Three Kingdoms has proven to be much more than the name of the free lands surrounded by a world in turmoil. It spans beyond the scope of what many cosmologists call the Prime Material Plane (Vanai). The Three Kingdoms relates to a grander scheme within the nebulous Lifewell as illustrated in the recent archeological find, the Planar Tablet, by the historians from the Ocusurum. It refers to the sister planes of Vanai (The Mother), Bh'ruuk (The Fang), and Feyling (The Essence). Vanai is the center of all life and yet without the Far Realms of Bh'ruuk and Feyling, she pales in comparison to the utopia that once was.

The Mother

The Essence

The Fang

 

Vanai

In eons past, the divine races foudn refuge in Vanai's realms. The Titans walked upon the land; The Dragons ruled beneath the seas; the Giants made kingdoms within the mountains and veins spanning beneath the surface; and from above, in the clouds, the Gods watched it all take form.

Vanai is now home of the mortal coil. A world where faith and culture are as varied as the terrain itself. It is the land of kingdoms wrought by war and seeking domination. But such wars are not always waged on the battlefield. Often, it is behind closed doors where the ruling classes vie for control using whichever political machination can gain them the most favor with the populace.

The Northern Lands yield the settled barbarian kingdom of Ostyr and the island of Yon. ruled by the brothers Ivalen in its twin capitals of Endmore and Thromm., Ostyr has quickly developed from a place of superstitious clans and warring tribes into a united land forged under the Ivalen banner. Its numerous waterways and lush fields make it ripe for agricultural trade. Its naval forces remain unrivaled as they combine the knowledge of the elven windriders with the gnome artificers, both of whom fled the Three Kingdoms during the Age of Storms.

Yon is often referred to as the Sunken Kingdom for while three-quarters of its walls lay on the island, the remainder of the city can be found beneath the waves. Initially a human kingdom of philosophers and scholars, Yon is now also home to the S'aor, a group of psionically endowed merfolk.

The central and southern portions of Vanai give rise to the Three Kingdoms and Cidernia (aka the Shadowlands). the Three Kingdoms is led by a triumvirate with Zsambrina Highflower from the elven kingdom of Altere and Sir Boltan Crasmere from Uthmere. The third kingdom in the triumvirate was the dwarven kingdom of Shar though they have taken control of Helimdale and smashed the defender's march after joining forces with the Children of Slaceria in an effort to regain their ancestral lands from the orc tribes who ran the dwarves underground during the Age of Winds. Now the triumvirate scrambles inside the walls of the metropolis Halo in an effort to find its final member and bring peace back unto all lands.

Cidernia earned its title as the Shadowlands when Vog Mor came into power. It is a place of sickness and disease where the Church of Vog Mor rules with an iron fist and fear keeps the populace in check. The Shadowlands is also where the first phlotus appeared after it engulfed the city of Fellstone turning it into a bone garden where the Children of Slaceria experiment and create their abominations.

To the east can be found the Scarred Lands, home of nomadic tribes who have shunned the onset of cityworks and stay strong in the ways of old. It is a place where one can come to get closer to the land and renew the faith in the cycle of life. Historically it is also a place of tragedy, a place where angry Gods brought down fire from above and sundered the land. A place were the Titans very tread wiped entire clans from existence. a place where the Dragons rampage ruined the shores. But from such tragedy, its people grew stronger for that is the cycle of life. it is also home of the scarred folk. Once human but forever twisted from the magics left behind during the War of the Divine. Now, the scarred folk have truly become one with the land as they don the features of its flora and fauna though this affinity has made them outcasts from the very people who seek to reach out to the mother.

Further east but still within the borders of the Scarred Lands is Freeport. Not truly a kingdom in of itself, its inhabitants have fled from the Shadowlands in an effort to escape the bone gardens and leave the war behind.

Beyond the Titan's Crossing lies the realm of Hsu though the rest of the world has dubbed it the Eastern Vale. A combination of wild jungles and vicious wastelands, the natives have forged empires through acute studies of the land and its natural order. Of the four empires, the Lion Clan of the Spring Fire Empire and the Phoenix Clan of the Autumn's End Empire are the dominant orders. In the past, the two clans have worked together to fight against the advancement of the First Church of Vog Mor though now they find themselves at an impasse as the other nation's have united with the church to defend against the coming of the Children of Slaceria.

 

Feyling

Feyling is a land of soft lights and cruel desires. It is the home of powerful elf-like beings, the glamour folk, with little care for the mortal coil other than as playthings and prey. It is the country of the wee-folk where both music and death are commonplace. It is the birthplace of traditional folk tales about immortal lords and wild hunts.

For those not native to the land, danger lurks in the most unexpected places. The land itself seems to shift and sway with but a whim to daze and confuse those caught in its embrace. Many a treasure hunter and wandering scholar have succumbed to the call of Feyling, never to return to the loving lands of Vanai.

Often bolstering those meager abilities of the mundane, the arcane runs through every being and every stone within Feyling to great affect. It is this very trait that feeds the desire to stay within such a realm.

In the North, beyond the “civilized” lands of the Sidhe Courts and draconic wisdom of the Council of Fangs exists the infinitely massive and morphic Wilds. The gigantic canopies and intense thickness of the flora make the Wilds neigh but impossible to successfully navigate. And for every magical beast to prey upon the smaller tributes, there are two to feed upon the larger.

To the west reside the remnants of a human civilization rumored to have its origins in Vanai. Its populace have banded together to form the kingdom of Evanwill with the hope that they may some day be able to attain a normal life from days long past as told by their kingdom elders.

In the South can be found Daov, a makeshift land of self-proclaimed protectors of the Witchrealm. If one can make it beyond the western borders of Daov, the Witchrealm becomes both dark and alive from countless eons spent as the resting ground for those glamour folk who wish to pass beyond their immortal existence.

 

Bh'ruuk

Bh'ruuk is a desolate place. A place where one can never be to sure whether you are the hunter or the hunted. Its harsh terrain has claimed as many lives as the primal beasts which roam the landscapes. It is a place where one can not rely on strength alone for survival but also on wile and wit.

To the untrained and uneducated, Bh'ruuk is the birthplace of the giants, orcs, and goblinoid races. But in truth, they are so very much more than the common brutes found on Vanai. They have harnessed indomitable strength from within and faced the vicious nature of Bh'ruuk. They have opened doorways within the mind and released powers their brutish brethren can never know. They are the glimmer folk, the mortal enemy of the glamour.

For some, Bh'ruuk is a prison where death is inevitable. Such is the life of the constructs, astral in nature, bound by the glimmer folk to work the ooze farms and extract the ever precious water reserves from beneath the land. They are a collective with but one voice, the voice of the glimmer.

Bh'ruuk can be broken down into territories, each controlled by a dominant tribe. The territories are fluid though not due to warring tribes as the glimmer folk learned long ago that each tribe must work together to ensure the survival of their race. Rather their boundaries change as the tribal populations find prosperity or despair.

The northern territories include the lands of the Raven Furies and the Wyrmrippers. The Raven Furies are the largest and most successful of all glimmer. they have worked hard to stave off the death of many of the smaller tribes and brought them into their fold expanding their lands far to the south. The Wyrmrippers have mastered the currents in Storm Gulch allowing them to traverse the vacuous desert, the Dune Sea. It was the Wyrmrippers who first found the ancient buried temples within the expanse of the Northern Dune Sea and brought back artifacts of a civilization long since claimed by Bh'ruuk.

A short jaunt across the western expanse of the sea is White Hand territory. They are the oldest of the the remaining tribes and the first tribe the others will come to when problems or disputes arise.

The southern and eastern territories are locked in battle though not with one another. The lands belong to the fire wielding Fir-Dunn tribe, the resourceful Coal Tongued Ravers, and the totemic First Bear tribe though there are those tribes who believe the land will not be theirs for much longer. Something has awakened within their ooze farms and now the territories are in danger of becoming and uninhabitable wasteland rivaling that of the Dune Sea.

Within a valley to the east of Fir-Dunn territory lies the oasis of Oal. It is the one lush place left in an inhospitable world. The tribes consider it sacred as it gives them hope for a better life. The tribes will protect it to their last breadth as will the mysterious elfin creature which inhabit it.

The central mountains and valleys of Bh'ruuk lead to the Free Trade League. Its is a land belonging to none but home to all. It is here where merchants from each tribe come together to peddle their wares and trade information. It is also a place of refuge from the yearly summer sand storms which ravage the lands .