RHUNA STORY ATELIER

Rhuna: Homelands

Realms

Discover the places people call home.

In this section

Realms of Erevath Copy link

The continent of Erevath is divided into four major realms—Northern, Western, Eastern, and Southern—their borders drawn long ago to balance divine, Vathian, and Nuhlrin influence. Each realm houses a unique triad of powers: a Divine seat, a Vathian empire, and a Nuhlrin dominion, while outlier cultures and Orvah enclaves weave complexity into every frontier. Though centuries of treaties have maintained a fragile equilibrium, the realms are anything but static—shaped by divine scars, Wither incursions, and the ambitions of those who inhabit them.

Northern Realm Copy link

Power: Stability & Innovation – Seat of the Divine North

The North is a realm of contrasts—frozen frontiers and industrial marvels, divine forges and mistbound mysteries. It is the pillar of Erevath’s endurance, where divine power, mortal ingenuity, and Orvah philosophies intertwine. The Karthine rule in radiant Esamar, the Gahlians—Red Dalo and Blue Cora—share Duranel’s might with the Duranine, and the Orvah maintain their own enclaves beyond mortal reach: the Tyrru in their mist-shrouded capital of Tyr, and the Daathru in the veiled forest-city of Solvanyr.

• ESAMAR (The Star-Forged Citadel): Home of the Karthine, divine warriors born under eclipses. Within its glacial cliffs, star-forges breathe life into celestial armaments, sustaining Kar’s endless vigil against chaos.

• DURANEL (The Northern Crown): The largest nation of Erevath, where Candemir stands as its jewel and the continent’s trade capital. Here, Red Dalo Gahlians enforce Dominion on the plains, Blue Cora Gahlians oversee tundra routes and adaptive projects, and Duranine architects raise wonders of stone and steel. Candemir’s docks hum with airships from the Reverie, its ironwood rails stretch to Meridia, and its markets overflow with invention, star-ore, and Wither-resistant grain.

• TYRITH (The Mists of Balance): The fog-draped realm of the Tyrru, an Orvah culture devoted to Balance. Within its capital Tyr, built on misty highlands and veiled in shifting veils of dew, the Twin-Soul of Balance guides the Tyrru in philosophies of harmony. Tyrith is a place of quiet resolve, where Balance is not preached—it is lived.

• SOLVANYR (The Hidden Weave): North-western Duranel’s secretive forest-city, home of the Daathru (Tangled-Bloods). Solvanyr’s living streets wind through towering ironwoods, lit by lanterns that dim at the approach of strangers. Here, Orvah weavers knot their enigmatic Thread-patterns into wards and rituals, unseen but deeply felt. To outsiders, Solvanyr is almost a myth—its existence confirmed only by those who emerge marked by its subtle blessings or curses.

• KULMERA (Veinwaker Peaks): A harsh northeast mountain range, severed from the mainland by the Halderin anomaly. The Kulmari Veinwakers dwell in hollowed peaks, harvesting dormant divine veins left from the War of Severed Threads. Their mountain halls pulse faintly at night, as if alive.

Western Realm Copy link

Power: Resource & Influence – Seat of Trade and Memory

The West is Erevath’s contested cradle—scarred by war yet thriving with life and enterprise. Here, lush abundance wrestles with ruin, and ambition walks hand-in-hand with remembrance.

• NARRIEL (The Vahlwood Enclave): Once open grasslands of the Kalthir, Narriel is now bound by the Vahlwood, a sprawling labyrinth of ironwoods warped into mangrove-like fortresses after the War of Severed Threads. Kalthir bonders learned to thrive in this vertical world, forming insect symbioses and skywalk cities above the choking undergrowth.

• ERENDOR (The Scholar’s Land): The heart of Nuhlrin wisdom, where the Council of Erevath meets in Vahlia, a city of bridges over Lake Erevath. Home to the School of Rhunera, dedicated to untangling the world’s Threads and training planetary wardens. Erendor is the oldest continuous empire on Erevath, its libraries stretching back to the Ninth Light.

• MERIDIA (The Splintered Empire): Forged from the ashes of the fallen Nuhlrin empires, Meridia thrives as a pragmatic, trade-dominant nation. Western Meridia, ruled from Vanthis, is ceremonial and centralized, while Eastern Meridia (Irenfel) is militarized and expansive. Both maintain a tenuous pact with Corvia and Gahlians—the Pact of Coin, Flame, and Gleam—to preserve stability.

• THE STRAND (City of the Unclaimed): A metropolis of exiles and ambition, ruled from Athendar by unseen Hands and Eyes. Here, House Serakar’s shadow markets control illicit trade, and survival is the only currency. Many disappear into its depths; few emerge unchanged.

Eastern Realm Copy link

Power: Vision & Illusion – Seat of Time and Mirage

The East is a realm of altered realities—deserts that defy time, coasts veiled in illusions, and sacred sky-islands where the past and future blur.

• ASHERAK (The Blackrock Causeway): A harsh land of jagged peaks and labyrinthine caverns, home to the Orvah of Vel’s legacy. Ancient wreckage from wars and trade lies scattered in its junkyards, hiding technologies both modern and forbidden. Its great Causeway Fortress stands as a monument to unyielding endurance, guarding the eastern approach.

• IMARAND (Brushlands of Art): Dry plains of vivid color, where the Imari craft living illusions in their imaraggi, paintings that serve as portals, keys, and living memories. Their society moves with the seasons, their nomadic trios painting the world itself with visions of compassion and creativity.

• DEMURIA (The Hourglass Isles): Twin islands—one grounded, one floating—linked by the Cloud-Bridge of Onerra. Here lies the highest concentration of Jatu (Green Thread) in Erevath, a place of warped time and vision. Guarded by Pahric oracles, it is both sanctuary and peril—a place where prophecy itself can take form and consume the unready.

Southern Realm Copy link

Power: Commerce & Divine Balance – Seat of Wealth and Vigilance

The South is a convergence of life and consequence—swamps, shining sands, subterranean rivers, and sacred roots, shaped forever by the fall of the Fallen Ones (Halka, Vesar, Nelni).

• ULDEN (The Living Wound): Ulden is a realm shaped by the impact of the Fallen Ones, where slate-gray plains and jagged ridges are scoured by relentless Wither-winds. The Ezhani make their home here, thriving in both the storm-wracked surface and the luminous underworld below. Black glass fields mark the scars of past tempests, while Nelni’s riverways wind through vast crystal caverns, linking hidden Ezhani cities rich in light and trade. Halka’s sorrow blooms in strange radiant flora, and Vesar’s whispers linger in the currents, carrying stories of those lost to the depths. Above and below, Ulden endures as a land of resilience and danger, a living scar where survival is an act of devotion.

• CORVIA (City of Coin): Erevath’s economic heart, run by the Six Guild Houses (Tavakhor, Boskirov, Devarro, Vaeloran, Mahisaar, Shenzurai). Corvia’s ports link to Ankala, while its northern armies hold the Witherlands at bay. Behind its wealth lies manipulation, diplomacy, and the quiet rule of trade over thrones.

• ZALTANYE (Diamond Sands): Blinding white deserts where only the divine Zaltar can withstand the noon sun. At Arendyul, the Pyres of Zal burn eternally, summoning the Zaltar during eclipses to purge corruption from the land. Their presence here makes Zaltanye both sacred and unapproachable.

• ANK VAHL (The Root of Balance): Island home of Rhunatha, the World-Tree, whose roots run through all of Rhuna. Guarded by the Rhunai, it is the final sanctuary of Balance, where mortal and divine councils meet to preserve what remains of Rhuna’s harmony.