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Talan
The Continent
The great landmass of the Material Plane. Home to the thirteen Bound Gods, ringed by the saltwater Hafra and the cloud-grey expanses beyond, with the freshwater Midarra at its centre. Thirteen domains, hundreds of kingdoms, tens of thousands of settlements, and one Adventurers Guild that knows the way to most of them.

The Three Seas

Midarra
Icelandic mið (middle) + ár (waters): "the Middle Waters"; the Still Mirror, the Deep Eye in older tongues
The freshwater inner sea at Talan's heart. Talan's highway, its battleground, and its shared backyard. The island of Askamira sits at its centre: Cronus's domain, and the only place on the continent where ice, desert, and forest coexist on a single landmass. At its heart is Frae City, where the Gods' Law was forged.
Hafra
Icelandic haf (open sea) → drifted
The saltwater sea ringing the continent. Sits between Talan and the Cloud Sea, with a sharp visible boundary on the horizon where water ends and cloud begins, recognisable from kilometres out, a clean line no sailor mistakes.
The Cloud Sea
Modern descriptive name
An infinite, luminous plain of white vapor that rings the known world. It does not move with wind or tide. The vapor will not support weight: anyone or anything that crosses the boundary without a cloudship goes down. Ordinary hulls sink fast and the crew goes down with them; a swimmer who falls overboard drowns the same way they would in deep water, with the added cruelty that the surrounding cloud looks solid enough to climb out onto until the moment they try. Only cloudships (vessels specially built for it) can traverse it. They are expensive, rare, and strategically critical: the difference between a regional power and a world power is whether they own a cloudship fleet. The Cloud Sea swallows the sun and both moons each cycle, returning them from the opposite horizon, as if beneath it lies another world entirely.
The Chains Beneath

Beneath the continent, the Corrupted God lies bound, sealed in 2135 MR at the close of the Dark Era. The chains are anchored by the Seven Wardstones, all of them placed within the domain of Myrkono under Araphel's watch. They have held for four centuries.

In 2524 MR (eight years ago) the Nine Dungeons erupted from the earth, disgorging the first great corruption armies of the modern age. The kingdoms broke that first wave; the dungeons' entrances were sealed; one of the Nine Generals has fallen. Eight remain. The smaller leakage continues. This is the present condition of Talan. Read more in The Binding.

The Shape of the World

Tyrnarra → Talan → Domains → Sub-Regions & Kingdoms → Settlements

Tyrnarra is the world entire: all three planar layers, the Cloud Sea, and everything within. Talan is the great continent of the Material Plane and the only place where the thirteen Bound Gods reside.

Talan is divided into thirteen Domains, one per bound god. These are ancient regions, named in tongues older than any living kingdom. Each Domain contains sub-regions: some of which are kingdoms, others tribal lands, others uninhabited wilderness, and a few unclaimed. Within those sit the settlements: city-states, free cities, towns, hamlets, and ruins.

Across all of it: Talanese. Each kingdom keeps its own tongue, but the common language of the continent is Talanese, an inheritance of the Golden Empire that braided Imperial Dwarvish through every local language during seven centuries of Imperial reach. On any Magitrain platform, in any market town, at any Branch Office of the Adventurers' Guild, you will find someone who understands you. The exceptions are real: certain remote tribal lands of Ehizahar, the deep clan-villages of the Basogur Jungle, and ritual-only languages preserved by druids and shamans across both. Off the Guild's map, fluency stops being a guarantee.

The thirteen Domains are listed below. Each links to its own page.

See the maps → · terrain, kingdoms, and god-domains in three views

The Thirteen Domains

Northwest · Wind
Vindul →
Fisaya · City: Haizava
Arctic coasts, old-growth forests, and the steppes. The Shifting City rides the high winds above.
South-central · Commerce
Lautara →
Jianna · City: Merkavar
Silk-road plains where the caravans gather and the rivers run. Merkavar sits on a great inland lake at the foot of Helgafjall, the sacred snow-capped peak.
West · Darkness
Myrkono →
Araphel · City: Myrria
Deep forest, the star-plain of Izarelai, and three island forests offshore. Darkness here is not malevolent. It is the space between stars.
West · Water
Floteyn →
Shuun · City: Uravel
Hundreds of drifting islands and one great forested island. Navigation requires local knowledge or magic.
South-southwest · Fire
Sumendar →
Komo · City: Eldara
Volcanic mountains, the Order of Steam's manufactories, and Dragon's Reach. Talan's industrial heart.
Southwest · Time
Lioaru →
Tani · City: Valreka
Orange-sand deserts, a green oasis river, and the Lost Kingdom: temporally unstable, deeply dangerous.
Northwest-central · Earth
Brauogi →
Sarrum · City: Lurrath
Talan's breadbasket. Rolling fertile lowlands, dense river networks, mountains the rivers spring from. Named "bread" twice over in two ancient tongues; feeds the northern domains through nearby supply lines.
South-central · Knowledge
Ezkudon →
Enki · City: Thekkavar
A natural ring of forest and mountain around the great archives. Knowledge here is collected, preserved, and controlled.
Southeast · Light
Egulon →
Iro · City: Ljosarn
Golden plains and open sky. The most settled and prosperous domain on the continent.
East-central · Law
Zuzental →
Forseti · City: Lograth
"Straight land": law as correctness, law as the straight path. Thousand Kingdom occupies most of it.
Northeast · Chaos
Nashavel →
Vesuna · City: Nahaskel
Dense old-growth forest with wild magic woven through the trees. Paths do not stay where they were left.
Northeast · Hunt
Ehizahar →
Hinka · City: Veidrath
The largest and most varied domain: arctic tundra to deep jungle. Tribal, unceded, primordial. The oldest name on Talan.
Centre of Midarra · Freedom
Askamira →
Cronus · City: Frae City
An island that should not exist climatically: ice, desert, and forest coexisting. Home to Frae City, where the Council of Thirteen convenes.

The Continental Rail Network

Talan is stitched together by Magitrains. Scheduled passenger and freight service runs as common as roads in the regions the rails reach; most Talanese mortals have ridden a train at least once in their lives, and most kingdom merchants depend on the schedule for the goods that arrive on Monday. The rail network is not a luxury. It is the substrate of modern continental commerce, and the single most visible piece of Magitech in daily life.

The Magitrain itself is the Order of Steam's signature invention. Arcanotech as a craft is older: Elden-ruin reverse-engineering ran for centuries in the Lost Era, and the Golden Empire was very good at it; formula-driven enchantment and early airship engines all date to those centuries. What none of the Order's predecessors built was rail-bound mass acceleration at industrial scale. The Order rose at the end of the Dark Era around a single concentrated Elden-tech excavation in Sumendar's volcanic belt, and the engine designs the recoveries yielded became the modern Magitrain: the Order laid the first long lines out of the volcanic belt and remains the network's principal manufacturer. Most modern rolling stock comes from Order shops or its licensed derivatives.

Two Halves, Not One

The network is two interconnected halves, not one continental whole. The northern domains share one rail system; the southern domains share another; no through-rail crosses between them. Every Talanese merchant who needs to move goods north-to-south knows the seam intimately.

Northern Network
Interconnects the northern domains and their major cities. Confederated multi-operator system; Order of Steam-licensed lines dominate, regional operators run shorter routes. No single commercial heart-city: the northern network operates as a distributed multi-node system. A future consolidation around Lurrath or another northern city is plausible but currently absent.
Southern Network
Centred on Merkavar (Jianna's market-city in Lautara, on the great inland lake at the foot of Helgafjall), where the rail lines converge. The Order of Steam in Sumendar produces most of the network's rolling stock but is itself isolated by mountain terrain; rolling stock leaves Sumendar via the Rika Tikur ports, crosses by Lautaran water and road, and enters the network at Merkavar to fan out across Atarialda to Egulon, Ezkudon, and Zuzental. The Blackened Lands have no rail and never will; lines reach the habitable interior of Lioaru and stop at the cursed-ground's edge.

Why There Is a Seam · Basogur

The Rail-Blocker · Basogur Jungle

The two networks do not connect because no rail has ever been laid across Basogur Jungle, the deep jungle straddling Nashavel and Ehizahar that bisects the continent's east-central waist. Multiple Magitech engineering projects have attempted the crossing over the decades; every one has failed. The reasons are three, and they compound:

  1. Engineering impossibility. Basogur's density, terrain, and ambient chaotic magical character scramble Arcanotech precision. Rails warp; runes fail; trains derail even on completed test segments. Theoretical Occultech rail would fare better, but Occultech does not scale to industrial production.
  2. Indigenous resistance. Vanara, leshy, beast-spirits, and resident druids of the jungle actively dismantle any rail-laying attempt as it happens. Escorting projects with armed crews escalates into running conflicts the engineers cannot win without becoming an occupation.
  3. Political deadlock. Both Nashavel (Chaos · Vesuna) and Ehizahar (Hunt · Hinka) claim sovereignty over Basogur; neither effectively governs it; neither will sanction a project the other has not, and neither will. Even if the engineering and indigenous problems were solved, no rail consortium can secure the right of way.

Crossing the Seam

North-south travel is therefore done by other means. Each has its own economy attached, and the kingdoms astride each alternative draw real revenue from it.

Stillship across Midarra

The bulk-cargo route. Talan's freshwater inner sea is the preferred lane for the heavy stillships that haul tonnage no passenger schedule can take. The Twin Cities (the mobile pirate capital drifting through Midarra) draw real revenue from being a routine transit point. Toll, escort, or both.

Airship over Basogur

The premium passenger and urgent-freight option. Arcanotech airships do this regularly but suffer turbulence and instrument drift in the chaos-magic uplift. Occultech airships fly through it cleanly and charge accordingly. Vindul and Sumendar airship guilds dominate the over-jungle route.

The Overland Loop

The long road that loops around Basogur: slow, monetised by toll-collecting kingdoms along the bypass. The poor route, the patient route, the route taken when the airship guilds are full or the season is bad on Midarra. Still used; still profitable for whoever holds the tolls.

Train Pirates

Train Pirates are contemporary banditry active across both networks. They hit at the slow stretches: climbs, junctions, station approaches, the places where Arcanotech acceleration drops to walking pace. Langsam auf Land, schnell auf Schiene ("slow on land, fast on rail") is the train-piracy axiom. Most crews are ordinary mortal banditry in for the cargo; a minority are politically motivated. The Order of Steam fields its own Magitech-armed security on its licensed lines; smaller operators rely on Adventurers' Guild contracts.

Other Continents · Tyrnarra Is Larger Than Talan

Talan is one of several continents in Tyrnarra. Most are little known to Talanese scholars: Hafra is wide, the Cloud Sea wider, and active contact is rare. Two are named in canon. The rest exist but remain unmapped from this side of the water.

East across the Cloud Sea
Sortalde →
Tao Hua Yuan in its own tongue · The petal-archipelago
A seven-petal archipelago on the far side of the Cloud Sea, reachable only by cloudship. Six ancestral petals plus the central Concord seat at Heting. No walking gods: Sortalde's clerical work runs entirely through Layer-3 dynasty-spirits, ancestor-judges, and place-gods. Sortalde builds no cloudships: every vessel on the Talan-Sortalde route is Talan-made and Talan-operated, including the ones that ferry Sortalde diplomats to the Emerald Isles embassy (the Zuzental island kingdom whose outer holdings straddle the Hafra / Cloud Sea boundary). Surviving Talanese merchants typically reach only the outer petals (Wandao, Xidao, Niudao).
West across the Cloud Sea
The Red Empire's Home Continent →
Name unknown to Talanese scholars · The godless coast
A vast authoritarian state under the Crimson Emperor: godless, militarist, mortal-supremacist as cosmological position. The Iron Tide crosses the Cloud Sea in Magitech warship-cloudships of its own building and lands on Talan's coasts; the Menagerie's Collectors infiltrate Talan's cities. The home continent itself is over the vapor and out of reach. No Talanese army has ever set foot on it. See dedicated page.
Other bearings
Unnamed in Talanese Sources
Unknown · Unmapped · Possibly inhabited
The Cloud Sea wraps the world. Other continents exist (Talanese scholars accept this as a matter of geometry), but no expedition has returned with a usable map. The Adventurers' Guild has tried; results have not been encouraging. "Beyond Hafra" is the polite Talanese phrase for what no one has confirmed.
How You Get There

Cloudships are the only practical way for Talan to reach another continent. Every cloudship is dual-school Magitech (Arcanotech plus Occultech, almost always), which is the structural reason they are so rare. The Adventurers' Guild commissions Sortalde expeditions individually and pays survivor-tax rates; the Iron Tide has lost ships trying to reach Sortalde and the Empire's standing policy is don't bother. A voyage to either named continent is a campaign, not a trip.

Continue Exploring

For the eras that shaped this continent (Elden, Gods', the Week of Crimson Rain, the Dark Era), see History & Eras.

For the Seven Wardstones, the Nine Generals of Corruption, and the War of Seals, see The Binding.

For the four schools of magic, Magitech, the Mortal Ascent Ladder, and the domains beyond the Thirteen, see Magic & Faith.

For the Adventurers Guild, the Mercenary Guild, and the other independent organisations spanning the continent, see Factions.