Abeir (A-beer)
The youngest of the continents of Rüt. Post True War it is split into five recognized nations. The nations are: Merchant States of Eck-Ta’Quay, Corvair Providences, Sunhill Principalities, The Free Consortium of Uxangard, and the New Suutwood Regency. A remaining area of the continent is known as the Barkmire Marsh or the Wild Lands. It is home to most of the monstrous species and creatures that wander Rüt.
Geography
Located within the North Western Hemisphere of Rüt it is positioned within the Continental Airmass. The West coast is bordered by the Dragonmere Air Sea and to the east the Prism Sea.
The center of the continent is a giant desert known as the scorched valley. It was once a lush forested valley nestled between the Lower Dragons Teeth Mountains to the north and the Ze’nelta Hills to the south. The forest was leveled during the event so the Great Calamity.
Directly north of the Scordched Valley is one of the two major water sources of Abeir, Silver Lake. After the events of the True War the lake was split among the three superpowers: Eck, Corvair, and Sunhill. Above that is the Crimson Oak Grove and the ancient shrine of the Shades. To the North East are the snowy forest fo the Corvair Providences and home to the continents main source of Soarwood. In the Far East is the island of Thune.
Isle of Thune is used for meeting of the Abeirian Alliance to plot the direction of the continent.
To the North West are the Merchant States of Eck; bordered by to the North by the Greycloak Highlands and to the south the Lurking Forest. The river eck flows from the silver river into the city of eck and over the edge of the continent.
The Lurking Forest is home to the Free Consortium of Uxangard and the al-Mi’raj pond. The Consortium is a small collection of villages. The residents are mostly gnomes whose focus is on the healing arts. This is the home of House Jorasco of Corvair’s Houses of Making.
In the Southwest is the Lost Jungle (Suutwood Regency) - Osheeygow Jungle and the ruins of old Suutwood and the newest city of Abeir New Suutwood. The southeast is home to the WIld Lands and Barkmire Marsh a swamp that is home to almost all of the monstrous species of Abeir.
The center of the continent is a giant desert known as the scorched valley. It was once a lush forested valley nestled between the Lower Dragons Teeth Mountains to the north and the Ze’nelta Hills to the south. The forest was leveled during the event so the Great Calamity.
Directly north of the Scordched Valley is one of the two major water sources of Abeir, Silver Lake. After the events of the True War the lake was split among the three superpowers: Eck, Corvair, and Sunhill. Above that is the Crimson Oak Grove and the ancient shrine of the Shades. To the North East are the snowy forest fo the Corvair Providences and home to the continents main source of Soarwood. In the Far East is the island of Thune.
Isle of Thune is used for meeting of the Abeirian Alliance to plot the direction of the continent.
To the North West are the Merchant States of Eck; bordered by to the North by the Greycloak Highlands and to the south the Lurking Forest. The river eck flows from the silver river into the city of eck and over the edge of the continent.
The Lurking Forest is home to the Free Consortium of Uxangard and the al-Mi’raj pond. The Consortium is a small collection of villages. The residents are mostly gnomes whose focus is on the healing arts. This is the home of House Jorasco of Corvair’s Houses of Making.
In the Southwest is the Lost Jungle (Suutwood Regency) - Osheeygow Jungle and the ruins of old Suutwood and the newest city of Abeir New Suutwood. The southeast is home to the WIld Lands and Barkmire Marsh a swamp that is home to almost all of the monstrous species of Abeir.
Ecosystem
Abeir consists of two ecosystems, terrestrial and fresh water. The continent also contains several biomes: arctic, highland, plains, desert, tropical jungle, and marshland.
Ecosystem Cycles
1st Rüt
With the exception of the multitude of festivals that the world of Rüt celebrates during the 1st Rüt, most of the inhabitants would prefer to skip the entire 1st Rüt. Weather patterns are often more harsh and unpredictable during this cycle of the year.1st Summer - The Early 1st Summer is Warm but thunderstorms are a common occurrence. Crops are planted and spirits are often high for a hopeful new year. Late 1st Summers are hot and dry with tornadoes and flooding being a devastating natural phenomenon that is all to common on the flatter continents of Rüt during 1st Summer.
1st Winter - Usually the more harsh of the two winters. 1st winter is cold and snowy, though during the Early 1st Winter crops are harvested it must be done quickly to avoid the 1st freeze(the designated beginning of Late Winter). With blizzards sweeping in during the Late 1st Winter only the bravest continue to travel the trade roads (prices are higher.)
2nd Rüt
The most preferred time of year by the inhabitants of Rüt. Weather patterns are often very mild weather patterns with very few natural phenomenon to worry about. Though during late winter the annual Wrenching of Rüts occurs and the Continental Rüt System squeezes together killing off old decaying Rüts, causing what is locally referred to as Rütquakes.2nd Summer - The Early 2nd Summers weather is often dependent on the harshness of the preceding winter-harsh winter=wet 2nd Summer, mild winter=dry 2nd summer, but not always sometimes it’s the exact opposite, this is the most unpredictable of the seasons. During the Late part of 2nd Summer weather is perfect on most continents. Most days are warm with a nice breeze while the nights tend to be cool and refreshing. Children can be seen playing outside, swimming holes are full of inhabitants, and roasts can be seen being cooked outside.
2nd Winter - During the Early 2nd Winter the weather turns cooler but retains the dryness of the previous season. Crops will be harvest during this time, must still be done before the 2nd freeze (designated beginning of Late 2nd Winter and the end of the ring).
Localized Phenomena
Manifest Zones
The manifest zone of Ephara is located in the northeastern corner of the continent in the Ice Dale Glade. The city of Corvair is built upon this manifest zone and benefits greatly from its magical enhancements. One example is the Skyway District of Corvair the floats over top the City of Towers.
Fauna & Flora
See individuals countries for their appropriate flora and fauna guides.
Natural Resources
Exhaustible Resources:
- Kinetic Sap - A combustible energy source found within the Continental Rüts of the planet. It is mined from the Rüt as an energy for an ever growing list of uses. Some are beginning to questions if the methods of extraction and uses are harming the environment.
- Native Metals that can be found include:
- Adamantine, arsenic, cadmium, chromium, cobalt, indium, iron, manganese, Mithral, nickel, orcanite, tin, titanium, tungsten, vanadium, and zinc.
- The gold group - gold, copper, lead, aluminium, mercury, silver
- The platinum group - platinum, iridium, osmium, palladium, rhodium, ruthenium.
- Alloys found in native states - brass, bronze, pewter, silver, osmiridium, electrum, white gold, silver-mercury amalgam.
- Air
- 68% Nitrogen
- 28% Oxygen
- 2% Carbon Dioxide
- 1% argon
- 1% Other*
- Sunlight - Natural Sunlight from Sol and Solas.
- Water - Freshwater, Salt Water, Infused Water.
- Wood - Soar Wood, Live Wood, Hardwoods, Softwoods, and Pseudowoods.
- Other* - Neon, Helium, Krypton, Methane, Water Vapor
- The Weave - A web of magic that permeates all life on Rüt. It predates even the gods of the world. The Weave cannot be seen but it can be manipulated by certain individuals. This ability is either intrinsic (born withit), learned (taught by other weave users), or natural (from the Continental Rüt System itself).
- Sprites - Creatures that are born with magic from the weave as part of their DNA. Sprites are the embodiment of natural magic. These creatures if consumed will impart this magic to those unable to utilize the weave. They also are eaten by many creatures producing magical effects in non-magical animals. Humanoids have also begun to collect and battle these sprites for entertainment.
History
The youngest of the continents of Rüt. It has the shortest Continental Rüt and is most removed from intercontinental travel. Abeir has been largely left alone to develop and mature on its own by the other continents. The exploration of neighboring continents is still thought to be a richly rewarding and dangerous affair. Events at home are contentious due to the recent end of the True War and the signing of the Treaty of Thune has yet to truly be tested.
At its birth most of the continents species were segregated into individual habitats and corners of the land. The elves resided in the lush grasslands at the center of the continent (eventually this turned to desert the humans and trolls in the highlands of the northwest; the dwarves in the dragons teeth mountains and arctic regions of the northeast; the gnomes made home in the forests of the western coast; halflings found their homes in the lowlands between the land of the elves and the swampy home of the monstrous species: goblinoids, lizardfolk, orcs, and yuan-it in the southeast; and the jungles in the southwest were home to the dragons.
The recent events of the True War and the subsequent signing of the Treaty of Thune led to the continent being split into 5 nations; the Merchant States of Eck , the Corvair Providences , the Sunhill Principalities , the Free Consortium of Uxangard , and the Suutwood Regency. The Treaty of Thune includes the establishment of an area to be home to the monstrous races, Wild Lands.
At its birth most of the continents species were segregated into individual habitats and corners of the land. The elves resided in the lush grasslands at the center of the continent (eventually this turned to desert the humans and trolls in the highlands of the northwest; the dwarves in the dragons teeth mountains and arctic regions of the northeast; the gnomes made home in the forests of the western coast; halflings found their homes in the lowlands between the land of the elves and the swampy home of the monstrous species: goblinoids, lizardfolk, orcs, and yuan-it in the southeast; and the jungles in the southwest were home to the dragons.
The recent events of the True War and the subsequent signing of the Treaty of Thune led to the continent being split into 5 nations; the Merchant States of Eck , the Corvair Providences , the Sunhill Principalities , the Free Consortium of Uxangard , and the Suutwood Regency. The Treaty of Thune includes the establishment of an area to be home to the monstrous races, Wild Lands.
Tourism
Abeir has very few visitors from the other continents and those that they do have just recently started to have contact with the continent. With the exception of exploration by Morgrave University into the Northern Fridges. It is very rare to meet any inhabitants of Abeir who have traveled to other continents. The recent invention of Airships looks to change that.
Maps
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Abeir
A map of the youngest of the Continental Trees. It is home to five major nations several large cities and a multitude of smaller towns and villages. The five nations of Abeir are: Corvair Providence, Free Consortium of Uxangard, Merchant States of Eck-Ta'Quay, Sunhill Principalities, and the Suutwood Regency. The southeast is dominated by a large swamp known as the Wild Lands.
Alternative Name(s)
The Youthful Continent
Type
Continent
Location under
Included Locations
Owning Organization
Characters in Location
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