Welcome to the Realm!
Welcome to the Realm!
Welcome to the Realm!



Though the realm's inhabitants have yet to learn its name, this world has been
shaped by almost two thousand years of history: triumphs, tragedies, losses,
gains, and everything in between. While it seems like everything is set in stone,
that isn't always the case for this expansive, immersive world. Follow along as
the stories unfold, changing everything the realm's inhabitants once knew about
their homeland.
Though the realm's inhabitants have yet to learn its name, this world has been
shaped by almost two thousand years of history: triumphs, tragedies, losses,
gains, and everything in between. While it seems like everything is set in stone,
that isn't always the case for this expansive, immersive world. Follow along as
the stories unfold, changing everything the realm's inhabitants once knew about
their homeland.
Though the realm's inhabitants have yet to learn its
name, this world has been shaped by almost two
thousand years of history: triumphs, tragedies, losses,
gains, and everything in between. While it seems like
everything is set in stone, that isn't always the case for
this expansive, immersive world. Follow along as the
stories unfold, changing everything the realm's
inhabitants once knew about their homeland.
Get Familiar With the Realm
Get Familiar With the Realm
Get Familiar With the Realm










Akkinor
Akkinor
Akkinor
Carthe
Carthe
Carthe
Quapebet
Quapebet
Quapebet
Glacier Bay
Glacier Bay
Glacier Bay
Espos
Espos
Espos
The most powerful civilization in the realm, Akkinor
is renowned for its honor. Composed of six kingdoms
- scenic Myra, seaside Holos, bleak Laynoa, peaceful
Omara, frigid Sadia, and chaotic capital of the Folly -
the country has been ruled by the Brentwood family
for generations. Compared to others, Akkinor's
wealth, prosperity, and stability are unmatched.
While it's known for being a land of opportunity,
Akkinorians aren't very fond of outsiders, so tread
carefully if you're thinking about making Akkinor
your home. Come with your honor intact: if not, the
Akkinorians won't hesitate to exile you to the
southern Quenosi border town of Vilgh-Azhor!
The most powerful civilization in the realm, Akkinor is renowned for its honor.
Composed of six kingdoms - scenic Myra, seaside Holos, bleak Laynoa, peaceful
Omara, frigid Sadia, and chaotic capital of the Folly - the country has been ruled
by the Brentwood family for generations. Compared to others, Akkinor's
wealth, prosperity, and stability are unmatched. While it's known for being a
land of opportunity, Akkinorians aren't very fond of outsiders, so tread
carefully if you're thinking about making Akkinor your home. Come with your
honor intact: if not, the Akkinorians won't hesitate to exile you to the
southern Quenosi border town of Vilgh-Azhor!
The most powerful civilization in the realm, Akkinor
is renowned for its honor. Composed of six kingdoms
- scenic Myra, seaside Holos, bleak Laynoa, peaceful
Omara, frigid Sadia, and chaotic capital of the Folly -
the country has been ruled by the Brentwood family
for generations. Compared to others, Akkinor's
wealth, prosperity, and stability are unmatched.
While it's known for being a land of opportunity,
Akkinorians aren't very fond of outsiders, so tread
carefully if you're thinking about making Akkinor
your home. Come with your honor intact: if not, the
Akkinorians won't hesitate to exile you to the
southern Quenosi border town of Vilgh-Azhor!
Known for being a place of freedom and adventure,
Carthe is composed of five kingdoms - wealthy
Taundosa, clever Bozar, desolate Dofell, secretive
Kanibar, and virtuous Krotis - and its ungoverned
territories: Khaba and Caedia, the twin (yet polar
opposite) provinces, and the treacherous Violet Forest
and Ngora Valley desert. If you're looking for magic
(and a bit of danger), Carthe is the place to be!
Careful, though: while Carthe is home to people from
across the realm, you don't always know who you can
trust! Carthe is the only place in the modern world
where magic still exists, but you can't always be sure
of what's lurking nearby.
Known for being a place of freedom and adventure, Carthe is composed of
five kingdoms - wealthy Taundosa, clever Bozar, desolate Dofell, secretive
Kanibar, and virtuous Krotis - and its ungoverned territories: Khaba and
Caedia, the twin (yet polar opposite) provinces, and the treacherous
Violet Forest and Ngora Valley desert. If you're looking for magic (and
a bit of danger), Carthe is the place to be! Careful, though: while Carthe
is home to people from across the realm, you don't always know who
you can trust! Carthe is the only place in the modern world where magic
still exists, but you can't always be sure of what's lurking nearby.
Known for being a place of freedom and adventure,
Carthe is composed of five kingdoms - wealthy
Taundosa, clever Bozar, desolate Dofell, secretive
Kanibar, and virtuous Krotis - and its ungoverned
territories: Khaba and Caedia, the twin (yet polar
opposite) provinces, and the treacherous Violet Forest
and Ngora Valley desert. If you're looking for magic
(and a bit of danger), Carthe is the place to be!
Careful, though: while Carthe is home to people from
across the realm, you don't always know who you can
trust! Carthe is the only place in the modern world
where magic still exists, but you can't always be sure
of what's lurking nearby.
The most private of the realm's major civilizations, the
Empire of Quapebet thrives on a balance of urbanism
and ruralism. Ruled by the Kaplo family, the Quenosi
people are the most harmonious in the realm. Even so,
the continent has many dangerous secrets, and the
natives will leave it up to you to learn them for your-
self! You aren't very likely to make it far on your own,
either: Quapebet's terrain, ranging from barren deserts
to treacherous marshlands to lawless rainforests, is
notoriously tricky to navigate without help from a
Quenosi native. And if you're looking for a detour from
the mainland, be careful which island you choose -
the smallest places pose the greatest threats!
Located as far north in the realm as one can travel,
Glacier Bay is known for its rough, traditional, and
sometimes violent ways. Ruled by the Styrmodr family
since its founding, the country has never seen a
woman in power - but not for much longer. The Isalder
population isn't known for being hospitable, so if the
idea of an endless winter isn't enough to turn you away,
the natives will encourage you to leave as quickly as
you arrived. There's no point in trying to reach the
northernmost point of the country, either: the Ealair
Mountains lining the northern perimeter are home to
the Mountain Clan, a civilization nobody - even the
Isalders - wants to mess with.
Located as far north in the realm as one can travel, Glacier Bay is known for its
rough, traditional, and sometimes violent ways. Ruled by the Styrmodr family
since its founding, the country has never seen a woman in power - but not
for much longer. The Isalder population isn't known for being hospitable,
so if the idea of an endless winter isn't enough to turn you away, the natives
will encourage you to leave as quickly as you arrived. There's no point in
trying to reach the northernmost point of the country, either: the Ealair
Mountains lining the northern perimeter are home to the Mountain
Clan, a civilization nobody - even the Isalders - wants to mess with.
While the island may not look like one of the most
dangerous places in the realm, it certainly is - after all, it's
the home of the pirates. The Captain of Espos rules with
an iron fist, but not in the way you'd think. Anyone can do
as they please here without consequence, but beware:
when the pirates return from sailing the realm, they'll aim
to take whatever treasures you have. Espos is a far cry from
a vacation spot or a place to start a new, quiet life: if you're
thinking about calling Espos home, prepare for a life of
uncertainty, danger, chaos, and, of course, the most
freedom you've ever experienced. The Esposi natives won't
bat an eye at you unless you have coin or jewels in your
pockets!








The most private of the realm's major civilizations, the Empire of Quapebet
thrives on a balance of urbanism and ruralism. Ruled by the Kaplo family,
the Quenosi people are the most harmonious in the realm. Even so,
the continent has many dangerous secrets, and the natives will leave
it up to you to learn them for yourself! You aren't very likely to make it
far on your own, either: Quapebet's terrain, ranging from barren deserts
to treacherous marshlands to lawless rainforests, is notoriously tricky
to navigate without help from a Quenosi native. And if you're looking for a
detour from the mainland, be careful which island you choose -
the smallest places pose the greatest threats!
The most private of the realm's major civilizations, the
Empire of Quapebet thrives on a balance of urbanism
and ruralism. Ruled by the Kaplo family, the Quenosi
people are the most harmonious in the realm. Even so,
the continent has many dangerous secrets, and the
natives will leave it up to you to learn them for yourself!
You aren't very likely to make it far on your own, either:
Quapebet's terrain, ranging from barren deserts to
treacherous marshlands to lawless rainforests, is
notoriously tricky to navigate without help from a
Quenosi native. And if you're looking for a detour from
the mainland, be careful which island you choose -
the smallest places pose the greatest threats!
Located as far north in the realm as one can travel,
Glacier Bay is known for its rough, traditional, and
sometimes violent ways. Ruled by the Styrmodr family
since its founding, the country has never seen a
woman in power - but not for much longer. The Isalder
population isn't known for being hospitable, so if the
idea of an endless winter isn't enough to turn you away,
the natives will encourage you to leave as quickly as
you arrived. There's no point in trying to reach the
northernmost point of the country, either: the Ealair
Mountains lining the northern perimeter are home to
the Mountain Clan, a civilization nobody - even the
Isalders - wants to mess with.
While the island may not look like one of the most
dangerous places in the realm, it certainly is - after all, it's
the home of the pirates. The Captain of Espos rules with an
iron fist, but not in the way you'd think. Anyone can do
as they please here without consequence, but beware:
when the pirates return from sailing the realm, they'll aim to
take whatever treasures you have. Espos is a far cry from a
vacation spot or a place to start a new, quiet life: if you're
thinking about calling Espos home, prepare for a life
of uncertainty, danger, chaos, and, of course, the most
freedom you've ever experienced. The Esposi natives
won't bat an eye at you unless you have coin or jewels
in your pockets!
While the island may not look like one of the most dangerous places in the
realm, it certainly is - after all, it's the home of the pirates. The Captain of Espos
rules with an iron fist, but not in the way you'd think. Anyone can do as they
please here without consequence, but beware: when the pirates return from
sailing the realm, they'll aim to take whatever treasures you have. Espos is a far cry
from a vacation spot or a place to start a new, quiet life: if you're thinking
about calling Espos home, prepare for a life of uncertainty, danger, chaos, and,
of course, the most freedom you've ever experienced. The Esposi natives won't
bat an eye at you unless you have coin or jewels in your pockets!
Terms to Remember
Terms to Remember
ALKAMURA:
ALMIGHTY:
BUEN:
CHANGLING:
GIANLA:
GOLDMEN:
HALVOR:
LAK'KARI:
MAGES:
PERSECUTION:
THE ASSEMBLY:
THE CITY OF GOLD:
THE ELEMENTALS:
THE ONES FORGED IN GOLD:
THE TWELVE:
ALKAMURA:
ALMIGHTY:
BUEN:
CHANGLING:
GIANLA:
GOLDMEN:
HALVOR:
LAK'KARI:
MAGES:
PERSECUTION:
THE ASSEMBLY:
THE CITY OF GOLD:
THE ELEMENTALS:
THE ONES FORGED IN GOLD:
THE TWELVE:
ALKAMURA:
The ocean dividing the eastern and western continents;
the sea goddess
ALMIGHTY:
The primary deity worshipped by each individual civilization
BUEN:
Almighty of Akkinor
CHANGLING:
The five day Akkinorian celebration marking the beginning/
end of each season
GIANLA:
Almighty of Taundosa
GOLDMEN:
Taundosa's elite military organization.
HALVOR:
The god of protection…and something else (spoiler!)
LAK'KARI:
Ancient word for 'demon' and the name of a legendary
group
MAGES:
Humans blessed with magical abilities
PERSECUTION:
The ancient genocide of mages and magical creatures
THE ASSEMBLY:
The Akkinorian monarch's court of advisors
THE CITY OF GOLD:
Taundosa's infamous nickname
THE ELEMENTALS:
The realm's first four mages who drew their power from
the elements
THE ONES FORGED IN GOLD:
Individuals chosen by the gods to restore the realm
THE TWELVE:
The twelve deities responsible for creating the realm and
humanity
The ocean dividing the eastern and western continents; the sea goddess
The ocean dividing the eastern and western continents; the sea goddess
The primary deity worshipped by each individual civilization
The primary deity worshipped by each individual civilization
The Almighty of Akkinor
The Almighty of Akkinor
The Almighty of Akkinor
The Almighty of Taundosa
The Almighty of Taundosa
Taundosa's elite military organization
Taundosa's elite military organization
The god of protection…and something else (spoiler!)
The god of protection…and something else (spoiler!)
Ancient word for 'demon' and the name of a legendary group
Ancient word for 'demon' and the name of a legendary group
Humans blessed with magical abilities
Humans blessed with magical abilities
The ancient genocide of mages and magical creatures
The ancient genocide of mages and magical creatures
The Akkinorian monarch's court of advisors
The Akkinorian monarch's court of advisors
Taundosa's infamous nickname
Taundosa's infamous nickname
The realm's first four mages who drew their power from the elements
The realm's first four mages who drew their power from the elements
The five day Akkinorian celebration marking the beginning/end of every season
The five day Akkinorian celebration marking the beginning/end of every season
Individuals chosen by the gods to restore the realm
Individuals chosen by the gods to restore the realm
The twelve deities responsible for creating the realm and humanity
The twelve deities responsible for creating the realm and humanity


Coming Soon: Buzzfeed Quizzes!
Coming Soon: Buzzfeed Quizzes!
Coming Soon: Buzzfeed Quizzes!
Check back here in 2025 to find out where in the realm you belong,
which character you are, and more!
Check back here in 2025 to find out where in the realm you belong,
which character you are, and more!
Check back here in 2025 to find out where in the
realm you belong, which character you are, and more!


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Katelyn Schoumaker © 2024. All Rights Reserved.
Join the Newsletter!
Katelyn Schoumaker © 2024. All Rights Reserved.
Join the Newsletter!
Katelyn Schoumaker © 2024. All Rights Reserved.