The lands of the Sevachelle are warm and pleasant, with rolling green hills ideal for growing wine, and the clay of the river banks good for pottery and other ceramic wares.
An arm of highlands stretching from Aurelia to the Tirandean Coast, dividing the valley of the Sevachelle from the Girive.
Avidexin Highlands: Wild hills where the borders of Savideche, Lirsalis, and Rivardea meet. Though once as infested with Cromirlings as the Eurids, the Avidexins have been continuously scourged by the relentless soldiery of all three bordering lands.
Girlid Hills: A small range of slowly rising hills, with cliffs on the northeastern edge. Here meet the borders of Lirsalis, Rivardea, Dardaraine and Scadria.
Mount Lorin: The chief peak of the isle of Loria, which rises some six hundred metres over the water.
Tirandean Coast: Below the Tirandean Heights the coast is rocky and inhospitable. The entire coast from the mouth of the Girive to Vardoren is unfriendly to ships. The isle of Loria, with its port at Loridunne, is hence well-protected, a fact which enabled the Porellians to resist conquest by the Verentians in the early history of the empire.
Tirandean Heights: A chain of coastal hills, this range grows higher as it approaches the sea, until dropping off sharply in steep cliffs over the shore. The isle of Loria is a continuation of this range.
The eastern edge of the Empire is the chain of mountains from Cromirlon to the Andalors.
Berdrage Mountains: Craggy highlands notorious for dragon eyries. The range is predominantly Andalorian.
Merand Mountains: The eastern border of Verentian lands, these mountains from the source of the Sevachelle to Morianda, where they break up into the landscape of cliffs and chasms which eventually give rise to the Saraclaine Plateau.
Eurid Mountains: Officially, this range is that which forms the half bowl of the Carnelian Coast, though the name is often applied to peaks extending eastward to either side of the Eurivedean Valley. They are broken only by the Sardian Pass, connecting Aurelia, Ralubia, and Savideche.
Mount Amber: Site of the Carnelian Quest Games during the heyday of the Carnelian League. Mazelike caverns riddle the mountain and are full of traps and puzzles.
Galarian Sea: Between the Andalors, Sevalia, and the Empire of Ai-Orai, the Galarian Sea is the traditional home of the Solanfalk, a sea-dwelling people who live on floating villages protected by the powerful sea magic of their gods.
Tirian Sea: Connecting the major centers of civilization by water, the Tirian Sea has also served to divide the peoples of the known world. The lands surrounding the sea are collectively known as the Estirian region, sharing a similar climate. The western end is drier and less populated, the eastern end is stormy. There are many bays, capes, and islands in the heavily indented coastline that provide places for monstrous sea creatures to dwell.
Saclarive: A tributary of the Sevachelle, the Saclarive provides a river route to Verense.
Sevachelle: Chief river of Verentis, the Sevachelle is long and very broad after Ediora. Fertile valleys line her banks, where much of the food wealth of Verentis is grown.
Other River Systems
Adourn: River of Felengar, which flows past Norimourn to the sea at Belnumme.
Calarnette: The system shared by Scadria and Rivardea.
Eurivedea: A long, winding river with a source deep in the Eurid Mountains, the Eurivedea is known for its highland valley and mineral wealth. At Ridentir it becomes navigable by flat-bottomed barges, and becomes the main route for carrying mineral and lumber down to Bourdonne.
Girive: Central water of Dardaraine, the Girive flows slowly across this province from its source in the Girlid Hills, stagnating on its approach to the Dardarin Plain and becoming there a broad marsh before continuing to the sea through Lirine.
Most of the forests of Verentis are hardwoods, but they tend not to lost their leaves in the cold months. In higher altitudes, like the coastal hills and the interior mountains ranges, the trees are predominantly softwoods, pines and such.
Arvaride Forest: A vast, rugged expanse of wilderness on the windward side of the Rivardea's Eurid Mountains. Grueslin and other Cromirlings from the higher slopes like to come down into the Arvaride to hunt.
Elcavane Wood: The Imperial hunting forest, which forms the tract of wilderness between Saraclaine and the rest of Verentis. After the deal with the Argad (now Saraclaine) in the 16th century, Tarcalis had large portions of the forestland denuded and built a good road to provide clear access into the region. Nevertheless, steep slopes and cliffs make the forest difficult to penetrate.
Eurimorn Forest: Tumbling down the coastal side of the Aurelian Eurid's slopes, the Eurimorn is cool, wet, and green year round. Already fairly sparse, this wooded region is fairly developed, much of its trees along travel routes being arranged in orchards. A species of arach grows here that has a cork-like bark. Villages have grown up around estates specializing in extracting cork and other forest resources. The Eurivedea is used as the main trunk of transporting materials, with Bourdonne as the primary destination.