
My World of Words
Melody Wu

The World of Sath'kalios
The continent of Sath'kalios

The Last Neutral Kingdom
Ixaliad: This region has fallen into ruin from the constant battles and wars that raged across Sath’kalios, and now remains as the last neutral region in the center of the continent, unaligned to any god, goddess, saint, or kingdom.
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The Ciskorian Keep: This once proud castle fell during the Age of Discord when it was overrun with undead at the behest of Kror, Lord of Undeath. When the war ended and the continent was divided, Ciskorian Keep became the last free city for refugees of the great wars, making it the most diverse (and neutral) city in Sath’kalios. Surrounding Ciskorian Keep is the Ringed Graveyard, masses of tombs and gravestones that radiate outward.
The West
The Kingdom of Selmaat: to the northwest is a wasteland of desolate crags and ashen land ruled by Lost King Srax. Undead crawl throughout this land claimed by Kror, God of Undeath, its inhabitants members of any of a series of cults under the Gravespawn Covenant.
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Ranthior: the capital of Selmaat, home to Lost King Srax. In reality, Ranthior and by extension Selmaat, falls under the rule of King Srax’s advisor, Saint Drasken Eith, one of the last few remaining living saints from the Age of Discord. As a lich and a commander of the undead, he leads the Cult of the Soulless, demanding souls for twisted experiments into undeath and everlasting life and hunting across Sath’Kalios for sacrifices.
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Heskoras: a coastal city once known as Azzidin, which fell to Saint Niophi Pall at the peak of her power. She was ousted by Saint Heskor Welquend, the Helraiser, who raised a horde of undead monsters from the Bloodlakes to the south. The city was renamed Heskoras in remembrance of his triumph and remains littered with the enormous skeletons of his fallen creatures.
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Lobb’esk: a small, hidden village within the borders of the Yerkassi Forest filled with cultists who secretly worship Nogvrahl, one of Kror’s rivals. The shamans there have constructed a rudimentary portal that links to the Darkwood to the east, where they bring captured travelers as offerings to the fleshrovers across the mountains.
The Bloodlakes: a region of several large lakes of blood infested with twisted creatures and demons. Once the spawning ground of Nallaeh, the Mother of Monstrosities and Goddess of Flame, the remnants of her brood inhabit the Bloodlakes and the Hollows of Malghur, tunnels and caverns which span for miles across Sath’Kalios, below. Apostle Zayliana, in service to Nallaeh, is the Keeper of the Bloodlakes, mutilating victims and pouring their blood into the lakes before leaving their bodies for Nallaeh’s Brood to feast upon.
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Ozganthon: A region dominated by war and heavy militia, following the Way of the Relentless. Many take up becoming mercenaries or monster hunters, as they border the Bloodlakes and are often besieged by skirmishes from roving bands of orcs and goblins and other creatures of the Draksil Mountains.
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Ukorva: the capitol of Ozganthon, the armies here are constantly under siege from the monstrosities that come from the Bloodlakes and the Hollows. Their armies primarily consist of half-orcs, dragonborn, humans, and dwarves
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Wolischk: bordered by two rivers, this city sits near the coast, amassing power to move inland and claim territory in Pryll before moving into Igsan Tyr.
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Igsan Tyr: The city closest to the Draksil Mountains, they have adopted more monstrous races into their armies, including orcs, goblins, bugbears, hobgoblins, and kobolds
Pryll: this entire region is composed of a complex series of stone labyrinths connecting their cities. Riddled with traps and lethal dangers, the correct paths are only known by spies and agents of the Grimknives, the covenant in service to Zineria, the Dark Dancer, Goddess of Assassins and Trickery.
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Lovos: the capital of Pryll and home to the headquarters of the Grimknives, Lovos is a complex, circular city with a maze-like pattern that gets more complex closer to the center. Living abodes are scattered in the outskirts of the city, with the homes of the higher-ups and wealthy nearer to the inner workings.
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The Grimknife Covenant: led by the Unkindness of Ravens, a collection of six wizards and rogues led by Headmistress Erellda Luness. This network of spies and assassins are divided by talent and study, assigned to a particular Raven. While their base of operations is in Pryll, they operate throughout the entire continent, trading favors, learning secrets, smuggling people or valuable objects, and keeping a keen eye on the balance of power in Sath’Kalios.
The South
Forest of Rot: A large forest on the southwest borders of Sath’kalios, afflicted with an unknown disease that has settled into the trees, plants, and what few people do inhabit its depths.​
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Klishent: A region along the southern coast of the continent, bordered by a river and Lake Nymere. Inhabitants of this region tend to worship Malispa, Goddess of Wild Nature.
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Tag’rhapur: an elven city near the Forest of Rot
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Untar: a fishing city near Lake Nymere
Skaviros: The coastal region to the southeast, comprised of a complex series of rivers and canals. Corsairs, pirates, and raiders, known as the Conquerors of the Scalding Sea, use boats and ships to traverse the multitude of towns and ports, and predominantly worship Seiros, the God of the Storm and Seas. Notable locations include:
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Port Ghellis: a trading city run by more trustworthy merchants who frequently must ward off raids from pirates
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Port Cormiska: the largest pirate city on the northern peninsula
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Nas’versuk: well-defended with only one river leading to it, this merchant city is situated near the highlands and engages in trade with the rest of the continent
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The Capran Isles: a set of islands just off the coast of Skaviros, frequented by pirates and rumored to serve as the hiding place for many pirates’ treasure hoards
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The Wycansil Marshes: a large marsh surrounding Ilnia Lake; the swamp city of Fleurnissa grew gradually after the survivors of a shipwreck off The Open Maw made their way there, turning their worship to Mysspa rather than Seiros. This place is home to a race of amphibious people, some of whom live in harmony with the citizens of Fleurnissa due to their attunement to nature, while the rest remain feral.
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The Tenkarissian Highlands: a series of deep ravines made by elevated plateaus; the area is mostly grasslands and home to roving bands of nomads and barbarians, preying on merchants and travelers coming to and from Skaviros and the Wycansil Marshes.
The North
Hasdaur Minok “The Sunless Battlefields”: Once the great battlegrounds of the War of Creeping Shadows, this place has now become a wasteland shrouded in darkness. Not much is known about this region other than it is now inhabited by the drow and duergar who won the war.
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The Frigid Wastes: a frozen tundra up north, rumored to be inhabited by a white dragon and other powerful creatures.
The Far Reaches: the northernmost point of Sath’kalios, rumored to have mystical properties of otherworldly magic; the subject of much study by the scholars of Alith’malar.
The East
Verdak: This region lies to the northeast, separated from the rest of Sath’kalios by the Shattered Peaks to its west and the Great Schism to its south. Covered in forested crags and dotted with ruins of once great cities, the wilds have taken over this largely uninhabited region. Historic records remember that this area teems with creatures known as Fleshrovers, shape-shifters created by the God Nogvrahl the Devourer that are forever seeking to roam free across the lands
The Great Schism: A large, mysterious chasm separating Verdak and Alith'malar. It is kept sealed away by the mages of Alith'malar to prevent its dark aura from seeping out. The Schism was formed in the Age of Discord when Wystria's blade, intent on killing Iorkaden, was deflected and instead scored the earth.
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Alith’malar: To the south of the Great Schism is a region dominated by magic; the mages of Alith’malar perform their studies in The Ironclad Tower, hidden away from much of the rest of the world.