As promised, here is a sneak peek at the geography for The Siremirian Conundrum. This part of the story will see the aperture of our lens expand as the group pushes west into (unsurprisingly given the title) The Siremirian League!
What do we know about this part of Venn?
Its eastern half is largely unsettled as far as the civilized races are concerned. Aside from the port city of Irdri, it's lawless and wild. Tribes of orcs and gnolls rub shoulders with countless other beasties across the untamed foothills east of the Kyathlinneas River. West and north of the waterway, known locally as the Kya-Kuu, a rich history of agrarian villages and nomadic barbarians dates back hundreds of years, to the times before the Red Queen's mortal domination of the area.
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Irdri itself is the region's hub of commerce, a mercantilist city-state that neither expects nor receives much in the way of support or oversight from the Siremirian capital of Arvault. A rough and tumble shipping town where profit takes priority, Irdri is home to all manner of cutthroats and outlaws. It's not uncommon to find species that would be considered monsters in other parts of the realm – kobolds, goblins, orcs, and gnolls – casually doing business in her streets. It's also not uncommon to see the corpses of the less fortunate floating downstream, out of town.
What would compel our heroes into such a dangerous and strange land when they already have a full plate of headaches? And what is the mysterious area simply called The Zulm? Stay tuned to find out and be sure to follow The Glimmerstone Enigma so you don't miss the first chapter drop of The Siremirian Conundrum!

