Lyria is the North Eastern most continent. It lies directly north of Ro, and East of Culmas. It has a few regions mostly divided by geography. The regions are: The Casmew Forest, Colkirk Kingdom, Snowy Caps Mountains (and Gorn Lodar underneath), the Southlands, which is a major land trading route with Ro, and the Unending Plains.
The Casmew forest lies on the on the North Western most edge of the continent. This large dense forest only has a few roads passing through it. Border villages that take up trades such as fishing, logging, and tanning use these roads to keep trade alive with the capital - Colkirk City. Though technically allegiant to the banners of Colkirk, this area is wild and hard to defend. The people are mostly left to their own lives. Elinmylly and Doonatel are the primary villages that actively trade in this area. Most trading is done by ship as it’s easier to haul goods around the coast and down the river to Colkirk.
The largest human kingdom on this continent. This is known as the city of waterfalls. This major city is built into the base of the Snowy Caps mountains, on the western Edge, and bordered by a river on the approach. The most notable feature is the waterfalls running throughout the city from high up in the mountains. Cascading down the various levels, this water source is tapped into via aqueducts to provide a consistent water source for its residents. The palace sits on the highest, most defendable section of the city, sitting above the Symposia Mystica - an independent mage college that sometimes advises the crown. Gladiator pits are a popular entertainment for the city and are found in the lowest level in the bordering the docks district. The kingdom has political factions in the form of houses, and much infighting over the crown succession is to be expected. Jockeying for position and agenda progression is a part of everyday life. The major house families are the following:
• Agostini – Economic agendas
• De’Fiore – Martial platforms
• Marinos – Independence
• Palomer – Revolution through engineering and invention
• Ruskin – Protection of the lands and natural state
There are also many guilds and working-class forces at work. The City watch, Laborer’s guild, and the renowned Highwater Trading Consortium make their own power when it comes to economy and merchant trade. Any sort of shop, tradeable good or service can be found in this town if you look hard enough. The seedy underbelly of the city is formed and organized. A thieves guild known as Calamity is the most known and established, but skirts the law effectively. The Dark Claws are a rumored assassins guild though most people believe it to be no more than stories to scare children into behaving. The Black Falcons are a well-established mercenary company for hire. While not exactly criminals, they are for hire, and don’t question the jobs too much as long as they aren’t going to be very noticeable to the City Watch or Cascade Knights. The Cascade Knights are the royal guardians of the city and the crown. While numbering only 15, they are highly effective at combat and war. Riding Griffons keeps them mobile. The elite knights are instantly recognizable on the ground by their polished armor adorned with symbols of waterfalls. They keep the noble factions in check.
The Snowy Caps Mountain range runs along the Eastern edge of the continent. They are a natural barrier to travel. The high passes serve as a natural home to various giant kin and monsters. They are also the fastest route between Colkirk and the dwarven kingdom.
Underneath the Snowy Caps Mountains lies the Dwarven kingdom of Gorn Lodar. The entrance can be found in a valley above ground, commonly referred to as Overmountain, where many villagers live, but the bulk of the city is underground, referred to as Undermountain. This kingdom has a solid alliance with the city of Colkirk and they agree to defend each other in times of need. Gorn Lodar primarily trades in gem and metalworking services due to the fine craftsmanship of the dwarves. This city is a living testament to Moradin, the god of creation. The city houses Humans, Gnomes, Dwarves, and the occasional Elf that can stand to live underground.
Constantly on alert for threats they serve as the gatekeepers preventing denizens of the Underdark from attacking topside. Threats from below keeps the military in a constant state of military preparedness. The dwarves are known as some of the most battle hardened and organized warriors on the continent. Known for martial and prowess and reliable craftsmanship, they are a powerful military force on the continent. They also know how to cut loose and have a good time. In particular their Holy Day of Courage celebration is something to behold. On this day each year, the dwarves celebrate driving back their hated cousins, the Duergar into the Underdark over 1000 years before.
The Southlands region begins at Rivermouth. It is the end of Colkirk’s borders and serves as a long strip of land primarily used for trading goods with the continent of Ro. The ports make for swift and easy access between continents. While there are towns along the coast, there are three particular places of interest in this region. The first is Rivermouth. This is the most technologically advanced town on the continent. Home Dwarven engineers, Gnomish tinkerers and mages of many races, it makes great advances and innovations. Firearms using black powder are a particular advancement that has somewhat changed the dynamic of the world. While rare, they can be bought and found here freely. The weapons were created out of necessity as Rivermouth is the largest, richest, settlement that the orcs from the plains can easily raid. These raids come often out of the warlike lands of the Unending Plains. the town is often damaged. The walls constantly in a state of repair. Orcs have learned to throw fire, and come up with other creative ways to weaken the town in preparation for their raids. Rivermouth constantly adapts and rebuilds to keep its denizens safe.
The other main town in the Southlands region is Dewhurst. Situated at the bottom of a large hill, this is a coastal port town and thrives on trading with the merchants in Xynnar. Ships are always waiting to get in and out of the harbor while the port master coordinates. It is the closest physical point to the continent of Ro but ships from all continents may dock here. Goods are taken up the coast, or the roads and traded wherever there is demand. This town is a known refuge for Bards and their apprentices. There is a presence here due to the institution of Creation. It is a staple of income in the town. The bards that train here use the ships to go out across the world and trade news as well as broker deals with foreign courts. This city is a hub of information if you know who, and how, to ask.
The final place of significant notoriety is not a town, but a guildhall that sits halfway up the region, across the sea from the Undending Plains. This structure is known as Doghammer Manor. Home to the Doghammer Adventuring guild. Their services are sought often, and they have a high success rate with contracts. They employ various skillsets and can accommodate most any job for the right price.
The most tribal region of the Lyrian continent, the Undending Plains is a large swath of grasslands. Six-foot-tall grasses make navigation hard, and allow predators to sneak up easily on unsuspecting people. Orcs and Gnoll tribes constantly ravage, roam, and raid Human and Leonin roaming settlements. Alertness and wariness are a way of life. Life comes and goes easily in the plains when caught unaware. This is a place where the strong survive, and a momentary let down of your guard can be fatal. The population has a few small settlements, but for the most part are nomadic. Movement is life, tends to be the philosophy of the tribes.
The most notable feature of the plains is the frequent thunderstorms and high winds that roll through the region. Sometimes used as a cover for attacks, the storms also serve as an escape route. The middle of the plains is constantly walled off by a giant, circular, self-sustaining storm known as “Kord’s Rage” in honor of the god of the tempest: Kord. The eye of the storm is rumored to hold a great tree, and a lost civilization, but passing through the storm wall is a dangerous, and often deadly feat. Many who go in are never seen again.
The plains house a variety of different species of both fauna and creatures. When the storms aren’t aggressive, the rest of the natural world might be. Displacer beasts, lions, and predators that stalk thrive on the plains due to the ample cover for sneak attacks. Hunting is an art in it’s own right as this lifestyle leads the great harts and small rabbits alike to be constantly on alert for threats. From a sentient standpoint, Orcs and Gnolls are easily identified as the enemy, but not all think alike. As well, Humans, Leonin, and Loxodon are not so easily as to be classified as good. Plenty of humans persecute one another for reasons that are selfish. Leonin favor war like ways and respect strength and honor over everything else. The Loxodon’s are sometimes called in as arbiters. Known for their might and majesty, and an even disposition, they serve this role well. It is a rare site to see the Elephant people, and most people go their whole lives without encountering them.