The Free States of Pyre stretch across Mernia’s western mainland, from the Shield and Fist Channels to the Qoraszh Strait. Along the southern edge of the strait lies Pyre itself. The capital of the Pyreez Free States may boast less history than venerable Karth, though few cities could match Karth’s ancient lineage. The Holy Lands of Krin Kab do rival it in age, said to be the very ground upon which gods and their followers once clashed. To the east, the scars of the Paolemern Crusade remain—ruins of death and devastation—but so too do wonders: deserts that whisper wisdom on the wind, and endless horizons of canyons stained in colours as vivid as spilled divine blood. Beyond the Aularkin Mountains to the east lie the Blood Woods, where the Mezeret Witch Coven is said to have carried out sacrifices in the name of the old Aularkin faith. South of this brooding forest, the Spirit Woods begin—haunted groves where the voices of the dead murmur fragments of the past.

The far west grows hotter and plays little part in Pyreez affairs, to the point that the Free States once gifted a coastal fief to the notorious Mersyffian Pirates.

The Free States of Pyre stretch across Mernia’s western mainland, from the Shield and Fist Channels to the Qoraszh Strait. Along the southern edge of the strait lies Pyre itself. The capital of the Pyreez Free States may boast less history than venerable Karth, though few cities could match Karth’s ancient lineage. The Holy Lands of Krin Kab do rival it in age, said to be the very ground upon which gods and their followers once clashed. To the east, the scars of the Paolemern Crusade remain—ruins of death and devastation—but so too do wonders: deserts that whisper wisdom on the wind, and endless horizons of canyons stained in colours as vivid as spilled divine blood. Beyond the Aularkin Mountains to the east lie the Blood Woods, where the Mezeret Witch Coven is said to have carried out sacrifices in the name of the old Aularkin faith. South of this brooding forest, the Spirit Woods begin—haunted groves where the voices of the dead murmur fragments of the past.

The far west grows hotter and plays little part in Pyreez affairs, to the point that the Free States once gifted a coastal fief to the notorious Mersyffian Pirates.

The Free States of Pyre stretch across Mernia’s western mainland, from the Shield and Fist Channels to the Qoraszh Strait. Along the southern edge of the strait lies Pyre itself. The capital of the Pyreez Free States may boast less history than venerable Karth, though few cities could match Karth’s ancient lineage. The Holy Lands of Krin Kab do rival it in age, said to be the very ground upon which gods and their followers once clashed. To the east, the scars of the Paolemern Crusade remain—ruins of death and devastation—but so too do wonders: deserts that whisper wisdom on the wind, and endless horizons of canyons stained in colours as vivid as spilled divine blood. Beyond the Aularkin Mountains to the east lie the Blood Woods, where the Mezeret Witch Coven is said to have carried out sacrifices in the name of the old Aularkin faith. South of this brooding forest, the Spirit Woods begin—haunted groves where the voices of the dead murmur fragments of the past.

The far west grows hotter and plays little part in Pyreez affairs, to the point that the Free States once gifted a coastal fief to the notorious Mersyffian Pirates.

The Free States of Pyre stretch across Mernia’s western mainland, from the Shield and Fist Channels to the Qoraszh Strait. Along the southern edge of the strait lies Pyre itself. The capital of the Pyreez Free States may boast less history than venerable Karth, though few cities could match Karth’s ancient lineage. The Holy Lands of Krin Kab do rival it in age, said to be the very ground upon which gods and their followers once clashed. To the east, the scars of the Paolemern Crusade remain—ruins of death and devastation—but so too do wonders: deserts that whisper wisdom on the wind, and endless horizons of canyons stained in colours as vivid as spilled divine blood. Beyond the Aularkin Mountains to the east lie the Blood Woods, where the Mezeret Witch Coven is said to have carried out sacrifices in the name of the old Aularkin faith. South of this brooding forest, the Spirit Woods begin—haunted groves where the voices of the dead murmur fragments of the past.

The far west grows hotter and plays little part in Pyreez affairs, to the point that the Free States once gifted a coastal fief to the notorious Mersyffian Pirates.

The Free States of Pyre stretch across Mernia’s western mainland, from the Shield and Fist Channels to the Qoraszh Strait. Along the southern edge of the strait lies Pyre itself. The capital of the Pyreez Free States may boast less history than venerable Karth, though few cities could match Karth’s ancient lineage. The Holy Lands of Krin Kab do rival it in age, said to be the very ground upon which gods and their followers once clashed. To the east, the scars of the Paolemern Crusade remain—ruins of death and devastation—but so too do wonders: deserts that whisper wisdom on the wind, and endless horizons of canyons stained in colours as vivid as spilled divine blood. Beyond the Aularkin Mountains to the east lie the Blood Woods, where the Mezeret Witch Coven is said to have carried out sacrifices in the name of the old Aularkin faith. South of this brooding forest, the Spirit Woods begin—haunted groves where the voices of the dead murmur fragments of the past.

The far west grows hotter and plays little part in Pyreez affairs, to the point that the Free States once gifted a coastal fief to the notorious Mersyffian Pirates.