Geography of Eonil
The world of Eonil is shaped by scattered islands and a handful of great continents. Most known islands lie in the northern half of the planet, each once claimed by a dominant race or coalition of peoples. Today, the nation of the Xaverion Islands stands at the heart of this island realm, while distant continents and half-remembered lands linger at the edges of recorded maps.
The Xaverion Islands
Just north of the equator lies the island nation now known as the Xaverion Islands. Once divided by centuries of rivalry and war, the islands have been united under a single peace treaty for about fifteen years. Having watched Estonya tear itself apart, the people of Xaverion have little appetite for large-scale war of their own.
North of Xaverion, the climate soon turns too harsh for permanent settlement; most sailors and scholars alike consider those frozen northern reaches to be the edge of the habitable world.
The islands themselves are diverse: elven strongholds such as Tanea, human-dominated realms like Endorat, prison islands such as Abaraxion, and countless smaller territories. Just beyond Xaverion’s eastern border lies Kaath, an island that technically falls outside Xaverion authority—less from distance than from disinterest. The council in Xaverion has little desire to spend coin, soldiers, or patience trying to bring its unruly inhabitants under formal rule.
Far to the west, beyond recognized Xaverion waters, lies Eedrasil’s Rest, a forbidden forest isle said to cradle the dead heart of the Lifetree. It is closely tied, in rumour and fear, to the mysteries of the lost continent and the old Waygate network.
Estonya and Maycia
Just below the equator stretches a large southern continent that once held the realms of old Estonya and Maycia. The lands beyond those borders remain largely uncharted and are still regarded as wild, untameable territories where few of sound mind willingly set foot.
Estonya is viewed, from the islands, as the far edge of “civilised” mainland society. Its own history of conquest, zealotry, and ruin has left scars that never quite healed. Of Maycia, even less is known—its cities and kingdoms are the subjects of scattered accounts, rumours, and contradictory maps rather than reliable records.
In the present era, relations between Estonya and the Xaverion Islands are strained at best. Estonyan courts tend to describe everything north and east of their own shores as untrustworthy, savage, or beneath them. As a result, the two powers are barely on speaking terms; mistrust and prejudice run deep on both sides, and formal diplomacy is rare.
The Dwarven Lands
West of Estonya, old chronicles speak of the ancient dwarven lands—great mountain halls and citadels that once served the Twin Goddesses and later stood as their own independent realms. These territories are still marked on older maps, yet no confirmed expedition has reached them since the beginning of the Fifth Era. Whether the dwarves have withdrawn, fallen, or simply chosen isolation is unknown; modern scholars must rely on relics, trade records, and dwarven stories preserved on the islands.
The Lost Continent
Above Estonya and west of the Xaverion Islands lies the region where the lost continent is said to have once stood. That landmass is frequently cited in scriptures and histories from the Fourth Era and earlier, often in connection with the mythic races and the old faith of Eonil.
Since the dawn of the Fifth Era, however, the continent has seemingly vanished. Every attempt to sail far enough west is thwarted by a vast bank of dense, unnatural fog that blankets the sea. Ships which push too far into this shroud rarely return; those few that stagger back speak of distorted stars, strange lights beneath the waves, and the sense of something immense hidden just out of sight. The prevailing theory among scholars is that the lost continent lies concealed within or beyond this fog—if it survives at all.
Northern Wastes and Southern Wilds
The equatorial regions of Eonil are lush and warm, with climates ranging from humid tropical coasts to dense inland forests. Here, greenery flourishes year-round and storms roll in with the steady rhythm of the planetary seasons.
By contrast, the far northern reaches of the world are bitterly cold. Ice, wind, and endless winter dominate these wastes; they have never been formally mapped, and most tales that speak of them end in disaster or myth. Sailors from Xaverion commonly claim that “north of the islands, nothing lives for long.”
South of Estonya, the world fades again into mystery. Because anything beyond those southern frontiers is considered untamed and perilous, few organised expeditions are launched, and no consensus exists on what lies at the planet’s southernmost edge—if anyone has even reached it.
Seas and Travel in the Fifth Era
In earlier ages, mystic Waygates linked Eonil’s continents and sacred sites in a vast network, making travel and trade swifter than any ship. The Age of Darkness shattered that system: dragons were hunted, Waykeepers slain or scattered, and many gates destroyed or buried.
In the present Fifth Era, Waygates are not used at all. The knowledge of activating or safely passing through them is widely believed to be lost. Even the Ee’dornil, once thought to be closest to their secrets, are said to have abandoned the gates entirely. Any surviving structures are treated as dangerous relics of a bygone age rather than roads to be walked.
With the Waygates silent, the seas should have become the lifeline of the world—but the waters themselves are no longer safe. Since the fall of Serinhal in Year 14, sirens and other creatures of Ghor have claimed large stretches of ocean as their hunting grounds. The Seafarers Accords, once a loose alliance of captains, has hardened into a true navy intended to keep trade routes open and defend coastal settlements. Even so, harbours across the Xaverion Islands still suffer sudden attacks from the sea, and many routes that were once common are now considered too deadly to sail.
The World in the Present Day
The current “present day” of the setting is the beginning of Year 22 of the Fifth Era. The Xaverion Islands themselves stand in a hard-won peace: old rivalries between islands have cooled, and most peoples would rather rebuild than bleed. At the same time, the wider world feels anything but settled.
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Relations with Estonya remain cold and distrustful.
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The dwarven lands and the lost continent are more rumour than reachable destination.
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The seas belong, in many minds, to Ghor and the sirens.
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The north and far south are effectively unknown.
Perhaps because of this, the peoples of Xaverion have become cautious. They value harmony among their own islands, wary of anything that might drag them into another age of ruin. To many islanders, this is not an age of light in the old sense, but a fragile, watchful peace—one they intend to hold onto for as long as they can.