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land of FREE SKIES (Kar'hashan)

Country of Kar'hashan


[country name:: Kar'hashan

[ruling species:: mixed

[native language:: Common

[capital:: Scheria.

[monarch(s):: Gwil (NPC).


Noctis is an unusual world covered in water; few islands dot the seas here and there, held as neutral territory between the five countries: Gilzelfa, Yordan and Trinakk of the sky, as well as Finnarok and Kain of the sea. Above these vast oceans float massive sky-continents that form the various countries of the air, held in place by strong magic infused with the stones, having said to been put in place during a terrible flood countless years ago. If one explores the undersides of these floating islands, they're covered in intricate runes and symbols, glyphs that hold the Ancient Magic together.

Stable portals that allow closely-watched travel between the sea, sky, and land exist in the cities of Cecil, Rosa, Rydia, and Golbez. Portals are lined with moving glyphs across an archway of stone, a swirling mass of reiatsu shifting and turning within. These portals are fixed points to specific locations on the Realm's surface; they can only be pointed to other stable portals, and cannot be directed out of Noctis itself.

The countries of the sea and sky are, more often than not, at war with eachother - sky fighting sky, and sea fighting sea. There hasn't been a recorded battle between sea and sky in many years, though Gilzefla and Finnarok constantly seek to absorb their smaller neighbors.

Noctis is known for its three moons; one a bright gold, one a startling white, and one a blueish silver. These nights are as bright as day when all three moons hold in the sky together, and they are known as Tifa, Kali, and Rhui.

[ Kar'hashan; land of free skies and seas-//]

The lands, both Sky and Sea, of Kar'hashan largely stand apart from the rest of Noctis. They are staunchly independent-minded and quite willing to fight to maintain their independence. They tend to be rather more progressive and forward-thinking than the rest of Noctis, focusing on progress for its own sake rather than for any agenda of their own.

sky cities;;

RACE: dwarves, gnomes. LEADER: Vehdo (NPC). TIER: two.

APPEARANCE: Gireldur is built entirely within a floating island, carved from solid stone and furnished with timber. A great stone gate, large enough to permit dragons and roc'a to enter when opened fully, faces outwards from the side of the island, and the grand gallery within serves as the main gathering area, as well as docks for the airships the inhabitants use to travel. Numerous mineshafts lace the interior of the island, and cunningly concealed tunnels reach the upper surface at several points.

CULTURE: Dwarves and gnomes work side by side, mining and refining metals to craft weapons, armor, and various other goods, both for their own use, and for export. They maintain their independence, and have trade agreements with both Sky and Sea. As is common for their races, they are hard workers, and within their island caverns, the city never truly sleeps.

RACE: mythkin LEADER: Lightshatter vi Faelline (NPC). TIER: two.

APPEARANCE: Built atop a tall hill, Ea'bar consists of three consecutively smaller, taller circles, culminating in a stronghold on top of the hill. Seven sturdy gates allow entry through the outermost wall. Several brightly colored airships are kept docked to towers located on the walls, and the city's people are typically adorned with bright, warm clothing. Within the fortress, a mural of Gurthril adorns the ceiling, and below it stands a stone statue of a dragon weeping tears of blood into a mythmetal basin. A taller statue of Linath stands behind the dragon in a shadowed alcove, forepaw outstretched as if beckoning.

CULTURE: The people of Ea'bar are mildly welcoming of outsiders, though they have rather rigid expectations of guests. Their airships are used as much for trade as they are for hunting dragons. If forced to hunt and slay a dragon, they will gather in front of the dragon statue and pray for Linath to receive the soul of the slain, and to Gurthril in thanks for their lives. If a dragon should willingly give of its blood, then they will honor the dragon's gift, and pray to Gurthril alone.

RACE: avians, gryphons, sky-Kin xeriin. LEADER: Gwil. TIER: three.
LANGUAGE(S): Common. ALLEGIANCE: Gilfelza.

APPEARANCE: Scheria is a spread across three floating islands bound together with powerful, rune-covered pillars. Rope and plank bridges allow passage on foot between islands, and most structures are large enough to permit gryphons free entry. Most structures are made of a stone and timber design.

CULTURE: The people of Scheria are highly devoted to Seiten, and hold many festivals and ceremonies honoring her. There are similar rituals held focusing on Albion, albeit focusing on purging any of his potential influences from the heart, mind, and soul.

sea cities;;

RACE: merfolk, sea dragons. LEADER: Gebd (NPC). TIER: two.
LANGUAGE(S): Common. ALLEGIANCE: Finnarok.

APPEARANCE: Ossus is positioned in the shadow of an enormous bone, which rises from the ground and rises to pierce the ocean's surface, well over a mile in length. The broken stump of a similar bone erupts from the ocean floor a fair distance away, and the broken rim forms the walls of a citadel carved into the bone. The rest of the settlement is made of stone.

CULTURE: When the locals first arrived here, they found the enormous bone, and didn't know what to make of it. But as time went on, it became a part of the local culture, with annual festivals taking place that incorporate bones in decoration and adornment. The locals are militant, but honorable, and their word, once given, is unbreakable. They can be hesitant to trust others, but they are not overtly hostile to outsiders. They are rather less welcoming of any of the so-called Sky Peoples.

RACE: merfolk, kelpies. LEADER: Ondyn. TIER: one.

APPEARANCE: Stygia is located part way down the steep walls of The Plunge, with stone structures protruding slightly from said walls to form balconies and terraces. Faint lights are visible to people who pass over The Plunge, but the settlement itself is all but invisible.

CULTURE: Stygia is one of, if not the only place where merfolk and kelpies live together in harmony. The merfolk of Stygia are aggressively territorial, and vicious when provoked. They and the kelpies have formed an alliance of convenience, hunting and scavenging from the depths of The Plunge, and occasionally trading with people from more shallow waters.

RACE: human, various. LEADER: Lelani. TIER: two.

APPEARANCE: Volcania is a submerged city, nestled within an atoll that formed around an ancient, collapsed volcano. A small population of humanoids inhabits the islands that have formed on the surface. The city itself is hidden within the atoll lagoon, which is reachable by water through a concealed cave system.

CULTURE: Volcania is home to many who desire to leave the troubles of their past lives behind. Given the city's remote, secluded nature, the locals are often behind the times concerning what's been happening in the Realms at large. They tend to be a bit reserved towards strangers, but not unfriendly, and they are openly welcoming of those who ave earned their trust.


Albion's Wrath
A narrow strait, inside of which turbulent currents ebb and flow, turning the surface into a roiling maelstrom of churning whirlpools and eddies, and the underwater passage a hazardous area.
Myst-Shroud Isle
A floating island surrounded by an ever-present blanket of mist spawned by an upward-flowing column of water that pools within a hollowed-out lake on the island. A place of great beauty. The mists are said to have healing powers, and visitors feel relaxed by the island's aura.
Sea Of Bones
An underwater basin filled with a multitude of bones of all kinds of creatures, including those of great leviathans. Its origins are unknown.
The Plunge
A deep, underwater sinkhole that abruptly drops away from the surrounding plain. A large, largely unexplored cavern lies at the bottom of this sinkhole.
Waterfall Sea
The ocean abruptly, inexplicably plunges hundreds of feet, forming a circular depression on the ocean's surface, and a turbulent whirlpool at the bottom of the sea. A large, barren floating island is kept dry by the sudden drop, and emits a bizarre aura which disorients any who come too close. Even gazing at this island for too long cause vertigo.
Realm © Fyfer (Fyfergrund).