The Land of Sheol'gotha
Sheol’gotha in the Prince Era is dominated by badlands, desert, and mountain ranges, with extensive dry riverbeds and wind-cut valleys. Surface water is limited and may be acidic in some basins and channels.
The sky commonly presents a bronze hue. Arcana is visibly present in the atmosphere in multiple colors and may behave like a weather system. The region experiences roaming tempest storms and sustained high winds.
Environmental instability is increased by random concentrations of arcana, the presence of death doors, and areas of heightened elemental influence.
The Basics
Weather, Resources, & Where to Go
Weather is Sheol’gotha is wildly variable and strongly affected by both the topography and coalescence of arcana. Arcane destabilization can happen quickly and with little warning, leading to violent storms.
Sheol’gotha is home to permanent roaming storms that often appear in areas where arcana has collected. These storms present with high sustained winds and aggressive rainfall. Rain is a hazard all its own as it is highly acidic.
Mountains, cliffs, and open plains with little vegetation can all cause their own concerns, particularly when storms can happen quickly. Flash floods are easily devastating and hard to outrun. Furthermore, it is possible to come upon a death door and if you unknowingly attempt to engage with it the consequences can be quite serious.
Sheol’gotha is a realm rich in many resources while being poor in others. Industry exists across the realm in order to extract resources for use by Nazrin.
Stone, metal and salt are the top commodities available in the realm. Stone and metal are absolutely essential for infrastructure, while salt carries more than its weight as a preservative. Oil and tar are next, with their value being both military and civilian. Wood is, understandably, a very limited resource and expensive to purchase.
Sheol’gotha is a realm wealthy in arcana. As such, arcana-infused stone and crystal has a highly profitable market. In addition ice from the north is highly prized, and the challenges with collecting and harvesting rimefrost make it a lucrative market as well.
Nazrin
Nazrin is located near the center of the nation on a flat plain, with the Lakkas River to the west. It is a fortress city. The palace structure is exceptionally tall and visible at long distance.
Kopyragum
Kopyragum lies in the southwest on a flat plain. The city is constructed primarily below grade, organized as a spiraling descent. Adramalech, the king of fire, is located at the lowest level.
Ehn'Ahmet
Ehn Amet is located in the east, where plains transition toward the ocean; mountainous terrain lies to the north. The city is a major forgeworks center; the palace formerly located here has been replaced by industrial infrastructure.
Dyss
Dyss is located in the south, approached through badlands terrain. The city contains multiple smokestacks (currently unused). The Elemental Court is located here; the surrounding area is characterized by a high concentration of arcana.
Zin'Alor & Zin'Ashir
The twin cities Zin’Alor and Zin’Ashir are located in the north, positioned on both sides of a bay. Zin’Ashir includes a tower structurally similar to Nazrin’s, though less extensive.
Beneath the Abaddon
The Four Kings
Adramalech
King of Fire
Adramalech governs the western territory. The region is separated from Nazrin by mountain ranges and is characterized as comparatively untamed. Documented subregions include swamps, manufacturing locations, and trade centers. Trade is maintained with Bael Zagoth.
Paymon
King of Rituals
Paymon governs the southern territory. The landscape is described as charred and is rich in arcana and spellstone. Paymon holds the Elemental Court and maintains trade with the elemental planes. Documented activities include crystal quarrying, archaeology, and relic collection.
Zagan
King of Metal
Zagan governs the eastern territory, including rebuilt Ehn Amet and its master forgeworks. The region converts raw materials into weapons and tools, primarily for Nazrin. Documented subregions and sites include the Gita Plains, religious sites, and a lyceum. Trade is maintained with Azar Orenis.
Merihim
King of Pestilence
Merihim governs the northern territory, including the twin cities Zin’Alor and Zin’Ashir. Trade is maintained with Bael Zagoth. Noted geographic features include Malady Hill and the frozen northern zones referred to as the Rime Reaches. Archaeological activity is common.
Across the Realm
Animals of Note
Gita
Often used as mounts both for civilians and in the military; gita are found all through the realm.
Xyrr
Xyrr are large beasts of burden, often used to pull coaches, caravans and siege machines through the realm.
Lantilos
Insectoid parasites with multiple legs; they are roughly a foot across and aggressive attempt to latch onto the face of their prey, suffocating them.
Bloodtongues
Red-and-black draconic predators; breath exposure is associated with acute psychological destabilization (reported madness).
Olati
Found in the south and east, Olati are chitinous, octopus-like aerial organisms. They are floating, supported by arcana and gas; and may detonate under sufficient impac.
Du'srai
The King Hunters, Du’srai are large canids with black fur and orange speckling. This highly aggressive animal has been used by Abaddons for tracking royal family members in wilderness conditions for millenia.