Rise of the Stone Lord
There are many things to know about the world of Vilveis, which we all live in. First of all is the way the world operates, her seasons, the passage of time, and such.
Time on the Material Plane passes as normal for habitable worlds. There are 24 hours in a day, due to the standard rotation of the planet. There are 12 months within a standard year and each month lasts for 30 days.
The calendar is divided up into 12 months, the moon’s phases last slightly longer than a week so that one full sequence of the moon lasts for 30 days. The months are as follows. The descriptions give a brief feel of the month but the actual climate differs in areas of the world.
Dekrau- The month of new beginnings, the new year has begun and spring is just starting to take off. The fey dance in their wild glades and the wild animals have begun to leave hibernation. The season of Landmarch is just beginning.
Blodau- The month of blooming. Rains fill the skies in the more favorable climates and healthy doses of sunshine allow the flowers to bloom. Farmers work hard to plant their crops and all the races watch the plants grow.
Cryfhau- The month of strengthening and growth in which the plants continue to grow and the world becomes stronger.
Meleg- A time of year where warmth is the prevailing weather condition. The clouds are large and block a majority of the heat so that conditions are warm but comfortable. Skiesmarch is the new season, one of heat and sun.
Napos- The sunshine is nearly unbearable this time of year. Few and far between are the days of clouds or rainfall, but it is a good time of year for crops, so long as the farmers water them regularly.
Forró- The hottest time of year, as a result of the burning sun. Wind is the only respite from the heat which is undeterred by scattered clouds. Little rain falls during this season, but cooler nights make for a pleasant reprieve.
Tuul- The time of cool winds, change is in the air. The season has changed once again, Seasmarch promises only the fall harvest and the coming cold.
Värv- The colors of the world begin to change, the pines deep in the forests grow darker, and the leaves of the trees turn to gold, orange, and red.
Viimane-lahkub: The last leaves drop from the trees and the seasonal change is complete, winter is upon the lands and autumn is drawing to a close.
Kwanzabaridi- The first truly cold weeks are the hallmark of the changeover into winter. The crops have been harvested and the bears go into hibernation. The season of Snowsmarch has begun and cold is a guaranteed certainty.
Theluji- The wettest month of winter, freezing rains and snowfall is frequent this time of year. Precipitation is frequent and the clouds are heavy.
Mwisho- The closing of the year, times are cold and the weather is usually bad. The nights are unbearably long, but it is not to last.
There are 10 land-masses or continents that make up the entire geography of Vilveis. They are formed from the unique movements of the tectonic plates beneath the earth and other factors that usually affect the formation of planets.
Vilvirym- First of all is Vilvirym. The largest continent, which is also central within the world. The continent is shaped roughly like a overinflated C, or like a circle with a bite torn from it. The climate here is exceptionally nice. A large majority of the land is open plains, but a variety of terrain can be found there.The Waywyrd Woods and Ruby Forest are both part of a large forested region in the western half of the continent. The Kankara Mountain Range to the north form the spine of the continent and feeds Lake Liadon and countless others by forming rivers like the River Siannodel. In the central region lies the Great Plain. The Jodurr River is the heart of the plains and branches off up north to form the Jodam River. Little moisture reaches the north above the mountain ranges, and farthest north is the Thienen Tundra. To the northeast, but south of the tundra is the Featherlight Desert. The most remarkable land feature to the south is the Skisowxk Highlands, thanks to the highland plateaus many rivers and waterfalls are found in this region. The Grand Plateau is the largest of them all and houses the Skisow Waterfall and the upper portion of Skisowxk lake. North of the plateau is the Kampunga Badlands, unfortunately barren of the life giving moisture of the south.
Yarghettesh-Yargettesh is a somewhat smaller continent than Vilvirym and is situated directly south of it. It is connected to Vilvirym by land and also stretches far enough south to connect with the southernmost continent Ivelwes. Yarghettesh is a very hostile climate, its people mainly nomads trying to survive in harsh conditions. Most of the exterior of the continent is crowned in mountain ranges that prevent moisture from reaching the center of the continent.
Ivelwes-The great gacier continent is the farthest south of all the continents and is very large in comparison to them all. Very few inhabit this region because of the intense cold and many dangers. Creatures like Frost Giants and White Dragons frequent these climes and all who travel this far south know to stay away from them. Colonies of civilized races lie hidden and even the fabled Snow Elves remain hidden from the outside. Supposedly a great library is preserved somewhere within its frosty reaches, but few attempt to find its hidden knowledge.
Xanas-A small continent, east of Vilveis. An island continent with warm climate. A majority of the land here is lush forests and fertile plains. The center of the continent rises in a single great plateau. The locals call it only the “Table of the God’s”.
Lanakina-A long, stretched thin body of land. It reaches the northern portion of Vilvirym by a few small land bridges and stretches nearly across the world to reach Rigiund in the west. A small amount of land is adjacent to the nearby continent of Shihiriam. It is so small that it contains few other landforms besides the sandy beaches that compose it, but the lowlands in the center make plenty of marsh terrain for the locals to inhabit.
Shihiriam-A southern continent that receives very little rain due to the unfavorable conditions and currents that run along it. A single low mountain range runs down its coast to prevent any moisture from reaching the interior of the land, so as a result its core is mainly desert. The desert is barren, and so arid that few dare to come down from the lofty mountains for fear of combusting or just quickly dying of dehydration. The Dwarves delve deep into the mountains and unearth her riches to share with the world. Those who claim to have ventured into the desert and returned say that tribes of strange lizardmen live there and Sand Giants too.
Rigiund-Not so much one continent but a massive collection of islands. Some say that when the gods first crafted the world, Rigiund was whole. However when the evil gods saw its beauty they split it into pieces so that the humanoids would have to fight over the precious pieces of paradise. Truthfully, the climate of this archipelago is quite favorable and fertile soil is found here. Unfortunately some of the islands are volcanic and that is how the fertile soil came to be. Water currents move strongly through the area, prompting strong winds and therefore frequent rains. However land is scarce on the islands and often used up for farming ground, so the people of its lands are often divided into feudal states.
Arkana- A diverse land, only slightly smaller than Vilvirym but nearly as populated. Its nations are industrial and organized, but often come into conflict because of its varied populace and ideals. The land is an island of paradise, secluded regions boast forests, wetlands, plains, and smaller mountain ranges. It lies west of Vilvirym, but east of Rigiund.
Bridesh Probably the oddest continent is Bridesh. Shaped like a ring because of its two unique features, a land bridge in the island’s center which separates two massive inland seas. The continent boasts mainly tropical forest, which becomes more deciduous the farther north you travel. To the north the island has a small connection to Pirash, where it becomes mainly tundra.
Pirash- The northern glacier island is a medium sized landmass, that is populated by isolated colonies who seclude themselves. The powerful Frostlord Minotaurs dominate the landscape which is unsuprisingly cold. A small inlet sea has powerful currents and manages to stay thawed for most of the year. Most people here are harsh and unforgiving to outsiders. One of the farthest north landmarks is the great glacial peaks that mark the north pole.
A brief world history leading up until today. 1006 1E
The world has largely known peace in its many continents. The originals of each race, who were supposed to be immortal quickly died because of illness or war. Some countries have had less success in war than the others. Arkana is divided both in terrain and in factions, this leads to constant quarrels over more hospitable territory. No terrible creatures have attempted to capture the world, save for a single demon invasion.
0 1E-The gods see fit to create life in their own images. These images are varied and populate the world. It begins with the three elder races and expands to include many more.
76 1E-The last of the originals perish, the world is now purely in the control of mortals and becomes a more friendly place.
250 1E- Discovery of iron by the dwarves and humans, their technology soon spreads to the other races. Metalworking allows for more effective tools and civilization flourishes.
400 1E – 436 1E- The Hunting, a dark period of time which lasts for more than 30 years. Mortals of the world unite to drive out the supernatural creatures roaming the lands. Legends tell of this age.
589 1E-The Demon Wars begin. Most of the land is engulfed in strife with the only unaffected continents being Pirash and Ivelwes.
591 1E-The world is beginning to unite to fight off the demons, Elves, Dwarves and Humans take the front and unite with their other allies. The battles rage on longer and longer.
598 1E-After nearly a decade at war the mortal forces win a final victory against the demon hordes. Four mortals battled a demon king, named Ahazzarforth. The Orc chieftain and human king sustained lethal wounds in the conflict, but Eraimlil the elf and Hauberk the dwarf both survived to bring home the banners of victory.
760 1E-Conflicts in Arkana lead to a split in Arcana, dividing the continent into two great empires. The Suel Empire and the lands of Faerun.
910 1E-The once grand continent of Rigiund suffers an attack by the armies of a Red Wyrm Dragon, known only as “Crimson”. Six months later, as the dragon cast a spell to drain the magic from the earth the spell goes awry and causes the volcano he was using to explode in a super-explosion. The continent shatters and becomes islands of floating debris and underwater mountain remnants.
1005 1E-Tensions escalate between the elemental tribes in Vilvirym. The Earth tribe goes into hiding after its leader is executed by Wind tribe assassins. The Fire and Water tribes begin drawing lines and gathering allies.
1006 1E-The wheel of fate turns as creatures that have long slumbered begin to awake. The land threatens to return to a time of great strife. Their only hope lies in the oldest of places where long forgotten secrets slowly wake.