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Wildemyst

"From the frigid coasts of the North, to the scorched deserts of the South have I wandered, sailed, and flown. No matter how far I travel, always am I awestruck by the walks of life I've encountered, always ever different from the next."
— Fairwell Avant, Captain of the Skye Whale
  Wildemyst is the name used by humans to refer to the largest of all the continents on Rhan, though the namesake have been used by other races prior to to the arrival of humans. The elves of old referred to Wildemyst as Wynndir in their native tongue, meaning "World of Wonder".   Contents
 

Society

The Rhanic Empire

Main article: Rhanic Empire   The Rhanic Empire succeeded the numerous petty kingdoms that once dotted the Heartland, and later encompassed all of Wildemyst through the unification of the entire continent at the hands of Emperor Arterius Thran. For centuries the empire has stood as a testament to human ambition, surviving several wars both from infighting and outside forces. Though the empire is but a fraction of what it once was, it is still considered a formidable nation, encompassing most, if not all, of the Heartland. In the year 877 AE, Varren Thran ascended the throne with the aid of the Griffin Guard.  

The Aureate Houses

Main article: Aureate Houses   Four Great Houses rule the free city-states of the Aureate Archipelago; their wealth and political power maintaining the bustling settlements on the islands since the houses were first established. The ruling families are House Westment, House Silversail, House Wycorel, and House Lymac.  

The Eladric Court

Main article: Eladric Court   Since the dawn of elven civilization during the Age of Birth, the responsibility of rulership has always been with the elders, who possess centuries of experience which guides the elven people. Through the Eladric Court based in the city of Shecardim, the oldest of elves govern the scattered tribes all throughout Wildemyst with the aid of oracles that travel the continent to spread the word of the Eladric Court.  

Geography

Aureate Archipelago

Main article: Aureate Archipelago   To the far west reaches of the continent of Wildemyst where the Golden Gulf meets with the greater sea beyond, a cluster of lush, tropical islands with golden shorelines and calm waves frothing back and forth makes up the Aureate Archipelago.  
  • Wystone: The city of Wystone have always been a cultural hub for all walks of life, serving as the introduction to the way of life within the archipelago.
  • Lychimer: The small town of Lychimer sprawled up around an ancient statue of The Lightbearer, reaching about half a mile into the sky. The town primary export are pearls gathered by divers in the surrounding waters.
  • Wesbreak: Furthest of the isles, atop a naturally occurring plaza near the coast, lies the city of Wesbreak. A heaven for nobility, aristocrats, and merchants, Wesbreak is home to political intrigue, schemes amongst rivalling noble houses, and games of diplomacy.
 

The Heartland

Main article: Heartland   Befittingly placed at the heart of the continent, the Heartland is comprised of the most fertile lands, bisected by the inland sea known as the Midian Sea which flows out into the Golden Gulf to the west. Vast plains surround the sea, with pockets of the occasional forest or highlands closer to the mountains.  
  • Evergrace: The capital of the Rhanic Empire and the largest settlement on Wildemyst, housing nearly a quarter of a million people. Nearly every trade good or luxury can be bought and sold here. The city is made up of several districts which, due to its sheer size, may well take hours to traverse.
  • Shorepoint: Capital city of the Kindom of Kingstownia, Shorepoint oversees the Vigil Bay atop its steep cliffs. The city has a heavy military presences given that it houses most of the Imperial Legion.
  • Lakewatch: Lakewatch is the capital city of the Tridare Kingdom, and is one of the oldest settlements first established by humans. Despite this, recent disputes with the trade guilds of the Aureate Archipelago gradually turned the town into a hub for shady individuals, and criminal dealings.
  • Whiteport: Cresting the narrow peninsula south of the Platin Isle lies the city of Whiteport, a large port city with an impressive harbour and marbled buildings.
  • Crownpass: Built on the bank of the Ivyfell lake, the town of Crownpass stands as a welcoming resting spot for those traveling between the Heartland and the Northmont Plains.
  • Chawall: High within the cloud covered surroundings of the Kesteron Mountains, built upon the peak of a mountain lie the high-elven city of Chawall, sometimes referred to as “The Silver City” due to its metallic shine from its polished stone walls.
  • Tridare Valley: Nestled between both Mount Kingstow and the Caragar Mountains lies the fertile lands of the Tridare Valley, bordering the Kesteron Pass to the south, the Robbalt Mire to the north, and the highlands of the Karter Peninsula to the west.
  • Kingstow Woods: Considered to be one of the few anchor points between the Material Plane and the Feywild, one can easily get lost while traveling through the Kingstow Woods. It is known to many that small clans of wood elves and werebears inhabit the deeper parts of the woods, remaining highly territorial of their lands.
  • Lorecost Steppes: The southernmost region of the Heartland, the warm steppes of Lorecost span from the snowcapped mountains of the Ironpass Mountains to the east, to Ivyfell Lake which serves as a natural border between it and the Northmont Plains.
  • The Grey Wastes: Though the largest part of the Heartland, it is also the most desolate and inhospitable. During the days of the Infernal Conquest, celestial and fiendish blood alike would spoil the earth in the region, causing the flora itself to turn pale and grey.
 

The Ironpass Mountains

Main article: Ironpass Mountains   Almost everyone on the continent of Wildemyst grew up learning about the ancient golden dragon of the Ironpass Mountains and the pact it made with the indigenous dwarves who now dwells within its mountain. The dragon allowed the race of dwarves to carve out the mountain and found the great city of Morahdur, asking only for a portion of the wealth dug up in return.  
  • Morahdur: Like the dwarven stronghold of Karterhall to the northwest, Morahdur is one of the few surviving dwarven settlements to have stood the test of time, spanning miles below ground and reaching as deep as into the Underdark.
  • Wildmoor Swamp: The wetlands of the Wildmoor Swamp serve as a natural border between the Ironpass Mountains and the southern regions of the Heartland, bisected by a large river delta which flows out into the Embral Lagoon.
  • Irondale Highlands: Void of any traces of civilization, the Irondale Highlands is a barren region of towering hills, steep cliffs and a rocky eastern coastline which is frequently swallowed by the sea.
 

The Lands of Vallenia

Main article: Lands of Vallenia   The Kingdom of Vallenia is among one of the oldest and largest of human sovereignties on Wildemyst, compassing the majority of the north-western regions just north of the expansive Sun- Touched Desert. Before the arrival of humans, it was wood elves who laid claim to the region, with several dozen or so clans inhabiting the three major regions of Vallenia; the Harrowbog, massive marshlands covering miles of land which one can easily get lost in. The Northmont Plains, fertile lands reaching from the Golden Gulf, past Lake Harrow and down to the Westmont Coast. Lastly but not least, is the Fellborn Valley, a land surrounded on all sides by hills, rivers, and large mountain ranges.  
  • Vallen: Capital of the Kingdom of Vallenia, situated atop a rocky island in the centre of Lake Harrow and only accessible via boat.
  • Harrowbog: The Harrowbog easily rivals most regions in size, as it is considered the largest swarth of bogs and marshlands on Wildemyst. Much of the land is inhospitable and difficult to traverse, with frequent sinkholes and dense foliage.
  • Fellborn Valley: Home to the Glintrock clan, a collection of disjointed tribes of hobgoblins, bugbears, and goblins, the valley is a dangerous region for any outsider.
  • West Haven: While not as ancient as the race of elves that inhabits it, the town of West Haven was gifted to the wood elves by Arterius Thran following his conquest as a show of good faith towards the elder races of Wildemyst.
 

The Karter Peninsula

Main article: Karter Peninsula   The cold dark waters of the North Frigid Sea splashes against the steep cliffs of the coast, further inland lie rocky hills and winding mountain peaks. Only beyond the peaks of Mount Karter and its dormant volcano lies a somewhat flat terrain with dark pinewoods hugging the narrow rivers flowing down from the mountains. This rugged land is known as the Karter Peninsula, one of the two ancestral homes of the race of dwarves. The other being the Ironpass Mountains to the far east.  
  • Karterhall: The subterranean capital of the Karter Republic lies deep within the belly of the volcano, shielded by ancient dwarven magic from its heat.
  • Mount Karter: A massive volcano which dots the mountain peaks of the peninsula, with surrounding snow-capped mountains occasionally melting away and feeding into the few rivers of the land.
  • Surrathi Lagoon: A small basin northeast of the peninsula, surrounded by cliffy beaches and without waves thanks to islands keeping it sheltered from the cold seas beyond.
 

The Northern Lands

Main article: Northern Lands   To many who relish in the comforts of the temperate climates of the south, the Northern Lands appear harsh, barbaric, and unforgiving, but to the races of the Dragonborn and the Goliaths; it is home. Deep coniferous forests, snow-capped mountains, cold steppes, and a sea which is almost always frozen over, is what makes the lands to the north such a harsh place, not to mention predators who has adapted to the cold climate. Only the southern-most lands of the north such as the Verdant Plains and the Surrathi Hinterlands may harbour agriculture, making it more settled than the tundra beyond the mountains.  
  • Wealdbrynn: The capital of the Brynn Kingdom, the city of Wealdbrynn border the expansive Verdant Plains to the north, and Lake Huntcam which is part of the Rhynne.
  • The Verdant Plains: Vast rolling hills of waist-high grass swaying in the wind, and the distant sound of trampling hooves from the native centaur tribes. Only the Imperial Highway splits this untamed land, and straying off the road can easily add an additional week or two to one’s travels.
  • Nordmere Swamps: The extensive swamps of the dreaded Nordmere Swamps have a grim history, for it is one of death, child abductions, and cult worshipping.
  • Ebon: Capital city of the Kingdom of Nordmere, Ebon is considered the birthplace of free thinking and civil discussion, with the pursuit of both science and magic being a common occupation for many of its citizens.
  • Wymwood Wilderness: Like the Kingstow Woods, the Wymwood Wilderness is one of the few anchor points on the Material Plane that leads into the Feywild.
  • Northmorh: Norhmorh is the largest settlement within the frozen tundra of the north, comprised primarily of both dragonborn and goliath citizens. Built around the mystical cherry tree Morhdrassil which is said to have once been planted there during the Age of Birth by the Prime Deities.
 

The Runemist Junglescape

Main article: Runemist Junglescape   Of all the inhospitable regions throughout Wildemyst, the vast jungles of Runemist are to be considered one of, if not the most dangerous of regions. The jungle is a mix of dense jungles with steep cliff, winding rivers, and deep ravines covered in vines and foliage. If the harsh environment doesn’t kill you, then perhaps the wildlife or the indigenous wood elves might get the jump on you. Though viewed as primitive and barbaric by the other races, the wood elves of Runemist live quite civilized lives within the walls of Shecardim, the oldest non-human city on Wildemyst.  
  • Shecardim: Last remaining capital city of the race of wood elves, located deep in the heart of jungle. Once located in the Feywild the city was safely transported back to the Material Plane following the beginning of the Interregnum.
  • Issyl Shore: Issyl Shore is a small backwater town along the Alderic Coast south of Shecardim. The town’s primary reason for existing is to both maintain relations with the many aquatic cultures that dwell below the waters of the Black Depths, and serve as a trade port to the free cities of the Topaz Isles and Shimmering Coast to the far south.
 

The Topaz Isles

Main article: Topaz Isles   To the far southeast of the continent lies a cluster of islands in tropical blue waters, and while far from what is considered civilization there are some who have taken the journey to build a life here. The three major races that inhabit these islands are the Tabaxi, a humanoid race of cat-like people, often renowned as worldwide merchants, and entertainers, the Tiefling, humanoid race with demonic heritage, though they can be found all over Wildemyst, the largest population of tiefling reside in the city of Athels, and lastly the Aarakocra, a race of humanoid bird-like people who inhabit the few mountains dotted throughout the islands, the largest of which being Relanore.  
  • Athels: A small town made up of massive tents, bazaars, and clay huts. The sounds of roaring beasts, eager merchants, and music echoes throughout this vibrant place.
  • Relanore: Nesting grounds for the race of aarakocra, built high on a mountain that stretches out into the sea. The mountain can be seen from all over the Juragi Island, even in the densest of jungles.
  • Barrowpeak Archipelago: This small collection of islands is a tropical paradise, with golden beaches, calm shallows, and peaceful jungles void of predators. The only danger one would find on these islands would be the high population of crabs who frequently migrate to these places, so if you fear having your toes nibbled at by crustaceans in the warm sand, then the Barrowpeak Archipelago is not a place for you.
 

The Sun-Touched Desert

Main article: Sun-Touched Desert   to the far south lies the Sun-Touched Desert, stretching for hundreds of miles across several regions, from the snow-capped mountains of the Sun-Touched Mountains to the north, to the warm beaches of the Shimmering Coast in the south. The desert is vast and barren, home only to scavenging beasts who dwell beneath the dunes, praying on unsuspecting prey to fall into their traps. Little to no shade can be found in this sea of sand, with temperatures reaching up to 140° Fahrenheit (60° Celsius) when the sun is at its peak on a clear sky. Few dare venture through the scorching desert, yet it holds much history and beauty for those willing to take the risk.  
  • The Valley of Blood: Deep within the Longbow Mountains is a place so cursed and profane that its existence is best left forgotten. Tales of demonic presence, countless sacrifices, and blasphemous rituals is what gave the Valley of Blood its name, and for good reason. During the darkest days of of the Infernal Conquest, it was no secret that the fiendish invaders had laid claim to the valley, erecting a city of their own, its name in the tongue of demons roughly translates to the “City of Blood”.
  • Shimmering Coast: While still within the reaches of the Sun-Touched Desert, the Shimmering Coast is a far less hostile environment due to its proximity to the sea. Temperatures here are manageable, though still hight, and only creatures native to the desert and its surrounding jungles have managed to settle the region.
  • Anchtorfall: Built on both sides of the narrow bay of the southmost region of Wildemyst, lies the ancient city of Anchtorfall, home of the Yuan-ti, a humanoid snake-like people who openly worship the Black Serpent, believed to be the mother of all snakes and creator of the Yuan-ti.
  • Deavenport: Deavenport was once a high elf stronghold in the days of the Infernal Conquest, used to ferry troops and supplies safely to the coasts of the desert. Nowadays the ruins have formed the foundation of a shandy town of the same name. The town harbours two types of people, those who make a living off of others misfortune, and those who are fleeing from a past life.
  • Turdalian Coast: On the other side of the western mountains which borders the Sun-Torched Desert, lies the vast jungles of the Turdalian Coast. It is a place of great mystery as very little is known about the place, other than it may have been a mighty wood elf kingdom in ancient times.
  • Runemist Gorge: The Runemist Gorge is the gateway between the desert and the jungles of the east, made primarily of labyrinthian ravines reaching several hundred feet high, and great plateaus overlooking both regions.
 

History

TBA

Maps

  • Continent of Wildemyst
Alternative Name(s)
Wynndir by the Elves
Type
Continent
Location under

General Information

Full name: Wildemyst
  Terrain:
  • Mountains
  • Plains
  • Forests
  • Jungles
  • Deserts
  • Taiga
  Flora: Highly diverse

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