Chronicles of Terram

The World

The realm of Terram is relatively compact, consisting of a single planet, with a single moon, orbiting around a single sun.

There are two levels in which life can exist in Terram, the material plane and the ethereal plane. The material plane is home to all tangible matter and where the majority of our story will take place. The ethereal plane is the dimension of magical energy and beings. These two planes overlap each other and allow for creatures in the material level to be influenced in various ways by the ethereal level, including allowing individuals to possess innate magical abilities.

Terram

Map of Terram

Terram is a land defined by diversity, both in its geography and beings. From the icy taiga of The Freyound, to the arid wastelands of the Kazzir Desert in Hammor, to the lush swamps of Lerithia in Xerenthia, there are plenty of climates to support a variety of sentient life and vegetation. There are three sovereign regions in Terram: The Freyound, Hammor, and Xerenthia. Each region is self sufficient and communication between the three areas is minimal and individuals are free to travel between the three regions at will. Our story opens in Hammor, the largest and first inhabited region of Terram.

Hammor

Our story begins in the Confederacy of Hammor. This region has a wildly varying geography and climate depending on which province you are in. The most noticeable feature of Hammor’s geography is a massive waterway called the Mammoth Channel that travels through its center, flowing from the southeast to the northwest.

The Isle of Angora, located upriver from the southernmost entrance to the Mammoth Channel, splits the waterway into two passages. To the left lies the Kazzir Desert, the arid and arduous home of the formidable Kepler race. To the right rests Hammor Proper, containing three drastically diverse provinces. The dense deciduous woodlands of the Dag Forest sprawl across the western area of the land mass and are home to the small, but fierce Fleet Elves. The Dag is only adjacent to the imposing Gargon Mountains, land of the hardy Human race and best smiths in all of the country. Due south of the mountains are the grassy plains of the Freelands, a scarcely populated territory dominated by the elements of nature.

The split waterway reconverges and flows into a small archipelago. These volcanic land masses are known as the Vargos Islands, domain of the arcane gifted Dark Elves and considered to be one of the most magically accomplished areas in all of Terram. The political structure of Hammor is one in which each province is completely sovereign from one another. The non-aggression pact forged by the Transcendent Treaty allows for trade and travel from province to province with ease. Any attempt at imperialization is strictly forbidden and is considered an act of war against all of Hammor. All internal issues are expected to be handled by the people of the province it occurs in. These agreements were made as a result of the devastation brought on by the Great War.