RHUNA STORY ATELIER

Rhuna: Heroes

Homeland

Every Hero has a story. Discover where yours begins.

In this section

Homeland is the place that first taught your Hero how the world works: its landscape, weather, neighbors, dangers, and familiar ways of living. Cultural background describes the community or tradition that shaped them within that place; it need not be a group they belonged to from birth.

Homeland on the StoryCopy link

Record the place that shaped the Hero’s early life. Homeland, ancestry and cultural belonging are separate choices. My Heroes keeps them in the narrative rather than requiring a duplicate identity form.

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A hero's Homeland shapes their upbringing, cultural values, and potential biases. Each region has unique histories, peoples, and environmental challenges, influencing the hero’s experiences before they set off on their journey.

Northern & Central Homelands Copy link

Homeland

Capital / Center

Notable Inhabitants

Description

Esamar

Karuhl Dyne

Karthine

A twilight land of silver skies and old celestial mysteries, closely associated with the Karthine, whose traditions of reflection, memory, and lunar wisdom have shaped the region for ages.

Duranel

Candemir

Gahlian, Duranine

A broad and powerful region shaped by the competing legacies of the Gahlians and Duranine. Candemir stands at the meeting of fire, ice, industry, warfare, and invention.

Tyrith

Tyr

Tyrru

A sacred land shaped by the Tyrru pursuit of Balance, where sacrifice, duality, and service to cosmic equilibrium influence both ritual and daily life.

Forests, Plains & Structured Civilizations Copy link

Homeland

Capital / Center

Notable Inhabitants

Description

Vahlwood

Narriel

Kalthir

A vast living forest guarding the ancient Biome-Seeds. The Kalthir, fractured remnants of Kalthi, tend its canopy, roots, insects, and preserved ecologies as stewards of life’s possibility.

Solvanyr

Vendrath

Daathru

A sunlit mountain realm where discipline, ritual, and imposed structure shape the Daathru, whose traditions seek order within a world marked by fracture and instability.

Erendor

Vahlia

Ereth

A verdant region shaped by the Ereth, whose many traditions maintain intimate relationships with plant life, wild creatures, and the living Threads of the land.

Meridia

Vanthis (West), Irenfel (East)

Meridians

One of Rhuna’s great centers of organized civilization, diplomacy, administration, and alliance, divided between distinct western and eastern traditions.

The Strand

Gallows Row

Stranded

A rough coastal territory built by exiles, refugees, scavengers, oathbreakers, and their descendants. Its people come from many Seeds, while nearby Lockfell promises impossible fortune to those willing to survive its depths.

Scholars, Nomads & Harsh Frontiers Copy link

Homeland

Capital / Center

Notable Inhabitants

Description

Demuria

Onerra

Pahric

A liminal homeland of hidden caverns, celestial observation, and prophetic tradition. Here Mother Zemek shepherds the fractured essence of Pahr through the Vathian cycle, while the Pahric preserve visions and impossible knowledge within the Veyli.

Imarand

Onerra (shared Imari–Pahric city)

Imari

A land of shifting deserts, mirage, memory, and movement where the Imari developed traditions suited to unstable horizons and concealed paths.

Asherak

Hrolkrug

Uthuru

A severe frontier associated with the Uthuru, where instability, rebellion, and the influence of chaos have shaped cultures resistant to imposed order.

Islands, Trade Routes & Sacred Lands Copy link

Homeland

Capital / Center

Notable Inhabitants

Description

Ulden

Vierlune

Ezhani

A gem-lit riverland of caverns, waterways, and resonant stone where the Ezhani cultivate harmony through sound, vibration, and the deep rhythms of the world.

Corvia

Dalemar

Corvians

A great mercantile power built upon trade, law, negotiation, and competing wealth, dominated by the influence of the Six Trade Houses of Corvia.

Ank Vahl

Erevalis

Rhunai

The ancient seat of the Rhunai, raised around the exposed mysteries of Rhun and devoted to maintaining the Balance and health of the world.

Zaltanye

Arendyul

Zaltar

The spiritual and martial heart of the Zaltar, where the Astralkin of the Life-spark gather beneath traditions of Order, purification, and resistance to Wither.

Kulmera

Ilhasem

Akansi

A secluded network of Akansi vein-wakers who cultivate shattered-seed stones throughout the Halderin and the deep places beneath them.

Wild, Unbound & Withered Lands Copy link

Homeland

Capital / Center

Notable Inhabitants

Description

Wildlands

Threnkarra (gathering place, not capital)

Irenuk, Zhe, wanderers of many Seeds

An immense wilderness beyond the reliable control of settled nations. The Irenuk migrate throughout its forests, ashlands, marshes, and steppes, gathering at Threnkarra for the Threnning, while scattered Zhe communities live among its beasts, hives, and great migrating creatures.

Witherlands

Eredal

Veldraken, scattered Zhe and survivors

Lands transformed by Wither, where familiar ecologies have collapsed into corrupted and hostile forms. The Veldraken are strongly associated with these regions, while some Zhe follow or survive among creatures adapted to their altered environments.

Unbound beginningsCopy link

How you came to belong gives the WorldKeeper a doorway into your past. Name what you left, what you found, or what you have always called home. Birth, exile, displacement, chosen freedom, and unexpected welcome can each lead to an Unbound life; none is compulsory.

A tie that remains connects that beginning to the present. A person who still expects something, a place you miss, an obligation you carry, or a relationship you refuse to abandon gives the WorldKeeper someone or something that can return during play.

How you see your belonging describes the attitude you bring into scenes now. Pride, relief, uncertainty, longing, or mixed loyalties can shape who you trust, what you defend, and what makes leaving or returning difficult. It is a roleplaying invitation, not a fixed personality or automatic penalty.