The World Book Encyclopedia - Blades
Welcome to the world of Asyur! Here you will find detailed descriptions of all aspects of the world!
Kobold
Gnome
Firbolg
Goblin
Gnoll
Hobgoblin
Orc
Ogre
High Elf
Lunar-Elf (Aasamir)
Bosmer
Sea-Elf (Triton)
Alyied
Tabaxi
Lizardfolk
Loxodon
Doppelganger
Centaur (f)
Kenku
Minotaur (m)
Satyr
Tortle
Yuan-ti
Half-Elf
Half-Orc
Half-Ogre (Goliath)
Halfling
Tiefling
Changelings
The Admer Empire is one of the world's oldest nations, having survived the collapse of the Bene Regem rather unscathed. Anyone not a dragonkin in the empire is forced into a life of servitude and manual labor - in fact, it is nothing more than slavery. The Dragonborn are the only ones who call this desert land their home. They dwell in large military cities that are kept high aloft by powerful magics, or along the coast and central Gellar mountain range in holy religious cities.
Carcino is one of the worlds oldest and most ancient cities. Since its foundation it has always been the seat of its own power structure. Surrounded by dry deserts with little fertile land, the city and the republic depend on its vast fishing industry and trade routes to not just survive, but to thrive, as the Capital of the World.
The Cormanthyr Empire is the only elven empire left on Asyur, and it is only getting smaller. With much of their lands being destroyed during the Green Scourge, the Cormanthyr Empire and the Forest of Cormanthyr that the empire calls its home is no longer Adak's biggest empire, that title is now held by the united humans who call themselves the Dalelands.
Darkshelf is believed to be not just the oldest Dark-Elf city, but also possibly the oldest remaining city of ancient antiquity. It is here that the Pharos was built (and eventually fell), and where much of the world's magical innovation is achieved. Ruled by three powerful Mago (wizard) houses since anyone or anything can remember, it is very possible the city has only grown in size and never seen a shift in political power. Civilians live in low adobe-style homes, while the Mago's live high above in their fungal towers.
The Highlands, also known as the Northern Dalelands, is a region to the immediate south west of the Spine of the World. The hills and forests are dotted with castles, both new and old. It is here that Tarrin, the capital and first seat of power in the Dalelands can be found, where it sits nestled in the crest of the Spine.
The relatively new Phisij Empire has caused many problems for its neighbors, and the empire's general unfriendly-ness hasn't helped matters. The empire occupies the entirety of the Kulala peninsula, just south of the Nyr-Dyv. The land of Kulala is very much untamed, and with the empires, presence has been further whipped into chaos, with much of the natural habitat experiencing odd behavioral patterns and some even forcing the environment around them to forcefully and drastically change in a short timeframe. Adventurers beware!
Races
Your choice of race for your player character establishes many of the fundamental traits that will define your roleplaying experience. Specific values, perspectives, motivations, and geological locations are associated with each race in Asyur. Both race and geographical background inform your character's outlook. While your geography defines what constitutes a common race, some races are endangered or even locked to a single region of the world. In addition, there are many other kinds of creatures that also roam the world, serving as allies and adversaries of the player characters.Dragonkind
DragonbornKobold
Dwarvenkind
DwarfGnome
Goblinkind
BugbearFirbolg
Goblin
Gnoll
Hobgoblin
Orc
Ogre
Elvenkind
DrowHigh Elf
Lunar-Elf (Aasamir)
Bosmer
Sea-Elf (Triton)
Alyied
Humanoids
HumanLeones Race
Leonin (m)Tabaxi
Alien Races
GithLizardfolk
Loxodon
Doppelganger
Created Races
WarforgedRaces of the Feywild
AarakocraCentaur (f)
Kenku
Minotaur (m)
Satyr
Tortle
Yuan-ti
Mixed Races
GenasiHalf-Elf
Half-Orc
Half-Ogre (Goliath)
Halfling
Tiefling
Changelings
Backgrounds
The core setting of Asyur is the eastern hemisphere of the world, specifically the continents of Adlak and Veluntia. Surrounded to the west and east by vast oceans, and to north cold arctic waters, and splitting the two continents a series of enormous seas, Asyur is a world of extremes. From dizzying heights of the tallest mountain ramparts of the Spine to the deepest darkest caverns of the Rift, from the dry high plateaus of the Tablelands to the frozen blistering Frigid Wastes, from the dark dank and rank Jungles of Kled to the lava fields of the Underdark, Asyur has every type of terrain. A half-decade ago, the continent of Adlak was changed and scarred by the Green Scourge, which not only radically changed the socio-political and economic worlds, but also the physical landscape as hordes of goblinoids crossed the continent. Although the effects of this 'cataclysm' still linger, the survivors in the Plains of Ash (formerly the Wild Planes) have begun to rebuild. Asyur has a long tradition of building new kingdoms on the ruins of dead ones. For adventurers, Asyur is a land of opportunity equally matched with deadly threats. With a world that has known three global empires that have risen and fallen, many guilds exist that seek to understand the new world and the old. Much of what existed before has been lost, unless adventures can delve deep enough and far enough to uncover the world's lost ages.Admer Empire
Northwest Continent of Veluntia, Lapta'k Desert, Dragonborn, Draconic, Draconic PantheonThe Admer Empire is one of the world's oldest nations, having survived the collapse of the Bene Regem rather unscathed. Anyone not a dragonkin in the empire is forced into a life of servitude and manual labor - in fact, it is nothing more than slavery. The Dragonborn are the only ones who call this desert land their home. They dwell in large military cities that are kept high aloft by powerful magics, or along the coast and central Gellar mountain range in holy religious cities.
Common Knowledge
The empire once tried to send scouts to the continent of Adlak in the form of ambassadors, the last of whom, a paladin of Bahamut named Diggory, was slain on the continent after joining up with other adventures in the region known as the Southern Lowlands. With the death of this last ambassador, the empire formally declared a Holy War on the entirety of the world, claiming the populace of Asyur outside the empire, to be nothing more than barbarians and savages that need to be educated. With no battles being had for nearly two decades the fear of invasion has lessened on Adlak, though many southern coastal cities still fear the day they see an army sailing or flying over the southern Sea of Starlight.Regional Features
Admer's major cities lie on the coast or nestled at the foot of the Gellar mountain range or held aloft in the sky by powerful magics. Much of the slave population is kept in the hollowed-out mountains where they form shanty towns near the entrances. Because of this many of the cities of the empire can only be accessed by airship or through the heavily guarded slave roads. The empire relies heavily on airships for trade with Darkshelf and Thurdarth.People of Admer
The Dragonborn and other dragonkin of the empire have grown quite xenophobic and downright alienists. It is rare for anyone to visit, and those that do, only do so for business, as there is little to no pleasure in the empire for any non-Dragonkin. The nation seeks territory and slaves for its expansionist ambitions.Adventures of Admer
Adventures from Admer are more likely to focus on internal perils rather than the concerns of the lands they visit. In fact, many adventures of Admer keep to the continent of Veluntia. Delving into the dark lizard and disease-infested swamps to the south, or venturing into the many cave systems that dot the Gellar mountain range, in search of a safe and clear way to the eastern side of the continent. An adventurer from Admer usually acts as a spy or scout for the empire, looking to further Admer's ambitions.Mercantile Republic of Carcino a.k.a. Carcinian Republic
Southwest Continent of Adlak, Themmit Desert, Human, Latin, Prime PantheonCarcino is one of the worlds oldest and most ancient cities. Since its foundation it has always been the seat of its own power structure. Surrounded by dry deserts with little fertile land, the city and the republic depend on its vast fishing industry and trade routes to not just survive, but to thrive, as the Capital of the World.
Common Knowledge
Carcino was built by humans many centuries ago, and as such it has seen much growth and change. Currently, the republic is governed by a ruling body called the senate, after the assassination of the last Mercantile King. The Carcinian Republic is also a member of the Dalepact, making them a part of the Continental Dalelands. The capital Carcino is home to the world's most prestigious institutions, colleges, and halls of learning. It is no small fact that the world's three world leaders were all graduates of Carcino's various universities of warfare and statecraft. While any race can be found in the Capital, it is known that the majority populace is human.Regional Features
The desert of Themmit on the western side of Adlak is a low, desert with rolling dunes. Occasional storms from the sea cause gashes in the sand that leave bare sandstones, granites, marble, and many other stones exposed to the dry air. To the north sits the grotesquely enormous Themmit Rift, a multi-mile long cavern, many miles wide, and at an unknown depth, acts as a defensive location for any would-be invaders from the north and eastern lands.People of Carcino
Carcino is populated by nearly every known race, but the most abundant is humans, with native-born humans being referred to as Carcinians. It is not uncommon to see strange and foreign cultures or races for Carcinians, and as such they have developed a unique culture, containing ideas from many distant cultures. It is common for nobility to visit Carcino when on business and pleasure, and some even send their children to Carcino to attend the prodigious Capital University.Adventures of Carcino
Carcino is home to many adventuring guilds, including the Guild of Mercenaries and the Adventurers Guild. Most of these guilds care for money, like the aforementioned examples, but some like the Historical Preservation Society (HPS) are known for caring much more about the antiquity and story of the world and the ruins of ancient civilizations that inhabit Asyur.Cormanthyr
Central Continent of Adlak, Forest of Cormanthyr, High Elf / Bosmer, Elvish, Elven PantheonThe Cormanthyr Empire is the only elven empire left on Asyur, and it is only getting smaller. With much of their lands being destroyed during the Green Scourge, the Cormanthyr Empire and the Forest of Cormanthyr that the empire calls its home is no longer Adak's biggest empire, that title is now held by the united humans who call themselves the Dalelands.
Common Knowledge
Not much is known about the interior of the Cormanthyr Forest itself, as the elves are reluctant to allow anyone, including adventures, into their territories - or at least they used to be. In the half-decade since the Green Scourge, the empire has slowly opened up, sending trade caravans to its human neighbors to the west, the Highlands, the Lowlands, and the Carcinian Republic - with a few human merchants being allowed access to the empires bordering cities within the forest. The empire has also allowed adventures of the HPS of the Carcinian Republic to enter the forest with special passes that allow them access to any ruined structure not inside any city limits.Regional Features
The entirety of the Cormanthyr Empire resides inside, and up to the very border, of the forest with the same name, the Cormanthyr Forest. The ground floor of this mostly coniferous forest is dense with weeds and hanging creepers from the tall trees. The forest does change color with the seasons, but the leaves of the trees never fall in winter as they should. Instead, the leaves take a pale green tone to them in winter, getting darker in spring, until ripening in summer. In fall the forest takes on a spectrum of colors as the trees shift to reds, oranges, yellows, and pinks. At the center of the empire is the world's largest lake, in elvish called the Nyr-Dyv. Little is known about this lake, as it is only recently been opened to the outside world to the east, where large parts of the forest were burned to the ground. Adventures that have been there remarked to how blue it is, and say that it has no bottom according to those elven fishermen who still live on the edge of the lake.People of Cormanthyr
Cormanthyr is predominantly elves, with the majority being High-Elves, followed by Wood-Elves. There is also a significant population of gnomes and halflings in the border cities and towns. The High-Elves stick to the cities and are strange but welcoming folk. The Wood-Elves however are secretive and aggressive, holding to the 'old ways'; still living in hollowed-out trees and living simple hunter-gather lives. It is not an uncommon report of adventures and merchants to be attacked by wood-elves who believe the humans to be intruders. The common consensus by outsiders is that these wood-elves haven't been told of outside events or even recent events inside the empire - being that disconnected from their High-Elven counterparts.Adventures of Cormanthyr
While not many High-Elves get the call to adventure, those that do leave for centuries at a time before feeling the urge to return to the forest. Wood-elves are even rarer to see on adventures, and only ever leave for a decade at most; for they feel a constant pull back to the forest when not in its presence.Darkshelf
Southeast Continent of Adlak, Themmit Tablelands, Drow, Elvish, Bar PantheonDarkshelf is believed to be not just the oldest Dark-Elf city, but also possibly the oldest remaining city of ancient antiquity. It is here that the Pharos was built (and eventually fell), and where much of the world's magical innovation is achieved. Ruled by three powerful Mago (wizard) houses since anyone or anything can remember, it is very possible the city has only grown in size and never seen a shift in political power. Civilians live in low adobe-style homes, while the Mago's live high above in their fungal towers.
Common Knowledge
It is not a hidden secret that the leading Mago house, known as the Great Bar House or the Bar Mago's, are avid practitioners of slavery. However, slaves do not work in Darkshelf, instead the manual and physical tasks are handled by powerful magics, or by those 'unskilled' enough to wield any form of magic; instead, slaves are used by the Great Bar House in experiments. There is no police either in Darkshelf, only various guards for each of the three Mago houses; there are also no rules against murder, the consensus of the great houses is that the resident Mago should have been powerful enough to protect himself, and if not, then good riddance. Because of the way Darkshelf conducts itself, it isn't uncommon to find disgraced or eccentric magic practitioners who would either be heavily watched in Carcino's Capital University or banned entirely from practicing the craft.Regional Features
The Themmit Tablelands is a difficult and dangerous peninsula to traverse. From the desert sun to the drakes that call the land their home. The Tablelands are aptly named for the numerous plateaus that can be found here. As one gets closer to the southern tip of the Tablelands, and closer to Darkshelf, they notice the increasing density of these plateaus and the maze-like system of caverns and ravines that they create. Vegetation is scarce, but those plants that can grow have been growing for decades if not centuries; some specific plants like the creosote bush and saguaro have likely been growing on the peninsula for thousands of years.People of Darkshelf
The nonmagical citizens of Darkshelf vary in race, but the majority are dark, leather-tanned-skinned humans, dwarfs, and gnomes; while the resident Great Mago Houses are unanimously Drow with less than 1% of their ranks being usurper (someone who successfully killed a resident Mago) races. Most of the common populace is shady and reserved, with many of them being branded thieves and cutthroats, and likely members of the Thieves Guild or the dreaded Sanguis Guild (assassin's guild specific to Darkshelf), because of this few travel to Darkshelf openly, and usually only to find someone of ill repute. The Mago's are reclusive, rarely if ever leaving their towers for fear of death, instead they send out their guards to acquire whatever it is they need, from subjects to ingredients to hiring adventures to delve into ruins.Adventures of Darkshelf
Darkshelf citizens rarely turn to the life of adventure, finding that stealing, piracy, and mercenary work pay more than enough for their lifestyles. Instead, adventures come to Darkshelf, usually hired by a Great Mago House to help in their research in some way or another. If a problem arises, it is rare for the Great Houses to call for adventures, for they would sooner send their guard to deal with any problems; causing the Tablelands to still be shrouded in much mystery to the outside world.Highlands
Northwest Continent of Adlak, Highlands, Human, Common, Prime PantheonThe Highlands, also known as the Northern Dalelands, is a region to the immediate south west of the Spine of the World. The hills and forests are dotted with castles, both new and old. It is here that Tarrin, the capital and first seat of power in the Dalelands can be found, where it sits nestled in the crest of the Spine.
Common Knowledge
Most of the small castles that dot the land are ruled by someone of power in the Tarrin Hierarchy, usually a lord or lady, sometimes a duke, but often someone in the royal bloodlines or close to them. The capital of the north is Tarrin, where its royal line, the Eochaids, has ruled since the first signing of the DalePact. If one is looking to get to the Frigid Wastes on the opposite side of the Spine, then the Highlands is one of the safest routes one can take (if any of them can be called that.), where you can take a voyage from Ruby Falls or venture through one of the many cave systems that have been explored near the Cliffs of Tarr.Regional Features
The Highlands is a hilly terrain of sparse forests and rolling grasslands where farmers send animals to graze. Man has been fighting and dying for so long in Tarrin that it is home to some of the oldest castles, as well as the most numerous structures for any region. It doesn't matter where you are, you can usually find some large stone structure being inhabited by common folk, whether it is the local hierarchy and their subjects or bandits, or even worse.People of the Highlands
The people of the Highlands are simple folk who live in a feudal state with Tarrin being the center of power and the seat of the ruling crown. However most common folk only pay respects to their local lord, they still know the importance that the Seat of Dales holds over the Dalelands as a whole. The people here are fair-skinned and burn easily, and it is not uncommon for them to be red-haired. The most common language spoken here is the common tongue, a descendant of the Latin and Elvish tongues.Adventurers of the Highlands
The Highlands is a beautiful place with bandits being the only real threat to the common folk. However, there are many ruins from many a fallen kingdom and global empire, and the dangers that lurk within are more than enough to test even the strongest adventurers' metal; because of this, the H.P.S. has a guildhall in Tarrin. Even without the H.P.S. there have always been adventures in the Highlands. Usually hired by the ruling local to do some task of theirs, whether that be clearing out an old castle of goblins, slaying some local bandit lord, or clearing out the family crypt of its nightly hauntings. Adventures from this region tend to be knights, clerics, and paladins, with the occasional ranger.Lowlands
East Central Adlak, Lowlands, Human, Common, Prime PantheonPhisij Empire
South Adlak, Kulala Peninsula, Goblinoid, Goblinoid, Cult of PhisijThe relatively new Phisij Empire has caused many problems for its neighbors, and the empire's general unfriendly-ness hasn't helped matters. The empire occupies the entirety of the Kulala peninsula, just south of the Nyr-Dyv. The land of Kulala is very much untamed, and with the empires, presence has been further whipped into chaos, with much of the natural habitat experiencing odd behavioral patterns and some even forcing the environment around them to forcefully and drastically change in a short timeframe. Adventurers beware!
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