The Eight Kingdoms
Ozyleme is divided among eight kingdoms, each marked by its own ancient symbol, customs, peoples, and relationship to the powers that watch over the world.
Their borders divide the land, but they do not divide its history. War, migration, old bargains, divine interference, and the shadow of the Dragon King have shaped every one of them.
Kingdom Directory
Plume
Symbol: The Feather
Plume was a great human kingdom and once stood as one of the foremost seats of knowledge in Ozyleme.
Its history is closely associated with the Giver. Libraries, learning, scholarship, and the preservation of knowledge were central to its identity.
Plume's greatness did not protect it forever. The kingdom was ultimately destroyed by the Seer, leaving its legacy scattered among ruins, survivors, and whatever knowledge escaped the fall.
Kettle
Symbol: The Cauldron
Kettle is a heavily forested realm watched over by the Ravager. Its deep woods are both a resource and a danger.
Forest Elves dwell within these lands. Their relationship with neighboring peoples is often hostile, and they have been known to abduct workers who venture too deeply into their territory.
Settlements exist beneath the shadow of enormous forests where paths disappear, old boundaries become uncertain, and travelers are rarely certain whether they are being watched.
Loop
Symbol: The Ring
Loop is watched by the Tormentor and is a land shaped by spectacle, illusion, ritual, and strange celebration.
Three great calderas mark the kingdom and form some of its most recognizable features.
Carnivals and celebrations are an important part of life in Loop, although outsiders may find them unsettling. Many resemble funerals more than festivals.
Death, mourning, grotesque pageantry, masks, remembrance, and macabre humor can all become reasons for celebration. What appears dreadful to a visitor may be entirely ordinary revelry to the people of Loop.
Torch
Symbol: The Lantern
Torch is the great seat of the High Elves and is watched over by the Inflictor.
The kingdom holds an important place in the history of magic, craftsmanship, and the strange powers that have shaped Ozyleme.
Among the creations associated with the High Elves are the Dragon Forged, metallic beings made as guardians and servants. Some endure long after the purposes for which they were created have been forgotten.
Vial
Symbol: The Flagon
Vial is a land known for its hearty Goliath population. Much of ordinary life revolves around farming, labor, family, and survival upon the land.
The people of Vial are often associated with physical endurance and the practical demands of rural life rather than the grandeur found in some of Ozyleme's other kingdoms.
Orcs have also established settlements within some of Vial's forests, adding another people and another history to the region.
Hook
Symbol: The Hook
Hook is strongly associated with its coastlines and the peoples who have lived along them.
Orcs were once widely regarded as a people of the sea. Though their history has changed, Orc tribes still maintain settlements along the coasts of Hook.
These coastal tribes preserve a connection to an older Orcish identity that predates many of their inland settlements.
Bell
Symbol: The Bell
Bell is one of the eight kingdoms of Ozyleme.
Its deeper history, peoples, customs, and relationship with the powers of the world will be recorded here as the Chronicle of Ozyleme grows.
Crook
Symbol: The Staff
Crook is inhabited primarily by humans, but its grasslands and wild places are also home to communities of feral Halflings.
These Halflings have adapted to a harsher existence than many outsiders expect from their kind. Some live in savage bands upon the plains and have developed cultures shaped by hunger, territorial survival, and the dangers of the open country.
Beyond the Kingdoms
The kingdoms are only one part of Ozyleme. Beyond their settled lands lie ancient wildernesses, strange colonies, ruined places, the Black Sand Desert of Doom, and the distant Spires of Sadness.
Closest to those central mountains are scattered Gnomish settlements. Some Gnomes serve the Dragon King and construct ruthless traps intended to prevent travelers from approaching the Spires.
Others have abandoned such service for their own experiments, inventions, obsessions, and curiosities.