WORLD : WORLD OF NYM
The world we refer to as the Waking World, the Material Plane, the Planet Nym, the Mortal Plane, the Core of the Eye, is simply called Nym by its inhabitants.
It is the largest known world, and it sits at the very center of Nym's Eye; the heart where the Worldsoul resides, and the most important jewel in all of Nym's Eye. Nym is the joining of all different Aether that exists in Nym's Eye, which feeds and nurtures the Worldsoul to create and maintains the vast, majestic lands of this world, as well as its inhabitants. In many respects Nym is the anchor that keeps the entirety of Nym's Eye together and in place to its centre.
The planet Nym was once a Worldshard from the Shard of Origin, which travelled through the Dark Beyond until it reached Nym's Sphere, where Sol'ah set in motion its transformation into a living world. It is on Nym where mortals reside, and where the many events that shape them have occurred or will still occur here.
Nym has been the battlefield of titans and gods, the cradle of life, and the safe-haven of its many, many inhabitants in a universe bent on titanic chaos. There is no other known world that supports as many variations of climates, creatures and Kith as Nym does, or at least not in the local Worldsphere. Here a large variety of different cultures, religions and general communities exist together, although not always in peace and harmony.
Nym has seen its fair share of conflicts, wars and world-altering cataclysms. Each time Nym has faced annihilation, it has been saved by Creators or Wildgods, spirits or outsiders. The world has survived and been reborn plenty of times, although now it is said, come the Third Era, that Nym is near its end yet again, and this time it will be the last end of all.
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An ancient legend tells of how the world's continents were once a gigantic Primordial named Korr, who grew so large that he could no longer support his weight, and fell into the Worldsea; creating the continents. Exactly what the world looked like then is shrouded in mystery, as the world was changed first by the Elemental Titans, who drained much of its land and made it barren.
After the War of Titans, the Worldshaper Dragons reshaped the world and made it a paradise, which was then ruined by the later War of Eternity. Dragons would rule a mostly barren and broken world until the cataclysmic Worldblight, when they fled to the Underground Realms, the Cradle of the World, the Crown of the World, or into Malendii's Dream. Using her Wyldtrees and the aid of the Wyld Spirits, Malendii healed the world, and Tiral had before then cleansed most of the unstable magical energies during the Time of Stars.
The world we know today is the results of all those world-changing events.
The world is a huge globe divided into thirteen Greater Realms. Aesudarh and Norne are the northern continents who share the icy pole known as the Crown of the World, Ashanor is the distant western continent, Korash the eastern continent with the Reaping Lands south of it and Ter'Khala further east. Norrhan and Avanor are the central continents, also known as the Twin-Continents, and Ryumar lies to the south, and even further south sits the fire-engulfed pole known as the Cradle of the World. Between it and Ryumar are the ever-changing, misty islands of the Cradle Archipelago, and the ancient homeland of the Zjindri people, Sen Arra.
Attempts at mapping the entire world only truly began in the Age of Seas, when explorers and settlers from the largest nations of the central continents began to expand their influences to other continents. A Thalonian-based guild, the World Cartographers League, possess the most detailed maps of the world, and they are said to be the most accurate in their cartographic efforts; although admittedly there are few who can reliably discredit their claims, since they are the largest and most influential of the map-making guilds.
Explorer guilds like the Silverstar Compass made efforts during the Age of Seas to prove to sceptic explorers that the world was indeed round, and so the Silverstar Compass funded and sent out several expeditions across the Worldsea. A human from Thalon, Ayden Trepp, and his crew were the first to succeed a full trip around the world; starting in the Thalonian harbour city of Dyrspyth heading west, then after roughly nine years on the journey they returned to Dyrspyth from the east.
Many claim Trepp never truly did the full journey, and others point out that there was never a real doubt in the explorer community that the world is round, since it is often referenced in religious texts, and several astronomers had previously studied then written detailed books on the matter. But regardless, most explorers agree that Trepp most likely managed the full journey, and his achievement proves the world to definitely be round. Following centuries long after Trepp's death also show evidence of his visits to certain parts of the distant world; where he placed minor monuments and landmarks along the way.
Subsequent expeditions by several other explorer guilds after the Age of Seas have seen most of the world's lands and seas mapped and chartered. Details might differ variably between gathered sources in regards to continents or regional maps, but the general shape of the world is more readily defined in educated circles. There are, however, some discrepancies in parts of the world, and certain maps might lean towards having been mapped through guessing rather than actual, detailed exploration and measuring. This is then the main goal of most explorer guilds (and especially for the World Cartographers League); to revisit uncertain areas and regions, and make more accurate cartographic renditions.
The only last true frontiers that are unmappable remain in the northern pole's Crown of the World (where the shifting ice and frozen mountains often readjust and move themselves), and in the far south's Cradle Archipelago (which is the world's largest gathering of islands; many of which sink beneath the waves, while others are newly formed by volcanic activity, thus making attempts at accurately mapping them difficult). Warm mists obscure many parts of the Cradle Archipelago, and new islands are discovered regularly.
Crown of the World
The cold, icy cap of Nym is known as the Crown of the World. It is a massive chain of primordial mountains covered in giant, crystal-like glaciers held frozen by a constant storm known as the Harrowfrost, and it is said beneath them all lies the slumbering Worldwyrm; an ancient Primordial whose entire body stretches all around the head of the planet's northern sphere.
At the Crown of the World's top is the Worldthrone; the largely inaccessible seat of power of the Aesur giants, otherwise known as Frost Giants. The Worldthrone is a towering shard of purest ice that reaches beyond the clouds. It is from there the Harrowfrost originates, as it seeks to cover the entire world in snow and ice.
The Crown of the World is slowly swallowed by more ice as the Harrowfrost spreads, but it is kept under control by powerful Aesur magic, although come the Third Era that magic has been slowly waning. The shamanistic tribes of the half-giant Nathunac in Norne and the Frostwaiths perform powerful, secret, and dangerous rituals that have helped to contain the Harrowfrost for now.
During the War of Titans, the King of Frost, the Elemental Titan Teruk, better known in the Sifiran Pantheon as Thyrm, was the keeper of the Harrowfrost. Its purpose was to extend Teruk's cold domain, as well as keep the Creators from getting to his summit. However, the Creator Sifir dared the journey, defeated Teruk and trapped his soul within her sword, Sigdran, which in turn also contained the Harrowfrost.
When Sifir could no longer wield Sigdran, she plunged it into Teruk's dormant body at the top of the world, and in time the cold winds hardened around it and created the Worldthrone. Eventually the Aesur would come to the Worldthrone, and through much perseverance they adapted to the storms, and claimed the Worldhrone as their own. Sifir, still growing weak from containing the Harrowfrost within Sigdran, gave it to the Aesur, and tasked the Aesur with the protection of the Worldhrone, and made them keepers of the Harrowfrost.
The fact that the Harrowfrost has slowly been spreading over the thousands of years indicates the possibility that the Aesur have grown too weak to control it, and it is also likely that those residing by the Worldthrone have succumbed to the Harrowfrost's winds, as no one has seen the Worldthrone giants for a very long time.
Some dragons, especially White Dragons, found refuge in the Crown of the World during the Worldblight, and avoided the Feral Affliction and thus the need to enter Malendii's Dream. Most would still slumber within the crags and peaks of the frozen mountains, and many found refuge in the shifting Frostwaiths. Nydd took personal charge of the White Dragons, promising Malendii that she would watch over them.
The Frostwaiths
A large region of shifting ice islands, and broken glacial ice, forever on the move, altering the general landscape. The Frostwaiths lie between Norne and Aesudarh, but is separated from Aesudarh due to the Harrowfrost Ice. It is an extremely cold and hazardous place, as the moving ice constantly reforms the land and creates dangerous terrain. It is thus difficult to traverse the Frostwaiths. Long-lasting ice storms of terrifying winds (come down from the Crown) doesn't make it any easier, either.
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Despite this, there are many who call the Frostwaiths their home. Various half-giant tribes of the Nathunac live nomadic lives as island and ice hoppers, and there are numerous frost-aligned creatures that prefer the chaos of the Frostwaiths. In the past, many White Dragons slumbered in the Frostwaiths, when the ice was more still. But once the ice began to move and shift, the Dragons here awoke.
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As the ice shifts and islands clash, valuable resources and gems can be unearthed from the hard snow and various glaciers. If one is daring enough to explore these sudden openings and cracking caverns, one will eventually find one's way down to the ice-covered regions of the Underneaths, where ancient, forgotten insectoid hives lie buried and crushed beneath the cold.
Cradle of the World
The bottom-most reaches of Nym is called the Cradle of the World. It is an expansive archipelago of many known and unknown tropical islands known simply as the Cradle Archipelago, with the Flamecrown at its centre. The Cradle consists of large regions of Tideland, which are rich in fertile islands and sea-life.
New islands in the Cradle Archipelago spawn from below the waves as the volcanic activity of local Wordlsea spews fire and lava, and some islands are consumed by those same flames. New islands seem to rapidly grow and expand in lush, tropical vegetation, perhaps due to the rich volcanic soil combined with the strong presence of Aether around the Cradle. There are many primordial beasts who inhabit them, as well as various Rakshai or zjindri tribes, or indeed more ancient and very primitive creatures. On some of the more enduring islands that have stood for thousands of years, forgotten ruins tell tales of equally forgotten civilizations.
A Wildkith Kin known as the Rakshai inhabit the Cradle Archipelago's many islands, somewhat unified under a reigning queen near the Flamecrown, but divided on each island as numerous tribes and minor kingdoms. Over time since the first Avanorian explorers arrived in the Cradle, many other Kith now call the Cradle Archipelago their home; whether permanently as colonial settlers or as part of expeditions. Other than them, some more ancient Kith and creatures still remain in the Cradle; some of which who have remained hidden by the warm mists of those isles for many, many centuries.
Recent years, since the Age of Seas, has seen colonists and free-settlers from various nations come to the Cradle Archipelago to lay claim to its many islands; seeking treasures, resources or simply just the rich, volcanic soil of the isles. Explorers are particularly attracted to the Cradle Archipelago, as it is considered the last truly unknown frontier of the world. In many respects the Cradle is a tropical paradise, if not for the potential threat of the Last Flame and the primordial creatures on the isles and in the seas surrounding them. Occasional firestorms and flaming hurricanes also occur every now and then, having managed to escape from the Flamecrown.
The Flame Titan Mordius, King of Fire and King of all the Elemental Titans, is responsible for giving the Cradle of the World its fiery existence. As the War of Titans was nearing its end, Mordius swore that he would return, proclaiming that when all life finally comes to an end, the Last Flame will consume the world in its inferno. Mordius himself was destroyed near the Cradle of the World, and some believe that Mordius' soul became the Last Flame, which is the unending fire storm that gives life to the Cradle of the World, but is primarily contained within Flamecrown.
Flamecrown
At the center of the Cradle sits the Flamecrown; a series of islands inhabited by Rakhsai who refer to themselves as the Flamekith, and together with enslaved Fire Elementals they contain the Last Flame and keep it from spreading. The Throne itself is isolated behind a magical sphere that entraps the Last Flame. Should the Flamecrown falter in its defence, the rest of the Cradle Archipelago will likely succumb to the fiery storms of the Last Flame, and eventually it will consume the rest of the world too.
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The Flamecrown is a chain of larger islands that sits far out in the ocean, near the southern tip of the Ryumar continent. It is there the last Flamekith of the Rakshai supposedly live, having sacrificed their freedoms and dedicated their lives and the lives of their entire bloodlines to keep the Last Flame at bay.
The Flamecrown is protected by an impenetrable shield of fire, which hinders anyone from entering it. Powers from within the Flamecrown calm the winds of the Cradle and prevents the Last Flame from spreading. What is gathered from ancient texts tell that the Flamecrown is powered by enslaved elementals, which the Flamekith control to maintain the isles' magic.
Other Rakshai, not of the Flamekith, inhabit the many other isles of the Cradle not far from the Flamecrown, some guarding temples and Wendglass pylons that were constructed to aid in containing the Last Flame.
The Worldsea
Surrounding the continents is the Worldsea, which was once one vast ocean, but has since been divided up into smaller seas. Life began in the Worldsea, as its Aether during the ancient times gave birth to the first Primordials. These days the Worldsea's energies are weaker and not nearly as magically potent as they used to be, but they are still considerable. The Worldsea originally came from the ice that melted from the Worldshard, during the very beginning of the world's awakening.
It is in the Worldsea that chaotic Arcane Aether first arrives on the planet; something which often causes magical storms or other magical anomalies in the oceans. Once that Aether has been calmed by the Worldsea, it will slowly descend and be absorbed into the planet, until it reaches the Worldsoul. There the chaotic Aether is made into pure Arcane Aether, and it is sent back to the Worldsea again. The Ebb will distribute some of that Arcane Aether to the world, but most of it will be intercepted by Celunar, who captures the energies in her shawl.
This is part of the process known as the Arcane Wheel, which ensures that Arcane Aether in Nym's Eye flows beside relying on the Worldsoul itself.
The Worldsea itself is divided into six greater oceans, and then the many lesser seas within them. The greater oceans are home to the various corners and trenches of the Abyssal Depths, which connect to the Underneaths. It is said that seawyrms reside down in the ocean dark, along with other primordial and terrifying leviathans.
Other, more shallow areas of the Worldsea are home to rich and sprawling corral reefs, which were, according to ancient zjindri legends, planted, nurtured and inhabited by the zjindri ancestors, the sarazhi. It is within these reefs that the Aether accumulated by the Ebb are strongest, which benefits the creation of what are known as Tidelands.
Abyssal Depths
The deepest regions of the Worldsea are called the Abyssal Depths. No one except the aquatic sarazhi have ever been down there, and they described it as a place of unknown darkness. Seawyrms and other ancient Primordials supposedly reside in the Abyssal Depths, and according to sarazhi stories a being known as Azhanak, an Eldritch God, has made his lair down there.
There are also whispers that speak of how Nivna, the Elemental Titan King of Water, was cast down there during the War of Titans, and never truly perished. She is said to be collecting her powers to reassemble her broken body, and in the process she corrupts the waters of the Abyssal Depths.
Zjindri legends tell of how Claxul, one of the deceased Primordial Sea Mothers, rests in the dark depths. Her shell body has long been submerged and lost to the deepest underwater darkness, though her soul and spirit is said to still live through the Ebb.
The Abyssal Depths is spread out between the Worldsea's great oceans, and each is connected to the Underneaths, where the underground tunnels are flooded or form great rivers or lakes deep beneath the earth.
Tidelands
Tidelands are larger and more developed areas of Shardreefs, home to several tribal zjindri settlements and ancient temples. Ruins lie submerged beneath the shallow waves, or stuck to corral and seaweed-covered isles that dot the Tideland. Places such as Tidelands are strong in the energies of the Ebb, having been nurtured for thousands of years since the first Shardreefs were planted and grown.
A Tideland is defined as consisting firstly of Shardreefs, and secondly it is a place near shallow waters, such as along smaller isles that are part of tidal reefs, or near larger islands and mainland coastal stretches. Most commonly Tidelands are only found in tropical climates and in shallow waters. Deeper waters near Tidelands tend to be darker and less accessible, and are known as Darkreefs.
The largest known Tidelands reside in the Cradle Archipelago, but the most settled Tidelands are found near the zjindri homeland of Sen Arra. The zjindri establish small floating villages or island huts, home to many zjindri tribes, and they build docking outposts and ports on larger islands for their travelling Arks passing through the Tidelands.
Evidence of the Sarazhi is clear in many of the Tidelands, as their ruins, temples and aquatic contraptions are still present; often hidden by the thick seaborne foliage and dense corral structures. The sarazhi were the ones who first started to grow the Tidelands, and after them the zjindri have taken responsibility to continue the task; depending on the Tidelands as safe-havens for their Arks and minor settlements, as well as a source of readily available food and fabrics.
The zjindri treat the Tidelands with respect, taking care to not pollute them with too many bustling cities, and instead live mainly in small to medium sized villages. The zjindri also protect the Tidelands ferociously, ensuring that foreign colonists don't gain too much of a footing.
Tidelands are rich in not only sea-plants, but various sea-creatures as well. Life is abundant in a Tideland, and thousands of seaborne species make them their homes. An expansive ecosystem is ever-present in a Tideland, kept alive and nurtured through the Ebb's Aether; gathered by various still-active yet faint sarazhi contraptions.
Zjindri tribes will hunt and fish the local sea-life of a Tideland, but particularly established zjindri communities might develop the lands further to grow seaweed farms, fish farms, and so on. Clams harvested from the bases of corral islands are also a basis of zjindri life, since they seek and covet pearls strong in the Ebb's energies (richly found mainly in Tidelands).
Besides natural life, Tidelands are the only places that remain as a legacy of the sarazhi Kin. Their civilizations made use of the Tidelands as their homes, until they vanished from the seas many thousands of years ago. All that remains are their ruins; many of which have sunk beneath the waves of the Tidelands. What very rare few sarazhi tribes that still exist hide within these Tidelands.
Not all Tidelands are necessarily always submerged. Some consist mainly of wetlands and coral mountains, but they can also be part of a tidal cycle where one season its shores are on land, and during another season it's below water. Per the name, Tidelands change with the coming of the tides; one season there is wetlands abundant, and in the next the sea rises and brings with it its bounties.
The Ebb
While the Worldsea is not as filled with Arcane Aether as it used to be in the ancient times, there are still remnants of those energies within it. Those who study or draw power from the Worldsea call this the Ebb. The Ebb is a tidal flow that comes and goes as the waves rise and settle along with Celunar, the Tidebringer. It is not as potent as the Aether found in the Weaveglass, but it is more accessible. Zjindri mages choose to draw power from the Ebb rather than the Weaveglass, and when winds are low the zjindri Arks use the Ebb to pull themselves through the waves.
The Ebb fulfils another purpose, which is that of distributing the pure Aether that return from the Worldsoul. Once that Aether enters into the Worldsea, the Ebb sends it out into the world, or at least whatever it can grab before Celunar brings her shawl to take the rest.
Whatever Aether the Ebb retains is gathered in the Worldsea's corral reefs, where they are nurtured and used to sustain those reefs. Zjindri Arks will temporarily anchor by such corral reefs to allow their people to hunt and harvest, and also grant their mages, priests and shamans clearer access to the Ebb. When meditating and drawing on the Aether of the Ebb, zjindri spellcasters gain a sense of clarity that helps to empower their rituals and spells.
Particularly large and flourishing corral reefs are known as Shardreefs, and those were once maintained and inhabited by the ancient sarazhi aquatic kingdoms. These days the Shardreefs are kept mainly by passing zjindri or beasts of the sea, and ruins of the sarazhi can be found within them. Ancient sarazhi contraptions dedicated to harvesting the powers of the Ebb lie dormant or murmuring, still feeding the Shardreefs with the Ebb's Aether.
Under-Realms
Deep and far below Nym's surface and mountains are the vast underground realms. They were originally shaped by the first insectoid sectizh, who dug long, maze-like tunnels under the world to fit their rapidly growing empires in. Vast caverns were used to grow and cultivate fungal flora, and lava rising from the Worldsoul gave warmth and light, along with Aether-strong crystals and gems. Later Metallic Dragons and Earthen Gods would expand upon the excavations of the sectizh, and make them their own.
The Under-Realms surround the Worldsoul and function as outer walls to protect it. The majority of the Under-Realms cover the entire planet, although they are not necessarily linked to each other. Attempts at mapping these realms are largely made impossible, due to the shifting stones and earthquakes altering the underground landscape and tunnels. Additionally, certain beasts, some primordial and ancient, dig new tunnels and bring down old caverns all the time. It is an ever-changing underground landscape.
Various layers of the Under-Realms become more maze-like and harder to navigate the further down one goes, as well as more barren and lifeless. Ancient ruins of underground empires are scattered and found nearer the surface, whilst darker secrets remain hidden and undiscovered deeper down. Few explorers from the surface ever return from the deepest depths, where it is said that ancient dangers lurk in the dark.
The Underhalls
The Underhalls are the smallest of the Under-Realms, and came long after the others. It only stretches throughout the Twin-Continents of Norrhan and Avanor, and to some small parts of surrounding, nearby continents.
The Stoneborn dwarves began construction of the Underhalls when their cities on the surface were destroyed by orcs and other disasters. Remaining cities on the surface, surviving but isolated, had no way of reaching each other, and for decades contact between Stoneborn cities was rare. As a solution, the Stoneborn dug vast tunnels to connect the cities underground.
Eventually they went even deeper, to seek more minerals and gems. From their efforts were built great halls and mining networks, which led to the founding of underground cities, which then later developed into the Under-Kingdoms, and their inhabitants became the Darkborn.
A wonder of architectural genius, the Underhalls' main roads were tall and wide, with smaller tunnels connecting to outposts and underground settlements along the way. Controlled lava travelled in canals along the underground roads, and lit them as if they were struck by daylight.
But after the Darkblood curse broke out in the deeper city of Orthavir and corrupted the minds of its inhabitants (creating the Darkbloods), the Darkborn were forced to abandon several outposts, and eventually the Underhalls' roads decayed from lack of maintenance.
Now the majority of the Underhalls is abandoned, and maps of the complicated roads are hard to come by. Expeditions venture into the Underhalls to try to retake its outposts or map its roads, but few ever return to the surface. Aside from Darkbloods, other creatures now make the Underhalls their home; some of which are very ancient and terrifying.
The Underneaths
Deeper, past the Underhalls, lie the Underneaths. The Underneaths is the largest of the Under-Realms, stretching throughout all the continents; basically covering the entire planet underground surface. Unlike other Under-Realms, the Underneaths is the one realm with the largest concentration of various fungal flora; many of which are as thick as surface jungles. Light and warmth is achieved through volcanic activity from deeper down, and some caverns are lit by glowing gems and crystals. Not all of the Underneaths consists of flora and fungus, but some of the strangest plants tend to grow down there, along with the strangest creatures.
The Underneaths were the home of the outer kingdoms of the sectizh people, and it was there they cultivated the majority of their food. Most sectizh eventually abandoned the Underneaths and went for the surface; the reason supposedly being Eldritch Gods who had enslaved the sectizh who lived further down, and wars between the sectizh turned to starvation, and eventually cannibalism. Nearer the surface the sectizh became Signis' Arachnyr servants, or the Vithrid. But, as the Eldritch Gods' influence spread, the Arachnyr and Vithrid empires continued to shrink and disappear.
Aedh Shai, Shadow Elves, came to the Underneaths once to escape the prosecution carried out by their former Aedh Ashlem brethren, and built smaller cities down in the deep caverns. Eventually they returned to the surface, having fled a deep darkness that corrupted their people, which they know as Shie'Cilei, "The Darkfallen Queen". Shie'Cilei's corrupted followers and worshippers are simply known by the Aedh Shai as the Shie'dari, "The Dark Children".
The Maéc, once part of the Maaré people, hid in the Underneaths to escape Tiral's banishment of the Tidewoven, and built a network of arcane kingdoms and cities connected by telemantic machines and portals. But the Maéc have long since disappeared, leaving only ruins to be found by explorers; ruins guarded by the Maéc Maegstruct golems, as well as the horrid mutations of their arcane experiments, the Maegwicht, who sometimes find their way to the surface.
Most Metallic Dragons also make their lairs in the Underneaths; coveting gems to create more of their children. They and their broods form several colonies in the many caves and continue to excavate tunnels throughout the Underneaths. Other dragons, some unaffected by the Feral Affliction that turned the majority of their kind feral, are also found within the Underneaths; having created hidden lairs for where they hide themselves, their eggs and their riches.
Other areas of the Underneaths closer to the surface are dominantly inhabited by goblins, kobolds, and gremlins, who often wage century-long wars against each other to fight over ancestral territory. It is believed that the first goblins came to the surface from the Underneaths. Gnomes supposedly also once called the Underneaths their home before they too came to the surface.
The Deepdark
The deepest and most unstable caverns of the Under-Realms are found in the Deepdark. It is the last realm before the Earthen Core and Worldsoul, and its darkness is inhabited by Earthen Gods and the Eldritch Gods. Enslaved sectizh are said to still be down there in their underground empires; serving the Eldritch Gods.
In truth there is no one who can say what is really down in the Deepdark, as no known mortal has been down there and survived to return to the surface. Tales stemming from sectizh texts found nearer the surface tell of a realm of magma and lava, of hardened, glowing gems and crystals that light up vast caverns to reveal mineralbound walls. But there is supposedly also areas where the Eldritch Gods have made their lairs; caves where the walls aren't of stone, but eldritch flesh.
Past their lairs are the sanctuaries of the Earthen Gods known as the Earthen Core, where the Worldsoul is kept safe by their watch, and the prison of the fallen Creator Gaerdras was built. It is within the Earthen Core that many of the Earthen Gods became the Earthen Pillars; frozen in place as they slumber and hold up the world around them, so that the world doesn't implode into the Worldsoul.
It is believed that the surviving Dragon Gods are somewhere within the Deepdark, where they have hid ever since the Worldblight and the Feral Affliction struck their kind. It is likely that they entered a deep slumber, waiting for when they awake to return to the surface and reclaim their lands and former worshippers.
Wendveins
The Worldsoul controls the flow of energy and magic through seemingly organic veins, called Wendveins, that travel through the earth and grow to the surface. These extremely hardened and potent veins appear as large, naturally-formed, mineralized obelisks, often called Wendstones, that reach out from below and penetrate the surface.
It is with these Wendveins that the Worldsoul receives the Aether it needs from the world to help maintain it, and directs that Aether outwards to nurture the planet. It is possible to tap into a Wendvein to gather immense Aether, but the process tends to eventually drain them and severs the connection to the Worldsoul.
The deeper roots near the Earthen Core are guarded by the Earthen Gods, but generally the energy surrounding the roots are so powerful that anyone who touches them might disintegrate and join the flow. The majority of Wendveins are supposedly found in the Abyssal Depths, where they boil the water around them.
New Wendveins might sprout from the Worldsoul should it be necessary, and the sudden appearance of a Wendvein on the surface has been known to cause certain incidents, such as settlements being destroyed or forests being uprooted.
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Drained Wendveins crystallize and soften and become what is known in some cultures as Nymcite or Veinshards, but is more popularly called Wendglass. There are many varieties that come in several shades of colour and hold different properties, but is overall of the same substance. It is easy to mine and carve, making Wendglass ideal for jewelcrafters, and it is a mineral which is easy to shape and manipulate for conveying and storing energies.
The Magnir used Wendglass to create their soulcraft machinery, and the Maéc crafted their Maegtruct golems from it. The Folc of the Wending Lands and northern Korash utilize gathered Wendglass for their weapons and tools. Modern mages, such as those of the Sanctum Orders, use Wendglass for their Magicraft machinery and experiments.
The Old Wylds
The Old Wylds (sometimes known as Malendii's Wylds, the Wyldlands, or just simply the Wylds) refers to any ancient forest that grew as the result of Wyldtrees, and were or are the home of various Wyld Spirits and other fey servants of Malendii, her Creator allies, or her allied Wildgods.
These are ancient lands that once dominated vast regions of the world during and after the Wyld Ages, but have since become less common in lands where the arrival and prospects of civilization have either cut down the ancient woods, or caused them to stop growing as a result of domestication of the lands and wilds.
When referring to the Old Wylds, one refers to the Kingdom of Nature, and the Wyldwoods that manifested its existence as the many Woodland Realms. Some would define the Old Wylds as all of Malendii's Realm beyond her own personal Dreamworld, and any lands still belonging to the Old Wylds are an extension of her. The term focuses mainly on any forests that grew during the Wyld Ages, and to the lands that were or still are dominated by Wyld Spirits and nature.
Various forests, jungles, swamps or other lands thick with blossoming vegetation and nature can fall under the dominion of the Old Wylds, so long as they possess a Wyldtree at their core, and the free-flowing naturistic magic that is deeply ingrained in the surrounding trees, plants, animals and spirits.
Druids call upon the powers of the Old Wylds during their rituals and when using their naturistic spells. Many Druidic Circles can be found dwelling deep within various Wyldwoods, where they are committed to protecting the Wyldtrees, as well as uphold Malendii's laws and wishes. They build ritual sites and shrines where the naturistic Aether of the Old Wylds is strongest, and use such Places of Power to empower themselves, or to awake new druids through Malendii's Calling.
Many fear the Old Wylds, as those who make these ancient forests their home rarely tolerate the uninvited. There are many peasant tales that tell of old, overgrown forests that more or less eat (sometimes literally) any who dare to enter them. And there are also stories of how dryads will lure men into the woods, or turn young, lost girls into new dryads. Additionally there are tales of ancient, vicious beasts who dwell in the Old Wylds, or of spirits who wield magic from a time when the world was still young and new.
The wrath of the Old Wylds is not to be underestimated, as it is the manifested wrath of Malendii and nature themselves. The Kingdom of Nature is merciless and unforgiving, and those who wish it harm can expect to face the full force of the Old Wylds' wrath and power.
Wyldtrees
The core and heart of every Wyldwood is a Wyldtree. These ancient, magically strong trees are huge and powerful trees that contain vast amounts of Aether. They were created by Malendii for the purpose of healing the world's sickness caused by the Worldblight, and aided in regrowing the natural world from its barren and desolate state during the Wyld Ages. Eventually they would ingrain themselves so in the world, that they now more actively help in maintaining the spiritual and natural balance of the world.
A Wyldwood can contain several Wyldtrees (in the case of particularly strong, large, and ancient Wyldwoods), but most will possess only one. It is from a Wyldtree that the powers of the Old Wylds grows and spreads; draining any Blight energies from the world, and renewing the Aether of the lands.
The first and most ancient of the Wyldtrees grew during the Wyld Ages, after Malendii had planted the Wyldseeds in the world to counteract the effects of the Worldblight, and to contain its corruption. Malendii and her servants planted seeds in every corner of Nym, and as they grew into trees they absorbed the Blight Aether infesting the world, and healed the world of its corruption and sickness. In time the Wyldtrees became large and powerful, and around them grew the Wyldwoods, thus creating the Kingdom of Nature all throughout the world.
Wyldtrees are connected to Malendii's Dream, and they transfer, feed and maintain various Aether that help to keep the Sleeping World alive, and in return the Sleeping World helps the natural balance of the Waking World. Wyld Spirits and even World Spirits flock to Wyldtrees, and especially dryads, who maintain groves around Wyldtrees to provide protection, along with other fey creatures. Certain Wildgods (those who allied themselves with Malendii's Dreampact) will also reside around more powerful Wyldtrees, or their servants will do so in their stead to aid in keeping the Old Wylds safe.
The Awakening of druids comes from contact with Wyldtrees, as the Calling comes through those trees whenever Malendii chooses potential druids for ascension. The Calling is described as a beautiful, indescribable, yet faint song (assumed to be sung by Malendii herself), which becomes clearer and more purposeful the closer the one who hears it nears a Wyldtree.
Various Druidic Circles have their own rituals when concerning the Awakening of a novice druid, but all rituals will somehow involve a Wyldtree in the process. In some cases it might just be long meditation along one of these ancient trees, or the spilling of animal blood to be smeared upon the tree's bark. It depends on the Circle and their creed.
Every Wyldtree is more or less connected to each other through a network of strong, expansive roots, which helps to transfer Aether between them. These roots go far and deep; penetrating beneath the earth and far beyond the Underneaths. Wyld Roots go all the way to the centre of the world, where the Worldsoul resides. There they feed Aether into the Worldsoul, and also receive Aether in return. Druids might use these Wyld Roots to communicate with distant Circles on the other side of the world, and can convey messages instantly, but at the cost of serious fatigue. Otherwise a skilled druid could also tap into the Worldsoul itself via these Wyld Roots, and not only replenish considerable Aether, but also communicate with the very Heart of the Worldsoul itself.
While most Wyldtrees are found at the heart of Wyldwoods, some might be faintly or entirely disconnected as civilization cut down surrounding trees and built villages or cities around them. Some of these Wyldtrees still maintain some connection to Malendii's Dream or to other Wyldtrees through their network of roots, so long as they are kept alive through nurturing and care. Certain cities might maintain such Wyldtrees in druidic temples that are kept by city-based druids, or various Mage Orders might sustain Wyldtrees through arcane magic; creating a Weavesource that helps to empower their spells and mana.
Wyldtrees are particularly potent in energies and useful for creating staves, armour, or wooden weapons, as the wood and bark itself continues to live even when separated from the Wyldtree, and the Wyldtree will just regrow any of its lost limbs and branches. The Wyldtree-wood will continue to live so long as the Wyldtree it is sourced from doesn't fade away and die. Wyld Elves use Wyldtree-wood to make Leafblades; living weapons of enhanced wood and leaf.
Some villages might decide to altogether cut down Wyldtrees, as they fear the Wyld Spirits who typically dwell in or near these trees, and choose then to chase away those spirits by destroying their connection to the land. This often has a more devastating and more negative effect than planned, as the absence of a Wyldtree could cause a decline in naturistic life in the local area, or the aggressive act of cutting it down could cause Wyld Spirits to become angered and seek vengeance against those who defiled their Wyldtree.
In most cases villages and towns let Wyldtrees be; not wishing to anger Malendii or her servants, and instead pay tribute to Wyldtrees in the form of monthly or annual celebrations or generous gifts of worship.
Wyldwoods
Ancient forests that contain a Wyldtree at its heart are known as Wyldwoods. Wyldwoods are strong in Aether, and possess a direct connection to Malendii's Dream due to Wyldtrees that act as their hearts. Naturistic magic dwells most strongly in Wyldwoods, as they grow and nurture the plants, animals and spirits within these ancient woods. Many of the more primordial beasts and spirits dwell in Wyldwoods, where they can find refuge from the rest of the world, alongside other fey creatures who are pushed back by growing civilizations.
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The largest known Wyldwoods are the greater woodlands of Ashala Endelaith in Ashanor, home of the Wyld Elves. These Wyldwoods are kept safe by the various elven forest kingdoms of the land, as per the bond they made when they accepted and joined Malendii's Dreampact. Knowing and understanding the fierceness and fickleness of nature, these elves have adapted to live alongside the aspects and other inhabitants of the Wyldwoods.
Wyldwoods are dangerous to any who don't belong there, or to any who aren't accepted by these woods' inhabitants. Even Wyld Elves, who make the Wyldwoods their homes, must tread carefully to not upset the ancient, often wrathful trees or the woodland beasts, the latter of whom act more on instinct and bloodlust than calm sense. Spirits who dwell in Wyldwoods can also become potential threats, as they guard their homes by any possessed means whenever they feel threatened.
A typical Wyldwood forest has grown dense and labyrinthian in its trees and vegetation, decorated by hundreds of various plant species of colourful displays, which have grown to cover and hide rare ruins of an old world long forgotten. There is an idyllic sense of calmness to the Wyldwoods, as if time had stopped and never progressed beyond the Wyld Ages. The harmony and tranquillity creates a distracting image of the woods' balance of nature. Though one should take care to not become too hypnotized by their supposed sense of peace and harmlessness; there is plenty of the Old Wylds to be rightfully afraid of.
Wyldwoods are the core domains of Malendii's servants in the Waking World, and especially so to her Creator ally, Nalnir, whose servants often stalk the Wyldwoods in search of uninvited prey. Other servants, such as Stag-Kings, personally guard certain Wyldwoods as the Wildgods' chosen guardians, and use their primordial powers to assist Malendii and her allies in upholding a Wyldwood's natural balance, as well as ensuring that outsider threats don't interfere with the Wyldtrees.
The general consensus is that a Wyldwood itself is a living being, as it acts and responds to any threats to its well-being. When villagers settle near a Wyldwood, or a group of loggers come to try to chop down its trees, the Wyldwood groans and anguishes, until it finally retaliates in anger. It summons all of its inhabitants, sending animals, spirits and roots to attack and repel its invaders. In most cases the Wyldwood will succeed, and it is said that one would need an army to conquer it fully.
But the Old Wylds won't bend so easily, and nature's wrath is unlikely to forget, to forgive, or to show any mercy on those who threaten its kingdom.
Nytewoods
Whenever a Wyldwood becomes too wild to control itself, it can potentially grow darker and more dangerous. As Malendii's nightmares grow and take hold on the lands, her Wyldwoods transform into woods beset by eternal, nightmarish night.
So called Nytewoods (or simply referred to as Nightwoods) are Wyldwoods that have been transformed into dark, night-filled forests. The cause can be many: either a Wyldtree is overcome by Blight energies, it is corrupted through some unsacred, magical way, or it manifests more purely and naturally as Malendii's nightmares grow stronger. At the point of transformation, a Wyldtree becomes a Nytetree, and casts a wide cloak of dark night over all of its local domain.
While Nytewoods are decidedly terrifying and emit a certain aura of darkness to them, they aren't necessarily places of evil, as is commonly told in peasant tales. Nytewoods are home to Malendii's darker thoughts and dreams, and are often inhabited by her servants who serve the nightmares, or her servants who try to contain those nightmares. Many creatures of the night make their home in Nytewoods, where they more readily and more comfortably belong in comparison to normal Wyldwoods.
In many respects Nytewoods can be far more beautiful than terrifying. Mushrooms and nightblossoms glow and bloom, illusory moonlight shines and reflects in mirror-like pools and ponds, and the chirping of crickets and nocturnal birds create a harmonious picture of the woods. No doubt the Nytewoods are dangerous and shouldn't be entered carelessly, but the nightborne beauty of the darkened forest has been described to be incomparable; a dreamlike reflection of Malendii's Nightsoul.
Nytewoods are more fondly protected by Malendii's allies Naith and Auriel. Their servants become one with the nightborne forests, possessing them and help to expand the domains of their patron goddesses. The creatures inhabiting the Nytewoods more readily serve the two goddesses respectively, and while they all serve Malendii in some way, they often feel cast aside by her and her unwillingness to accept her nightmares as part of her being.
In comparison to Wyldwoods, Nytewoods are far more dangerous and inhospitable to outsiders. Here the local creatures, trees and spirits are more easily overcome by nature's wrath, and the more primal instincts and aspects of nature. Malendii's dark dreams more easily manifest around Nytetrees, and phantasms or nightwraiths who escape Nightsoul come first to Nytewoods, where they hide from Malendii's more loyal servants, and hungrily feed on the Aether of the woods themselves.