Tyrimdyl

Tyrimdyl is a region of the world located in the Western hemisphere of Atlium.

Geography
Tyrimdyl stretches from the icy tundras of Kyrr to the Dark Forest of Azkara. The lands are unified by their past. The northern most part of Tyrimdyl is habitable only by the hardest races. It is brutally cold and suffers many great storms. Winter in these hardlands are certain death for most. Upper Tyrimdyl contains mountainous regions, a great arboreal forest and fertile plains. Lower Tyrimdyl is made up of swamp lands, grassy field, temperate forests and near-tropical coasts.

=Provinces and Cities=

Valcador
''Lush lands, perfect for farming. Valcador has many lakes and rivers. There are settlements throughout the land. Many well maintained roads connect towns and cities. All trails lead to Valcadia, the great jewel, where sits the ruler of Tyrimdyl.''

Valcadia
The great jewel of the west. Valcadia is the capital of Tyrimdyl. Whosoever sits upon her throne rules all of Tyrimdyl by right. The largest city in the west, Valcadia is made up of many boroughs. The military presence in Valcadia is a wonder to behold. The inner-city is walled. The throne sits in the Keep of the First King. Knights of the realm are called the Wolves of Valcadia. They are among the worlds most well armored and well trained warriors. Though Oriben and Urshik are most commonly worshiped, each district of the city has uncountable temples. The denizens are mostly human and half elf. The city stands as a show of unity. Many kings have ruled Valcadia over its 1500 year history. At it's core, the city stands as a reminder that even if evil surrounds your lands, banding together in the name of peace overcomes all threats.

Old Caeden
This overgrown forested area was once the home of Clan Gregory. The now ruined city of Caeden was the seat of the Gregorian rebellion. It now lay at the center of a sprawling woods. Haunted by the souls of fallen knights.

New Caeden
Not all the people of Caeden chose to follow Gregory into war. Those who remained loyal to Valcadia where give land north of Beer Lake. There the people flourished. It is now a thriving town with much surrounding farmland. They are the area’s leading producer of ale and mackerel.

Three-Towns
The majority of Valcador’s wealth comes from Three-Towns, a vast area of farmland. There are three towns connected by many roads and trails, each specializing in certain production for the capital. Renhalla provides salmon and trout. Brackstondale provides rice, corn and soybean. Thellbrooke provides livestock and wheat.

Hallionburg
Hallionburg is a coastal village. It is the home of a band of Seafaring knights. The Lords of Coral. For centuries these brave knights have kept at bay uncountable sea monsters. Hallionburg has many royal docks and is the home of Valcadia’s naval forces.

Everike
This town has stood for millennia. Built upon the ruins of the once great Jistka Imperium Everpike marks the start of the Jistka Islands. The men and women of Everpike rule those islands fiercely. It is rumored that the further you travel down the chain, the more the people have become something strange. An unnatural union has been made, and the once proud Jistka have mixed blood with deep ones. Everpike itself is loyal to the crown but the islands beyond harbor sinister secrets.

Divvet
Officially called "Cornerbrooke", Divvet is a small fishing town down the coast of Hallionburg. It is home to many halflings. It also harbours an impressive amount of merchant ports and visitor centers. It boasts the largest number of worshipers of Dorora in one settlement, housing the only permanent church of the traveling Goddess.

Rock-Gate and Gates-Town
Rock-Gate was the first truly magnificent accomplishment of Brackston Tenwulf. This massive wall is nearly 50 miles wide. It blocks off the only safe passageway from Upper to Lower Tyrimdyl. In the very center of the wall is a enormous gate, more than 100 feet in size. It takes incredible man power to open and close the gate. The gate is flanked by two of the largest statues ever built in Tyrimdyl. One a man, one an elf. Beyond the gate is the village of Gates-Town. This place is made up mostly of those who care for or patrol Rock-Gate.

Baldwin Island
This island is located in the center of Lake Hackred. It is home to a fair and lawful village. One of the more wealthy families of Valcador rule the island in the name of the king. Lord Theera Baldwin is the current master. The island draws much wealth from the surrounding lake, including gold. It is processed on the island. Baldwin island is the home of Tyrimdyl's gold reserves and the Bank of Valcador.

==  Torrogoode  == ''A land of rough terrain and mountains, Torrogoode is the western-most part of Tyrimdyl. The coast serves as a haven for all who wish to set foot in the great west. The shores are unforgiving cliffs and the paths out of Torrogoode all cut through treacherous valleys.''

The Umberuins
New Umberton was once only second to Valcadia in scope. A city built between two great rivers. In it's prime the city was richer than the capital. It's region's silver veins were unmatched. New-Umberton's past is filled also with tragedy. A vile lycanthropic virus spread to the highest seats of power. It was a bloody war within the city walls. There were cells of silver constructed in a massive dungeon below the city proper to contain all the werewolves. For nearly a thousand years the city knew peace, until a threat rose from those very dungeons, deep in the earth. Drow, found to be living in a long forgotten underground village. They intended to raise their city from below using ancient and forbidden magics. The floating city was in actuality a weapon of unmatched power, able to destroy entire regions in one blast. Heroes from across Tyrimdyl and beyond gathered to quell the threat. Though New-Umberton was destroyed in the process, the city sized weapon was disarmed and flown beyond the boarders of Torrogoode.

Aelvendale
The fishing village of Aelvendale is a peaceful place. For nearly a thousand years humans and elves have shared this village and their half elf progeny know fruitful and joyful lives. The locals have built a portal to the Arboridia, the realm of nature. This portal has allowed gnomes and faeries to take up residence in Aelvendale. On a calm water day it is not unusual to see hundreds of fishing rafts out on the impossibly blue coast. Each raft has an intricately embroidered sail, the colour of which is a representation of their family crest.

Switchblade
The oldest port in Tyrimdyl. Switchblade stood as a refuge for merchants long before the rule of Brackston Tenwulf. First settled as a secret village for northern pirates to ride out the winter. Switchblade is still run as a free city. Very seldom will Valcadia interfere with the business of those docking at one of Switchblade's many ports. It is for this reason the coastal town is known throughout Tyrimdyl as the place to acquire nearly anything one desires.

Farthen
Farthen is a town on the Ba'Loa. Once a thriving community the economy of Farthen has yet to recover from the destruction of New-Umberton. Refugees from the disaster came to the city by the thousands. It's tight streets, formerly stacked with shops and markets, are now so packed not even a carriage can pass through. Crime has overtaken the city and less reputable figures from across Atlium have begun to make homes there.

Bends
The village of Bends is built on the northern cliff-side of the Massif Etzil, overlooking Split Valley Lake. The bulk of the population of Bends are trained soldiers, excelling particularly in the use of ballistas and catapults. The cliff edge is dotted with hundreds of siege weapons. For centuries they have gone unused, but remain a stalwart defense against any navy attempting to invade the inner lands of Tyrimdyl.

Pulptown
Pulptown is the most prolific logging village in the west. With 2 massive forest at hand and access to rivers that span Tyrimdyl, Pulptown has thrived. It's paper is the finest in the world. The product is of such fine quality it is the only wood used in the making of Valcadian weapons and shields.

Omgar
Omgar is the royal western port. Guests of the crown and military vessels dock in this city before their journey inland. It's coast is well protected by keeps and watchtowers. It is home to many schools, including the only crown sanction school for wizards. It's laws are strict. Many have stayed in Omgar for years, cutting through red tape just to set foot in the great west.

Hold Irnire and Death Seeker's Rest
Within the Last 200 years a clan of exiled dwarfs have taken-up residence in the Red Ashe mountains. They are oath-breakers sent west to die. But Irnire blood is strong and stoic. They have thrived in the mountains. Some say their presence has been positive, stemming attacks from Giants and Trolls living high in the peaks. Others think their presence is a threat. They are well armed and their Holds and Keeps network deeper than any suspect.

Bel'Loa
''The lands to the north of Valcadia are called Bel'Loa. Mostly pine forest or icy mountains, Bel'Loa is no place for people of feeble constitution. Religion is power here. Bel'Loa is ruled by spirit. It is mostly untamed and un-settled.''

Mt. Hambry
Mt. Hambry is a sacred city carved into a mountain side. There is a temple for every 50 inhabitants. People of Hambry live to serve the gods. Ancient Fighting styles are taught to rigid orders of monks. They have pledge a tithe of 20 monks a year to serve the capital. Those monks are known as the order of the Silver Palm. They are sworn to serve the king of Tyrimdyl. There are countless temples training an unknown number of monks high atop the world's spike. The highest mountain in all of Atlium. That is where you find Hambree, a city like no other.

Caldo
This town is lawless. It's people do now bow to the king of Valcadia. They serve only the will of the gods. The settlement was formed by failed monks. Outcasts, they forged their own lives in the hills and cliffs. The town is little more than camps, made up of free men. Though as winters get harder, their numbers dwindle.

Upprast Point
Valcadia must protect its borders, even those to the north. Upprast Point is ruled by men found guilty of minor crimes throughout Tyrimdyl. It is their duty to keep watch over the northern sea. This frozen place is better than a death sentence for most. Once you serve 10 years you are forgiven of all your crimes. Those forgiven may return to their lives or if they choose to stay at Upprast Point are made Lords. They have a small fleet of ships capable of breaking through ice. The men of Upprast trade closely with the tundra barbarians of Kyrr. All supplies going to Frostport are moved through Upprast.

Traulmoores
''These wild-lands south of Torrogoode have but all but consumed by swamps. There are many ruined settlements, flooded. Feral creatures roam the misty wetlands. The Turix coast is a deadly mudflat. Though Valcadia rules the land in name, its expansion and maintenance are a lost cause.''

Vanderlay
Vanderlay is a town built on the ruins of a flooded Thassilon keep. The jutting stone structures act as support for wooden boardwalks. Along those walkways are huts, some built on stilts others attached to the sides of trees. The trees in the area are covered in lanterns. Even in the daytime the place is dim and gloomy due to the thick canopies of the willow trees. The town is mostly Half Orcs and Goblins though many Griplies are found in the surrounding swamps. This is a free town, like most of Lower Tyrimdyl it belongs to no province and serves no king. It's guards are highly trained Half Orcs rangers.

{|

Lost Kingdoms

 * colspan="4" |
 * Jistka Imperium
 * Sarkoris
 * Tar Taargadth
 * Thassilon
 * }
 * Jistka Imperium
 * Sarkoris
 * Tar Taargadth
 * Thassilon
 * }
 * }
 * }

Inhabitants
Main - Human,Halfling, Half-Orc, Half-Elf, Gnome

Secondary - Elf, Dwarf