AETERNIUK HAS FIVE CONTINENTS
The first continent, in the West, Eldrosmere
The continent is characterized by misty coasts, large trade cities, and endless political intrigue. In Eldrosmere, streets were alive with merchants crying out their wares beneath marble arches, painters splashing color onto vast canvases while philosophers argued in candlelit halls, and the clang of new-forged muskets echoing alongside the toll of ancient cathedral bells. Exploration fever gripped the ports, where ships bound for unknown shores promised both riches and ruin.
Filled with old stone castles that stood beside newly built academies, where tradition and innovation wrestled daily, and when the very air seemed charged with ambition, curiosity, and the belief that greatness lay within reach.
But the balance of power is shaped by four sovereign kingdoms, each ruled by non-human monarchs. Despite their differences, they're bound together by centuries of treaties, wars, and fragile peace.
The Silken Dominion
Ruler: The Giant Spider Sovereign, Arachneira the Weaver-Queen
Dwells in cavernous cathedrals of silk spun across ancient forests.
Her kingdom thrives on trade in textiles, poisons, and secrets.
Nobles often wear garments woven from enchanted spider silk, light as air and stronger than steel.
Politically, Arachneira is patient and manipulative, weaving alliances the way she weaves her webs.
The Ironmaw Hold
Ruler: The Orc King, Grumvar Skullbrand
A kingdom of mountains and forges, where black powder, steel, and brute strength shape society.
Orcish smiths are the finest gunsmiths and armorers in Eldrosmere.
Grumvar has begun to modernize his armies with cannons and muskets, shaking the balance of power.
Though feared, his reign is pragmatic; he values loyalty and craftsmanship as much as conquest.
The High Crown
Ruler: The High Elf Queen, Serenyth Altheriel
A kingdom of enchanted woodlands, crystal courts, and sprawling academies.
Serenyth rules with grace, blending Renaissance culture with ancient elven traditions.
Her lands are centers of philosophy, art, and magical advancement—Eldrosmere's equivalent of Florence or Venice.
Though soft-spoken, she is politically sharp, and her spies and diplomats shape much of continental politics.
The Crimson Throne
Ruler: The Demon King, Zerath Malikar
Dwells in a volcanic heartland where marble cities rise among rivers of ash.
His people are merchants of luxury—spices, gems, enchanted glass, and alchemical drugs.
Though feared for his demonic nature, Zerath is a refined monarch, more philosopher-king than warlord.
He sponsors explorers and philosophers, seeking to expand both his empire and knowledge of the world.
Balance of Eldrosmere
The continent thrives on constant tension and diplomacy. None of the four monarchs can dominate without uniting the others against them. This fragile balance keeps Eldrosmere in an endless dance of alliances, betrayals, and renaissance brilliance.
The spider queen weaves in shadows, controlling secrets and information.
The orc king controls raw military power and innovation.
The elf queen dominates culture, magic, and diplomacy.
The demon king influences wealth, trade, and philosophy.
Together, they make Eldrosmere a place of wonder, fear, and ambition
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The Second continent, in the East, Batranor
Batranor is a vast, windswept land of rolling grass seas, arid highlands, and sacred mountains where shamans claim the sky meets the earth. Herds thunder across the plains, yurts and wooden palaces dot the horizon, and banners snap in the relentless wind.
Its people are fierce riders, skilled hunters, and keepers of ancient songs. The continent is divided into two great kingdoms, bound by shared bloodlines yet divided by wealth, fortune, and fate.
The Golden Khaganate (Rich Kingdom)
Wealth & Power: The richest nation in Batranor, its coffers overflow from silk, salt, spices, and trade caravans that run deep into Eldrosmere and beyond. Their control of key mountain passes and river valleys makes them the "gateway of the East."
Culture: Palaces of gilded wood rise above nomadic camps, blending steppe traditions with wealth from foreign lands. The khans sponsor poets, astronomers, and astrologers, turning their capital into a hub of culture and prophecy.
People: Humans dominate the nobility, while Beastmen serve in elite cavalry known for their loyalty and ferocity. Demons, though a small minority, find a place as mercenary mages, feared but valued.
Ruler: Khagan Altayr Sunblade, a charismatic warlord-turned-statesman, who claims divine mandate from the Sky Father.
The Iron Steppe (Poor Kingdom)
Wealth & Power: A harsher, poorer land of endless grass plains and rugged nomads. Its people survive on herding, raiding, and war, often clashing with their richer neighbors. Their strength lies not in coin, but in unity, endurance, and sheer martial tradition.
Culture: Life is raw and unforgiving. Warriors live by a code of honor, shamans hold immense sway, and songs of ancestors are treasured more than gold. The kingdom's yurts and war banners move constantly with the migrating tribes.
People: Beastmen form a majority here, especially wolf-kin and bull-kin, ruling alongside Human clans. Demons are rare and distrusted, often scapegoated for misfortune.
Ruler: Khan Veyragh the Iron Fang, a ruthless but respected warlord chosen by the tribal council, famed for never losing a battle but always fighting for survival.
Balance of Batranor
The Golden Khaganate looks outward, rich from trade and diplomacy, yet mocked as "soft" by steppe warriors.
The Iron Steppe looks inward, poor but proud, holding onto the purest nomadic traditions and raiding wealthier lands when hunger strikes.
Though they war often, both kingdoms share the same sky-worshipping faith, believing that the Sky Father and Earth Mother test their people by fortune—granting wealth to some, hardship to others.
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Third continent, in the South, Zamoroa
Zamoroa is a land of blazing suns and deep shadows, where endless savannas stretch to the horizon, rainforests thrum with unseen spirits, and ancient deserts hide the bones of forgotten civilizations. Unlike the North or East, Zamoroa has no great crowns or unified empires; its people live in scattered tribes, each proud and fierce, bound more by blood and survival than by banners or thrones.
The Peoples of Zamoroa
Humans
Dark-skinned, strong, and hardy, they are hunters, herders, and raiders.
Known to outsiders as "barbarians," but among themselves they are singers, warriors, and storytellers.
Tribes live by the rhythm of seasons, following herds across the grasslands or guarding sacred rivers and groves.
Great respect is given to elders and shamans, who speak the words of the ancestors.
Dark Elves
Called Umbrakai, they are nocturnal people who thrive in the jungles and hidden valleys.
Their skin is midnight-black, their eyes shine with starlight, and they practice shadow magic tied to spirits and moonlight.
They often appear mysterious or frightening to Humans, but alliances form when threats loom.
Legends claim the Dark Elves are the oldest people of Zamoroa, born from the shadows of the first night.
Centaurian
Proud nomads of the open plains, half-man and half-horse, unmatched riders and hunters.
They see themselves as guardians of the grasslands, roaming freely with no permanent home.
Centaurs value honor and freedom above all, and tribal humans often respect or fear them as both allies and rivals.
Their shamans interpret the winds and stars, guiding their migrations.
Life in Zamoroa
Tribal Societies: Each tribe has its own totems, war drums, and rites of passage. There are no kings; leadership belongs to chiefs, chosen for strength, wisdom, or spiritual favor.
Faith & Spirits: The land itself is sacred. Mountains, rivers, and even storms are thought to hold living spirits. Shamans act as bridges between mortals and these powers.
Conflict & Unity: Tribes often raid and war among themselves, but when a great danger comes, beasts from the jungles or curses from the deserts, they unite under a war chief or spiritual leader.
Outsiders: Few outsiders survive here. Merchants whisper of golden rivers and cursed ruins, but Zamoroa devours the weak with its heat, beasts, and endless wildness.
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Fourth Continent, in the North, Hroldamar
Hroldamar is a land carved by ice and fire, with glaciers grinding against black mountains, fjords cutting into stormy coasts, and auroras dancing across skies that never fully sleep. It is the coldest continent, yet also one of the richest, for beneath its stone and ice lie veins of silver, iron, and rare gemstones. This wealth forged not just weapons and halls but also the foundation of the Hroldamar Empire, the only power in the North.
The Hroldamar Empire
Unity of Peoples: Unlike other continents, Hroldamar is not split into warring kingdoms. Instead, Humans, Dwarves, Elves, and even Beastmen live together under one banner. The harshness of the land demands cooperation—winter does not forgive the divided.
Capital: Skaldrheim, a city built half into the mountains and half above the sea. Its harbor is a frozen forest of longships, while beneath the mountain lie halls of fire-lit stone where dwarven forges thunder day and night.
Ruler: The empire is led by the High Jarl-Emperor, chosen by the council of Jarls and Dwarven Thanes. The current emperor, Bryndor Frostbane, is said to wield a rune-forged hammer gifted by the gods of storm.
The Dwarves of Hroldamar
The dwarves are the heart of the empire's strength, drawn to Hroldamar for its rich veins of mithril, obsidian, and rune-iron found nowhere else in the world.
Their mountain holds, like Khazdrim and Durvengar, echo with hammer-song, carving weapons and armor that make Hroldamar's warriors feared across the seas.
Dwarves and Humans share power, dwarves in the mountains, humans on the coasts, binding the empire together with steel and stone.
Why Hroldamar Matters
Though far in the frozen north, Hroldamar's minerals and crafted steel make it indispensable to the other continents.
Its warriors are legendary, hardened by cold and war.
Its empire is unique: one people, many races, and one banner, forged not by conquest but by the need to endure in a land where only the strong and the united survive.
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Last continent, Erevos, the Void Continent
Erevos lies at the edge of the known world, beyond oceans where no stars shine and compasses fail. Sailors whisper that the seas around it are cursed, waves that rise against the wind, ships that vanish into mist, and hours that stretch or vanish as though time itself breaks. Few return, and those who do speak of a land that feels more like a wound in reality than a true continent.
The Domain of Chronos
At the heart of Erevos dwells Chronos, the eternal being of time and void. He is not a king in the mortal sense but the living law of the land; every shadow, every breath of wind, and every shifting star bends to his presence. His halls, known as the Oblivar Spire, are said to exist in all moments at once, ruins and perfection, decay and splendor, past and future, depending on the eyes that behold them.