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THE SULVARI COASTLINE

Ruled over by The High Merchants, The Sulvari Coastline is a rich trading company turned country that spans a long strip of Entrellia's central desert land, with natives commonly refered to as Sulvarian or Omickan. The country boasts a vast amount of coastal settlements that were each purchased or unified through invitation and political maneuvering one by one. Eventually, through time, The High Merchants successfully capitialised over every local competition and trading town, later forming the merchantocracy governing body that currently rules over each purchased settlement.

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ADEDIR

 

A city founded by pirates, Adedir was originally no more than a small docking port that offered respite to sailors travelling around the large desert peninsula of The Sulvari Coastline to reach The Great Golden Waters. However, as years passed, the settlement grew as a trading hub itself, boasting the vast access to markets directly adjacent to stretching docks built along the coast. Luxuries from all over Entrellia were quickly and efficiently at many's fingertips. Why sail another week when you can exchange goods at Adedir within their own market stalls at a fairer profit and at faster speeds? This unique specialty caused a boom in the city's economy and culture, rapidly expanding and earning permanent residency of both merchants and companies who favoured the aid of loose laws on trading and acceptance of everyone, regardless of racial or political views. Adedir became a city for all and continues to advertise and uphold their welcoming warmth to outsiders. The population is also supported by the constant imports of fresh produce, as well as a nearby sacred oasis that is harvested for clean water.

As well as the famed markets, Adedir hosts deadly and dedicated sand pit fights to traditionally honour The Triplets, who were worshipped and followed by locals before the influx of traders brought with them the majority following of Captain Mortekai. These pits are extremely popular and are prone to vast and expensive bets amongst the elite.

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THE OHARRI KINGDOM

A prosperous land of green grass plains and thick woodland, The Oharrian Kingdom is a unified northern country populated by mostly humans referred to as Oharrians. The native people were conquered over hundreds of years by slow climbing petty kings, eventually unifying as a result of The Bannerblood War under one feudal crown. Since, the culture has shifted to make use of their fertile homelands and once battlefields have turned into vast fields of golden wheat and crops.

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GERINGDALE

 

The royal captial of The Oharri Kingdom is a huge walled city known as Geringdale. It sits atop a hilly landscape, while the surrounding area is covered with a sea of golden-white wheat fields.

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KINGDOM COR

Kingdom Cor is a northern country on the large island of Cor. The population is predominantly Dwarven and boasts large mountainous regions home to many of their largest settlements.

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THE COLLECTIVE

Mass unification of the Numenborn led to The Collective, a country ruled closely alike to a theocratic republic. The large eastern country is known for having three ruling, political representatives that fall into the descriptions and ideals of the three Moon Numen, Ome, Mirus and Yugen, with a fourth role known as The Redeemer, who act as Ellemere's unique position in the history of Numeborns and upholds and represents the non-native and non-Numenborn members of The Collective as equals.

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NOVELLE

 

The captial of The Collective is a large coastal city called Novelle that sits between a mountainous region south of the unified realm and is located with a busy port that accesses the Senarvae Sea.

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THE MIRELANDS

Still disputed, The Mirelands is a north eastern section of Entrellia originally home to the mass majority and native Orc clans and tribes. However, due to the events of The Sundering, Sunderbloods have since invaded and expelled many from their homelands, capturing towns and settlements to rebuild them into impressive cities, introducing laws and structure. Those who did not fight back were granted safety within the borders, absorbing many small Beastborn, Trolls, Giants and Insecta civilisations with reasonable autonomy. The ruling class of The Mirelands are commonly unaccepted, being considered tyranical in their pursuits, shown not just through hatred from outsiders, but the land itself. Since the arrival of Sunderbloods, the landscape has slowly begun to grey, trees bleed and wilt, rivers coagulate and the air thickens with a purplish-red fog each evening.

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GRITHTMURK

 

A once established mountain home to settled Orcs, Grithtmurk was seiged and captured by Sunderbloods using powerful Blood and Black Magic unseen by the Orcs before. Grithtmurk fell in the short span of weeks. The warriors were unprepared and inexperienced with such a foe, causing many to die unceremoniously, burning to cinders in their homes before even reaching the walls for battle. The victors slaughtered and bombarded the settlement with flames so heavily, the buildings were burnt to the ground in the process, having to be built anew over the years the Sunderbloods ruled. Huge spires were erected to light the dark fog that plagued The Mirelands, utilising everburning torches atop the towering buildings. Much of the previous culture and structures of Grithtmurk were wiped from history, becoming unrecognisable.

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THE ISLES OF KVALL

The Isles of Kvall is a collection of archipelago islands that surround one larger strip of land home to many Malori. However, many of their population live under water, residing along the sea bed of The Senarvae.

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MONTECURA

A southern island of Halflings, unified by friendships and agreements, the country is built upon  foundation of morals and the reliance on a good-hearted nature within all its residents. Montecura is known for being an extremely peaceful and quiet place with little influence from the outside.

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FJORNHAIL

Home to Gnomes and famously squat Trolls, Fjornhail is a small unison of icy and tundra islands far south of Entrellia.

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CLANS AND TRIBES

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ELLAWENNI CLANS

 

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THE DRAGON CLANS OF HELIK

 

Drakekin, once native to Cor, were exiled west by Dwarves during the military movement known as Dragonpush. The survivors eventually settled on the ashy lands of Helik, a small collection of islands, a shadow of their former glory.

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THE CENTAUR HORIZON TRIBES

 

Brown grass steppes paint the central lands of Entrellia beneath the reaching Ascension mountain range. Known as The Horizon Plains by Oharrians, most of the population are roaming Centaur.

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THE GIANTS OF FULDIYR'S EYE

 

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UHKRAQK ORCS

 

The forest of Uhkraqk is an ancestral and spiritual home to many Orcs of Entrellia. Regardless of the native's brutish and war-hungry cultures, the forest was protected through mutual belief that it was the home of Orcish life, perhaps Aaya Ahorr and even where many of the mystical Imoran Beasts are rumoured to have lived. The heritage and early history of the trees and land enforced its own sanctity. Some believe these ideals may have been enforced or influenced on the Orcs by members of The Feyright over a long period of time. The resident Orcs and other woodland beings were permitted to build, breed and honour the trees, with acts of aggression resulting in exile from the forest and out into the tundras of The Mirelands.

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Over the years, Orcs had expanded beyond, adapted to, abandoned or exiled themselves from the forest, eventually leaving only a small tribe of religious and faithful folk.

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During the events of The Sundering, much of the Uhkraqk forest was set ablaze, expelling the Orcs from their sacred homes within the forest. Many were either slain, subjugated or had fled south, leaving the forest in the hands of Sunderbloods.

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OTHERS

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THE MARKETS OF ELOR

 

The Markets of Elor are a collection of savanna-like strips, trade roads and tent towns predominantly home to travelling T'gari. They're extremely nomadic people and often camp alongside the busy roads for no more than a week, trading and supplying those who pass through. This way of life leads the T'gari to never build castles or rarely any form of permanent structures, relying on pop up villages of their own making along the popular paths traders regularly commute down. The roads themselves are impressively large, well walked and well maintained, connecting the rich countries of The Sulvari Coastline and The Oharri Kingdom.

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THE SWALLOWMARSHES

 

A rancid marshland caught between two large kingdoms, The Swallomarshes is a northern wetland home to Ratfolk and Goblinoids. The country is ran as a theocracy to Foul, with priests and churches controlling a large dominancy of political affairs too.

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THE SNOWHARRIANS

 

Snowharrians is a sub-culture name dubbed for north easterly Oharrians outside the main kingdom. Many reside beyond the mountains and border The Giants of Fuldiyr, living less than fertile lives with how much harsher the snowfall is.

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