Geography of the Silath Tyr Region

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A rare day where Ordu and Trill both occupy the daytime sky.


  • The Silath Tyr region is the northernmost edge of a great, vast continent, which resides upon a planetary body called Reist.
  • Reist is a spherical planet in a solar system which hosts a binary star (two suns, which orbit each other). The two suns are tightly bound to one another, always in the same region of the sky together. A long braid of fire can be seen linking the two of them.
  • They are mostly called "the suns", but in mythology, they are the twins Selt and Sien (a brother and sister, respectively), locked in a perpetual struggle, each trying to consume their rival sibling.
  • Reist also features three moons, Ordu, Bish, and Trill.
  • Though no technology or magic is known to transport people to these moons, two of them (Ordu and Trill) look like they might have atmospheres and potentially host life upon them.
  • Bish seems to be entirely comprised of a turquoise liquid, constantly billowing and pulling against its spheroid shape. It is highly reflective, but seems to mostly come up during the day, rather than shining brightly through the night. Those nights it does shine, however, are bright, sleepless affairs. Such "nights" are either a time to dread, or a time to celebrate, depending on your culture.
  • Reist is in the Prime Material plane. Presumably, there are other planets and explorable worlds, also within the Prime. Obviously, there are many, many realms outside of the Prime.


  • The Silath Tyr region, despite being near the northernmost pole of the planet, enjoys a tropical climate.
  • Summertime temperatures during the day typically reach the high 90's (in Fahrenheit), while nights typically cool down into the 60's.
  • Winter temperatures vary only slightly, with daytime highs in the 80's, and night temperatures down into the 50's.
  • Rain is very common, with an average rainfall of over 200 inches per year.
  • A typical rainfall lasts only an hour or two, but can dump several inches of rain.
  • The heaviest rains occur during the Spring and Summer, with Fall and Winter being drier periods.
  • Snow and freezing temperatures are largely unheard of in the lower elevations, but can rarely occur during the winter.
  • Snow and ice in the high elevations are quite common, especially in the Fall and Winter.
  • Hurricanes, floods, and mudslides are the most common natural disasters of the region, but weirder weather does occur occasionally, and can sometimes pose much greater threats than such pedestrian events as hurricanes.

The Northern Sea

  • Two major currents have been discovered in the Northern Sea: The Skellig Spear and the Moon Run.
  • The Skellig Spear is a massive current running latitudinally across the northern part of the Northern Sea. While not shown on the map, it is essentially defined as the northern edge of the map. The Skellig Spear appears to be one of the many consequences of the Shattering, and is highly magical in nature. Some days, it is merely a powerful current, so strong it will tear any ship apart that tries to cross into its edge. Other days, it is a vast canyon, with no water at all — a massive trough to the bottom of the sea, where the water is parted by no visible force.
  • Only one captain and crew is known to have successfully crossed it, that of Larrimore Nouel, on his mighty ship, The Vasty Deeps. All but two of his crew were lost in the crossing and subsequent return.
  • The Moon Run is a current that runs amidst the many islands of the Northern Sea, twisting and winding unpredictably. Its course isn't charted, because it changes. The current is entirely dormant during the daytime. Only at night, when Ordu and Trill are shining in the sky, does the current appear. Strangly, on Bishdays (nights when Bish lights up the sky), the current is dormant, as though it were day.
  • No islands are known to exist beyond the Skellig Spear current to the far north. Captain Nouel did not report any land in his travels (though he is very tight-lipped about his journey in general). The only known features north of the Skellig Spear are the shattered remains of an Empyrean Vault, which all the kids are talking about.
  • The many islands that dot the Northern Sea south of the Skellig Spear are quite varied in nature. Most are mountain peaks which jut above the surface of the water, while others offer sandy beaches, coral coves, or rich jungles.


  • Massive monsters, the children of the God Beasts, many over 50 feet tall, make their homes in the waters and islands of the Northern Sea. Those that lived on the mainland have long since been killed by the civilized races and their champions (and gods).
  • Other powerful creatures, such as dragons and giants, can also be found throughout the Silath Tyr region, though they largely avoid the cities of humanoids. Humanoids are advised to avoid them, in return.
  • Another group of creatures, called "Bolgi" inhabit the Silath Tyr region. The Bolgi are powerful nature spirits, often in the form of natural-appearing animals. Closer observation, however, reveals that they are not simple animals. They often wear jewelry or trinkets, and they have a faint glow. More noticeable, however, if they are approached, is their powerful aura. While most imbue strangers with a sense of hopefulness and peace, when agitated, these spirits can invoke powerful emotions in those creatures who dare to get too close.
  • Humanoids of all races and varieties also make their home among the Silath Tyr lands. The native cultures offer a wide variety of races, often divided into pockets of their own cultures, with little mixing. The invading empires, namely the Alden, Fontaigne, Ottovar, and Empire of the Spear, also offer a wide mix of humanoid races, with varying degrees of acceptance and integration.

The Mainland

The Silath Tyr region is inundated with the ruins of fallen civilizations.

Numerous geographical features are present on the mainland.

Western Silath Tyr

The western region of Silath Tyr, currently occupied by the Empire of the Spear, features a very ancient mountain range, called Brun'Palit, and a long, rocky coast. The northern-most edge of this coastline rises up above the waters steeply as cliffs. The city of Nail is a good 300 feet above the ocean it overlooks.

The Mournmoor

The Mournmoor is a twisty swampland, filled with shifting rivers and streams, floating islands (in the water, not the air), tall-rooted trees, and bottomless bogs. It teems with biting insects, and is filled with all kinds of life that most sensible folk would prefer never to actually meet.


The fallen capital of the Silath Tyr, Faltherian is now a tombstone to a once powerful nation. Set amidst the perfectly-preserved ruins of the beautiful architecture of the Silath Tyr are two armies, frozen immobile forever. Each is in the throes of a great battle, eager to murder their foes, but all remain motionless, unaging, and unliving, to this day.

Strangely, the jungle seems reluctant to reclaim this region. Similarly, most folks with any sense will also stay away. If nature doesn't want it, you shouldn't either.

Central Silath Tyr

A massive jungle, filled with many diverse species of plants and animals is perhaps the most prominent feature of the whole region. It sprawls across most of the mainland, dotted liberally with the ruins of numerous cultures which have tried to carve a piece of civilization out of it, and failed.


This mountain range covers the eastern portion of Silath Tyr, and stretches all the way to the Cea Dorsal mountains, on the eastern edge of the continent. The dwarves of Ottovar have carved tunnels, and established keeps throughout this range, and have also founded several cities open to the Great Void (a.k.a., 'above ground' to those of us who don't fear the sky).