Geography of the Realm
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This section provides information on the physical geography of the Realm and its major landmasses/bodies of water.
Theavia, the Western Continent
A continent shaped vaguely like a mermaid. Ranges from cold tundra and boreal forest in the north, by Dutoria, to old growth forests, tropical mountains, deep underground caverns and murky swamps in the south.
Theavia is home to the following dragon cultures:
And the following human cultures:
Theavia is home to the following dragon cultures:
And the following human cultures:
The frozen gates
Located in the very far north of Theavia, past Dutoria and on its own small 'continent'.
Buried beneath ancient glaciers and centuries of ice and snow, the Frozen Gates are the forbidding northern mountains of the Realm. Only the very edges of the Gates are visible as fjords and small foothills, the rest entombed by ice. The region is poorly explored due to the extreme cold and dangerous terrain. No dragons or humans are known to live here, but before a dangerous calamity centuries ago rendered it uninhabitable, it was the home of the moonvipers. Strange things happen in the Frozen Gates, and those who are touched by it often get strange, unnatural mutations. Peculiar ice-monsters stalk the interior and strange gravitational anomalies have been recorded within the glacier-capped peaks. |
The Serpent delta
The ancient homeland of the Riverlander people, the serpent delta is a vast river delta in central Theavia, with a cool and mid-temperate climate.
The delta is extraordinarily fertile inhabited by a unified civilization of humans and moonviper dragons that work together to survive. |
the sunflecked reaches
Thousands of years ago, the Sunflecked Reaches were active volcanoes; but their fire has long ago vanished, leaving behind only weathered calderas and a dizzyingly vast system of caves.
The Reaches are rich with rare minerals and gemstones thanks to their volcanic past, and have contributed greatly to the wealth of the Sundrakes. The griffon-riding hill tribes of High Heart make their home in the western part of this mountain range. |
lake four-shore // blacklake
A large freshwater lake in central Theavia.
Xocrium, the Land of Rivers, Padwell and the Tyr Kingdom all border its shores. Known as Black Lake in Padwell, and Lake Four-Shore in Xocrium, the Land of Rivers, and the Tyr Kingdom. |
dragon's eye bay
A shallow, tropical bay known for warm waters and pleasant weather. A large number of sundrakes make their homes along the coastline and on the small islands and atolls of the bay.
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Oceanic Locations, the Realm’s Seas
There are several oceans and seas in the Realm, ranging from dark and cold to tropical and teeming with life.
Several dragon societies make their home in the Realm’s oceanic regions: the fireworms on the Island of Fire, the tidekeepers in the central seas, and the northern shipwreckers in the Moonglow Sea.
Several dragon societies make their home in the Realm’s oceanic regions: the fireworms on the Island of Fire, the tidekeepers in the central seas, and the northern shipwreckers in the Moonglow Sea.
Oceanic Landmasses
There are thousands of islands scattered across the Realm’s oceans and seas, but some are more well-known than others.
In the Realm’s southern waters sits the Island of Fire, a small continent in its own right, the home of the fireworms. It is a hot and humid place sitting on the equator, and was named in honour of its many active volcanoes.
Hoops’ Island has a near-mythical status in the Realm. The mysterious island home of Hoops, a large and enigmatic familiar that guards the Realm’s oceans and helps seafarers in need. It is a large island rumoured to have been the ancient capital of the Elder Drakes; few know more about its location aside from the fact it is near the centre of the Gaping Sea.
In the Realm’s southern waters sits the Island of Fire, a small continent in its own right, the home of the fireworms. It is a hot and humid place sitting on the equator, and was named in honour of its many active volcanoes.
Hoops’ Island has a near-mythical status in the Realm. The mysterious island home of Hoops, a large and enigmatic familiar that guards the Realm’s oceans and helps seafarers in need. It is a large island rumoured to have been the ancient capital of the Elder Drakes; few know more about its location aside from the fact it is near the centre of the Gaping Sea.
Oceanic Bodies of Water
There are many oceans and seas in the Realm, ranging from cold and dark to warm and teeming with life.
Westernmost of the Realm’s oceans is the Heaving Expanse. While its waters are warmer than the Boreal ocean and calmer than the Wild ocean, it has not been very well explored. Dark shadows are seen within beneath the waves, and even the bravest tidekeeper pods know it as a cursed place.
Located in the middle of the Realm are the Moonglow and Gaping Seas. The Moonglow Sea is cold and dark, but home to both northern tidekeeper pods and shipwreckers. The Gaping Sea is the home of the southern tidekeeper pods, and is a major trading route between Theavia and Cyr. Separating these two continents is the Molten Sea in the south, located between the shores of the Island of Fire and the springsingers’ Jhudsur Rainforest, and the Boreal Ocean in the north.
Surrounding the continent of Cyr are several small eastern seas. The Little Sea is a small northern sea located in a gulf shared both by the windwyrms and Hovell. The Capurnican Sea occupies the waters north of Ironbrook.
Lastly, the Wild Ocean borders the Realm’s easternmost shores, and earned its name for its treacherous waters. The ocean is known for rogue waves, rip currents, and a thriving population of sea-serpents and dragon turtles. Even the greatest sailors prefer to avoid the Wild Ocean. Despite the dangers, there are a few tidekeeper pods living here; they are known for their immense martial skills, and hunt sea serpents for their tusks.
Westernmost of the Realm’s oceans is the Heaving Expanse. While its waters are warmer than the Boreal ocean and calmer than the Wild ocean, it has not been very well explored. Dark shadows are seen within beneath the waves, and even the bravest tidekeeper pods know it as a cursed place.
Located in the middle of the Realm are the Moonglow and Gaping Seas. The Moonglow Sea is cold and dark, but home to both northern tidekeeper pods and shipwreckers. The Gaping Sea is the home of the southern tidekeeper pods, and is a major trading route between Theavia and Cyr. Separating these two continents is the Molten Sea in the south, located between the shores of the Island of Fire and the springsingers’ Jhudsur Rainforest, and the Boreal Ocean in the north.
Surrounding the continent of Cyr are several small eastern seas. The Little Sea is a small northern sea located in a gulf shared both by the windwyrms and Hovell. The Capurnican Sea occupies the waters north of Ironbrook.
Lastly, the Wild Ocean borders the Realm’s easternmost shores, and earned its name for its treacherous waters. The ocean is known for rogue waves, rip currents, and a thriving population of sea-serpents and dragon turtles. Even the greatest sailors prefer to avoid the Wild Ocean. Despite the dangers, there are a few tidekeeper pods living here; they are known for their immense martial skills, and hunt sea serpents for their tusks.
Cyr, the Eastern Continent
The Realm’s easternmost continent (on the right of the map) is a whale-shaped landmass known as Cyr. Its climate ranged from high mountains and cold boreal forests in the north to savannahs, deserts, and tropical rainforest in the south.
Cyr is home to six nations; the windwyrm Bitterpeak Kingdom, the stormherald Republic of the Spire, the shipwrecker Whaletooth Archipelago, the springsinger Jhudsur Rainforest, and the human nations of Ironbrook and Hovell.
Cyr is home to six nations; the windwyrm Bitterpeak Kingdom, the stormherald Republic of the Spire, the shipwrecker Whaletooth Archipelago, the springsinger Jhudsur Rainforest, and the human nations of Ironbrook and Hovell.
Cyrian Mountain Ranges
Three major mountain ranges run through Cyr.
Northernmost are the Skyswept Peaks, the tallest and youngest of the Realm’s mountain ranges, which run through windwyrm territory and Ironbrook. They are sheer, toothy mountains capped with snow, hostile and dangerous to ascend for those unfamiliar with the region. The windwyrms enjoy creating cities on their peaks.
Central are the Thundercrack Cascades. Passing through desert, savannah, and northern woodlands, they are the longest of the Realm’s mountain ranges. A large portion of the Cascades run through Stormherald territory, while the northern peaks cross into the borders of Ironbrook.
Southernmost are the Overgrown Mountains. Small and round, these mountains are cloaked almost entirely by the Jhudsur Rainforest. They are the oldest of the Realm’s mountain ranges and the home of the springsingers.
Northernmost are the Skyswept Peaks, the tallest and youngest of the Realm’s mountain ranges, which run through windwyrm territory and Ironbrook. They are sheer, toothy mountains capped with snow, hostile and dangerous to ascend for those unfamiliar with the region. The windwyrms enjoy creating cities on their peaks.
Central are the Thundercrack Cascades. Passing through desert, savannah, and northern woodlands, they are the longest of the Realm’s mountain ranges. A large portion of the Cascades run through Stormherald territory, while the northern peaks cross into the borders of Ironbrook.
Southernmost are the Overgrown Mountains. Small and round, these mountains are cloaked almost entirely by the Jhudsur Rainforest. They are the oldest of the Realm’s mountain ranges and the home of the springsingers.
Cyrian Bodies of Water
Cyr is home to three major waterways, and one independent island state.
Northernmost sits Lake Zela, a massive freshwater lake. It is known as Lake Zela by most of Cyr, and as Lake Sanguine in Ironbrook. Within its waters is the Isle of Ghosts, home to an independent city-state of windwyrms located outside their mainland. Previously relegated to the realm of myth, the Isle was rediscovered in 504 and briefly became the subject of a territorial dispute between Ironbrook and the windwyrms.
The Thundering Channel is a long, wide river that runs from Lake Zela to the Overgrown Mountains. It forms a natural border between Hovell and the Republic of the Spire. It was named for the thundering caused by stormherald lightning. Discarded items from Ironbrook often wash up on its shores.
Southernmost is the Whaletooth Archipelago, a tropical sea home to thousands of small islands. The Archipelago is entirely dominated by southern shipwreckers, a nation born on piracy; none who travel the coast or connected seas are ever completely safe from them. The Archipelago was only mapped within the last few centuries, and during the time of the Elder Drakes, served as a have from their tyranny.
Northernmost sits Lake Zela, a massive freshwater lake. It is known as Lake Zela by most of Cyr, and as Lake Sanguine in Ironbrook. Within its waters is the Isle of Ghosts, home to an independent city-state of windwyrms located outside their mainland. Previously relegated to the realm of myth, the Isle was rediscovered in 504 and briefly became the subject of a territorial dispute between Ironbrook and the windwyrms.
The Thundering Channel is a long, wide river that runs from Lake Zela to the Overgrown Mountains. It forms a natural border between Hovell and the Republic of the Spire. It was named for the thundering caused by stormherald lightning. Discarded items from Ironbrook often wash up on its shores.
Southernmost is the Whaletooth Archipelago, a tropical sea home to thousands of small islands. The Archipelago is entirely dominated by southern shipwreckers, a nation born on piracy; none who travel the coast or connected seas are ever completely safe from them. The Archipelago was only mapped within the last few centuries, and during the time of the Elder Drakes, served as a have from their tyranny.