Five Continents

Spread along the ocean of the Prime Material Plane are five bodies of land that make up the majority of the lived on areas of Helia. Each continent doubles as its own nation and typically, save for one, neighbors at least another. These five continents each offer unique and differing societies, cultures, laws, racial makeups, and monsters for adventurers to delve into. Each continent has its own rich history and background, giving adventurers a lifetime of exploration in each.

Eternal Kingdom of Luxon

In the center of Helia lies the golden fields, dense temperate forests, and block mountains of Luxon. It is characterized by an abundance in resources and a sprawling population of human cities. The twin kings of the land, Aloc and Aldred demand order and imperialization of Luxonian rule in line with their father's previous rule.

The Capital city of Auduria is the largest society in the world, with its many layers housing enough people to support a small nation alone. To the north and east are several other sprawling towns, with the population density thinning as they stray from the light of Auduria. Luxon boasts the most humans in Helia, with this being ever so more apparent in the capital.

The monarchy rules through power over the people, controlling trade, services, religion, free speech, and the overall flow of information. The previous king, Aelwin, is widely accepted as an ascended mortal who achieved godhood before entrusting his kingdom to his sons. Therefore, disagreeing with the monarchy doubles as heresy. Those who travel to Luxon will see two very clear types of residents: those who are marginalized, and those who are complacent. Luxon's government after Aelwin has remained authoritarian and fascist, requiring certain races and groups to be scapegoated for the nation's problems.

Krole

To the south of Luxon past the war-torn flats is the icy democratic refuge of Krole. Currently the continent acts as the main opposing force to Luxonian imperialism through a militia organized by the largest city, Beskyet. Because of the harsh climate and difficult travel, the few cities and towns within usually stuck to self-sustainability as opposed to uniting under one banner and nation. However, with the threat of being conquered, unification has come naturally.

During the Eternal Day, Krole continues its fight for sovereignty while also providing sanctuary for outcasts simply trying to survive the calamity. Because of the continent's desperate situation, there is little room for people to hold prejudices, making it a generally safe haven for adventurers in a bind if they are able to survive the harsh climate.

Krole is almost entirely covered by boreal forests, icy tundra, and steep fold mountains. The constant cold weather makes travel between towns extremely difficult. To circumvent this, the extremely profitable and useful profession of teleportation mages offers safe travel for citizens and adventurers alike. Cut off from these teleportation sigils are the various elvish and dwarven societies that are speckled throughout the Duranguhn Mountains and snowy woods.

Khuvel

On Luxon's western border lies an expanse of desert, badlands, and savanna. This area is known as Khuvel, a land of merchant guilds, city states, and nomads. Its largest city on the western coast, Cupiditas is the largest producer of magic items and a hub for world trade. Many adventurers enter the city hoping to find quests for riches, only to end up wrapped in the economic typhoon that the city places people in. Some end up in comfortable wealthy positions, while others get trapped in the fight up the corporate ladder.

Because of the continent's scarce livable land mass, the wealthy merchant corporations occupy as much space as possible to ensure that their products are depended on. Occupying all of Khuvel is not enough, as these merchants have a stake in all world trade. Names such as the Westwalker Corporation, Priminia, and Gharim's Syndicate are Khuvelite businesses that hold so much power in the market that they might as well run it.

Unless you are in the outer cities, the center of Khuvel is mostly a barren desert, with small tribal groups residing in the badlands mixed in. Dangerous sandstone caves dug by purple worms and ankhegs, giant antlion nests, and even blue dragon lairs all can be found within the arid dunes. The desert also has a mystical connection to the Fugue plane, making it a hotspot for undead crypts. As much danger as there is, Khuvel's wastelands are brimming with just as much treasure.

Uroda

On the eastern side of the world are the plentiful islands of Uroda. Both socially and physically, the nation is isolated. The people of the nation give their loyalty to their matriarchal leader and Saewara, the goddess of justice. The nation is well known for its small but extremely powerful military of female samurai, with it said that one soldier can serve the purpose of ten from any other nation. This power is respected throughout Helia, but is usually never seen in action due to the isolationist policies that Saewara enforces.

A huge part of Urodan culture is their devotion to their goddess. With an unquestionable authority and divine will, the people of the nation place their entire trust in Saewara's judgement to keep them safe. For thousands of years, this has remained true, even into the Eternal Day. After the Eclipse, Uroda has managed to keep more of its population alive than any other nation, a feat worth regarding even with its smaller population.

Religion is extremely important to Urodans, likely even more so than places like Luxon. However, the specifics of people's beliefs are split among two denominations. While all believe in the sanctity of Saewara, there is a debate on how souls should be treated in the afterlife. The people of each denomination are known as Minosians and Purgotians, with temples and shrines for both being found all across the islands. Ultimately, regardless of the split beliefs, Uroda is a safe place for all good and most neutral aligned creatures.

Grodora

Jagged peaks, toxic bogs, boiling geysers, dark forests, and active volcanoes make up the hellish lands of Grodora. While historians document the continent as once being similar to the icy expanse of Krole, battles between ancient gods left a fiery scar on Helia when trying to do away with a force of unrelenting chaos. The fighting ended in a crescendo of erupting magma, forever staining the land and changing the atmosphere of the entire Prime Material Plane. Today, Grodora's physical landscape inherits the chaos that caused it to look as it does now.

Venturing into the continent of fire means dealing with scarce resources, toxic air, and many dangerous beasts. If you encounter a monster or person, understand that they only live because they have proven themselves fit to survive by strength. If the environment alone is too much for you, any creatures you find will be the nail in your coffin. Very few known societies inhabit Grodora, and even fewer among them are welcoming to outsiders. It is likely best to stick to your own wits, and always keep your head on a swivel for lurking danger.

At the center of the Grodora is the active super volcano, Mt. Khesshir. Many cults surround the area, attempting to get as close as possible to its intense heat. A repeated prophecy by these groups foretells of the volcano being where the Demon Lord will evolve into his most powerful form, liberating the world from order and plunging Helia into chaos. Keep in mind that these prophecies come from the same groups that hurl children into Mt. Khesshir, so take their teachings with a grain of salt.

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