top of page

explore the setting

The Geography

Terrain & Climate

As a single entity, the Realm can be generalized with warm, humid weather.

 

The highlands of Bhalta are mountainous with large temperate forests. It tends to be drier and windier in Bhalta than in the rest of the Empire.

 

Ingledye and Orenskia share a Mediterranean-style climate characterized by hot, dry summers and cool, wet winters. The midlands have rolling countryside and valleys rich in arable soil.

 

Further south, the Aphoreth Mountains and Davasch Desert shield the dry grasslands of Karthrak. In the continent lowlands, it is hot year-round with a distinctive wet and dry season.

 

Lastly, the continent's southeastern coastline has sparse forestry; and Mythage Isle is full of lush train-forest. 

Continent Population

General Population- Estimated 1,800,000

​

Population Breakdown- Population numbers vary on circumstance. 

Capitol Lands - 218,107

Bhalta - 488, 227

Ingledye - 576, 079

Orenskia - 606, 587

Karthrak - 308, 050

Mythage Isle - 3, 050

Notable Points of Interest

Major Bodies of Water

  • Northern Sea - (Near Ingledye and Bhalta)

  • Wibaqa River (In Bhalta, extends to Muskogee Bay)

  • Koshgo Bay (Near Ingledye and Karthrak)

  • Muskogee Bay (Inlet sea in Capitol Lands, extends into Helkos Sea)

  • Helkos Sea (Borders Bhalta and Orenskia)

  • Balawi River (In Orenskia, splits to 'Big River' and 'Little River' which lead to Sumir Cove)

  • Sumir Cove (Between Karthrak, Orenskia, and Mythage Isle)

  • Leitou Lake / River (In Karthrak, extends to Southern Sea)

​

Mountain Ranges

  • Aphoreth Mountains (In Ingledye and Karthrak)

  • Bhaltan Mountains (In Bhalta)

Continent Bestiary

No unicorns, pegasus, centaurs, fairies, trolls, drow, elves, werewolves, vampires, or mermaids.

Horse (Pl. -s)

Horses are exceedingly rare creatures and expensive to care for on the Sgili continent. They require constant grooming because of their insanely-fast hair growth rate. Many horses have thick manes and tails that reach and even trail atop the ground. In light of their high maintenance care, a lowborn could never dream of owning a horse; as such, Sgili horses have become a symbol of wealth for highborn folk. Their hides and hair roam the darker spectrum with colors ranging from blue, teal, green, purple, and black.  

Chitto (Pl. -s)

Average shoulder-height between 4.6 - 5.2 ft. with high leg and torso strength, top physical speed capability ranging from 20 - 25 mph. Suitable for all land-terrain (subspecies: grassland, mountain, valley, jungle.) Chittos are domesticated omnivores used as mounts and other labor tasks, akin to donkeys. They are not easily startled with excellent hearing and poor eyesight beyond 60 ft. in front of them. Most Chitto have an intelligent memory to obey simple sound-commands and recognize familiar settings.  

Karubara (Pl. Karaubarai)

Largest, grazing mammal in Sgili, can live up to 20 years; weigh up to 2,000 lbs. and with an average shoulder-height of 5 1/2 ft.; calves are born at 70 lbs. Despite their large size, Karabari are fast, strong beasts capable of running upwards to 35 mph. Common in the continent highland and midlands, Karubarai herds can be unpredictable and dangerous in the wild. However, they can be modestly domesticated over a few generations for milk, meat, hide or labor tasks, but require free-range land to truly thrive in numbers. 

Nyxis (Pl. No change in spelling)

Exclusively found in the Davasch Desert and other dry, mountainous regions- the small Nyxis is a nocturnal predatory creature with a hard exoskeleton and poisonous tail. At their largest, Nyxis are 20 cm. in height. Sleeping underneath rocks or in holes during daylight, they are light-sensitive and will even avoid open flames. Their diet consists of insects or small mammals. Nyxis will aggressively pursue and attack larger targets if they feel threatened. 

Jyoni (Pl. No change in spelling)

Native to the Karthraki grasslands, this elusive pack-creature is carnivorous to surrounding graze-type animals and dangerous to caravan groups travelling through their territory. (Jyoni are known to avoid humans, with few tales of man-killers.) They are superb tree-climbers and swimmers, with females weighing greater than their male counterparts. Jyoni have a strong tendency to die within a few days of captivity; and face poaching threats that seek their hides or teeth (medicinal properties) for sale. 

Hippogriff (Pl. -s)

With the body, hind legs, and tail of a horse; and the front legs, wings, and head of an eagle: Hippogriffs are noble, sentient creatures that feed on large insects, birds, and small mammals. Intensely proud, most humans cannot approach a hippogriff without being severely injured. In oral history, only two people are rumored to have ridden a hippogriff in flight-- Kyria Sgili whom healed one's injuries and whisked away into the Bhalta Mountains; and an unknown boy shipwrecked at sea whom was carried back to the mainland. 

Eleniz Butterfly (Pl. -ies)

A highly-prized creature only found on along their jungle migration routes between Eleniz and Alvar. Nicknamed the pearl of ectasy, its wings have an aphrodisiac property when dried/crushed into a digestible powder (commonly mixed into wines): it promotes emotional serenity and bliss, and is even used as a medical anesthetic, as needed. However, too many doses of Eleniz powder can render a person groggy or unconscious with questionable hallucinogenic visions or dreams.

Basilisk (Pl. -s)

Basiliks can grow up to 30 ft. in length with heavy body mass and muscle to match their large size. Unable to be domesticated because of their abilities and sentient intellect, they dwell deep in the jungles of Mythage Isle. Basilisk feed off vertebrate animals, including humans, and can live up to 100 years. Direct eye contact is fatal. Basilisk venom is highly prized as a medicinal ingredient after it has been manipulated and boiled with other items.

The Geography
The Territories

The Territories

Capitol Lands

While it is the melting pot of the surrounding four territories, it is no secret that the Capitol Lands is the most influential region and second wealthiest one in the Realm.

 

Its three main cities which surround Muskogee Bay; Imperial City, Rhesus, and Chale; are famous for their beautiful marble architecture, sprawling temples and public gardens, and awe-inspiring statues to deities.

 

Imperial City is the seat of imperial power in the Realm; being both the residence of the Emperor and Imperial family, and the governmental, administrative center over the empire. 

Leadership Figure - The Imperial Council.

Ruling Highborn Family - Imperial family of Sgili 

Highborn Palace Location - Imperial City

​

Other Major Cities - Rhesus, Chale

Guild Presence - Temple of Chale

​

Industry - Luxury Items, Technology and Academia 

Most Common Occupations - Perfumer, Furrier, Jeweler, Goldsmith, Hair Stylist / Wig Maker, Vintner, Merchant, Ferryman, Engineer, Inventor, Scholar, Mathematician, Palace Vizier

Bhalta (the Northern Lands)

To anyone, religious or not, it seemed as if the Mountain Deity had blessed Bhalta's mines to never run out of metal; and in gratitude for Iro's graciousness,  the Bhaltans utilized their blessing.

 

Their people are famed for their great metalwork and stonework. In every corner of the Empire, Bhaltan armor and weaponry is hardly outmatched with few-to-none ever complaining of the high price for quality product. Bhalta is the wealthiest territory in the Realm because of their focus to their craftsmanship.

 

In light of this, however, the territory lacked ample food production and must maintain friendly trade relations with their neighboring territories to import foodstuffs. Historically, Bhalta has been a neutral territory in most Realm politics. 

Leadership Figure - Feudal Lord Sol Zeke

Ruling Highborn Family - Lordship House of Zeke 

Highborn Palace Location - Alannan

​

Other Major Cities - Yloren, Gaddis, Crowley, Meave

Guild Presence - Temple of Crowley

​

Industry - Masonry, Coal Mining, Lumber 

Most Common Occupations - Stonemason, Bricklayer, Brick Mason, Plasterer, Blacksmith, Coal Miner, Surveyor, Metallurgist, Merchant, Lumberjack, Load Puller, Lead Climber, Furniture Builder, Carpenter, Paper Maker

​

Character Names / Appearance Derived From - Japan, Siberia, Tibetan, Uyghur, Kazahks, Kyrgyz

Ingledye (the Western Lands)

It is said that Ingledye folk are hardier by livelihood than their fellow midland neighbors. Their territory is slightly hot in the summer and slightly wetter in the winter than the Capitol Lands and Orenskia, which makes their livestock and farming way of life a bit more colorless than the fruitful soils towards the east.

 

Humorously though, Ingledyen people take a resonating pride of the mundane with an approving sense of practicality over aesthetic beauty. One could argue that, by comparison of ideology and territory culture, Ingledye has more in common with Karthrak than the other midland regions.

 

Lastly, its people are known as some of the tallest, well-built in the Realm; all derived from their ranching, herding, tough-and-toil lifestyle. 

Leadership Figure - Feudal Lord Kadir Tsotigh

Ruling Highborn Family - Lordship House of Tsotigh 

Highborn Palace Location - Bytha

​

Other Major Cities - Aphora, Quox

Guild Presence - Temple of Quox

​

Industry - Livestock, Grain, Medicine

Most Common Occupations - Butcher, Milker, Rancher, Breeder, Farmer, Cropper, Plower, Sower, Harvester, Healer, Herbal / Spice Seller, Merchant

​

Character Names / Appearance Derived From - Turkish, Arab, Tunguse, Aegean, Illyrian

Orenskia (the Eastern Lands)

Orenskia is the most fertile part of the Empire; blessed with vast fields of crops and flowers, and numerous well-populated villages and towns.

 

Historically, Orenskia aided foodstuffs supply to other less fertile parts of the Realm: notably, by imperial decree, large produce of grain, fruit, and wine is imported to the Capitol Land cities. While Orenskian wine is aplenty, many believe its quality pales in comparison to the reds and golds made in Karthrak.

​

Nevertheless this midland territory has favorable, mild weather; and none in the Realm can question the fertility of the land which is sowed here without fail.  

Leadership Figure - Feudal Lord Jian Kovisto

Ruling Highborn Family - Lordship House of Kovisto 

Highborn Palace Location - Alvar

​

Other Major Cities - Fife, Newport, Oldport, Jyn

Guild Presence - Temple of Jyn

​

Industry - Fishing, Agriculture, Lumber

Most Common Occupations - Trawler, Canner, Ship Captain, Deckhand, Fisherman, Farmer, Farmhand, Harvester, Gardener, Lumberjack, Load Puller, Lead Climber, Furniture Builder, Carpenter, Paper Maker

​

Character Names / Appearance Derived From - Chinese, Korean, Mongol, Tibetan

Karthrak (the Southern Lands)

The Karthraki people are considered a militaristic, passionate, fiery community. Unlike the other regions, children fom the age of 12 are drafted for military training next to their own kind of education. When they reach adulthood, their training ends and they're given the choice to start a military career. Being in the military is one of the greatest honours. In the military every soldier is the same, as Kathrak cares more for your own achievements rather than your family's wealth or background.

​

A fair amount of the Kathrakian people are viewed as exotic nomads derived from a trade industry relayed on caravan movements across the grassland and Davasch Desert. Outsiders say their Lordship family thrives on its people's diversity and sociability, which has created varying legal and political factors of independence in the territory. 

​

Karthraki wine and medicine supplies are their greatest export item to other territories. Both categories rely, to some degree, on the treasured Eleniz butterfly. 

Leadership Figure - Feudal Lord Sardar Amir

Ruling Highborn Family - Lordship House of Amir

Highborn Palace Location - Vroka

​

Other Major Cities - Ul'Tair, Ealthy, Eleniz

Guild Presence - Temple of Ul'Tair 

​

Industry - Wine, Textile, Medicine (Eleniz Powder)

Most Common Occupations - Transporter, Caravan Handler, Merchant, Mechanic, Weaver, Dress Maker, Designer, Tailor, Seamstress, Healer, Herbal / Spice Seller 

​

Character Names / Appearance Derived From - Arab, Assyrian, Egyptian, Persian, Spartan

Mythage Isle (Nameless Guild)

Ancient, secretive, mysterious- Mythage Isle is home to the Nameless Guild, the overseeing organization dedicated with imperial authority.

​

Its temples are hidden just within southwestern coast jungles; and is a sight of ancient wonder. Its foundation and history predate the Empire itself. 

Leadership Figure - Grand Minister Ahm de Jyn

​

Industry - Technology, Academia 

Most Common Occupations - Grand Minister, Minister, Acolyte, Mentor, Apprentice, Engineer, Inventor, Mechanic, Scholar, Mathematician, Servant, Ferryman 

​

Character Names / Appearance Derived From - Variance from other territories

The Family Life

Gender Roles in the Family

In this world, men and women have traditional roles with societal boundaries rarely overstepped: males are dominant figures expected to support and lead their families, while females retain certain freedoms based on their class, station, or certain circumstance. 

​

Patriarch is the father or another male designated as the head-of-household whom acts as the voice over his family unit. He is expected to be judge, defender, and supporter. 

 

Both highborn and lowborn families tend to live with their entire family unit in a single household.

 

This includes: a Patriarch's parents, his spouse, his children, and any of his unwed siblings. Other dependents can be included into a Patriarch's family unit like his spouse's parents or unwed siblings, his widowed sibling and any unwed nieces or nephews, or foster-children. 

 

A Patriarch's wife (called Amant) is expected to oversee the household's domestic chores; the proper education, manners, and discipline for the children; and other daily functions for the home life. The Amant leads the household in the Patriarch's absence (during his work or travel) unless her husband's mother (the Amant's mother-in-law) is present. (For highborn families, the female head of the household is titled Sursa.) 

Christening & Marriage Matching

Families use a formal system for marriage matching. Foremost, most premarital customs strongly consider religious affiliation. Following a newborn's birth, he or she is strategically christened by the parents with their given name on a day of their choosing. Three things are vital in this earliest stage of a child's life. 

​

  • First, the temple or name of the deity in which the child is christened is regarded as their lifelong patron. It is most common for like-gender deities be chosen for the newborn.

  • Second, the weekday on which the child is christened is said to offer additional protection over the newborn. When the child comes of age, this chosen weekday will be influential in finding appropriate marriage matches. 

  • Third, the parents are accompanied to the christening ceremony by their selected godparent(s) of their newborn child. The godparent(s) is held responsible for aiding in future marriage proposals affiliated with their godchild. 

​

Some marriage matches can be contested or denied by society expectations based solely on a hopeful couple's christening patron or weekday.

 

For example: those christened on Earth's Day or Moon's Day would be excellent marriage candidates for a Water's Day person, but union between Water's Day and Fire's Day would be superstitiously disastrous.

 

However, if say: a Water's Day female has Aya as her patron and the Fire's Day male has Kulem as his patron, then it could deemed a balanced marriage match because of the deities' role towards each other.

On marriage Customs in the realm

On Marriage for Lowborn Folk

Bride-stealing, willing or unwilling, is the primary marriage custom among lowborn folk in the Realm.

​

Regardless of family or class, any unwed female can be potentially kidnapped by a suitor. (Widows are considered unwed.) Some of these kidnappings can be staged by the bride or bride's family with full knowledge of a groom's plans; while others are abruptly carried out without any consideration of the bride or her family. 

​

Regardless of being planned or not, suitors are still expected to consult a trusted matchmaker on the compatibility of their desired bride. Often, suitors acting in secrecy will pay off matchmakers to keep their intents unknown. Of course, in some cases, social expectations and marriage compatibility do not always stop a lusting man to steal an inappropriate bride (an action deemed shameful on the man's honor.) 

​

Civil law deems that if a stolen bride is not rescued by her family or cannot escape on her own will from her groom captor in three days, she becomes her kidnapper's wife. Civil law also deems that a failed captor must forever relinquish want of the rescued/escaped woman and provide some measure of compensation to the woman's family (with currency or servitude.) 

On Marriage for Highborn Folk

Highborn men are considered too proud and noble for bride-stealing. However, unwed highborn females are considered ripe for kidnapping; thus, they are cautiously guarded in public. No treasured highborn woman would ever venture outside the harem without male escort.

 

Like lowborn folk, highborn families (i.e. parents) seek consultations with matchmakers on marriage compatibility between prospective couples. Once an appropriate bride is selected and deemed worthy of marriage, a highborn groom and his family will offer a brideprice for the woman's family. If the brideprice is accepted, a highborn wedding can be a week-long, festive event. 

​

For a man's first Amant, most highborn males seek out highborn brides over lowborn women; but this is not absolutely mandatory. For many highborn men, endogamous marriage (marriage within one's own social class) is important for connections and influence for his family of origin (family in which one is born into.) 

​

Finally, in highborn society, there is an imperial tolerance which allows for intermarriage between half-siblings and cousins. (All other pairings are taboo: full-siblings, uncle/aunt and niece/nephew, biological parent/child, etc.)

on family member expectations

Lowborn Family Dynamic

Lowborn husbands and sons are expected to provide for their family unit. There are a variety of professions throughout the Realm, some boosting a family's wealth or reputation better than others.

 

Poorer lowborn tend to be employed in the service of someone else; while influential lowborn will own their own business shops or partner with other families as entrepreneurs for trade items. 

​

All lowborn females family-members are expected to provide meals and other homely necessities in daily life. However, with their familial Patriarch's approval, some unwed lowborn females are allowed to participate in business-ventures alongside their relatives to bring additional income for the family unit.

 

Arguably, lowborn females are allowed a greater sense of freedom than their highborn counterparts. Many lowborn families even send their daughters to become dragilor at highborn palaces, where they have steady income and education opportunities not commonly found outside highborn society. 

Highborn Family Dynamic

Highborn males are respected by the general public because of their leadership, charisma, and militant abilities; and, by their ability to keep their territory and cities thriving through trial or conflict. 

 

Polygyny exists in highborn families (male with more than one spouse) but only because their wealth and imperial tolerance makes it possible to afford multiple Amant and official mistresses (called Dragi.)

 

It is a well-known saying in the Realm that 'when there is marriage without love, so will there be love without marriage.' Thus, it is socially-acceptable for a highborn male to have an indefinite number of Dragi; but, he must have only two Amant.

​

Highborn females, despite being born or married into the family unit, are held to the highest standard of reputation and fiercely protected by highborn men. Daughters, sisters, and cousins are regarded as intellectual companions; educated in fields of artistic and academic knowledge, household management, and highborn etiquette at an early age.

​

However, highborn females are not considered adults in society until they are married  (usually for political or influential gain by their family of origin.) And, once a woman is Amant in her own family of procreation (family consisting of one's spouse and children), she still does not have full security in her marriage until she has birthed children for her highborn husband.

The Family Life
The Religion

The Religion

Supreme Deities

Az

Supreme (Male) Deity of Being, Creation, and Ruler of all Deities. 

​

He dwells beyond his progeny-deities, and is a neutral presence in their meddling with mortals. Az is known to have created the world, including creatures and humans. 

​

His Divine Consort is his equal, Osea, of whom birthed his elder children-- Cheibon and Vala. Az is said to have then taken two mortal Dragi whom birthed his younger children-- Ulali and Sinai; then, Eru and Ihan.

Osea

Supreme (Female) Deity of Change, Opportunity, and Chaos. 

​

Her purpose is to create discord in the world-- for without it, nothing can renew or be reborn for greater purpose. 

​

She is the Divine Consort and sole Amant of Az to whom she birthed two children: Cheibon and Vala. Osea's second (unofficial) consort and chosen Deliverer is the deity Kulem.

wisdom Deities

Cheibon

Deity of Knowledge. Of him: innovation, academic growth, and strategy was gifted to mortals. Cheibon is recognized as the logical, intelligent part of wisdom. 

​

Mythology speaks that in secrecy, Cheibon was dissatisfied with mortals born with the Gift (which he deemed dangerous to the power of the deities.) So, with Osea's aid, he created the black scythe stone and hid it somewhere in the world. 

​

black scythe stone: a talisman rumored to negate all kinds of Gift magic, could be wielded by a Gifted or non-Gifted person; however, all negated energy is absorbed into the wielder with detrimental consequences.

Vala

Deity of Intuition. Of her: justice, law and order is maintained in the Realm. She is the voice of truth among other deities; and like her father Az, Vala is a neutral presence in conflict. She represents the emotional, moral part of wisdom. 

​

Mythology speaks, that after learning of Cheibon's creation of the black scythe stone, Vala sought to maintain balance in the world and created the white scythe stone. It is said she bid fealty of young Tsi Sgili (and his bloodline) to wield its power as a protector of the world. 

​

white scythe stone: a talisman rumored to amplify the Gift of the wielder and is said to create balance in the Realm through the Gifted aura of a Sgili royal; if the wielder is unworthy, consequences across the continent could be severe.

Old Age Deities

(Elementals)

Ulali

Deity of Earth. Of her: the emerald scythe stone was gifted to the world. 

​

Ulali is worshiped facing the directional west. Her divine husband is her half-brother Eru to whom she has birthed three sons: Iro, Mir, and Kulem.

​

emerald scythe stonea talisman which allowed the user to manipulate the earth and vegetation around them (on grander scale than Elemental Affinity); and like other scythe stones, to wield it resulted in drained aura of the wielder. 

Ihan

Deity of Air. Of her: the saffron scythe stone was gifted to the world.

​

Ihan is worshiped facing the directional south. Her divine husband is her half-brother Sinai to whom she has birthed three daughters: Aya, Tala, and Sobe.

​

saffron scythe stonea talisman which allowed the user to disguise anything or anyone chosen upon for certain span of time, within specific range; and like other scythe stones, to wield it resulted in drained aura of the wielder. 

Sinai

Deity of Water. Of him: the blue scythe stone was gifted to the world. 

​

Sinai is worshiped facing the directional east. His divine Amant is his half-sister Ihan of whom birthed their three daughters: Aya, Tala, and Sobe. 

​

blue scythe stonea talisman allowed user to scry its surface to find any person, place or thing he or she desired to find; and like other scythe stones, to wield it resulted in drained aura of the wielder.

Eru

Deity of Fire. Of him: the crimson scythe stone was gifted to the world. 

​

Eru is worshiped facing the directional north. His divine Amant is his half-sister Ulali of whom birthed their three sons: Iro, Mir, and Kulem.

​

crimson scythe stonea talisman allowed user to manifest incinerating energy constructs capable of destroying matter within moments; and like other scythe stones, to wield it resulted in drained aura of the wielder.

new age Deities (Immortals)

Iro

Deity of the Red Hills. Iro is ruler of deserts, mountains, and storms. He is called the Lord of Venomous Creatures and brought medicine into the world. 

​

Iro is the patron-deity of healing magic, of which he taught the first healers in the Realm.

Kulem

Deity of the Sun. Kulem represents the wrath and violence of war and masculine strength. He dwells under the hand of Osea as her Deliverer. 

​

Kulem is the patron-deity of combative magic, of which his skill is unmatched. 

Tala

Deity of the Morning Star. Tala is the personification of bliss, feminine love, and maidenhood. Music, dance, and song are symbolic of her. Revelry is her abode. 

​

Tala is the patroness-deity of image magic, as revelry created in her honor is only the fleeting illusions of genuine happiness. 

Mir

Deity of the Black Lands. Mir is the bringer of seasons and lord of the harvest. He is called the Lord of the Wild Hunt as a protector of animals. 

​

Mir is the patron-deity of shape-shifting magic, of which he shared his ability to adapt forms of the Realm's creatures.

Aya

Deity of the Moon. Aya represents the cunning of war and is guardian of the Otherworld.

​

Aya is the patroness-deity of high sight magic, of which is she masterful in seeing the secrets of the world. 

Sobe

Deity of the Evening Star. Sobe is the personification of joy, familial love, and motherhood. She is the caretaker of marriage and children. For one to honor Sobe is to honor one's household and lineage. 

​

Sobe is the patroness-deity of elemental affinity magic, as her matronly wisdom sustains natural balance in the world.

bottom of page