[ruling species:: elves
[native language:: Elven
[capital:: Heartwood City
[monarch(s):: Lord Draoidh, steward of Heartwood
Rarest among the Realms, only a very small portion of Evylon is inhabited; the middle continent, called Shi'vrann'aeli in the elven tongue, holds the only hospitable portion of them all. The rest is wild and untamed, scorched by mage-storms to the wicked north and cruel west. The sea that borders where the Heartwoodian elves make their home is called the Drowned Sea, for its reputation of sinking anything that attempts to float - or fly - over its raging surface. To the south, unnamed monsters roam, locked on a continent some scholars worry will someday collide with Shi'vrann'aeli, invading the helpless North.
This Realm is found to have no true gods. Therefore, the populace has taken to worship Daama, scion of light, their Ether Spirit and guardian. As leader of the Ethers, she is only made stronger by the faith of her followers and the strength of her Realm, as close to a goddess as any can be.
One of the very few places in all Evylon not threatened by constant magestorms, Shi'vrann'aeli is a beautiful and rich land filled with a great variety of creatures. Home to the elves, and their many allies, the plants and animals share a unique kinship with the earth, and various points of power can be found in pure energy that leaks from the ground like molten rock from a simmering volcano. In the deep, ranger-protected forests of Heartwood, unicorns, fauns, and gryphons might be glimpsed - along with the rare and spectacular Heartwoodian Gold.
APPEARANCE: Abel resembles Heartwood City very much; though vastly smaller, it is built in the Forest's eastern end, glittering white against the backdrop of the distant mountains. It has two central towers, one larger than the other, spiraling towards the sky. The walls slope upwards to the north and south, and their gates are made of a mixture of polished greatwood and gleaming gemstones.
CULTURE: Isolated by thick trees and clinging undergrowth, Abel rarely sees visitors, and resents all who do not share their elven blood. Exclusively elven, all others are turned away at the gate save for those in great and dire need. A quiet city, the inhabitants put their resources into magecraft and nature magic rather than swordsmanship and skill at the bow; most prestigeous is the mage school located in the taller of the two central towers, where young magic-users are trained.
APPEARANCE: Led by a warlord both parts cruel and cunning, the city of Bloodsworn is located far to the south in the plains near the sea. Once a human fishing settlement, its architecture shows the straight-walled and tile-roofed influences of its former inhabitants, as well as wide cobblestone streets. Now, it has been taken over by orcs originating from the distant Anquil, who hold it against all who would wrest it away. Fortified with crude stone and heavy logs, the outside of Bloodsworn gives the deceptive appearance of a ramshackle town abandoned by all, painted the reds and browns of its leader.
CULTURE: Slavery is commonplace, especially in those species unfortunate enough to be considered lower than orc-kind. They use Heartwoodian Blacks, Reds and Greens often in alliances to bring them slaves of wars; they're also used to hunt the Heartwoodian Golds and Silvers, sometimes the Blues and other clans that resist their will. A common rule to the end of a young orc's training is that he may pair with a dragon and hunt of of these to gain honor and prestige among his peers. If successful, the new-fledged warrior will be given wealth and property, as well as the terrible tradition of a harem of infertile human slaves.
APPEARANCE: Built completely of brick and bone, the Hold is an ancient place that withstands the great desert sandstorms in which it's located. Upon first sight, smoke billows from ever-burning fires underground, and pours through the eye-sockets of a massive skull. Row upon row of bones formed from the ribs of mighty dragons rise as the protective walls, and the curled, charred bodies of nnar' twisted and melted into one form the great gates. Underground, the undead roam in great number, led by a mysterious necromancer by the name of Bahjj.
CULTURE: Nothing is known of the Hold's inner workings.
APPEARANCE: A joyful village of straw-thatched roofs and brightly-painted walls glimmers in the forests of the far north, protected from the cold and snow by towering mountains on both sides. Faith is comprised of a multitude of cottages that surround a much larger house, where the town's council gather. Though not as skilled as the elves , these halflings keep up exquisite gardens and take pride in the design of their quaint little village.
CULTURE: A peaceful people, the halflings of Faith have little to no military. Instead, few of them train the younger ones how to defend themselves, and nothing more; the mountains to the north and south have protected them for many years, and war comes little this far north. They are fans of parties and guests, and adore excuses to feast. Unfortunately, being so far north they get few visitors from other lands, though their wine and bread are rumored to be the best in all Evylon.
APPEARANCE: A beautiful city and a sattelite from the Halgian Empire, created as a sign of kinship with their elven allies. Taking from the elves in design, Glory was built into the bedrock of the eastern mountains. With straight, white sandstone, it flows from the darker rock like a gemstone uncovered by an inquisitive hand, twin towers reaching high into the sky. On either side of the tall walls, statues of old Halgian lords and ladies stand, heads bowed in greeting to friends. The swords they hold before them is a warning to enemies, and statues of their like - though much smaller - are found throughout the city.
CULTURE: A wealth of fortune and prosperity gleam within Glory's walls. Filled with clerics and paladins, the Halgian people work hard to keep their citizens happy, and their military is one of the best. They often invite Heartwoodian Golds and Silvers, as well as the great gryphons, into their halls and train with them daily. Teachings of their beliefs that there are clear-set Light and Dark races pervade everything, and stepping out of line in those teachings is frowned upon and punished greatly.
APPEARANCE: A sprawling, productive town, the city of Glym is a beautiful village built into the ancient trees of Heartwood Forest. Once completely made of white marble, much like Heartwood City and Abel, the citizens grew wood over the walls and towers. Now, it appears as if Glymstar grew from the ground itself; it is nigh invisible from the air, save for its dancing lights late in the darkest nights.
CULTURE: Neither isolated like its cousin-city of Abel, nor as massive and diverse as Heartwood, Glym is a city dedicated to the arts. Those interested in scholarly learning and artistic endeavors will travel from their homelands to take residence here, and participate in their festivals and celebrations. Most noteworthy is their pursuit of history, and the discovery of new Realms.
APPEARANCE: Akin to its sister in Felnova, Heartwood's smooth white marble is reminiscent of Albronel's elven archways and intricate doors. When first built, it held a draconic touch - but since its rebuilding several years ago, it hasn't been the same. Though the elven architects tried to preserve what they could, the spelled carvings and strengthened walls are lost to time's indistinct ravages. Nevertheless, Heartwood City remains one of the most beautiful, and the most storied.
Made of white marble walls and polished wood, Heartwood consists of many spiraling towers set at points along flowing smooth-stone walls, inlaid along the archways and passageways with treated wood. Vines and flowers crawl along the bases, and tr'nertha trees grow in gardens located along every street. The spiraling central tower is nearly twelve stories tall, overlooking the entire forest - its peak glows ever with the gathered light of the sun. Each gateway is intricately carved with story-art telling the tale of its founding and history, and all is enhanced with spells to strengthen and cure. Inside, the walls are set with opal and made to flow like water. The furniture seems grown from the plants and trees themselves, and some are still alive, needing to be watered everyday.
CULTURE: Dedicated to their Ether-goddess, Daama, and to the forest in which it stands, Heartwood City is a joyous and beautiful place to be at any time of year. Festivals that celebrate nature are held at the end of every month with a dedication to the element of the zodiac in which it falls. They also have an incredibly strong military; consisting mostly of elven rangers, their elite warriors, and bowmen, they are a force to be reckoned with. Their training begins at an early age with willing recruits, and their horsemanship from childhood is great and envied.
APPEARANCE:Itu'klati is a proud fortress-city made from grey stones and embellished with many banners depicting the accomplishments of the city's greatest warriors. These banners are the city's only true embellishment. The stonework, though impressive, is austere, and rather grim. Well-ordered streets lead from the four outre gates into the heart of the city. At the center of the city stands a mighty citadel, where dwell the city's greatest warriors, and city leaders. The citadel's main gate consists of a pair of massive doors plated with mythmetal, displaying a representation of the creation of the first mythkin.
CULTURE: The mythkin of Itu'klati are militant and disciplined, priding themselves in their martial skills. Every citizen is required to undergo extensive military training, meaning every inhabitant inside the city can be called upon to man the walls. Those who cannot are expelled from the city. Outsiders are typically viewed with contempt unless they have proven themselves as warriors. Those who die in honorable combat are interred within a grand mausoleum. Those who die in any other manner are buried in common, unmarked graves, and forgotten.
APPEARANCE: Found in the island-mountains to the far south, Minora is the dwarven city-state of Evylon. It has three rings of walls, each equally spaced upon the mountain's surface. The first wall is made of white marble and is over ten feet thick. The people who inhabit the area behind the first wall are primarily lower craftsmen and the military; the second was carved from the mountain itself and is made of primarily of a dull grey marble, its thickness the same. Behind this wall live the master craftsmen and city officials. The last wall is the most impressive, for it is made out of solid blocks of obsidian and because of the rarity of the material is only five feet thick. This wall protects the most sacred site in the city, the tomb of Bjornolf and his descendants. The king's palace is also housed on this terrace.
CULTURE: The dwarven kingdom has never been involved in any long conflicts, though it has a strong and disciplined army that is used to uphold order. Even though the country keeps itself isolated from the rest of the Realm, it does know about various conflicts which are waged outside of its borders and the king is not stubborn enough to realize that eventually they might be called upon to pick a side. Minora has a friendly relationship with the elves of Heartwood and peaceful humans of the Realm as well. A trading caravan the primary way that Minora Cannador communicates with the outside world, never straying far into lands where they might not be accepted. It also never tries to incite trouble in the lands it travels through.
APPEARANCE: Surrounded by a high curtail wall of solid granite, the city of Shikera is one that grew beyond its builders' original plans; straw-thatched roofs and humble walls are spotted on every cottage, as many outside of the walls as in. The keep was built to withstand any attack, and holds a long history and many scars; its flags that fly from each turret are colored a deep purple, and have never been taken down by force to the present day.
CULTURE: A heavily populated town, the people of Shikera are average folk led by a cruel king. Celebrations once tradition have been abolished, and unrest lines the streets; rebellion seems imminent, and talk of such can be heard in any tavern. Ongoing wars of the outside are generally ignored by all but the king himself, who sends his forces wherever he wills - usually with a deadly outcome on his side alone.