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[Bonus Content] Appendix A - The World of Sulren

Appendix A

The World of Sulren

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Overview

The world of Sulren, though more specifically its only known continent and namesake, is a place of great marvel, prophetic mystery, and mighty nations; a land where the seemingly omnipotent, omniscient power of Sage—the Divine—grants systematic power to every living person, with but only few exceptions. For just as it is the Heavenly Principle's mandate to strive for a balanced world, it is the mandate of humanity to strife for any reality within the bounds of their "God-given" classes. Much of the natural landmass of Sulren is indwelled by the races and cultures that survived in the wake of calamity over five-hundred-years ago. As such, the world is littered with forgotten cities and abandoned ruins, unsealed dungeons and strange places beyond the extraordinary—vestiges of the Bygone Era: a time that many know of, but few rarely speak of anymore, and even fewer can recall for themselves. For in this Divine Era—this most blessed of times—there is only the Heavenly Principle, the All-Seeing Eye of Sage, and the bountiful system within which the world coexists.

Over five-hundred years ago, a world-shattering, apocalyptic event, referred to simply as the Calamity, changed the trajectory of Sulren forever. Much of the continent was thrown into disarray, consumed by natural disaster, supernatural desolation, and sociopolitical strife. The great and formidable Empire of Raustagar, then spanning the known breadth of Sulren, was torn asunder. As the shackles of its eternal reign were cast aside, its people were made to witness the end of their world, reeling those few who survived into a dark age that would last for several centuries thereafter.

But in the wake of calamity, came enlightenment—came Sage.

SAGE

Sage is the worldly system within which all soul-bearing creatures operate, and have since at least the dawn of the new era. To most, Sage has no origin; it has simply always been, and always will be. To others, such as the long-lived elven peoples of the Amber Sea region, it is seen as a usurper of that which came before. Whichever the case, and though it differs from culture to culture, all humanoids experience Sage. Thus, in the modern landscape of Sulren's social, political, and economic environments, Sage is everything, even if certain representative bodies (i.e., the Guild, the Church of the Divine, etc.) are not. The system and its internal mechanisms are not well understood, beyond superficial data, only that a set of cardinal rules exist through which the system carries out its primary function. This ruleset is known as the Heavenly Principle.

Wholistically, not every nation revolves around the Sage system, even if individual lives do. For instance, cultural norms in eastern nations place major emphasis on adhering to one's class and that class's place within society, whereas western nations place one's class as secondary, and in some cases as arbitrary, to an emphasis on personal endeavor. However, the shape of society as it relates to Sage also reflects the predominant racial values of any given nation. One's class might mean something different to a human, a Drakari, and a Qith respectively, but even internal values differ interracially. On average, the qith of Kaarth do not place as strong an emphasis on martial values as the Qith of Zigoviash, but rather one of diplomacy. Both share a wide range of cultural values, and yet the distribution and weight of classes as they relates to social standing differs immensely; this phenomenon can be seen continent-wide.

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Geography

The continent of Sulren is a large and relatively intact landmass, extending from the glamours of the Wyrm Coast in the west, to the fractured Cerestrian Peninsula in the east. A great deal of the western-central content remains uncharted or abandoned, largely due to the passage of time and the dangers of the wilds. Nearly all of Sulren was ruled by the sovereigns of Old Raustagar. However, due to the calamity of over five-hundred years ago, the length and breadth of the continent was consumed by sheer destructive forces of unknown origin. In the aftermath of this catastrophe, the continent was reshaped by the empire's survivors, few though they were.

phys_map [https://imgur.com/ruU9MtQ.png]

Physical Area: ~13.4 million sq miles (~34.7 million sq. kilometers).

Population: ~146 million people.

Demonym: Sulrenders.

Major Bodies of Water

* Sea of Sending. The Sea of Sending, also known as the East Ocean, is the body of water that edges all of eastern Sulren. It is aptly named, due to the prevalent myths surrounding the nature of souls, and their arrival in the material world. It is said that unborn souls cross into the world of Sulren with the rising of the sun, which are then sent west across the water to fulfill their place in the cycle of life and death. Whether this myth is true or not, few can say. Though it is speculated that the Twelvefold Sages (i.e., the "False Sages") have at least commissioned expeditions to the east in the past.

* Sea of Returning. The Sea of Returning, also known as the West Ocean, is the body of water that edges all of western Sulren. Like its counterpart, it is named in this way due to the belief that dying souls cross into the next world with the setting of the sun, thus fulfilling the end of their part in the cycle of life and death. It is considered a very ill omen to attempt to sail west, and there are no recorded voyages of note.

* Sea of Achenet. The Sea Achenet, named after King Achenet, Lord of the Golden Sands, is a major waterway connecting much of southern Sulren. It is primarily used by the Kalashirs' to trade with the likes of Giyon and Verenar, but is used by all attempting to sail around the Veras-Ifah Peninsula, or vice-versa. The waterway is heavily regulated by the Giyonese naval fleet; a matter discontent amongst the Qith, to be sure.

* Amber Sea. The Amber Coast is often dubbed the Heart of Sulren, for reasons of which do not preclude the the origins of the oldest civilizations known to humanity. The Amber Sea is flooded with ships at all times of the year, though less so during the stormy seasons. Serpent Bay and Ormekh are the likeliest ports of call, though there are dozens upon dozens of ports, castles, hamlets, and tributaries nestled away along the coastlines.

* Narrow Sea. Diving the Kingdom of Greygarde from the Raustagar Empire, the Narrow Sea serves as the most direct route for getting goods from the Amber Sea up to countries in and around the Sea of the Scepter. The western coast of the Narrow Sea, however, is highly inhospitable. The Grey Lands are a region of extreme volatility, devastated by rupturing ley lines nearly three decades ago, which caused extreme necromantic energy to permanently pervade the entire area. Nevertheless, the Narrow Sea is Raustagar's greatest defense against their most dangerous rival, Greygarde.

* Sea of Jharelis. The Sea of Jharelis connects the northeastern nations to the kingdoms of Duodecia. The Likes of Calvergia, Trave, Loreley, and others use the Jharelisian waterway to reach the ports of Luvaniscus and Clerlimar, or even farther along to Gravenport, Besberyne, and Sunspire.

Major Land Markers

* Wyrm Coast. Home to a wide variety of peoples and cultures, the Wyrm Coast is predominately inhabited by the Drakari: a dragon-like humanoid race that dates back to well before the calamity. The Kalashir, or Dragon Emperors, are among the only ones to have resisted Raustagar of old, despite the sheer power of an advanced military and Battlemage corps. Other nations inhabiting the coast include the Ascremi peoples of Duodecia, and the Athkithalian peoples of the south.

* Cerestrian Peninsula. The Cerestrian peninsula is divided into two major groups: true Cerestrian-blooded, and the skarlish. Both have equal grounds to claim the peninsula as their ancestral homeland, though neither is particularly gratuitous towards the other. The likes of Serpent Bay, the Republic of Skarland, and even the Kingdom of Southmarch, have formed a small coalition to keep the crown authority of Raustagar at bay. Whether that will hold long-term, remains to be seen.

* Veras-Ifah Peninsula. The Veras-Ifah is one of the most heavily congested and contested landscapes in all of Sulren. As such, it is a melting pot of peoples, cultures, factions, and ambitions. You are just as likely to see a follower of the Divine as you are a follower of Mythar, or even more likely to see them drinking side-by-side. That is not to say the region is without tensions, but the sociopolitical lines are much blurrier than perhaps elsewhere on the continent.

* Goldspire Archipelago. The Goldspire archipelago is a largely uninhabited region, mind the semi-aquatic race of skage peoples. Wild magic runs rampant throughout the archipelago, and it is not a hospitable place to those who do not know their way around a ship. For rumor has it that the islands shift frequently, and that walls of fog roll in to prevent ships from discovering the archipelago's deepest secrets.

Major Mountain Ranges

* Marictutian. This mountain range is home to the Grand City of Khundarak, a prosperous dwarven city. It also serves as a natural barrier between Greygarde, Loreley and the Amber Coast, through which a fairly well-maintained road is kept. It is a relatively treacherous region otherwise, but some peoples such as the Alyesian tribes, and the Duchy of Dunsmouth have found a stable home here. There are several dungeons throughout this mountain region, but none is more glamourous than the Halls of Valor, located in the heart of Khundarak.

* Arelantar. The Arelantar mountains divide the heartland from the giant territories and the wastes thereafter. However, this mountain range is also home to the largest gathering of fellkind known to humanity. Aymkaz boasts many thousands of fellkind, from where constant raids on surrounding nations commence in perpetuity. The Kingdom of Huron, a predominantly Qith and Elven (and uncoincidentally, half-elves and half-orcs) nation, safeguards the Gap of Arelantar, the major overland passage in the region.

* Zhedras. The Zhedrasi boasts the longest unbroken chain of mountains across all of Sulren. Starting from the southern portions of the Masaryx Kalashirdom, the range bends westward for a long length, forming the eastern border of Kish'Avalon, before jutting hard to the southeast, forming the natural borders of the Athkithalian nations. Streams have formed over centuries of erosion, shaping the landscape of the drakari and ascremi peoples since before the calamity. However, to the southwest, these mountains rise so sharply that clouds pool in the hollows and valleys of the eastern slopes, preventing rain to pass over. Athkithal D'ejt, Land of the Unnamed Ones, as it is known in the qithon language, is home to the likes of Giyon, a once isolated, but highly prosperous group of people.

* Bearded Mountains. A sprawling mountain range centrally located on the Hoarfrost Peninsula, the Bearded Mountains contain permanent glacial deposits speculated to be the result of powerful elemental energy. As a result, much of the peninsula itself is covered in ice and snow throughout much of the year. Likewise, the mountains are teeming with geodes and ores considered to be highly sought after in the south, if only one has the means to obtain them. This geographical aesthetic is reflected in the region's only known dungeon, the Gleaming Caves.

The Wastes

The Wastes constitutes a region in west-central Sulren that was devastated by the calamity, so much so that it has been deemed too inhospitable to recuperate or resettle. The wastes are known for producing some of the most dangerous and most highly-rated spawns and spawn zones known to humanity. As such, it is frowned upon by many nations, and even prohibited by others, for anyone who is not at least a level thirty magic or martial-classed individual to even travel to this region. Many adventuring parties have gone into the wastes, only never to be seen or heard from again. The only known road said to lead through the wastes begins in the westernmost holding of Kaarth, where a lonesome sign reads "Do not enter. But if you must, do not turn back."

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Races & Cultures

The racial and cultural landscape of Sulren has largely been shaped by whatever was able to survive calamity. Prior to this singularly devastating event, the impact of Old Raustagar, and the Cerestrian culture, spanned the length and breadth of the continent. Science, architecture, fashion, entertainment, agriculture, combat, philosophy, religion, currency, astronomy, language, law... the mark of the old Empire can still be seen throughout society today. One has only to look at the highways and forts that dot the entire continent to know this is true. However, due to the isolationism that came out of the calamity, many of the races and cultures that were pacified by Raustagar have since found their own paths. Humans of Duodecia or Athkithal have far less in common with the cerestrians of today than they would have of the cerestrians of old, and yet there is still a great sense of familiarity between them. As new cultures come to dominate, such as the Qith, the Drakari, the Nyvelunes, old cultures split and form new deviating ideology, such as that between the cerestrians and the skarlish. Sulren is a much more connected landmass than it was only a short few centuries ago, and yet culturally it has splintered off into many variations of a vaguely familiar past.

phys_map [https://imgur.com/1uVEwni.png]

The colors represented on the map [see image above] don't denote the presence of only one race/culture, but rather the predominant racial/cultural influence in that region.

Cerestrian (Red/Pink). The remnants of the old Empire of Raustagar; which was a predominantly human population, mainly inhabit the eastern portions of Sulren. These include the Ascremi (NW - hot pink), Lorelic (N - rose pink), Iskeird (NE - dull red), Greilic (NE - bright red), Cerestrian (E - dark red), and Skarlish (SE - light red). These societies differ from sovereignty to sovereignty, but there are more cultural similarities than not between them. Most, if not all of these cultures would be able to speak some dialect of Cerestrian if pressed, even if it is heavily influenced by another local language. Also, many of these peoples now follow the Church of the Divine, and allow for the Guild to operate within their borders. Variations of cerestrian architecture, cuisine, and fashion can be found throughout these lands. Humans of more traditional Cerestrian descent seem to be more inclined towards magic and magic classes. In lands such as Greygarde and Raustagar, unorthodox worshiping practices are strictly outlawed, and punishable by death. The Heavenly Principle dictates both personal and civil life, even seeping into autocracy as of the last century.

Qith (Orange). The Qith, or orcish peoples, have dwelt in the central and southwestern portions of Sulren for ages, inhabiting the highlands, steppes, jungles, and coastlands of the southern continent since before the Bygone Era. Both genetically and environmentally, the qith adapted to the hostile atmosphere of the calamity much better than most of the other races. Despite losing significant portions of their territory to the Old Empire of Raustagar, and then losing much of their population during the calamity, the qith have come out of the last few centuries as one of the most powerful groups of people. Combined, Zigoviash and Kaarth have the most powerful military force across the entire continent. But they are not just known to be exceptional warriors. The qith have a long tradition of epic poetry, horse-breeding, cuisine, and dye trade. Qith culture generally disfavors magic, though they have some of the strongest item enchanters anywhere in the world. Many qith tend to seek favor with Atangil, the Calamity Queller, during times of war, and Chenetar during times of peace.

Athkithal (Yellow). The humans of the Athkithal region have considerable ties to the qith culture. After all, their lands were once part of orcish territory, though the annexation of the region under Old Raustagar saw a considerable shift in the prevalence of humans. The Athkithalian peoples primarily speak qithon, though they adhere to autocratic laws that are most similar to Cerestrian cultures. The great desert has shaped civilization here into a nation that values water above all else, and intrigue as a close second. After all, they are stuck between two of the greatest fighting forces in all of Sulren, that of the qith and that of the drakari, which presents unique diplomatic challenges. As such, the Athkithal are exceptional seafarers, and dominate the seas in their immediate area and beyond. Arcana is prevalent in qashi lands, particularly the use of necromancy and elemental magic. The desert is home to some of the most intricate and impressive tombs in all of Sulren, where many heroes, both qashi or otherwise, have been laid to rest; their souls given leave to join the ranks of the Unnamed Ones. Athkithal is well known for the trade of spices and tea leaves, as botany and alchemy are among the greatest crafts among the qashi, but many travelers come to qashi lands seeking the magnificent bathhouses, the immense dance festivals, or the chance to learn one of the eleven traditional qashi swords-styles.

Elven (Green). The elves of Sulren are to be considered among the oldest, if not the oldest race of peoples on the continent. The Valasarion indicates the first wythaert's having existed many thousands of years ago. But like all peoples, the elves have risen and fallen time and time again. The current makeup of eleven society generally falls into one of two groups: the Nyvelune elves and the Lylathien elves. The former inhabit the rich forests, rolling grasslands, and high valleys of the land of Mythar, where the blood of elves was first spilt. Nyvelunes consider themselves to be the most traditional, maintaining the pact of Mytharda since before the calamity. They are fastidious, inquisitive, and intellectual, but expressive and artistic when fit. Their affinity for magic goes hand-in-hand with their long-lived natures; most elves living for nearly twice or three-times as long as the average human. As keepers of the Valasarion, their city of Mythar-Il may very well be one of the wonders of the world, and yet they are relatively closed-off to the world. The Lylathien elves are equally proud and dignified. However, many Lylathiens grow up without a deep-rooted sense of superiority or preservation. The Lylathien lands are more open to outsiders assuming positions of power or pursuing trades of note within their borders. The Lylath's have strong relations with many of their neighbors, and maintain open borders. As a result, administrative and trade-related business is held to much greater standards in Lylathien lands, and they utilize the Amber Sea to great effect. Combined, the elves of both cultures maintain a high sense of freedom and religious expression. They worship the Naraunar equally, and will fight to the death to preserve their way of life. A more secretive division of elves exist in the Zhedras mountains. The Lithryn live in the deeps, and little is known of them.

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Drakari (Blue). The drakari of western Sulren are among the greatest powers across the continent. If it weren't for the Zhedras mountains, the combined power of the five Kalashirs could likely conquer all of Sulren. Fortunately for the rest of the world, the Kalashirs are too busy with domestic intrigue to pay much attention elsewhere. Drakari are often hailed as a proud, honorable, and highly expressive race of peoples. Personal insult may be met by personal challenge, bound by law, which can range from a fight to the death to a simple drinking competition. The drakari have some of the most potent battle auras in the world. Combined with their draconic ancestry, unique individual abilities give them the edge in many situations. The full might of Old Raustagar was repelled by the drakari in Bygone Era, a testament to their sheer will and fighting spirit. Though warfare is common among petty lords and wandering unlanded knights, drakari society can be quite serene and homely. Cuisine is often done in many smaller portions over the course of an evening, and often accompanied by music. Wyvern riders are common across the Wyrm Coast; though other humanoid races may find bathing to be somewhat odd, for the Drakari are known for intricate sand bathing due to the complexity of their scales. Drakari magic is subtle, often employed at court for duplicitous means. After all, courtly intrigue in the Kalashirdoms is known for frequent, hostile scheming. Otherwise, one can enjoy the consumption of asoc at a Smoke Den in almost any town, adventure into the chaotic wilds in search of fame and fortune, or enjoy the quieter delicacies such as the Sea of Endless Flowers, from which the finest perfumes and soaps hail.

Skage (Light Blue). Very little is known about the skage, given that their homeland lies on the far side of the Goldspire Archipelago, a dangerous place at the best of times. What is known about their land of origin, according to entries documented by the twelvefold sages, is that their is a city on their island with impressive towers hewn from volcanic rock and alabaster, giving the entire place a heavily contrasted palate of colors. They are a semi-aquatic race of serpentine-like peoples, known to spend great amounts of time beneath the waves of the high seas, and are said to be able to breath underwater if necessary. Very few skage make it to the mainland, and even fewer find themselves in the company of sulrenders, which makes understanding their culture somewhat trivial. However, at least a few have made lives out of adventuring over the years, and it cannot be said that they are short of martial prowess.

Giantish (Purple). The race of giants, similar to the dwarves, was greatly diminished in the time before the calamity. Now adays, the giant-jarls and thanes are few and far-between, and giant-moots rarely convene like they used to. What few great halls remain are beyond impressive, built to accommodate the taller race. On average, giant females are no less than eight feet tall, and males no less than ten. Similar to humans, the cultures of the giants are varied, due to their natural affinity to take on the elemental energy of whichever region they indwell. The frost giants of Calvergia favor polearms and crude architecture, and melancholy songs, and use domesticated mountain lions in their war plans. The stone giants of Yimorn ride great, six-legged horses, and care little for settled lifestyles. The fire giants of eastern Sulren are reserved and generally unreachable, though their great city is filled with mystics and devout. The storm giants do not dwell on Sulren, instead living on the high seas at all times. Though their floating fortresses are more than impressive, capable of decimating entire fleets if caught out unawares. Froath and its High-King are the only known sovereignty of giants that respects any degree of diplomacy. The Jarls and thanes of Froath are honorable for the most part, though fiery and contemptuous when need be.

Dwarven (Light Purple). Perhaps the most tragic of all the races of Sulren, the dwarves as a collective are greatly diminished. Dwarven ruins can be found scattered throughout Sulren, though their downfall came before the calamity, and even before the rise of Old Raustagar. What remains of their society can be found in the Grand City of Khundarak, located in the deeps of the Marictutian mountains. Regaled as the finest craftsman of both metal and jewel across all of Sulren, it is often lost on the outside world that metalworking and forging is a very minor component of dwarven life. Commodities are rarely exported, but imported. Mining and deep farming makeup the bulk of Khundarak's economy. Otherwise, the dwarves are very well known for extensive archives, cultivation/husbandry of exotic species, and their use of sound and spatial magic. They are recognized as the innovators of widely accessible teleportation magic, and the Opera house of Khundarak is considered one of the wonders of Sulren. Despite outward appearances, the dwarves are a proud and clean-cut sort. Their failings in the past have made them more humble and inward-focused. But dwarves who live on the outside are equally as ambitious in their endeavors. A more secluded society of dwarves is said to indwell the Zhedras mountains, though little is known of them.

Chen'su (Brown). The chen'su are a numbered but very powerful race of arachnid-like peoples, excelling in the art of divination, poison-making, and blood magic. Many chen'su youth are sent out into the world as part of their coming of age, given little but the clothes on their back in order to make something of themselves, before they are allowed to return. Oftentimes, this is used as an opportunity to perfect a magical art, a craft, or another set of skills that will be useful to the rest of the clutches. However, this also means that the weak will almost always be culled. It is rumored that the chen'su brood-mothers cannot mate with males of their own species, and require other humanoid males to procreate. What is known of the chen'su is that they rarely speak, instead telepathically bonded to their entire clutch. To speak with a chen'su directly often means to have gained their trust. The chen'su are known to be voracious hunters, and make some of the most luxurious silken commodities across all of Sulren. Unlike most of the world, the chen'su revere the rukh (spirits) more than anything, and they hold astral premonitions to incredibly high regard.

Fellkind (Black). The fellkind are an unusual race of beings. They are goblinoid in every sense of the word, and yet they do not appear to be bound to the system or to any spawn zone like normal goblins are. Furthermore, their level of autonomy and intelligence far surpasses most goblins that are spawned into the world. However, they do not procreate. Like other goblins, they are spawned. It is uncertain how these goblins break away from their normal parameters, whether it is intentional or arbitrary, only that they maintain their distinct levels of aggression towards other races. In recent decades, thousands of fellkind have flocked to the underground domain of Aymkaz, in the Arelantar mountains, said to be presided over by an immortal goblin king. What intentions this might spell out remains unclear, but none dare enter there. The only thing that is known, is that their numbers grow by the year.

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Religion

As of the modern day, there are generally three camps of religious philosophy: followers of the Rukh, followers of the Old Gods, and followers of the Divine. The former is largely contained to certain elven and demi-human cultures/societies, but it is not uncommon to find such followers in even major cities across the continent. The latter two form the religious zeitgeist of Sulren. Followers of the Old Gods (Pact of Mytharda) are predominant throughout central, southern, and western Sulren. Myths and dogmas surrounding these deities predate the calamity, and may even trace their origins to the first elven wythhaerts, and the Varlasarion ("Varlas"; naming of the bone tree of the Nyvelunes) which grows to this day in Mythar-Il. Among this celestial host are the most revered deities, those who comprise the constellation Naraunar: Saal, Mythar, Atangil, Vyrun, Chenetar, Avmora, and Kykuroth. The blessings of the old gods are greatly diminished as of the Divine Era, if in fact they exist at all. But whispers suggest their power remains, however small, for prayer is alive and well. The Church of the Divine, on the other hand, is relatively new, only gaining traction in the last century or so. Since then, however, it has spread far across the eastern portions of Sulren, and in some areas in the west too, such as Giyon, Tielun, and Duodecia. The presence of Sage in daily life cannot be understated, and has thus created a significant religious following as of the new era.

* Old Gods - 56.6%

* Church of the Divine - 40.2%

* Rukh/Other - 3.6%

phys_map [https://imgur.com/j5U1yiF.png]

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Politics

There are over seventy recognized sovereign nations across the continent of Sulren, and at least a dozen de facto nations in the balance. This, of course, does not account for all of the free and contested areas, domains of ne'er-do-wells, and other like regions. Since the start of the 6th century DE, Sulren has been at peace. Kaarth and Zigoviash remain idle in their forever war against one other, and the Wyrm Coast remains resolute in its age of adventure. However, the tides are shifting. Raustagar and Greygarde, the two most powerful nations in the eastern half of Sulren, are on the verge of all-out war.

phys_map [https://imgur.com/HDv6O2o.png]

Most Powerful Nations (by region):

* North: Loreley, Regos, Calvergia

* East: Raustagar, Greygarde, Khundarak

* South: Zigoviash, Seven Isles, Skage

* West: Avalon, Maelyr, Giyon

* Central: Kaarth, Aymkaz, Mytharda

Largest Cities (approx. by population):

1. Cerestria. 327K people; the capital of the Empire of Raustagar.

2. Ormekh. 220K people; the capital of the Ghol [Kingdom] of Zigoviash.

3. Mythar-Il. 215K people; the capital of the Wythaert [Triumvirate] of Mytharda.

4. Avalon. 182K people; capital of the Kalashir [Empire] of Kish'Avalon

5. Goshet. 156K people; capital of the Kingdom of Giyon.

6. Greiling. 132K people; capital of the Kingdom of Greygarde.

7. Tielun. 107K people; capital of the Confederation of the Seven Isles.

8. Trave. 94K people; capital of the Grandy Duchy of Trave.

9. Nathinor. 90K; capital of the Grand City of Nathinor.

10. Maelyr. 68K; capital of the Kalashir [Empire] of Maelyr

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Miscellaneous Facts

Currency: Nearly all of Sulren uses the Drakari Standard Exchange (DES), coinage of which has been minted at the Bank of Maelyr for the last few centuries. The currency of Old Raustagar (pre-calamity) has been nearly expunged as of the 6th century DE.

Drakari Name Cerestrian name Description Value (per 1 Ilum) Ilum Crown (gp) Hexagonal-shaped gold coin with reeded edges, etched with iconography of a crown on each side. 1 Esan Star (sp) Square-shaped silver coin with reeded edges, etched with iconography of a star on each side. 1/10 Daar Claw (cp) Triangular-shaped copper coin with reeded edges, etched with iconography of a claw on each side.

1/100

Vos Eye (bp) Rectangular-shaped bronze coin with reeded edges, etched with iconography of an eye on each side.

1/1000

Languages: There are five major languages in Sulren and several minor ones, each with regional dialects.

* Cerestrian. The major language of eastern Sulren, and the most spoken language across the continent as a whole. Countries and peoples from Calvergia to Southmarch, from the Sea of Sending to as far as the Qith nations of central Sulren, and even as far as Giyon or Duodecia, can speak or understand this language to varying degrees.

* Qithon. The major language of southern and central Sulren. It is the language of the orcish nations of the southern-central continent, as well as the predominately human countries of southwestern Sulren. However, like Cerestrian and Drakari, it can be found spoken across much of Sulren.

* Drakari. The major language of the Wyrm Coast and northwestern Sulren. It is hailed as the language of commerce, but also the tongue of war. The Ascremi countries speak Drakari as their primary language, though Cerestrian is still utilized in religious ceremony and amongst the nobility.

* Ardan. The primary language of the elven peoples of Sulren. While many of the elven nations have adopted bilingual practices, the Ardan language is considered by many to be among the oldest languages in Sulren, and thus connected more intimately to the world and its old Gods.

* Uthlac. The primary language of the dwarves and of giantfolk. This language can be heard across central Sulren, as well as in the nation of Khundarak. By all accounts, it is considered as a deeply diminished language, as much of the history of those who spoke it was lost during the calamity.

Days of the Week: [Firstday, Secondday, Thirday, Fourthday, Fifthday, Sixthday, Seventhday]; weekly (i.e., general) experience allotment is distributed by the system every seventhday without exception.

Calendar: [Whitefall, Deepwinter, Greenleaf, Stormtide, Deepspring, Highmoon, Highstar, Deepsummer, Harvesttide, Redleaf, Deepautumn, Frostfall] There are twelve months in the year, divided into thirty days equally. The flow of Sulren's ley lines ensures that there are no leap days; perfectly balanced. Sulren's singular moon, Chenetar, is a large, yellow-brown colored satellite that holds a thirty-eight day cycle.

* Prologue Start Date: 1 Redleaf, 519 DE

* Volume One Start Date: 3 Deepsummer, 520 DE

* Volume Two Start Date: TBD

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