Geography of Enerith
Geographically, the continent paints a very diverse picture. In accordance with the huge distances, one can come across mountains with snowy peaks, coastal areas with icy waters, areas with lush vegetation, and hot and dry deserts too.
The waves of the Ocean of Light break from the west on the shores of the harbor cities based on fishing and water trade, which can be found on the coasts from the northernmost tip of the continent to the southernmost regions.
The two highest empires in the northern hemisphere, Yrannon led by the mage lords, and the provinces of the League ruled by the Kalmár princes, are characterized by often weirder weather. The area called zhilarbarát is in stark contrast to the other countries of Enerith, but the people who live here are proud of their centuries-old friendship with the Tharrasian state giant.
As we move south from them, the Immortal Lands follow, the sister states of Neiralis and Athreia. All of them were built on the ruins of long-fallen empires, and stretching from the ocean to the sky-high peaks of the Eastern Highlands, Wyrrania, they proclaim the eternal ideals of order and peace, acting as a final fortress to the north for the other countries as well. The climate of these lands is already milder, their rich pastures and gently sloping hills provide an excellent basis for flourishing agriculture. Both countries are characterized by a series of huge cities and austere fortifications, politically and culturally they can be considered the strongholds of the classical Enerith civilization.
To the south of them stretches the loose alliance of dwarf states that unconditionally support the two great empires, are smaller in terms of territory and influence, and are quite diverse in terms of economy and culture, known as the Principalities of Maeron. The confederation takes its name from the Maeron, a huge river that flows through most of the region, which starts in the mountains of Wyrrania and swells before flowing into the ocean. The river is surrounded by hundreds of smaller lakes, making the duchies fairly protected from a military point of view, but making farming difficult for the peoples living here. Not a duchy is headed by immortals who seize the reigns for themselves. The annual Maeroni Council, which usually discusses the most important political and military affairs of the northern and southern countries, is also held here, where the ambassadors of the continent's leading powers all pay their respects, regardless of political affiliation.
The central part of the continent is a barren and dangerous region, since it is here that the Ashlands, which became a barren wasteland as a result of the war between the Zhilar Empire and the Immortals, and now serves as the home of outlaws, and to the east of it Uldur, which is seething due to the continuous raids of wild hordes. Major trade routes cross the border of the two areas, a no-man's land, and only the best-equipped and best-protected caravans have a chance of safely passing through areas dominated by marauding bands.
Further south, the countryside takes on a friendlier image again, and the traveler soon reaches the lands of the Vailan Republic, a melting pot of sorts for the peoples and cultures of Enerith. The monarchy that ruled until then was abolished in the country more than a century ago, and thus, as the continent's only empire with a truly democratic system, it really attracts crowds of people who have traveled from other countries, who are trying to start a new life in the bustling, diverse whirlwind of the republic. Far from the huge city-states, at the southeastern tip of the country, is the austere monastic fortress of the legendary Knights of Rór, about whose inhabitants many incredible stories circulate throughout Enerith. Beyond the eastern borders of Vailan and south of Uldur lies the Ashama Empire, the continent's only vast desert area. Leaving the western and northern regions dominated by the rich caliphates, the traveler will soon encounter an endless row of sand dunes. The weather around here is becoming more and more merciless, so it is no coincidence that the area known as Sand Deep is now inhabited only by the outcasts of the empire, who have nowhere to go but the cruel countryside. This is a land full of mystery and miracles, and although the people who live here seem to treat all strangers extremely friendly, the Ashar rarely let outsiders in on their innermost secrets.
To the south of Vailan lies perhaps the continent's most closed country, Rawadar, headed by the son of their former god, a true-blooded immortal. Rawadar is a strong ally of the northern sister states in the southern hemisphere, although the relationship now mostly boils down to the mutual and regular reception of a few delegations. There have indeed been many examples throughout history that if the northern empires needed strong military assistance, Rawadar was immediately at their disposal, so the friendship between the countries has survived to this day. For outsiders, this is a culture full of strange customs, the influence of the immortals is perhaps stronger here than in any other country, since all the customs of the empire were shaped by their ruler to his own liking.
East from Rawadar to the Wyrrania Mountains are the territories of the Eastern Nomads, they rarely leave their lands, so their traditions and customs are actually known to very few. They have a reputation for being a savage and cruel people, whose society is defined by the constant pursuit of strength and power. Horror stories about their secret rites and their warriors who have gained demigod powers are whispered in the surrounding realms, so anyone who can, avoids the nomads' territories as far as possible.
The southernmost state of the continent is the Principality of Darelon, this large country - which has absorbed many smaller empires over the past centuries - is famous far and wide for its exotic fruits, excellent wines, and the tough and proud nature of the people who live here. This is a real paradise for artists, but all foreigners must be careful not to get involved in one of the duels that are considered everyday in the life of the duchy, because most of the best brawlers come from Dalaran, and they like to flash their skills when they get the chance.
The interior areas of Enerith are separated from the eastern coast by the high mountain range, Wyrrania, which serves as the highest point of the continent, whose mountain ranges cross the entire continent from north to south. There are many different peoples living in the mountains, but not all of them are as friendly and hospitable as the typically peaceful tribes of mountain people who settled in the gentler parts. The real masters of Wyrrania are the dragons and their followers, the wyrr, who live in their cities built on the highest slopes and in cave systems deep in the mountains, quite isolated from the world. Very little is known about their culture, because they do not really seek contact with the other peoples of the continent, moreover, after learning about their strange and terrifying customs, they do not really want the company of the wyrr.
On the eastern side of the Nagyhegység, surrounded by the mountains and the ocean, the settlements of an ancient people, the Siilas, are lined up, barely disturbed by the outside world. When and how they got there, and how long they have been worshiping the mighty gods of the sea, no one knows anymore, but the wise believe that their origins probably go back to the Age of Legends. Strangers rarely get here, with the exception of one captain and his sailors bravely riding the wild waters, and if they do land on the lands of the Siila, they typically don't stay long either, because even though the peoples who live here are basically friendly with newcomers from other countries, their peculiar culture, and because of their frighteningly close relationship with the deep-dwelling creatures of the sea, all foreigners soon feel uncomfortable around them.
The group of islands lying in the icy waters of the ocean to the south of Enerith is called Tharghual, which in the Southern Tin language means Fangs of Frost. The freezing cold, snow- and ice-covered regions of the islands are sparsely inhabited by Enerith settlers, and only the farmsteads on the northern shores are colonies formed by a few merchant families, who mainly trade in the furs, skins and other usable parts of the rare animals here. The innermost areas of the Fangs are inhabited by only a few secretive aboriginal tribes, with whom a sane person avoids contact if possible, because according to the evil tongues, they are cursed by the ancient gods themselves.