements.
Greyancar Caverns - Caves -
Sometimes called the Caverns of Fortune, or the Caves of Profit, the Crystalline Greyancar Caverns are a natural and plentiful source of rare gemstones and crystals used in magical practices. Because of this many have sought their fortune in these caverns, diving deep within to bring back valuable riches of all kinds. Unfortunately the Caverns are a deadly place, harboring ancient monsters and abandoned underground cities. One is just as likely to leave rich as never to be seen again.
Kalim - Village - Mixed Race
Kalim is home to HelmsTide's greatest rangers and archers. Kalim's location creates a tough and harsh life for its people full of constant dangers, this however has only seemed to produce the most exceptional of woodsman and rangers with skills beyond their fellow man. Kalim shares a special respect for nature and the woodland spirits, as every Kalim male must walk the woods and attune themselves to its power in their journey to grow into a man.
Orus - Forest -
A large and ancient forest filled with life and magic. Orus is home to many unique alchemical ingredients not found anywhere else including many spore and fungal communities unique to the region. Orus also houses several strange and unintelligent Alfar seemingly left over from the great Conflict.
WillowSprite Forest - Cursed Forest -
A large lonely forest known for its unusual gardens of petrification. Likely caused by Demi Gorgons, Basilisks or such, there are open swaths found within that contain statues of unfortunate travelers, twisted in shapes of horror and surprise. Due to the fact that many must travel past these woods to places beyond, it is strongly advised that one does not travel alone and makes haste when passing.
Briar wood - Forest - Town - Alfar -
Briar Wood is home to a modern iteration of dryads. The Briar folk as they are sometimes referred to as, have long since abandoned their strict connection to the forests and instead have modernized a harmony between structure and nature. Using buildings for sleep and protection and even managing businesses and farmland, they are an odd sight amongst other dryads. Even their governing is different in that they maintain an elected council instead of the traditional sages.
Pinestone - Town - Humanity -
A large old city originally established by wartime refuges. Overtime Pinestone went from several disjointed towns to being the spread out city it is known as today. Pinestone is considered to be a part of Clayr's territory and pays taxes to Clayr every so often to prevent any militarist action, but largely it operates as its own entity. Due to Pinestone being rather lawless and free, a number of large bandit groups operate closely by in the Sqorpius Valley.
King Spring Harbor - Water/Harbor -
A highly desirable location of water, King Spring Harbor is lush with fish and game giving Varrok, NightStead and Clarent a steady stream of seafood all year long. Though in the past the water ways had been heavily contested by the three super powers, since the rein of the current king of Varrok, there has been a strange and uneasy peace between them, following the loss of a vast portion of Clarents fleet in a random and powerful storm. Among the varieties of fish that can be found in King Spring Harbor it has been reported that several communities of Merjaran can be found in the area as well, thriving off the rich seafloor and the large groups of fish that seek shelter from the ocean pathways.
Torem - Commune - Gnorl
Home to the warring tribes of the Blood Fire Orcs and the White Nose Trollkin, Torem has managed to keep its borders safe from intruders and maintain a foothold of power despite its conflicts with neighboring enemies. Torem welcomes all types of Gnorls but is a hard place to enter for other races.
The Elder Woods - Forest -
HelmsTide's largest and most ancient forest. The Elder Woods are a mystical place full of mystery and powerful magics. Its population is abundant with animals, creatures, Fae and Feral Alfar eons old. Among its mighty trees lives a Divine Chosen, an early Alfar hybrid of the Gods melding several powerful lines of Alfar together into a strange, wonderous Demi-God of nature. Seeing this creature is believed to be a sign of incredible luck and fortune among the inhabitants of Torem.
Lake Corengard - Lake -
A location rich in crabs and clawed critters, Merjarans often visit the area and live there when the seasons bring in the largest migrations. Afterwards a thriving population of colorful fish live in the area feasting on the remains until winter.
Estman Marshes - Lake/Swampland -
Home to a number of low intelligence, feral, amphibian races.
Lake Feyro - Lake -
A large shimmering lake filled with an abundance of life and seaweed. Lake Feyro is also home to several communes of independent Merjaran tribes.
The Rogue Passageways - Lake -
Less of a lake and more of a large water pass, it is best known for several varieties of large aggressive sea animals, including rare giant sharks, dragon turtles, color changing squid and more. Several large Merjaran communes exist in the region too as independent factions living in the sea floor sponge forests. Occasionally, the region swells with whale activity prompting large walling operations as the migrations continue.
Sqorpius Valley - Valley area -
Called Sqorpius because of large scorpions that live here, Sqorpius Valley is a dangerous place to pass through for those that don't follow the direct paths. Because of this, it is often a place where banditry flourishes. The remains of a lost civilization here has also served as the base of operations for many factions over the years being called "The Needle" by most, though it has no real name anymore.
FernWeald - Village -
Home to beautiful willowy trees, tall evergreens and majestic oaks, FernWeald is a beautiful and enchanting village mostly made up of farmers. Though mostly human, a number of Golancer communities live peacefully in the area providing ample protection from harm.
Anchoral - Town - Mixed
A small coastal township that occasionally sees travelers from the Ashbone Desert, Anchoral lives off the modest trade it makes with passing ships. Anchoral remains loyal to Clayr though it is mostly left alone to its own rulings.
Spall - Forest -
A large mostly unexplored forest of yellow trees.
Tipple - Town - Alfar
A coastal town of settled Alfar. Tipple is home to the great poets of La'Vecra, whom after their lives of prose and wit come to settle in the town best known as the peaceful town of rest.
Valden - Town - Alfar/Humanity/Dverger
Started as a coastal human settlement from NightStead called Brick Brook, it was quickly overtaken by La'Vecra and absorbed into its domain, though afterwards human and eventually Dverger settlers were allowed to stay provided they pay their taxes. Brick Brook was then renamed by the Alfar to Valden but is still known by some travelers as Brick Brook.
Scallop - Town - Dverger
A coastline town of Dverger settlers.
Kingdom of La'Vecra - kingdom - Alfar -
Standing since the time of the Great Conflict, La'Vecra is an ancient and magical kingdom built of organic stone work and flourishing nature with architecture so stunning and ethereal, its creation could only be possible through the hands of the Goddesses themselves. Over time La'Vecra has conquered lands, destroyed entire kingdoms and brought fear and wrath to the enemies of the Alfar, but also over time their conquests drew them thin and invited war on all sides. Now La'Vecra holds strong on its own island, having transitioned into a stage of trade and prosperity, though many believe it will conquer the lands again one day.
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Among the many factions that exist within La'Vecra include the infamous Lunar Legion, powerful and deadly Alfar trained with knowledge from the gods themselves. Also the Meadow Household, a powerful trade mafia that deals in everything from commercial goods to rare and illegal artifacts. Sacrotuinmen, Moorenites, The Ashen and also the Soul Bonded coven, all factions with incredible magical ancestry, can be found here as well. Finally and lastly, Their exists a secondary Lunar Lodge despite its disbandment in the last eon. Back when the Lodge officially moved to Entheas, the Lodge in La'Vecra refused to stand down, thus claiming itself as the only and rightful Lunar Lodge much to the conflict of all Alfar.