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.