HERALDS CAMPAIGN
Arath
A view of the Strangelands; the blasted expanse that dominates much of central Arath. Horrors of great, untold numbers populate this region; from the roving floods of Tya'lith hoards, blindly screeching for Biomass for their sickened maw-cities; to tall monuments that curses those that approach them with a disease that burns their skin and melts their organs. No society exists within the Strangelands, and only the incredibly desperate dare venture through these expanses to recover what great technology still lingers within...
Arath is the larger, eastern region of the Noth continent. Much of the region was consumed by the results of the Atheist Wars, a historic conflict that eventually led to the downfall of the largest and most advanced society at the time, the ‘Agarthern Empire’.
Arath is wasteland of otherworldly nature; littered with the arrogance and hubris of once proud cities, defective experiments, and forgotten weapons of mass destruction. It plays host to the horrors unleased by The Trinium during ‘The Declension’. Most of organized Arathern civilization clings to the coasts, hidden deep underground, or above the clouds in mountain caves.
In the north lies Gamat; a densely packed urban city, and former enclave of the Agarthern Empire. Despite its environs, it is the most peaceful settlement in Arath. East of Gamat, deep in the only jungles of Arath is the Vennish Black Salons, home to the Derelict Ven. Abandoned as children, the Derelicts sit in their regenerative Arborthrones, yearning for the day they can return to the Empire. They are under constant surveillance and blockade by the Triptych Councul of Vesparthe, the largest organised society in Arath. It is seen fit for every citizen to undergo mandatory military service, shouldering the responsibility of protection from the unknowns outside their underground city.
To the south of Vesparthe, high in the Daremynern Mountain Range is the last of the Genasaries; the home of the reclusive and fascist Gennish societies. Genasi regularly flee the cult like regime that chokes the mountains to start new lives down below as best they can, while the Regime sends spies and agents across Arath, seeking these refugees and searching for technology to stabilise their rapidly decaying elemental lives.
Bordering Enaeth to the south was once the jewel of Arath; Kerebrihn, a veritable eden comparable to the great works of the First Cycle, now a ruined house, destroyed by the Violate King, and occupied by his bastard children and their cronies.