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Great Eethill (Great E-th-hill)

The Center of the Mortal Realm

In the center of the Mortal Realm is the continent of Great Eethill. Mountains created by gigantic tunneling creatures called Wyrms during the mythological era stand tall, observing all the world's oceans crashing onto its beaches. These hollowed mountains were later used to imprison the dragons that took over the continent, transforming it and the underground into the home (now abandoned) home of dragons. Small natural entrances into the hollowed mountains allowed mortals such as goblins, kobolds, orcs, and gnomes to make their own homes amongst the elemental-breathing beasts.  

Nations & Countries

Large areas controlled by a single government.  

Camelot

A kingdom created in the land of Avalon by the knights who captured the dragon prisoners of the hollowed mountains. Camelot, beginning as a small fortress belonging to the wizard Merlin Wyllt, stands as a symbol of mortal survival and triumph. It has become a site of many adventures throughout the Barren's history and the base of operations of the M.I.M.I.C. organization.  

Ovirus

Behind the continent's west coast are the forests and hills of Hag's Field, where the settlements of Ovirus have fought for their lives since shortly after their arrival. Monster hunters thrive here protecting the innocent and the vulnerable; the two major groups of the country being the Silvered Daggers (formally trained hunters) and the Mage Slayers (mages against the furthering of arcane development) who fight for the votes of those whom they protect to be the next leading group of Ovirus.  

The Requian Coast

Laying upon the southern coast of Great Eethill, the Requian Coast is made up of several kingdoms but was unified under the Requian Empire. It's also home to the trading capital of the world, Seaview, where merchants from all over Great Eethill and a few spots outside of it come to trade for goods that they ordinarily have to travel across the world to get to.  

Silentia

In an early age of Ovirus, the Mage Slayers were the ones in charge; mages against their ideals were prosecuted with execution, and the ones who survived or escaped fled further out toward the west coast to a land of hills and silent winds. Silentia has grown into a kingdom of magic and discovery, ruled by the land's greatest archmage. Several accidents and civil wars have forever changed its landscape into places where magic waxes and wanes, works unexpectedly or is completely different from the rest of the Barren.  

Urmany

The land of Hundred Hills was once filled with small groups warring against each other; that was until a joined group of settlements united together to absorb the rest of them, becoming Urmany. For a great amount of time, the Military was the top priority of the country and its leaders were chosen from its top rankings. This changed in 99 A.G. when Isac Arno Obenslauter liberated the country from his tyrannical father and brought into a new and better age.  

Vuruesis

Considered the oldest kingdom in Great Eethill, Vuruesis was rebuilt from ruins left over from the Mythological Era. Its people come from survivors of the War Between Heaven and the Hells and worship the angel that saved them Eld Zelppin. Its temples and shrines are major players in the nation's ongoing and though they have taken a hit after the angelic invasion but still stand strong and mighty.  

Highly Populated Regions

Areas that are fully or partially controlled by multiple governments.  

Aethos

In the southeast is a great desert filled with ruins both alien and mysterious. The harsh living conditions created by the mighty and gargantuan creatures that rule the region have invited only the most adventurous or desperate to come here, leaving the settled areas to be vastly different in ideals and government. In most cases, the kind of people Aethos attracts tend to cause chaos, giving the dessert a reputation of outlaws and bandits.  

The Broken Coast

When Urmany threatened to consume the land to the south, the independent towns and cities that settled there combined their military forces into a single army to fight back. When Urmany finally stood down, the settlements decided to keep their army unified, creating the Broken Coast. Laws and codes are difficult to follow as you traverse the land as political borders fluctuate so often that most maps don't include them.  

Vintula Basin

Near the center of the continent the mountains flatten and sometimes drop to sea-level, creating what is known as Vintula Basin. Those who found themselves awoken here after the great slumber have unwillingly accepted the harsh environment as traveling over the mountains would be impossible because of the cold, and going under them would lead to encounters with the many goblins that have inhabited it. The few settlements that have discovered ways to survive cling to the walls of cliffs or on the highest plateaus, staying away from the mysterious and frightening ravine splitting the region in half.  

Wilderness

Areas with little to no settlements.  

Dukegern

In the southwest corner of Great Eethill, near the Requian Coast, a great jungle fills the turn to Silentia to the north. Here nature rules, gigantic animals, trees, and dinosaurs run rampant through the magic rainforest. It's rumored that the forest grew over the 7th kingdom that fell into hell during the War Between Heaven and the Hells filling it with not only dangerous animals but demons and ancient forgotten curses.  

The Northern Ice

The northern coast connects to the artic continent at the top of the Mortal Realm. Frigid winds from both the mountains and the cold sea make it nearly impossible to live here. Only a single settlement has been discovered in this area, a large city with no name created after a fire goddess gifted its people with warmth and protection from the chilled environment.
Type
Continent
Included Locations

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