Yervonth is a minor landmass in the world stage and is most well known as the only location one can encounter wild Spotted Ceardian horses since the destruction of Ceardia. It is also one of the oldest regions of the world, having been settled by the ancient Ceardian Ailor sometime before the Cataclysm. The region contains mostly plains and a flat landscape; the rugged mountainous aspects of the land altered during the Cataclysm. A single nation now rules the entire landmass and while they are accommodating to the Regalian Empire, they are not willing subjects. The region’s inhabitants are also seen as a culture close to the Highland Ceardians, despite their agricultural lifestyle. This has led to people underestimating them in the past - not many have lived to regret this choice.
Yervonth has an extremely lackluster history. It was discovered an unknown amount of time ago by the Ceardian Ailor, who sparsely settled the region. By 200 BC, the Allorn Empire had two outposts on either side of the landmass to help facilitate their slavery operations in Ceardia. The native Ailor populations were originally hunted, but as they began to hide deeper inland in formidable mountain ranges the Altalar chose to ignore them. When the Cataclysm occurred, one of the outposts fell into the sea and the other was abandoned. The magic also flattened the terrain, killing many Ailor hiding in the mountains and opening new grazing pastures for the herd-animal focused natives. Over the next century, new Ailor traveled to the region. While at first they were welcomed with open arms by coastal settlements, the visitors soon became much less pleasant. Ceardian Warlords sought to conquer the agricultural communities they saw as weak and soft in fights. Little did they know they had massively underestimated the Yervonthi, who were still Ceardian in origin and knew how to hold themselves in a fight. Leading the charge in this was the Ellevon family, a major feudal presence in the aftermath of the Cataclysm. Ultimately, because of their successful leadership and other political maneuverings, they gained a crown and the Kingdom of Yervonth was born.
Following 250 AC, the Warlords completely gave up trying to seize the island and the nation turned inward. However, after the Destruction of Ceardia less than 20 years later they frantically turned outward to save thousands and aid in the evacuation of their ancient homeland. Some of the evacuees stayed, but the majority ultimately left. It wasn’t until 294 AC that the outside world took an interest in Yervonth and, while it was once again a military interest, it was not petty warbands. The Regalian Empire came to the island and its orders were direct: either the locals submit to their protection and join with the Empire or the Regalians would take it without their permission. This threat came with the backing of the Regalian Navy. The island’s leadership, having watched the Chrysant War from afar and seen the destruction inflicted by a Regalian naval bombardment, gave in. The Regalian Empire built a number of bases were along the coastline over the next decade. The Kingdom of Yervonth has remained a supporter of the Regalian Empire, supplying the outposts with food and raw material but also by giving a part of their manpower. The island has a low population despite its size, but the locals have long been very adamant that they will not accept Regalian-backed settlers; only free migration to their shores. Regalia mainly keeps out of Yervonthi affairs as well so the people are mostly happy. However, should Regalia’s military presence waiver, they would doubtless move to leave the Empire.
Yervonth is a region to the far southeast of the Regalian Archipelago, southeast of Turmen and directly west of Ceardia over the ancient Leeran Strait. It sits in the Ceardian Sea. The quiet region is covered in boreal forests and open grasslands. The forests are often small and centered closer to the continent, and the grasslands nearer to the coastline provide ample warm winds up from Sendras or down from Turmen. The center of the landmass holds what few mountain ranges remain on Yervonth. The Yervonth people state - half jokingly and half superstitiously that their ancient mountain ranges were once as high as the sky. The Cataclysm certainly changed that, and what regions are not mountainous along the center of Yervonth are extremely hilly. Half a dozen rivers wind lazily outward from these areas, forming the occasional small lake and a few swampy areas in their path out to sea. The coastline of Yervonth is windswept and open, with wide beaches of sand or small stones. The only change in this can be found on the eastern coastline, where a series of short cliffs face Ceardia. There is one unique area of Yervonth: the island that sits just off the northwestern tip of the landmass called Hleow. It is much warmer than the rest of Yervonth, namely due to the warm winds coming off of Turmen, and it is essentially one giant sandbar. The only terrain is some light brush closer to the center of the landmass while at the coast rests the one remaining Altalar slaving outpost. The island is not inhabited. As for the rest of Yervonth, small settlements pepper the plains and forests, and only one has a population of more than 5000.
Yervonth is a rather bland continent and lacks much in the way of plant diversity. Unlike in other areas of Aloria, the regional Altalar presence did not spread plantlife here from elsewhere and so what is present is very much like the plants found on nearby Ceardia. The plains are populated with simple grasses and Fletcher’s Wheat, some of it cultivated by the Yervonthi while other areas see it growing wild. The forests of Yervonth are filled with Royal Oaks and patches of Dirtmoss.
Yervonth’s fauna is very limited, but over the centuries new animals have been introduced into the existing animal populations. In the wild, Squirrels, Field Mice, Wild Hares, and a variety of small birds populate both the forests and the plains. The only large predator known to be on Yervonth is the Ceardian Bobcat, which mostly keeps the forests and higher regions at the center of the landmass. In domesticated settings, though, there is far more diversity. Ceardian Woolies and the odd Spotted Ceardian populate the plains, many in the care of or protected by the local towns. Then there are the varieties of Ceardian dogs, most having arrived after the Destruction, kept on the island by pet owners. A final specimen is a limited number of Ceardian Long Talons, also kept in the region by the Destruction.
Politics and Demographics
Yervonth once had half a dozen petty kingdoms spread out across its eastern half. But when the Ceardian Warlords invaded seeking to conquer them, these minor nations turned to the largest for leadership: the Ellevon family. Ever since then, the family has ruled Yervonth decently, their power nominal though in their own home region they are extremely powerful. The other settlements, strewn across the landmass, merely acknowledge this power as being present and somewhat important, though a rigorous formal feudal system is lacking. The entire island nation feels just as apathetically about the Regalian Empire. They only submitted because the Empire had a superior force of strength and, like the Highland Ceardians who they are most closely related to, they see them as a defensive body. But if or when the Regalian Empire stumbles in their military power, Yervonth would likely leave and seek independence. However, they are not actively traitorous as some have occasionally branded them. They dislike the Altalar, Songaskians and all others who follow in the vein of Magic given their very detailed history of the horrors inflicted upon them by ancient Allorn Empire mages.
Dennik is the largest settlement on Yervonth, which is not saying much. The large town is built at the tip of a small peninsula sticking out into a body of water known as Yervon Bay. It is also a more recent settlement, rising in the aftermath of the Destruction and further increasing in size when Regalia took over due to its central location. A military fort, built on the water close to the expansive harbor, dominates the town. Unlike other areas of Yervonth, stone supplied by the Regalian Empire was used extensively to build the docking facilities which now mostly cater to their southern war and trading ships, as well as local fishing vessels. The town itself is fairly quiet and functions on an agricultural system of time with most of the population leaving to care for local livestock and tend nearly peninsula-covering grain fields. In the core of the town, some people such as blacksmiths and record keepers remain to keep up with any sudden demands for their services while foreigners also live here and go about whatever their business is (usually associated with trade). The town also has a population of over 10,000 people, making it the most populated settlement on Yervonth.
Fort Telljarona is the remains of the Altalar fort found on the western side of Yervonth during the time of the Allorn Empire. The ruins of the fortress, which are being slowly worn down through consistent warm winds, now sit on the island of Hleow. The fortress, at one time, dominated the surrounding region. Regalian scholars, who investigated the site in 295 AC before the Ranger Crisis, determined the central tower spire stood at least a mile into the air before it ultimately collapsed, damaging the surrounding structures. The garrison and all those who served them had everything they needed; a bakery, an impressive forge (for a slaving fortress), and a variety of sleeping quarters. But the thing most people focus on are the slave pits. They are essentially dungeons made for the Ailor and other Races the Altalar saw as nothing more than livestock. These were clearly added much later after the original fortress was built, likely during the Blossoming of the Allorn Empire to fulfill new slave quotas. In these pits there were once the skeletons of slaves unfortunate enough to have starved to death when the Altalar abandoned the fortification. Over the years, the bones have been picked up by collectors, scholars and the Yervonthi for proper burials.
Hall of Adger
The Hall of Adger is found near the center of Yervonth’s eastern half and is the current seat of the Ellevon family. The Hall is old, some say ancient, but what is certain is that it is an important local site to the Yervonthi. The hall is made of wood with a thatch roof which, due to the calm winds and gentle rains, remains fairly open to the elements with few doors and large open windows. Within the hall, the Ellevon hold court and deal with week to week issues; as rather than hold court every day, they only do it once a week on Saturday. At all other times, the family pursues their interests and more relaxed matters of state in the attached living quarters for them and their servants. The Hall is also a storehouse for the family, holding grain and materials gathered by those directly under their leadership as local rulers. The Hall is also significant as a fabulous example of Yervonthi art. A combination of Ceardian and Nelfin influences (even if they don’t like to admit it) shows itself on the carved wooden beams and in the small woven works kept inside in areas certain to remain dry. Some rumors claim the family keeps an intact Altalar artifact from a 180 AC mission to Fort Telljarona somewhere on the premises, perhaps in the cellar, but this has never been confirmed.
- Yervonth is sometimes suspected to have been ripped off of Ceardia in the Cataclysm, which is possible, but most put the date of separation between the two regions as over 1000 years in the past.
- The old caves and sites that held the Yervonthi’s ancestors have been left alone, firstly because they are challenging to find but also because the Yervonthi are eternally superstitious about disturbing the dead.
- The Yervonthi are incredibly effective fighters against plains and forest fires.