The Seven Realms

Realm I
The Coast of Bones
From Jagard’s Cove in the north to Stindahl Bay in the south, the Coast of Bones covers more than a hundred miles of shoreline. Some call the inhabitants pirates, others call them blade raiders: in their own tongue they are Kylings, which simply means warriors. Their name comes from the bones of their many victims, some of which lie within wrecked ships, while others wash up on the shore.
Any ship that passes the coast is in danger of attack and capture. Though their vessels are small, they are quick and armed with rams and giant bows. The Kylings possess an expert knowledge of the coastline and are highly adept at using islands, rock formations and even sea mist to aid their attacks. Often employing three or four vessels at a time, they will surround larger vessels, secure them via grapple hooks and swarm aboard. Expert mariners, they primarily use sailors’ hatchets to attack their foes. The Kylings are not solely interested in material cargo. Any living souls aboard will be taken as slaves, forced into hard labour once ashore; bought and sold along the coast like any other object of value.
The Kylings do not limit these activities to their own territory. To the north, they have been known to travel inland via river as far as the Silver Mountains. In the south, they regularly raid the Vymar Delta, sometimes even attacking ships entering and leaving the well-defended Three Fjords.
The Kylings trace their origins back a thousand years. It is said that Raynald, their first king-lord, was banished from the Vymar Delta by his father. Accompanied only by a few loyalists, he was nonetheless able to defeat the weak settlers on the coast and gradually consolidate his power.
By the time of his death, he had conquered more than twenty towns. His son Ragnald married into one of the native families and this fateful union brought great success to his dynasty. By learning all he could about ships and the ways of the sea, Ragnald harnessed local knowledge to turn the Kylings into a maritime power. In the meantime, they also continued to expand inland. By the time his granddaughter, Clematera, inherited the throne, her territory included over fifty towns and Hornburg, the only city on the Coast of Bones.
Hornburg remains the seat of Raynald’s dynasty. It takes its name from the horn of black rock at the southern end of King’s Bay. This natural harbour is also where the Graysmark river meets the sea. Hornburg is defended by the King’s Fleet — the six best fighting ships. As well as thirty sailors, each of these armed vessels boasts fifty warriors and they are as elite as the sailing men, hand-picked every raiding season when the sea ice thaws.

The current monarch is Queen Deralda, and she presides over a domain in decline. At its height, two hundred years ago, the Kyling empire grew rich from raiding the wealthy islands of the Vymar Delta and beyond. By that point, the competing factions who controlled the coast had been united by Deralda’s antecedents. This was the era in which Hornburg thrived; when many of its grand buildings were constructed by the hundreds of slaves kept in the capital. There was a naval station (with two permanent vessels) in Jagard’s Cove and three to the south, including one on Low Island, which traditionally marks the border with the Vymar Delta.
Although Queen Deralda nominally still holds sway across the Coast of Bones, in reality she is weak. Only the King’s Fleet can be depended on and two of the naval stations have been abandoned.
There are three reasons for this decline. The first is that she — like Her mother before her — has fallen under the influence of a peaceful religious order known as the Good Sisters. This cult is opposed to slavery and so the practice has been greatly reduced, leaving a large hole in the royal coffers. The second reason is that the horse-riding tribes from the Golden Plain have begun to threaten the eastern flank of the kingdom. Many villages — and crucial areas of arable land — have been abandoned. The last reason is one that applies to the whole of the Seven Realms: war, criminality and disease are on the rise. A deadly shadow seems to have settled upon sea and land.
The long-established Kingdom is fracturing, with whispers of rebellion in its most isolated outposts and rampant thievery, even in Hornburg. No one is entirely sure why this shadow has fallen over their land. In the capital, some blame the Good Sisters, while others ascribe the kylings’ recent bad fortunes to their neighbours to the east and south. Informed observers know that the other regions aren’t exactly thriving and recognise the effect of the stone plague. This deadly disease leaves its hapless victims with lifeless limbs that turn grey and calcified, leading to an agonizing death. Dozens of villages and three towns to the south have already been abandoned and Deralda has posted guards on sea and land to keep the capital safe from this much-feared affliction.
Despite these measures, word has reached Hornburg of a new challenge; a challenge for warriors. Fighting competitions are nothing new to the Kylings. From an early age, boys and girls are trained in martial disciplines and there are few who don’t aspire to become krallen: the crack assault warriors of the Royal Fleet. Based at Fort Yerald, these men typically fight with tridents and double-bladed axes as well as the traditional hatchet. Among the current crop of krallen one man stands (literally) head and shoulders above the rest.
Vorst Nyvikken — also known as the Mammoth — is a bearded, muscular man of seven feet. He leads the krallen aboard the fleet’s flagship, the Whaleshark: a position he has occupied for over a decade. One of his axes has fifty kills notched on it but most agree that his true total is well over a hundred. It is said that he has no weakness, no fear; but in fact Vorst does suffer from one ailment: seasickness. However, this affliction has never held him back and when Queen Deralda asks him to represent the Kylings at the mysterious tournament in the Darklands, the Mammoth happily accepts.
Realm II
The Salmark
The people of the Salmark consider themselves far superior to the other six realms. In fairness, there is some justification for their attitude. Despite being mostly composed of a rocky shoreline, infertile scrubland and some bare hills, it was the Salmarkians who first created anything like a society some three millenia ago. Composed of a few extended families, the early inhabitants of the area somehow avoided the internecine conflict that afflicted other regions in their formative years.
The Salmarkians were fully aware of this and worked hard to not only develop themselves but keep others out. Despite the unsuitable ores on offer in their meagre mines, they created new construction materials that enabled them to build the legendary Origin Tower, which stretched more than two hundred feet into the sky. At the time, it was the highest man-made structure in the Seven Realms. Later, during the golden era of construction around six centuries ago, there were more than fifty towers in excess of five hundred feet.
Most were within the Triangle — a trio of cities built upon the realm’s central plain and in clear sight of each other. Also connected by well-made roads, these centres of invention and innovation grew wealthy with only a minimum of outside trade. Many of the older towers fell into ruin but construction techniques are ever evolving and the structures endure for centuries.
Sparked by the creative brain of Selikk the Wise, it was Salmarkians who brought the wheel, the watermill, the fire-starter and the compound bow to the Seven Realms. The latter invention initiated their development of distance weapons, including what they call the smasher: a large ballistic engine capable of simultaneously firing four huge bolts. The guard towers built across the Salmark are equipped with smashers of varying sizes.
Within the towers of the Triangle are numerous scholars and holy men and women. Individual towers are dedicated to specific disciplines such as philosophy, medicine and the law. Most within the realm practice The Pragmatic Faith, which forgoes deities in favour of self-reflection and improvement. The holy men and women who dwell in the Tower of the True are more guides and healers than instructors and rulers.
Due to the strength of the Faith, crime and unrest have traditionally been rare. However, in recent decades, the Salmark has become a victim of its own intellectual success. So many of its men and women chose to pursue academic vocations that — in only a few generations — they have lost crucial practical skills. Those who still toil in the fields and workshops bemoan high taxes that go to those in the lofty towers who rarely seem to mix with the people below. This has led to a fracturing of the society and the formation of several groups opposed to both the Faith and Salmark’s leadership.

This realm is unique because — after a peaceful revolution some three centuries earlier — those leaders are elected. The Salmarkians are very proud of their democracy, even though they only recently allowed women to take part and lowered the voting age to twenty. The leader of this democracy is an elected chancellor who presides over a small council of ministers and all crucial decisions. Forty-one have fulfilled this role over the centuries and the current incumbent is Shereen Dusalter — only the second female to do so. Ruling from the Blue Tower — highest of them all — she is a strict follower of the Faith and a committed pacifist. The tower is widely considered to be the most beautiful structure in the Salmark; it is striped with dazzling blueseam purchased from the miners of the Golden Plains.
The western area of the realm is facing the most difficult of times. The raiders of the Golden Plain have made incursions into the Salmark, leading many to fear that the defences are not sufficient to resist a serious attack. Although some trade continues along the coast with the Three Fjords, this is not enough to improve the realm’s economic misfortunes. If there wasn’t so much conflict in other regions, the Salmarkians might develop trade routes that would enable them to sell their advanced inventions. Chancellor Dusalter has offered citizenship to some of the wandering tribesmen of the Plain and some are now seen in the Triangle, fulfilling lowly roles but grateful to be free of the raiders.
However, the defence of the realm does not lie solely with her. The Salmark has for more than a millenium been protected by the Loyal Company, a force of five hundred expert archers now based within the lower floors of the Blue Tower. These men not only patrol their territory as small, mounted patrols, they also man the smashers. Though funds are short, even Dusalter would not weaken the Company, which is feared by most of their enemies. Selected from the populace at the age of eight, the archers leave their families behind and take an oath to defend the Salmark with their lives. Ask any man, woman or child within this realm and they will mention the Company’s great victories: The Defence of the Southern Passes, the Last Stand of Captain Thaedor, The Battle of the Four Towers.
And most have also now learned of a new threat. Just south of Salmark, within a lawless borderland, a new power is rising in the Darklands. The Company retains a few paid informers close to the area and have received information about the Red Order, a mysterious organisation that seems to have taken over this land of eerie forests and icy peaks. For the Salmarkians, fear of the Darklands is nothing new. During several historical episodes, malign forces infiltrated their lands, bringing strife and destruction. Above all else, the people of the Salmark fear that bestial, violent forces will eventually come to their realm and wipe out their precious creations and unique way of life.
However, when the Company hears that the Red Order is conducting competitions of elite warriors, some within the ranks are tempted. Priding themselves on their long-perfected fighting techniques and calm ruthlessness, some of the archers — including a few officers — wish to represent the Salmark. The Company is currently led by Captain Pharris, a veteran archer and inspirational leader. For the Company, and Pharris, the fighting competition offers an opportunity to gain more accurate intelligence about what exactly is going on in the Darklands.
As a famous Salmark saying goes, knowledge is power.
Realm III
The Low Places
A region of misty marshes, maze-like waterways and mysterious barrows, the Low Places are generally avoided by those from the other six realms.
This is mainly due to the numerous tales of those who went into the area and never came out. But while it is true that the geography makes navigation difficult, the people that dwell permanently in the Low Places have thrived for centuries.
The people call themselves Sythi, meaning ‘of the water’. While some survive on the land, most live a transient existence. They are masters of small, manoeuvrable vessels and sustain themselves through fishing and keeping modest herds of sheep and goats well fed by lush meadows. While most stay on the move (camping on riverbanks or on their boats) some form small settlements, often composed of structures on stilts.
The only occasions that bring large numbers of Sythi together are the muster markets, which are held every one hundred days. Here, goods are exchanged and herds are counted. If there is inclement weather, the site sometimes changes but the most usual location is Cray’s Hollow. Here, thousands of timbers have been put down to provide stability, even during the rainy season.
Close by lies another place of enormous importance to the Sythi: the Glade of the Gods. It is said that this was where the two deities of their pantheon first revealed themselves. The mother goddess, Xara, is said to govern everything on earth and in the water. The father god, Xarod, governs the sky and the weather.
Though the landscape has generally provided a stronger defence than most armies, The Low Places have occasionally been targeted by neighbouring peoples.
Four centuries ago, war in the Vymar Delta forced fleeing folk inland. Hoping to escape the conflict and carve out their own existence, their arrival caused the forming of The Eye. This is an informal militia group raised by the Sythi when necessary.
During this conflict, its numbers swelled to over two thousand. These warriors employed curved knives, bows and nets. To this day, anyone between the ages of sixteen and thirty-six is eligible to be called up to The Watch. Youngsters must report for two months of training in Crays’ Hollow — in the summer of their seventeenth year.
Here, they are trained in the use of blade and bow but it is the net that the Sythi have truly mastered. Not used merely for fishing, the Sythi employ various designs and types of nets to catch birds and animals. In combat, they use it to distract opponents and ensnare both them and their weapons.

They often use weighted nets which are ideal for tripping opponents. Many an enemy has laughed at this slight piece of equipment, only to soon find themselves on the ground and at the mercy of a curved blade honed to the sharpest edge.
It was only fifty years ago that the Sythi found themselves fighting the powerful Kylings, who reside on the coast to their west. Typically sea raiders, the Kylings ventured this far inland due to the actions of a rogue Sythi by the name of Heregard. Widely considered to be insane, this character shunned the peaceful teachings of Xara and Xarod and established a cult devoted to the moon.
This bloody sect sacrificed men and women to their moon-god, believing they would be granted eternal life in return. It was an expert commander by the name of Eris who banished Heregard from the Low Places. Unfortunately, the cultist and his gang then began to take Kylings, provoking a furious response that dragged the whole Sythi people into war, even though Heregard was killed early on.
After months of battle, a resourceful chief named Smerik offered their new enemy a settlement. In return for permanently eradicating the moon-cult and securing the borderlands, the Kylings would leave the Low Places and respect previous borders. Smerik added two hundred prime sheep, two hundred prime goats and three boats full of silver salmon to sweeten the deal. The powers that be in Hornburg accepted his offer and there have been only a few limited skirmishes since.
Among the peoples of the Seven Realms, none are better herbalists than the Sythi. For all the many dangers in their midst — including poisonous fauna and flora too numerous to mention — there is a wide variety of medicinal plants.
Thanks to centuries of experimentation (and the odd inadvertent death!), the Sythi have created the precious songs of healing. Sung in order to aid memory, these melodic verses list ingredients and describe preparations for common ailments such as coughs, fevers, headaches and stomach aches. There are also a few advanced healers who can address more serious health issues.
Some of the more enlightened travellers in other realms are known to travel to the Low Places, for they know of the Sythi’s wisdom in this area. Most warriors carry pre-prepared treatments for wounds that aid tissue repair and fight off infection. As far as the Sythi are concerned, these are all gifts from Xara.
The vast majority of those in the Low Places conduct daily prayers to the mother and father gods. They hope for good fortune, whether that be a generous yield of fish or wheat, perhaps good health for their children. Recently, some fear that Xara and Xarod are angry, for there is trouble to the east.
Separating the Low Places from The Darklands are the Reaches, a bleak, lifeless area of grey mud, black trees and deadly bogs. Stationed near to it, Commander Jann Slaykin is in charge. He seldom sends patrols into the Reaches but there have been reports of strange creatures abroad. One soldier on patrol claims to have seen two odd figures lurching through the trees, emitting bizarre wails and groans — unfortunately he couldn’t get close due to difficult terrain.
Only days ago, a wanderer emerged from the Reaches. He reported that the usually chaotic Darklands are now under the control of something called the Red Order. They have sent out a call for warriors; those who seek honour, glory and reward are invited to take part in competitive battles. When Slaykin discusses this with his men, some dismiss it out of hand. Others seem rather interested…
Realm IV
The Golden Plain
The origins of the tribes that dwell on the Plain remain shrouded in mystery. Even the people themselves cannot agree, as there are differing legends about how they came to occupy these unforgiving lands. Some contend that they originated from a single family created by the gods. Others say that they are a people made up of brave travellers who left the other six realms to carve out their own domain. A few claim no common ancestry with the other tribes at all.
For this is a divided land. There are three main tribes and a host of smaller groups, some of which number less than a hundred. Incredibly, conflicts are rare, mainly because the tribes have simply learned to live in harmony and have an enormous space to share.
Of the three larger tribes, the Makto are the most settled. This is because they operate the mines in the centre of the plain. These mines do not produce silver, gold, iron or tin. They mine a substance called blueseam. It is a shiny, beautiful, highly resistant metal that can be used for weapons but is more commonly shaped into jewellery. The Makto profit from these mines but extracting the blueseam is gruelling work and some resent how this industry affects their traditional nomadic lifestyle. Although there have been occasional attempts by other tribes to take over or start their own mines, the other factions are in fact even more resistant to sedentary life. Although the Makto operate workshops making simple jewellery and weapons, the majority of the blueseam is sold to traders in the Three Fjords. Indeed, the main route that runs from the plain to the coast is known as the Blue Trail.
While the Makto can claim to be the most prosperous tribe on the Plain, the most numerous is the Lanako. Three times larger than the Makto, this tribe migrates yearly, spending the colder months on the plain, the warmer months in the sandy hills to the south. Their work never ends. If they are not water-divining or digging wells, they are caring for the dreya: the hardy breed of horse that enables them to travel vast distances. These valued creatures are never used for food. Instead, the Lanako hunt herds of onak, horned animals that can stand up to twelve feet high at the shoulder. They live off the grass found in most parts of the plain and just one beast can provide sufficient meat to sustain a family through many months. Hunting them is not easy but the Lanako are masters of bow and spear. Even so, it can take ten expert hunters to bring down an onak and the risk of injury is ever-present.
The third main tribe seen on the Plain is the Yoriko. They are true hunter-gatherers, with their own pantheon of spirits to help them in this most hostile of environments. Even in the blistering heat of the summer and the vicious cold of the desert night, they do not leave the Plain. While they will occasionally hunt onak, they prefer to take smaller creatures and are expert at making the most of the limited flora and fauna on offer. They are specialists in drying and salting food. While some use the dreya horses, others remain on foot. All Yoriko carry tents but they will often live in sand burrows when the conditions are right.

There is no large settlement on the Golden Plain. The most populous settlement, Urahu, grew up around the largest blueseam mine and is permanent home to many hundreds. Some of the more prosperous Makto chieftains dwell here and they have used their wealth to construct The Great Fort. Constructed of wood transported hundreds of miles, it is the Makto’s answer to the other six realms: to show that the tribes of the plain are also able to build great structures. Though in truth it is comparatively small, many tribesmen are awed by their first sight of the fort because there are no other man-made structures. Here, in a grand hall decorated by blueseam, trade is conducted and religious ceremonies are held.
The Golden Plain is so named because of the sand that dominates the region. Water supplies are predominantly below the surface, though there are a few oases to the north. Travellers from other realms occasionally pass through but never do so without a guide. Some — the Yoriko in particular — are fearful of outsiders but the tribes are generally peaceful unless provoked. However, any threat to either the water supply or the onak will meet with a violent response.
Due to the tribal nature of the society, it is rare for individuals to rise above the masses. However, there are a few names known and respected across the Makto, the Lanako and the Koriko. The first of those is Ka-Elspo, a member of the Lanako tribe. In his era — around three centuries ago — the tribes depended on the sun, stars and their memory for navigation. It was Ka-Elspo who introduced the use of marker rocks to help individuals orientate and move within the plain. One of the few practices the tribes have in common is to maintain these markers. They use a simple form of hieroglyphics and are often placed only five miles apart.
Another noted individual is So-Palko. The story of this young woman is known across the Golden Plain. It is said that she lived an isolated existence with her father. When he was killed while hunting an onak, she found herself alone in the desert. Instead of giving in to the relentless elements, she tracked the wounded onak and killed it. Using skills learned from her father, she then cut out the beast’s stomach and used it to carry blood — which she then lived off for ten days until she reached safety.
The most famous person in the Golden Plain still living is Ka-Nonto, who heads the richest family in Urahu. Following the teachings of the spirits, he shares most of his wealth with the community. He has dedicated funds to building houses, places of worship and irrigation tunnels. There are few tribesmen with better knowledge of the outside world and Ka-Nonto is also one of a tiny minority who speak the language shared by the inhabitants of the Coast of Bones and the Three Fjords.
In fact, one of these close friends is an envoy from the Three Fjords. During his latest visit, this man relayed some intriguing news about the Darklands. An organisation calling itself the Red Order has put out a call for warriors to take part in a fighting competition. Ka-Nonto knows that some of the brave, ambitious warriors within the Golden Plain will be tempted to take part.
Realm V
The Silver Mountains
There is no silver in this mountain range. There is, however, a substance within the high peaks that gives off a remarkable silver glow when illuminated by sunlight. Here dwells a proud people. It was eight hundred years ago that the sons of King Idril — monarch of the Vymar Delta — turned on each other after both sought the hand of the same woman. Her name is lost to history but, when Prince Edron’s forces defeated those of his younger sibling, Prince Edril was forced to flee his home.
With him, however, were six hundred loyal soldiers and their families. For many months, this ragged procession followed the displaced prince north, looking for somewhere to settle and establish themselves. In the forests north of Vymar, they were pursued endlessly by bandits, primitive folk and wild creatures, losing a third of their number. Every family lost someone and this harrowing journey is still spoken of in verse and song. Eventually, they came to the base of the Silver Mountains, climbing to Edril’s Plateau: a stretch of land between two of the range’s highest peaks.
Though cold and unsuitable for farming, the plateau had a ready supply of fresh water from above and enormous stocks of timber close by. In readiness for their first winter, the refugees carved out a series of caves that they used to shelter from the worst of the snow and ice. Those caves are now sacred places for the Mountain People because they signify the beginning of their extraordinary history. Domesticating several breeds of hardy creatures and establishing farming communities to the south, they expanded their population a hundred-fold.
Edrilstead is the name of the city upon the plateau and there are five more between it and Carlsmeadow, some two hundred miles away. Most of the Mountain People dwell in these cities or close to the road that connects them. And although trade with the other realms is rare, they have created a prosperous, enduring society from virtually nothing. As well as their roads, they also use streams for transport and rivers to move timber downstream.
But this is an unremittingly harsh environment and they still face many dangers. Edrilstead has twice been almost destroyed by avalanches and the cities to the south still face occasional raids by the bandits that dwell within the northern forests. Their hiding places are so isolated and remote that the Mountain People have never been able to wipe them out. However, some have been brought into their fold, preferring the safety and stability of the settlements above life in the wild. The Prince’s Rangers are the fighting force here and it is they who patrol and protect.

The other realms were evidently surprised that anyone was able to thrive in the harsh north and it was the Low Places where the Snow-kings earned the name they have now adopted. Tarikal IV is the current occupant of the throne, which was carved out of rock within the largest cave: also known as the Hall of the Snow-Kings. The one thing these people still have in common with the Vymar Delta is the worship of a single deity: Zya, Goddess of Creation. They took their holy scriptures with them and religious practices in the two realms remain remarkably similar.
The inhabitants of the other realms were also stunned to learn that the Mountain People had been able to tame the ice-bears of the north. These creatures can stand ten feet at the shoulder and weigh as much as two horses. They have no natural predators and are exceptionally aggressive. It was a master herbalist who — three centuries ago — struck upon a combination of flowers and seeds to create silisap, a substance beloved by the ice-bears. If captured, they can be controlled through the silisap and expert handlers are able to unleash them against enemies. The sight of an ice-bear is enough to deter most attackers.
The Prince’s Rangers are peerless riders and use horses to cover the vast distances of their territory. They carry shields and lances, both made with an exceptionally durable hardwood called makkis. When cured and treated with a highly secret compound, the wood becomes almost as strong as some metals. Though they also use swords and knives, it is the shields and lances that the rangers are known for. The Prince’s Rangers — and indeed their whole people — believe that they have brought civilisation and wealth to a backward region. Those who occupied the lands before them don’t see it that way.
Tarikal IV is very proud of his people’s achievements and has continued the work of his father and grandfather in reaching out to the other realms. Envoys have been sent to the Low Places, the Coast of Bones and even further afield to The Salmark, The Golden Plain and the Three Fjords. Tarikal’s primary aim is to develop trade with the other realms and enrich the Mountain People. So far, he has established improved communication with The Salmark, The Coast of Bones and the Three Fjords. The leaders of the Low Places and the Golden Plain are proving less enthusiastic.
As for the Vymar Delta, no one in either realm can recall the last time an envoy was sent or received. The truth is that the two peoples remain as divided and hostile as ever. To the descendants of Prince Edron, the inheritors of his brother’s distant realm will always be traitors and outcasts. The Mountain People no longer have any reason to seek their amity or approval; they aim simply to surpass their rivals in wealth and influence.
Tarikal’s subordinates also sent an envoy to the Darklands. With this experienced diplomat went a company of Rangers, for the king knows of the region’s reputation. Weeks have passed and all in his court feared the worst. But now the envoy has returned — with ill tidings. Apart from the fact that several soldiers were lost to the perils of the Darklands, he relays news of the Red Order and the fighting competition. The king is glad to hear that there is now some kind of power structure in the Darklands. He knows that there will be no shortage of volunteers to represent the Silver Mountains and that establishing a presence in this chaotic land might bring further opportunities.
Realm VI
The Vymar Delta
It has been suggested that the islanders who inhabit the Vymar Delta are a fortunate race. It is true that the geography of the area did aid their development. Close to the sea, the broad, slow-moving Vymar River divides into four channels. Here, the build-up of sediment over many millennia has created a number of islands, large and small. Most of this area is protected from the winds and waves of the Western Ocean by the Gulf of Spirits, meaning that the delta is rarely flooded. Over time, the islands became connected — by canal, bridge or boat — and trade and development flourished.
Though the delta is only thirty miles across at its widest, more than twenty-thousand people reside there. The largest island, Efell, is the site of Yosirr, the capital city. The inhabitants refer to themselves simply as the islanders and nobody is entirely sure how long they have occupied this region. Further inland, there are statues that suggest settlement on the shore long before the delta was fully formed.
The region is also fortunate in terms of natural resources. As well as plentiful bounty from the sea such as fish, eel, octopus and the valuable nirwhale, the islanders operate huge salt pans. The salt produced here is of such good quality that it fetches a fine price and is transported as far as The Three Fjords. Additionally, the fertile soils of the inner delta are ideal for reeds, seagrass and several cereal crops.
The islanders are fully aware of their fortune and give thanks to Zya, Goddess of Creation. Every household maintains a shrine to Zya and must daily offer a votive of some kind; even something as small as a seed, a crab leg or a tiny fish is sufficient. The most important structure within the islands is Zya’s Circle, a sacred site made from the bones of leviathans that occasionally wash ashore. The islanders divide the year into five seasons and all five start — and culminate — with a ceremony at the circle. This is presided over by ten holy women, Zya’s earthly representatives in the delta. At least one person from every occupied island is required to attend and these currently number just over two hundred. The smallest are inhabited by only a few but this religious uniformity is the glue that holds the realm together.

Although they occasionally venture inland, the islanders generally keep themselves to themselves. Most fishing vessels do not venture beyond the Gulf of Spirits. Their history is littered with bold explorers who embarked on voyages of discovery only to leave the gulf and never be heard of again. One explorer’s ship washed ashore fully forty years after his departure. A journal was found inside a metal box. Much of the writing was illegible but there was mention of sea sprites, giant whirlpools and patches of floating weed thick enough to walk on. The last entry suggested that his ship encountered a giant creature that first plucked men from the deck before dragging the vessel below the waves.
It is not only the sea — and the leviathans — that they have to fear. For much of their history, the comparatively prosperous islands have faced raids from the aggressive raiders of the Coast of Bones. However, partly due to the rise of the stone plague, the Kylings are seen less and less. Taking advantage of this, the islanders have reinforced their defenses, establishing a military outpost on Low Island, which marks the divide between their territory and the Coast of Bones.
The outpost is manned by men and women of the Regent’s Army. Every able-bodied adult between the ages of eighteen and thirty-five must spend one season of every year fulfilling their duties. This usually involves patrolling the beaches, islands or waterways. As well as the larger vessels, islanders are masters of the swift-boat, a low rectangular craft powered by a long oar that doubles as a punting stick in shallow waters. In decades past, duty with the Regent’s Army was greatly feared because the soldiers often faced the ruthless raiders from the Coast of Bones. There are few islands that were not affected at one time or another but these resilient folk always endured. Fighting with the trident as their distinctive weapon, the Regent’s Army also employs round shields bearing the royal emblem and the blue cap that marks them out from civilians. The Regent’s Army is based at Reedhill Keep in Yosirr, only a stone’s throw from the Regent’s Palace.
Though constructed mainly of driftwood, the palace has endured the elements for two centuries and currently provides a home to King Pelopas, descendant of Prince Edron. In private, the king admits to her courtiers that he would like to improve relations with their bitter rivals in the Silver Mountains. A knowledgeable and peaceful king, he has tried to secure Vymar’s future through alliance-building and peace treaties. The most significant of these guaranteed the border area shared with the Low Places. Having apologised for the invasion four centuries earlier, he has now formed a trade agreement with the chiefs of Cray’s Hollow. Dried fish and salt will go east; valuable herbs and medicines will go west. Aided by his two daughters, Pelopas’ next goal is to find a lasting peace with the leaders to his south in Hornburg. The reduced level of hostilities represents an opportunity to make a lasting settlement with the Coast of Bones. If that is achieved, Pelopas believes that an agreement with King Tarikal IV to the north could be his crowning achievement.
He is not sure what to make of developments in the distant Darklands. Realistically, it is too far away to cause his realm too much trouble but what affects the Low Places and the Silver Mountains may eventually affect the delta. He would prefer not to lose any soldiers to such a bloodthirsty pursuit. Then again, he knows that some warriors will wish to represent him and his realm — and he is not inclined to stop them.
Realm VII
The Three Fjords
Fardan, Stotir and Kalak. These are the three fjords around which this entire society is based. This is a land of snowy peaks, rocky slopes and deep, blue water. In truth, there are many more hospitable areas to live but the inhabitants consider themselves blessed. As far as they are concerned, they share this starkly beautiful realm with the gods themselves. This is why they refer to themselves as the Nuraka or ‘chosen’.
At least two-thirds of the realm is taken up by high, impassable mountain ranges. There are, however, two passes: one to the north, one to the east, that allow communication with the other realms. Of the rest, there is minimal arable land, though it is sufficient to support the populace. They are also sustained by the well-established deep sea fishing fleet based in Fardan. The eighty-foot sailing boats of the fleet each take three years to build and are manned by a crew of more than a hundred. The Nuraka are the only people with the courage and equipment to venture deep into the Western Ocean. This enables them to hunt not only nir-whale but the much larger grey whale, which can grow to the same size as their ships. Just one of these creatures can provide tons of valuable oil, meat and bone.
Though there are several ports within the fjords, the bulk of Nurakan settlement is centred around two lakes. Those are Lake Stotir and Lake Kalak, which feed the fjords of the same name. Stotir is the larger of the two and upon its east bank lies the city of Svarhelm, home to many thousands. The people live in solid houses of stone and there are numerous mills and workshops as well as the ‘cutting halls,’ where grey whale meat is butchered and processed. The Nurakans are not inventors in the league of those from the Salmark but they make very innovative use of the whale oil, using it for powerful lanterns that illuminate their settlements.
Svarhelm is also home to several factories where iron ore is processed. Despite the difficult landscape, the Nurakans have been able to establish several productive mines. The largest of these uses an elaborate system of cranes and hoists to transport containers of ore down to ground level. Forges and workshops then mould the ore into tools, mechanical components and weapons.
Forgard is the second city of Three Fjords, found on the west bank of Lake Kalak. Smaller — and quieter — than Svarhelm, is not only the base of the Nurakan military but also the seat of its political leadership. Following an early revolution that wiped out the royal family, the Nurakans operate a unique system of leadership involving three elected consuls, who govern their society and make all key decisions. This powerful trio are supported by a number of ministers and advisors who accompany them in the First Lodge, which is said to be built on the site of the earliest Nurakan settlement. There are several other organisations who can influence governance, particularly the League of Whalers and the Guild of Iron-Workers.

Opposite the First Lodge is Koli’s Citadel, base of the Nurakan Guard and named after its first general. The Guard was formed some five hundred years ago, primarily to defend The Three Fjords from the raiding warriors to the north. Fortunately, there are only limited methods of entry from the north and, over time, the Guard was able to fortify these routes. They also operate several naval vessels, all of which have been converted from the fishing fleet. Though there is still the occasional skirmish with the Kylings of the Coast of Bones, hostilities are few and far between.
The most well-known weapon of the Guard is the ‘whale-sticker’, a weighted harpoon or lance that will go through a wooden shield and do tremendous damage to an enemy. These are a short-range weapon but generate so much power that the mere sight of them causes great fear. These are carried on straps over the shoulder and all soldiers carry a short sword for close work. Some members of the Guard also use iroki — short stabbing weapons made from the spine of the grey-whale: a remarkably strong and durable material.
Ironically, General Koli was not known as a particularly skilful or brave soldier. However, he was a great organiser and builder; and the majority of the defensive forts and outposts were initially constructed during his term. The most famous soldier of the Nurakan Guard was a female captain by the name of Kuldur. She lived some three centuries ago and was the highest-ranked female by the age of just twenty-eight. Kuldur was in charge of a fort guarding the eastern passes when a rogue tribe from the Golden Plain attacked. Their plan was to seize and occupy the fort and hold the soldiers to ransom. Unfortunately for the desert warriors, they hadn’t counted on Captain Kuldur. Having already killed a dozen enemies assaulting the walls, she leaped onto a ladder and decapitated the leader before falling to her death. Her example and sacrifice galvanised the outnumbered defenders, who resisted for two more days and nights before reinforcements arrived. She is one of a dozen heroes immortalised as statues outside Koli’s Citadel.
As ‘the chosen’, the Nurakans are careful to honour their deities. These number in the hundreds, though most confine their worship to four key figures: Olstrom, God of the Deep; Vybir, God of Love; Kintarg, Goddess of Fortune; and Leipild, Goddess of Death. Faith and worship are considered matters for the individual in the Three Fjords. Youngsters are encouraged to commune with nature and establish their own relationship with the gods through adventure and experience. There are very few holy sites, other than some high peaks. Some make pilgrimages to these sites but this is as much about personal challenge as reaching for the divine.
When word of the Red Order eventually reaches the Three Fjords, opinions are mixed. Most within the Nurakan Guard consider their role defensive and are not overly concerned about affairs in a land so far away. However, this is a race of tough, proud people and there are sure to be a few contenders for the fighting competition. This is also a comparatively free society so, if those few do wish to participate, no one will stop them.