IRAYA SUTRA LOKA ZOAH DHUMA NARAKA

TEHOM

Realm on the Hellsea

Tehom is a warm, living realm of fertile soil, vineyard valleys, orchard lands, ancient stone, and watchful forests. Light moves across it by the will of the realm itself rather than by any earthly sun, giving the land a beauty that feels both grounded and quietly alive.

Beyond Bloodroot Pass, the way to the central isle rises from a realm of working fields, old roads, sacred places, and settlements shaped by labor, trade, and long memory.

REALM ENTRY

CLASSIFICATION

Hellrealm

KNOWN AS

The Realm on the Hellsea

CURRENT RULER

Lady Khala, current ruler of Tehom

ANCIENT KING

Asmodeus

NATURE OF THE REALM

Tehom is a conscious realm. Illumination stirs the North for a time before resting in the South, and seasons turn because the land wills them to.

LANDSCAPE

A warm coastal realm of rolling plains, river valleys, rugged cliffs, ancient forests, and distant mountains. The land is fertile, mist-laden, and shaped by a living rhythm rather than earthly physics.

WATERS

The realm is surrounded by the Hellsea, whose waters burn any who are not kin to the King. Freshwater is drawn instead from rivers, streams, and lakes throughout the land.

IDENTIFIERS
  • Bloodroot Pass opening toward the palace bridge
  • Bloodroot Forest and its canopy road
  • Pricia flower plains across the central lowlands
  • Amethyst waters along the Hellsea
  • River Valen cutting down from the northern mountains
  • Castle Isle reached by a short bridge through the forest
MAJOR LOCATIONS
  • Ashenwood — seat of governance
  • Shadehaven — pasture lands and apiaries
  • Ebonvale — orchards, vineyards, farmland, and Kavren country
  • Everhallow — village near the Whispering Hollows
  • Pyrestone — Temple of the Omai
  • Royal Cove — protected waters surrounding Castle Isle
PORTAL GATES

Tehom contains two ancient Portal Gates linked to the inter-realm network. They lie outside major cities in remote guarded locations and respond to the will of the traveler.

FLORA

Bloodroot Aums with deep red medicinal roots and Pricia flowers whose scent carries across the plains at dusk. Tehom’s cultivated lands also support orchards, vineyards, and grain-growing lowlands, especially through Ebonvale.

KNOWN ANIMALS / CREATURES

Tehom’s known fauna include Duskrays, Kavren, Velri, and Valekar. Duskrays are nocturnal birds that begin singing at twilight when the first stars appear; their feathers are prized for fletching, and their colorful hatched shells are used in craftwork. Kavren are massive draft and fiber-bearing beasts central to agriculture and transport, especially in Ebonvale. Velri and Valekar also form part of the realm’s natural order and are recognized across Tehom’s fields, coasts, and wild places.

Ravagers are not natural fauna, but the Dimmed of Tehom—beings overtaken by imbalance and stripped of their former selves. They are feared and avoided, moving outside the natural order of the realm.

CULTURAL NOTES

Doshkin is the ancient language of Tehom. A traditional sign of respect is shown by bowing the head and pressing a closed fist to the heart.

REALM SIGIL

The Bloodroot Tree, symbol of lineage, power, and the living bond between ruler and realm.

Realm main image
MAP
Lady Khala, ruler of Tehom
Current Ruler

LADY KHALA

Ruler of Tehom

Lady Khala rules Tehom with the kind of authority that does not need to announce itself. There is nothing careless in her presence, and nothing in the realm answers lightly beneath her watch. In Tehom, strength is tied to order, duty, and survival, and she holds all three with a steady hand.

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Ravager, Imbalanced Demon of Tehom
Dimmed Entity

RAVAGER

Imbalanced Demons of Tehom

Ravagers are the result of advanced Dimming within Tehom—demons overtaken by violent hunger until identity is lost entirely. What remains is a body driven by instinct, built for tearing, feeding, and relentless pursuit.

They do not hunt with strategy. They overwhelm with force, drawn to blood, injury, and movement across the lowlands. Once engaged, a Ravager does not stop until the target is destroyed or driven away.

View Field Record