NEVRIANDE
🔊 PRONUNCIATION: NEH-VREE-AWN-D
Size & Distances
Each section on the map to the right marks a distance that can be traveled in one day, including time to rest + sleep.
north to south - 180 miles / 290 km ; typically a 7 day journey.
east to west - 90 miles / 145 km ; typically a 4 day journey.
Travel time is based off of a maximum of 30 miles of walking per day which is typically the amount of miles canines/felines travel in a day. Travel times between the villages vary
Geography & Travel
highest point - highpeak mountain tops, divine's reach.
lowest point - seaside gulf beach sides and islands.
The entire continent is connected either by travel routes and foothills or by waterways via boat that are guarded by the villages and Skyheimr. Boats can travel by land or sea. Pathways are available for wagons and walking on foot.
Time & Pacing
2 IRL Months = 1 Nevriande Month
[ click here for monthly event calendar ]
Beyond Nevriande, most lands are inhabited by wilderness or other providences of canines and felines. Whether its sparse towns, kingdoms, empires or villages; the world outside Nevriande is vast and not entirely charted. That means it can be a blank slate for your character if you want them to come from outside of our current region.
Different languages, knowledge, accents, cultures and more can be brought from distant lands. Some locations seek to ally with Nevriande, others are too far to know it exists. It is truly a canvas for you to write. For the sake of clarification, the immediate neighbors of Nevriande are as follows:
North - Snowy mountains, arctic scrubland and rocky tundra. A few cold-adapted towns and settlements can be found sparsely coming from this direction.
Northeast - A large, unscalable chain of mountains; at the other end of the mountains, over a hundred miles of mountain away, a small kingdom riddled in political turmoil and scandal known as Reino De Parhelio - a kingdom of canines. They are not allied with Skyheimr.
East - The great forest stretches for an unfathomable distance, numerous groups and settlements similar to the villages of Nevriande are found in its expanse.
Southeast - Rolling hills, stretching fields and sparse, rocky woodland. A few days travel away, the kindom of Haevell rules - a diverse kingdom similar to Nevriande. Many individuals and families migrate to and from these two Kingdoms.
South - Temperate scrubland and forests, another region that is open and empty spare for family communes, small towns, villages and groups. In the distant south, a sprawling savannah with a significant booming population of felines belonging to the Ikati Empire; it is rare to find canines from that far south.
Southwest - The Red Desert is known far beyond Skyheimr. It's sands stretch far far beyond the horizon; it is empty and typically avoided for most migrants and travelers due to the tendency for bandits and criminals to linger in it's vacant expanse.
West - Most of this is ocean, those who come from the west travel by boat from islands and continents strung across the sea. This is easily the most diverse region for a character to migrate from.
Northwest - Past the mountains and pale sea, there is a cold arctic landscape that is mostly uninhabited by anything but wanderers and vagabonds.
KNOWN OUTSIDE LOCATIONS AND/OR GROUPS
- location (direction) // character hailing from location
Vilkrathia (southwest) // Savidas Nour Agha
rugged, arabic-influenced desert land
Unnamed Island (west) // Two-Face O'Byrne
canine dominated
Kingdom of Iron (northwest) // Scarecrow & Lantern Harvest
extremely violent warmongering nation.
Fullcrest (region) and it's capital village Houndhallow are an adjacent realm that the Kingdom of Iron wages war against.
Pilgrimage (northwest) // Gaston Bastille
small, icy fishing village
Unnamed Kingdom (southwest) // Mako Goldenshire
Hetrit (unknown direction) // Ona'je Kumagai
Savian Desert (south) // Cheka Soulsong
small desert, home to the Savi; medicine making servals