![](https://static.wixstatic.com/media/11062b_6a134fc09ea34833a17d295e295ab517f000.jpg/v1/fill/w_1920,h_1080,al_c,q_90,enc_avif,quality_auto/11062b_6a134fc09ea34833a17d295e295ab517f000.jpg)
History of the World
In the beginning, there was only Chaos. There was simply energy buzzing around. From Chaos, developed Shinze and Oure, what you might perceive as light and darkness. They had no true form, but danced around each other.
As they circled, K’rha K’halle took form and spun away from Shinze, they took the heat, the fire, the spark away from the light. At the far edge of the darkness, it pooled and clustered and beaded together to form Liguaquide, or water. Drawn together, K’rha K’halle and Liguaquide embraced, not knowing what would happen when they did so.
The shock of the cold watery depths of Liguaquide caused K’rha K’halle to fragment. They tried to escape, but part of their form hardened and became stuck half in and half out of the pool of Liguaquide, known as Aiala, or Earth. As Aiala hardened into the land we know today, her gasp released the wind, her male counterpart, named Zeleantho to soar around the world. Through the centuries they have share bits of their power with other beings to create new gods, new races, and even imbue the world with magic.
The world is a floating concave disk, filled mostly with Liguaquide in the form of numerous oceans. The edge of the world is a large waterfall. It is said that Liguaguides tears fall over the edge of the world as he tries to release enough water to free K'rha K'halle and Aiala. They run off into the indifferent arms of Chaos. You must be careful not to venture over the edge of the world or you may fall into Oblivion as well. Our world is called Aedtuin.
The land mass truly does look like a woman trying to escape a deep pool. We call the earth Xardin, though some may call it Aiala. There are several islands on the edge of the world. Both the East Fingerling Islands and the West Fingerling Islands. The East was at one time occupied by the Kitsune, but they were deposed by the Vishkanya. The West Islands are the home of Glass Spire, the Elven capital. It is known for its beautiful glass buildings that shine like mosaics in the sun and black sand beaches that make the water a beautiful violet color. It is strictly isolated and very hard to go to without explicit invitation if you are not a pure blooded elf or a royal dignitary. To visit a friendlier elven port, travel to Epaulette and visit the port city of Alcyonacia. In the south, there are the two islands, the Fegyvyr Slopes, a dwarven colony, and Voeten, a large island that has not been well explored. It is very dense and jungle-like.
When you look at the main northern most land mass there are long strands of islands and sand bars that start at the main land mass and travel north, slowly becoming more and more separated.The main mass is Cara Blanca. It is a quiet area, but the seas around are frequented by pirates. As the land mass moves northward, on the East you have the Wizard's territory, Quima Brin. There are ley lines running along the scattered land mass, and they have made several colleges there. To the West you have the Magus territory, Ilea Brin. Traveling south there is a channel called the Choker Straight (although it is often called Rosary Row) that separates Cara Blanca from Bregne Fenn, the other large land mass. There is a very powerful ley line that draws clerics from many faiths to set up temples along the chain of islands.
​
Bregne Fenn starts in the North with Torsocanno. There are two large regions, Epaul and Epaulette. Alcyonacia is a large port in Epaulette where you can petition to get access to the West Fingerling Isles, and is mainly populated by elves and half-elves, though they are fairly friendly to outsiders. Wishwater is centered in the middle of Torsocanno and is in both Epaul and Epaulette. There are frequent skirmishes over who it belongs to. Traveling south, you must pass between Eidur Mountain and Scath Mountain--home of the fire-kin and the shadow-kin. Few people scale either mountain and return to tell the tale. If you must travel, you can go between them through the Brez Pass, but you have to brave Sverven Korb, the brutal desert. In the middle there is an island oasis, Corazon Valley Island, that is a beautiful, lush city-state, and a much needed place of rest between Torsocanno and Tricreche, the southernmost part of Bregne Fenn. Wyrmwood Forest takes up a large portion of this part of the island, and borders beyond the start of the forest are unknown. It completely circles all the towns, so making it to the far south to sail towards the Fegyvyr Slopes and Voeten (the southern isle at the end of the world) is impossible, you must sail from Torsocanno and stop at one of the Fingerling isles.
​
Tricreche is mostly forested land. There are many strange tales about creatures and things in Wyrmwood Forest. There are paths to go to the Brez Pass that one can find, and there are trade routes, but you need to be on friendly terms with both forest and fey creatures in order to safely travel. The cities make a circle around the very heart of the forest, Dumbraava. No human can safely enter Dumbraava, but the towns around the forest are protected. Balvonier is one of the largest towns that borders the forest. The people are superstitious and leave offerings to the Fey who live in the forest. Typically they appreciate the fey (everyone loves a Brownie in their house), but there is a large sense of distrust or fear that something will upset the balance and the fey will no longer be happy with their arrangement. Thornyside, Spindledown, and Weatherby are other large nearby cities, though there are close to 100 cities along the Rueda, or the circular path that connects the towns. It is slightly disorienting being in these cities as you can never see an exit from town, it always appears as though you are surrounded by forest, and it is not a guarantee that a trip will always take the same amount of time. Perhaps the trees do move.