
A History of the Realms | Greater Kingdoms | Lesser Kingdoms
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A HISTORY OF THE REALMS
The following is a brief history of Naewther, the Great Continent of Erewhon, the Infernal Divide (Mount Interitus, the River of Ash, the Deadlands, and the Firelands), and the Great Wars of Erewhon.
The World of Naewther
Beyond the FIrelands, Book 1 of the Chronicles of the Civilized Realms begins in the year 10022 according to the calendar of the Natural Order. And, while the history of this world called Naewther is extensive, it was born of a world that self-destructed long ago.
Tens of thousands of years in the future, Earth as it was is nothing more than a buried memory. In a cataclysmic event—whether an apocalyptic war fueled by Hell Magic or a celestial beast that set the world ablaze—the old world was consumed by fire and ash. The once-thriving planet collapsed, its oceans evaporated, and its lands were entombed beneath miles of hardened soot. Life as it was vanished, but extinction was not absolute.
For millennia, remnants of living beings endured beneath the surface, mutating, adapting, and evolving into something new. When the world was finally reborn, oceans returned, the ash solidified into land, and new continents emerged, reshaping what was once Earth into Naewther. The first to rise and reclaim the surface were the Wealdlings, who named this new world and laid the foundations of civilization.
Humans, or perhaps something evolved from them, eventually reemerged. Whether they had survived underground or were a new creation altogether remains unknown. Smaller in number but stronger in resilience, they were no longer the dominant force they once were. The subterranean Halflings, thriving in darkness, bore traits of both humans and Wealdlings, adapting to their cavernous world with extended lifespans. Wealdlings themselves, the first great race of Naewther, lived for centuries, their physiology attuned to the volcanic remnants of the Age of Ash. Humans, too, were altered—hardier, longer-lived, built for survival in the harsh new world.
Ten thousand years after Naewther’s emergence, the civilizations of this reborn land flourish once more. But the echoes of the past remain, and the struggle for survival in this transformed world is far from over.
Naewther—the world reborn from fire and ruin. Once a shattered wasteland buried beneath miles of ash, it has risen anew, its lands reshaped by time, magic, and the fury of the elements. Though the vastness of Naewther remains largely unexplored, one continent has become the heart of civilization: Erewhon.
Erewhon is a land of contrasts, divided by the formidable River of Ash—a churning, one-hundred-mile-wide torrent stretching three thousand miles across the continent. This volatile river is constantly fed by the wrath of Mount Interitus, a towering volcano in the north that spews ash, lava, and sulfur into its depths. To the east of the river, life clings to order, with cities and strongholds rising amidst dense forests, rolling plains, and jagged highlands. To the west, in the Firelands, the world is ruled by chaos—an infernal wasteland of scorched earth and mutant horrors.
Naewther’s single sun casts familiar seasons across the land, its lone moon guiding the tides and marking the passage of time. Though the environment echoes the world that came before, the remnants of the past are buried deep beneath layers of hardened ash, long forgotten by those who now walk this new world. Erewhon stands as the beacon of life in an untamed land, but in a world reborn from destruction, its survival is anything but guaranteed.
The Continent of Erewhon
The story unfolds in Erewhon, a vast and untamed continent forged from the ashes of a world long lost. Once the lands of North and Central America, Erewhon emerged from the wreckage of the old world, its landscapes reshaped by volcanic fire and time. It is a realm of both wonder and peril, where ancient magic and survivalist grit define existence.
Erewhon is home to a diverse array of factions, each vying for dominance or survival. Humans, though diminished in influence, remain a formidable force, while the resilient Bantams—also known as Halflings or Dwellers—thrive in the underground depths. The battle-hardened Wealdlings roam the forests, the ruthless Slayers carve their own bloody paths, and the enigmatic Mages of the Natural Order wield the forces of magic. Crossbreeds, Wanderers, and Deviants exist on the fringes of society, while darker forces—Vermin, Darklings, and Mutant Breeds—stir in the shadows, threatening to consume all in their path. Free Rangers, Scabs, and Scavengers navigate the ever-shifting alliances of this harsh world, where survival is never guaranteed.
From the cursed Firelands to the treacherous Deadlands, from the towering peaks of the Silverhorn Mountains to the ancient caverns beneath, Erewhon is a land of mystery and danger. The River of Ash cuts through the ruins of forgotten cities, while Woodland Keep stands as a bastion of the old ways amidst the wild Southern Woodlands. In this land of shifting power and ancient threats, the fate of Naewther hangs in the balance, and only the bold will determine its future.
The Infernal Divide
The Infernal Divide: Mount Interitus, the River of Ash, the Deadlands, and the Firelands…
At the heart of Erewhon’s destruction and rebirth stands Mount Interitus, a towering behemoth of fire and stone. This ever-active volcano is a relentless force, spewing molten rock and choking clouds of sulfur into the sky. Its ceaseless wrath feeds the infamous River of Ash, a roiling torrent of magma, volcanic debris, and toxic sludge that slices the continent in two. Though the prevailing eastern winds push much of Mount Interitus’s fury westward, its reach is unpredictable—at times, even the Civilized Realms of Erewhon fall victim to its fiery storms.
The River of Ash is an ever-shifting boundary between civilization and chaos. At its widest, it stretches a mile across, a flowing scar of destruction that few dare to cross. Even at its narrowest, a hundred yards of seething volcanic ruin make passage nearly impossible. Bridges exist, but they are fleeting, consumed by the relentless forces of nature. It is not just a river; it is a living, churning abyss that ensures the lands beyond remain untamed and feared.
West of this burning divide lies the Deadlands, an ashen wasteland where life has struggled against suffocation for centuries. Once fertile, this land was buried beneath the volcanic downfall of Mount Interitus, its forests and rivers reduced to silent echoes beneath layers of hardened soot. Yet, even in the grip of desolation, nature fights back—pockets of resilience emerge, hinting at the possibility of rebirth.
Beyond the Deadlands, past the remnants of the world that was, lies the Firelands—a place of legend, fear, and mystery. Few from the Civilized Realms have seen it and lived to tell the tale. The air itself is poison, thick with the lingering corruption of thousands of years of volcanic decay. It is an unrelenting hellscape where the exiled, the outcast, and the monstrous thrive—wanderers, deviants, darklings, and crossbreeds call this forsaken land home. It is a place where no empire stands, no law holds sway, and survival is the only rule.
Together, these lands form the infernal divide of Erewhon—a constant reminder that in Naewther, the past is never truly buried, and the fires of destruction are never fully extinguished.
Wars of Erewhon
The Great Wars of Erewhon: A Legacy of Blood and Fire
The history of Erewhon is written in war, each conflict shaping the continent and the factions that call it home. From genocidal purges to continent-spanning battles, the struggle for dominance has left scars both seen and unseen.
The First Human Purge (4,000 Years Ago)
The discovery of ancient human records changed everything. When the Wealdlings unearthed documents detailing humanity’s history of destruction, they made a chilling decision—to eradicate the species entirely. The First Human Purge was an attempt at genocide, a brutal campaign to wipe humans from existence. The war nearly succeeded, pushing humanity to the brink of extinction.
The Second Human Purge (3,500 Years Ago) & The Great Uprising
Humanity, however, proved resilient. As they grew in numbers and strength, the Wealdlings once again sought to destroy them. This time, the Halflings joined their cause, and the Slayers—mercenaries and warriors without allegiance—fought alongside the humans. The war raged for a century before a fragile truce was struck. The defeated humans were confined to Old Massine, a city-state that flourished into a mighty empire. Yet, as history would prove, peace was fleeting.
The Fireland Invasion & The Third Human Purge (400-200 Years Ago)
For millennia, rumors spread of monstrous civilizations lurking beyond the River of Ash, in the toxic wastelands of the Firelands. The Wealdlings were the first to encounter these raiders—mutants, darklings, and twisted creatures who descended upon Erewhon like a Viking horde. The Wealdlings fought back alone, but when Massine refused to send aid, old tensions resurfaced.
Weakened by war, the Wealdlings turned their attention back to humanity. The Third Human Purge erupted, leading to the 200-Year War, the bloodiest and longest war in Erewhon’s history. As the fighting raged, the Uprising from the Firelands, also called the Vermin War, changed everything. Seeing an opportunity, mutant warlords and outcasts surged eastward, seeking to annihilate what remained of the Civilized Realms. In the face of extinction, humans, Wealdlings, Dwellers, Halflings, and Slayers united for the first time. The war ended in devastation—Old Massine was razed, and in its place, New Massine was built as a symbol of the fragile alliance.
The Hellfire Massacre & The Infernal Divide (Present Day)
A century of uneasy peace followed, but war was never truly forgotten. Then came the Hellfire Massacre—the event that shattered the truce. On the eve of battle, the Wealdling army admired the Super Bloom, a rare flowering of life in the Deadlands. But the battle was over before it even began. A faction from the Firelands unleashed Hellfire Magic, an ancient weapon of black powder and steel, remnants of humanity’s lost technology. In mere moments, tens of thousands of Wealdlings lay dead, their bodies covering the flowers in rivers of blood.
From this massacre, war erupted once more—the Infernal Divide, a conflict engulfing the entire known world. The Civilized Realms of Erewhon march to war against the Firelands, a final battle that would determine the fate of Naewther itself.
THE GREATER KINGDOMS
These are the Greater Kingdoms of Erewhon–those with the most powerful armies and the greatest political power of the land.
Ithiconia
Ithiconia, a vast and ancient human empire, on north eastern part of Erewhon . Though not as expansive as New Massine, Ithiconia has always stood as a force of quiet strength, largely untouched by the tides of war that have consumed much of the Civilized Realms. Known for its rich iron deposits and strong industrial foundations, Ithiconia’s influence on the world of Erewhon cannot be denied, even if its role has often been that of a silent observer.
For centuries, Ithiconia maintained a policy of neutrality, avoiding the conflicts that raged across Erewhon. Yet, no empire can remain untouched by the chaos of the world forever.
After the devastation of the Vermin War, Ithiconia once again found itself embroiled in a conflict not of its making. Though the empire had always avoided direct involvement in the larger, more destructive wars of Erewhon, the rise of the Vermin and the mutant hordes from the Firelands forced Ithiconia to fight for its very survival. The empire’s iron reserves became critical as they forged weapons of war in defense of their people, even as their homeland was threatened by the apocalyptic destruction that swept across the continent.
Throughout these wars, Ithiconia has never lost sight of its legacy as a hub of industry and iron production, but the weight of battle has begun to take its toll. The once proud empire, known for its quiet strength and industrial prosperity, now stands at a crossroads. The Vermin War has left deep scars across Erewhon, and Ithiconia, though still standing, must decide whether it will continue to remain neutral in the conflicts to come or take a more active role in shaping the future of the Civilized Realms.
For now, the forges of Ithiconia continue to burn, crafting iron weapons and armor, as it waits—its ancient halls echoing with the tension of a land once again on the brink of war.
Kingdom of Villa Euracini
Nestled to the east of New Massine and just south of the great empire of Ithiconia, the Kingdom of Villa Eruacini has always been a land of iron and coal, a realm rich in natural resources that fueled its rise from a small settlement to a city-state with hundreds of thousands of souls. Founded as an outer settlement during the early days of Erewhon’s reconstruction, Villa Eruacini was originally a modest enclave built to house survivors of the Exodus of Humans during the purges, ever-growing larger two hundred years ago, after the fall of the once-glorious Old Massine.
As the centuries passed, however, Villa Eruacini’s location proved to be fortuitous. Positioned strategically between the resources of Ithiconia to the north and the Southern Woodlands to the south, Villa Eruacini blossomed into a bustling metropolis. The city became renowned for its violent uprisings and frequent coups, the blood-soaked history of its ruling families a constant reminder of the city’s thirst for power and dominance.
As Beyond the Firelands begin, it is ruled by the sixth Sultan, Cassia Nero, the kingdom stands as a fierce protector of humanity, a realm deeply distrustful of non-human races in Erewhon. Sultan Cassia, though middle-aged, carries the weight of a brutal legacy. Her reign has seen numerous attempts to overthrow the established order, but her unwavering command of the kingdom’s vast army has kept her in power. Under her rule, Villa Eruacini has grown into a formidable military force, one always prepared for battle to defend its people and its sovereignty.
Rich in coal and iron, the kingdom has become an industrial hub, constantly producing the weapons and materials needed to defend humanity against the perceived threats of the non-human factions that roam Erewhon. The cities and towns of Villa Eruacini are a testament to its might, with blacksmiths and armories working around the clock to churn out weapons for the ever-looming conflicts. Though it has avoided the full-scale wars that have consumed much of Erewhon, the Kingdom of Villa Eruacini remains prepared for any threats, whether from the Vermin, the mutant hordes of the Firelands, or other encroaching forces.
New Massine
New Massine stands as the greatest human stronghold in Erewhon, a towering city forged from the ashes of its fallen predecessor. Less than 200 years old, it was built by the survivors of Old Massine, a once-great empire reduced to ruins during the Great Uprising. Now, it is a city of defiance, a beacon of human resilience in a world that has long sought to extinguish them.
Protected by the impregnable northern mountain range, New Massine is nearly untouchable from land, its natural barriers forming an unbreakable fortress. To the west, however, looms a far greater threat—the River of Ash, a boiling torrent of volcanic debris stretching across the continent. The few bridges that exist are fragile, crumbling with every shift of the ever-changing river, making passage perilous and war unpredictable.
Ruling over this bastion of humanity is the Council of One Hundred Lords, a governing body of nobles, warriors, and strategists who shape the city’s fate. But with war once again looming on the horizon, the question remains—can New Massine withstand the coming storm, or will it share the fate of the city that came before?
Silverhorn Caverns
Nestled deep within the Silverhorn Mountains, the Silverhorn Caverns are a vast and ancient underground stronghold, home to the halflings, dwellers, and bantams since the time of The Cleansing. Unlike the dwarves of forgotten myths, these resilient people are small but powerful, their bodies adapted to life beneath the earth—where light is scarce, tunnels stretch endlessly, and strength is measured by endurance and will.
The mountains above them, named for their glistening silver peaks, rise like jagged spires against the sky, reflecting the sunlight and moonlight in a way that makes them appear almost ethereal. It is said that the immense sulfur deposits left behind by the Age of Ash gave birth to the silver veins that now run through the rock, making the Silverhorn Mountains one of the richest sources of natural wealth in Erewhon.
Beneath the shining peaks, the Silverhorn Caverns form an intricate labyrinth of mines, tunnels, and great subterranean halls, a thriving civilization built deep within the earth. Here, the halflings have flourished, their society shaped by the darkness they call home. While outsiders view them as reclusive, their underground world is anything but barren—hidden cities, shimmering crystal chambers, and vast treasuries of metal and stone lie within, untouched by time and war.
Yet, the Silverhorn Caverns are more than just a refuge; they are a fortress, an unyielding bastion against the chaos beyond the mountains. Their tunnels are a maze, their defenses nearly impenetrable, and their warriors fierce. For thousands of years, the halflings have defended their home from invaders—both human and beast alike—emerging only when necessity demands.
Tower deCaelum
Perched atop a sheer, windswept precipice, Tower deCaelum rises above the land like a sentinel of ancient power. Built upon a mountainous hill, its foundation is cradled by a vast lake on three sides, with only a single, near-vertical cliff exposing its formidable base. No roads lead to its entrance, no paths wind toward its gates—for in six thousand years, no enemy has ever set foot within its walls.
Home to the Mages of the Natural Order, the Tower is the heart of all arcane knowledge in Naewther. It is a place where the fabric of reality bends to the will of those who have mastered the Novem Potestates, the Nine Powers—the elemental forces that shape the world. Here, spells of unimaginable strength are woven, and prophecies are whispered in the tongues of the ancients.
Few have ever seen its entrance. Fewer still have passed through it. Even among the Natural Order, knowledge of the way inside is a secret held by only the Council of Nine, the most powerful mages of their age. To outsiders, the Tower deCaelum is a phantom fortress, a place spoken of in myth and rumor. On the rare occasion that someone is granted passage—be they prisoner or guest—they arrive blindfolded and disoriented, their memory of the journey obscured by enchantment.
Though the Tower is large enough to house a thousand souls, it rarely holds more than a few dozen. The true strength of the Natural Order is not in numbers, but in knowledge. Even those who call themselves members of the Order often live in secrecy, scattered across Erewhon, with only the most devoted ever glimpsing the tower’s interior.
Woodland Keep
Deep within the Southern Woodlands, hidden beneath an unbroken canopy of ancient trees, stands Woodland Keep—the unassailable stronghold of the Wealdlings. More than a city, it is a fortress of nature itself, protected by the dense, labyrinthine forests that stretch endlessly in all directions. No invader has ever breached its borders, for the land itself conspires against outsiders—twisting paths shift, roots rise to ensnare intruders, and unseen eyes watch from the shadows.
Unlike the walled citadels of men or the underground halls of the halflings, Woodland Keep’s defenses are woven into the living world. The trees form an unscalable barrier, their trunks thick as castle towers, their branches entwined so densely that sunlight barely touches the forest floor. Hidden watchtowers and camouflaged strongholds are scattered throughout the woods, allowing Wealdling rangers to strike from the shadows and disappear without a trace.
At the heart of this living fortress lies Woodland Keep itself, an enormous bastion of timber, stone, and magic. Unlike the scattered villages and towns that dot the edges of the forest, the Keep is a city of towering wooden halls, vine-covered bridges, and fortified treeborne sanctuaries, all built in harmony with the land. Its influence stretches far beyond its walls, with settlements extending as far as the eastern coast and near the banks of the River of Ash. But no matter how far its reach, its heart remains hidden—protected by the unyielding embrace of the Woodlands.
For centuries, Woodland Keep has stood as a haven of peace and strength, a place where Wealdlings and their allies thrive in secrecy and safety. But beyond the borders of their impenetrable domain, war stirs once more. The Firelands rise, and the forces of destruction threaten all that is civilized.
THE LESSER KINGDOMS
The Lesser Kingdoms are small but formidable allies within the Civilized Realms, each holding a seat at the Council of One Hundred Lords.
Brokaar
Coming Soon!
Eardwulf
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Isle of Solitas
Coming Soon!
Leorblaka
Coming Soon!
Little Massine
Coming Soon!
North Watch
Coming Soon!
Overwatch
Coming Soon!
Slayer Den
Coming Soon!
Southern Keep
Coming Soon!
Victorium
Coming Soon!
Wealand
Coming Soon!
Wolfsden
Coming Soon!
LOCATIONS & LANDMARKS
Many of the landmarks, whether shaped by nature or forged by the factions of Erewhon, hold just as much significance as the kingdoms and cities themselves.
Azure Bridge
Coming Soon!
Cerulean Bridge
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Deadlands
Coming Soon!
Dungeons of Solitas
Coming Soon!
Interitus Forest
Coming Soon!
Interitus Passage
Coming Soon!
Mount Interitus
Coming Soon!
Northern Highlands
Coming Soon!
Powder Mines of Silverhorn
Coming Soon!
River of Ash
Coming Soon!
Ruins of Old Massine
Coming Soon!
Silverhorn Mountains
Coming Soon!
Temple of Hope
Coming Soon!
Woodland Connection
Coming Soon!