Belwin Geographic Location in Dromaria | World Anvil

Belwin


Belwin is a land of stark contrasts, where the natural world and arcane forces are in constant interplay. From deserts to dense rainforests, the land's geography is as varied as its people. The ever-present Otherwyld shapes life here, making Belwin a pivot point in Pathriam's fate. This is a god touched land, where ancient grudges broke the foundations, and magic acts of its own accord.   The governance in Belwin is as fluid as its rivers, with a decentralized structure that emerges from community needs and shared values. Tensions not only the land but also its political alliances and daily life. From its relationships with neighboring nations like Thorn to its internal dynamics, Belwin is a land of tough choices. Here, adaptability isn't just a trait; it's the backbone of survival.  

Geography


In the southern stretch of Pathriam's Westlands lies Belwin, a land where rivers from the Crystalcap Mountains merge with streams from the northern hills. The northeastern region rolls gently, giving way to a small red sand desert further east. The Scorched Sea cradles the inner eastern boundary, with the Drakefire Ocean tracing the southern and eastern edges, and the Sterling Ocean marking the west.   Central expanses of Belwin are dotted with lakes around towns and villages. Amidst the humidity and damp, a stark contrast emerges; a terrain dry and scarred by meteoric celestial fury showcases a series of heavy craters where the vibrancy of nature refuses to tread. The dense Tempus Nova rainforest sprawls towards the south, a significant part of the Otherwyld, setting a verdant stage for the temperate climate that graces Belwin with mild winters.   Towering cliffs on the eastern frontier encase the remarkable Tolak Broke, a colossal crevice marked by a dramatic plunge from cliff top to far below sea level, defying the encroaching sea at its base. This chasm once cradled an ancient city, now a sunken relic in the abyss below, while its rift extends upward past the water's edge, offering a surreal vantage from within, where the ocean's expanse is visible yet untouched by the crevice's depths. Nearby the Blighted Cove harbors poisoned, lifeless waters. On the opposite far west side of the country is a handful of settlements that thrive on a small tropical peninsula, close to Tempus Nova.

History


Belwin's roots trace back to the time when the Otherwyld goddess Dipthi opened a portal between her domain and Dromaria, intertwining the fates of both realms. The first settlers were Otherwyld denizens, who found a new home in this uncharted territory. Post the Age of Horror, the nation of Thorn emerged as a stronghold in western Pathriam, reclaiming vast lands, yet the Otherwyld maintained its independence, further expanding its mystic reach. Simultaneously, a substantial faction of elvenari, loyal to the Summertide faith, sought refuge in Belwin to evade the escalating conflict with the Emperor of Leng. Their objective was to curb the Otherwyld's expansion, a mission that grew in complexity with the fey’s persistent sprawl.   In a pact of necessity, Thorn granted the new settlers governance over the region, with a single caveat: the Odelian Order's presence to monitor the Otherwyld was to remain unhindered. This arrangement birthed a tentative alliance with the elvenari and the Order in an attempt to keep the Otherwyld's whims at bay. The region was named Belwin and a fragile equilibrium emerged. However, it was shortly disrupted when a grand round of Dukkerin was declared, with Dipthi's Dream being "Introduce Yourself." This peculiar event sparked nearly a century of memory loss and a generation of children with strange appearances and abilities.   During the Demon War, Belwin's resilience was tested in Thorn's absence as its neighbor wrestled with devastation. In a move of solidarity, Belwin welcomed refugees from demon-controlled lands. Notably, Otherwyld gnomes, usually secluded within Tempus Nova, emerged to extend their aid, and chose to settle in the coastal tropical cities around the Tidal Shores peninsula, where they now remain.  

Culture


Belwin's culture is shaped by its diverse inhabitants and the abnormality of the Otherwyld. The elvenari, guided by the principles of the Summertide faith, celebrate nature's rhythm, fostering a reverence for the land's unpredictable shifting beauty. Embers, thriving in both desert and swamp, play a crucial role in community sustenance with their environmental adaptability, their skills embraced across the region in construction and farming. Giants, residing in the far southeast, keep to their own, their lives intertwined with the ocean and their allegiance to Dipthi.   The sport of Rockfall is exceptionally popular within the country, its fame fostering a sense of unity and friendly rivalry, especially among the towns on both coasts. It has grown so big that Belwin has formed two professional teams.   Daily attire marries vibrant colors with loose, breathable fabrics, tailored for practicality amidst the region's diverse environments. The culinary tradition here is robust, characterized by hearty, flavorful dishes. Many neighboring cultures hold a deep respect for Belwin's culinary arts, seeing it as a foundational style that embodies a rich gastronomic legacy. This admiration brings a sense of prestige to the local food scene, making it a point of pride among Belwin's denizens and a delightful discovery for those visiting.  

Relationships


Belwin's governance emerges organically rather than from centralized authority. The autonomy among communities, underpinned by Summertide, cultivates a self-regulated social order. In the harsher western lands, local groups uphold their unique codes of justice.   Interaction with surrounding nations is minimal, due to Belwin's wild nature and perceived instability. The exception is Thorn, a neighbor with which Belwin shares mutual aid and commerce, primarily through Belwin's capital, Heslish.   Inside Belwin, the shared space between the residents and Otherwyld creatures under the game of Dukkerin creates a tense atmosphere. Citizens who adhere to Summertide are continually trying to find stability amidst the wild and weird, while those who live outside of it often pay tribute and respect to the Otherwylders.  

Economy


The economy of Belwin is a blend of modest local trade, some external commerce, and the indispensable support from its neighbor, Thorn. The communities in Belwin largely sustain themselves off the land, with each region having its own set of self-reliance practices.   The vast expanses of the Otherwyld forests hold the allure of a lucrative lumber industry. However, the unpredictability of the area has hampered the many ventures, with a history of angering the fey. The mineral-rich foothills around Draak also hold promise, but the guardians of the site, alongside the prevalent wild-magic, make resource extraction a daunting premise.   Trade relations with Thorn are a notable exception to Belwin's otherwise sparse external commerce. Thorn provides access to essential magical materials, forming a crucial economic connection. This relationship moves almost entirely through the capital city of Heslish, where the curious and the adventurous come to glimpse Otherwyld culture.   Along the western coastline, the economy operates on the Sithir gold standard. Meanwhile, the middle and eastern regions of Belwin see a more communal economy, where reliance on each other and barter is common.  

Ruling Parties & Factions


Dipthi. The Empress of the Otherwyld and goddess of chance and mischief, Dipthi's urges shape the land and social dynamics within it. Her presence on Dromaria, though fleeting, signals a tide of unpredictable change, stirring the Otherwyld beings in a new round of the game of Dukkerin. Those not of the Otherwyld tread cautiously to avoid her and her followers notice. Citizens of Belwin deal with Dipthi's capricious nature endlessly by the many creatures that wander through.   Saint Lofy Calibon. A gnomish woman in high standing within Summertide, Lofy utilizes religious teachings to provide an alternative to Dipthi's inclinations. Despite Lofy's youthful energy, an overexposure to the Otherwyld has impaired her memory, necessitating the aid of devoted retainers who help manage her public appearances.   Saint Briner Willobrad. An elvenari cleric of Summertide, Briner is a retired, world-traveled missionary known for his charitable deeds. His open nature and zest for life attract a diverse circle of companions. While his broad experiences have fostered an open mind, he doesn’t shy away from voicing his opinions on distasteful matters.   Educator Soulpyre Fizzlesticks "The Fey Breaker". A wizard from the Odelian Order, Soulpyre is tasked with observing the Otherwyld's influence and ensuring it doesn’t spread beyond Belwin. His gnomish heritage and expertise in planar travel, makes him a critical asset in understanding and managing the complex interactions between Belwin and the Otherwyld. While a resident of Thorn, Soulpyre is regularly seen making visits to Heslish and Pouricuve to check in on current events.  

Current Events


Religious Pilgrimage. Saint Lofy Calibon is rallying a cadre of Summertide missionaries with a bold endeavor to venture into the Otherwyld. The aim is to extend a lifeline to its denizens, offering a chance for respite from Dipthi and the ongoing game of Dukkerin. However, concerns over the saint's health have caused a stir within the church, attempting to dissuade her from this perilous mission.   Arctallian's Skydance. A mystifying draconic figure, Arctallian, has taken to the skies of Belwin on an unknown quest. Members of the Odelian Order have been keenly observing his maneuvers, trying to decipher the ancient dragon's intentions and the potential repercussions for the land below.   Dipthi's Dream. Dipthi's recent directive in the game of Dukkerin is to "Find the moon." This cryptic mission has sent a wave of Otherwyld creatures advancing towards northern Belwin, bringing them perilously close to Thorn's border, stirring apprehension among the neighboring lands.   Magic's Wild Surge. The vicinity around Tolak Broke has become a hotbed for arcane turbulence, with magic behaving erratically. This anomaly has drawn the attention of numerous scholars, eager to study this phenomenon and possibly uncover a method to stabilize the magic within and around area.

Maps

  • Belwin
    The country of Belwin.
Country of Belwin

Belwin Base Map Image


Cities, Towns, & Villages   Capitals: Heslish   Alqui, Bannitaillis, Cinder, Edgemon, Joyce, Lockshore, Loon, Massazzare, Pouricuve, Sheldon, Sotho, Tidal Shores
Natural Landmarks   The Blighted Cove, Cape Caplet, Gnarled Valley, Gorun Hills, The Gorun River, The Scarred Shore, The Septum, Tempus Nova, Tolak Broke, The Tripoli, Twilight Woods, The Umber Desert, Viscino Swamp
Points of Interest   Draak, The Otherwyld

Belwin Mission Statement
 
"An ever-changing land that guards the world from the Otherwyld."
 
Belwin Goals
 
Anvil Bullet Point
Anvil Bullet Point
Our commitment is to harmonize the natural world with the Otherwyld for a stable future.
 
Anvil Bullet Point
Anvil Bullet Point
We aim to build a strong, self-sufficient Belwin through community collaboration.

General Governance
  In Belwin, governance is largely decentralized, resting primarily in the hands of local towns and communities. Each locality has its own set of rules, leadership, and methods of enforcement. However, a central court in Heslish serves as an overarching judicial body for the entire region. The Judge presiding over this court is the closest figure to a centralized leader that Belwin has. This court steps in for cases that have broader implications or when local governance fails to resolve an issue satisfactorily.  
Specific Laws
 
Anvil Bullet Point
Anvil Bullet Point
Draak Trespass Act.
Access to Draak is strictly prohibited without explicit permission from the governing authorities.
Punishment.
Death, as enforced by the Odelian Order.  
Anvil Bullet Point
Anvil Bullet Point
Mental Manipulation Prohibition.
Using magic to tamper with another individual's senses, emotions, or cognitive functions is illegal. This law is especially stringent in Belwin due to frequent fey interference.
Punishment
Offenders are stripped of belongings and thrown into the heart of the Tempus Nova rainforest without provisions.


Powered by World Anvil