Regions and known Empires.   Posted by GM.Group: 0
 GM, 6 posts
Thu 15 May 2008
at 21:30
Regions and known Empires
Here lies the listing of all known regions of the world:
On the main continent:

The Lands of Sand  (Central Region)

The Mardaluz Nation (South West Region)

The Nation of Asropa (South Central to the Southern most edge of "Civilization")

The Heartlands  (South Central Region)

The Boarder Kingdoms (South East Region)

The Savage Forest (Extreme South, no more "Civilization")

The Badlands (North East Region)

The Kingdom of Goh (North West Region)

The Continent Deshazo
The Ferrian Empire

The Lost Dwarven Continent:
Drag'Otien Empire

The open seas East
Little is know about the open seas of the East.

The open seas West
The Five floating city states  of the Oken-Kalnar; Kazad Grom, Kazad Kadothan, Kazad Zahkar, Kazad Aun, Kazad Grumdek.  These vast floating move with the currents, never in the same place.  These cites have working docks, ramparts, and a system of government that sustains each of these sea nations.  Each Kazad is unique having the formative ideas of each clan after which they are named.

This message was last edited by the GM at 15:14, Wed 04 Jan 2012.

 GM, 7 posts
Thu 22 May 2008
at 13:51
The Lands of Sand
In the Lands of Sand the culture and history are deep with powerful magics.  The different kingdoms of those(if you can call them that) do not have any laws against magic.  Divine casters in the land of sands are rare, with clerics and priests coming from other regions.  The natural inhabitants of the Lands of Sand, The Haarn'quessir(desert elves) follow a different path to the divine.  Worship of greater powers comes in the form of elemental worship.  The Azar'buhad are elemental priests, with 4 factions withing themselves governing over the 4 elements.

City states:
Dorri-Ruled by Shah Fravarti
Siamak- Ruled by Shah Risti-voga
Heydar- Ruled by Shah Dahyu-ka the 12th <Haarn-quessir(central region)>

Small towns:
(pop. 100-120)
Zardab, a small town kept alive by its watering hole in the desert, a weeks travel west of Heydar along the trade route..  Its resources and its strategic location make it very valuable to Heydar, which in turn has offered it a sort of protection.  Zardab is given protection by Heydar and a unit of guards check on Heydar every other week.

The people of Zardab are people that wish is isolation of the big city but the contact of steady travelers to know that they still exist.  All the buildings are built out of mud and stone, but they are well maintained.  The food stores are the most important thing to the people of Zardab, second only to there religion.  Shouri-Ali, the temple of Gold water, is attached to the watering area of the town and is a temple to the water gods.

In Zardab one used to be able to get both physical nourishment and spiritual nourishment, but things have changed in recent weeks as both the priest of Shouri-Ali and his son have been killed by a murderer.  Some of the locals whisper of the Sabaah, but that is only after a fistful of drinks.

Darya Wajda: sea of Wajda:

Darya Babak: sea of Babak : very salty inland sea with little to no life in it.

This message was last edited by the GM at 19:46, Tue 10 June 2008.

 GM, 10 posts
Thu 22 May 2008
at 14:25
The Mardaluz Nation
The Mardaluz Nation(south of the Lands of Sand):

Known Locations and Cities:
Puerta Luna (northern most port city)

A nation in steady decline as the city state Zaratal in the Lands of Sand has been threatening assault and all out war to push them out of there fertile land.

Known the world over as "The Merchants' Domain," Mardaluz is among the oldest of nations on the southern coasts. If the adage "Follow the money, and ye shall find answers to many mysteries" were true, every investigator and adventurer would end up in Mardaluz, since money flows there as to no other country.  Nearly every merchant either does business with Mardaluz or passes through it during the course of a year's business deals. Mardaluz's location benefits its mercantile nature, as it is the springboard for goods from the Lands of Sand heading south to Asropa and beyond. The country's rich natural resources and its peoples' knack for business soon led Mardaluz to seize its premier status as one of the most important centers of trade in the Realms.

Mardaluz's future is uncertain at best, with bright and dark strains. Some Mardulazian cities are on the verge of rebellion, aiming to join with Asropa.  Rumors of monstrous armies are often heard of late from the lands of Sand. As always, power groups inside Mardaulz and elsewhere vie for supremacy, so much so that outsiders view Mardaluz as a stew pot of conspiracy and chaos. For the natives, however, it matters little who is in power so long as business continues to run uninterrupted.

For a great time the Mardaluzian people have harbored a resentment towards the southern most City-state of of the Lands of Sand.  For centuries they two kingdoms have fought for control of there shared boarder, and in recent times the Mardaluz people have been pushed more south into the mountainous region of Southern Mardaluz.

The current mood of the Mardaluz people is dire, as they all fear the loss of there kingdom, and there nation.  The King (in absentia) has grown tired of the battle, and he feels that he has failed his people.

This message was last edited by the GM at 15:05, Wed 04 Jan 2012.

 GM, 13 posts
Thu 22 May 2008
at 16:05
The Nation of Asropa
The Nation of Asropa is a powerful nation built by a long line of king of queens that have always had there people in there best interest.  People call Asropa, The lands of the seven-spired city of Estin. Where one can see Estin from every point in the nation.  Asropa is a nation of fertile flatlands, with gently rolling hills at its center.  Lands perfect for agriculture, and perfect for civil living.  Guarding this nation are the Army of Asropa, and the Warbirds.  The Warbirds are renowned riders of the Avestruz, larger cousins to the ostrich that are able to out run a horse in a sprint, and out maneuver one with in close confines.  They are the mounted Calvary of Asropa, the king's pride a joy.  They are a factor in Estin's diplomacy as the travel to other nations to bring trade agreements, and services under the king's name.  They are a symbol of a nation, the pride of Estin.

On the southern portion of Asropa are the rural communities, each with its own purpose and important to Asropa as a whole.

East Wiltford is very rural, most of the nobility are landed and are seen as more liberal then the nobility in the more central part of Asropa.  Think civilized Vikings and Noric peoples content to be loggers and silverbeet farmers.

The area of East Wiltford, is still very wild being the closest province to the savage forest.  Most of the people tend to be self reliant, hardy people that know how to work hard, and carve out there place.  Living though harsh winters and the constant threat of something "wyld" coming out of the savage forest.

In the southern region of that Nation of Asropa lies the province of East Wiltford.  The most uncivilized region of the nation.  Though to be a lawless uncultured land by some in the more civil regions of Asropa, East Wiltford has a long history that dates back to the times before the formation of Asropa as a nation.  Now in its current role, East Wiltford protects the interior of Asropa from the wyrd things that come out of the savage forests.  Rigar stands as the sword to protect the nation.

The region consists of fertile Low-lying plains, and is largely covered by pine forests.  A deep port exists on its southeastern border where trade is performed out if the city of Mogilev.

Pine wood, aka yellow deal
Turpentine: used in lamps, and to treat abrasions and wounds
Sugar Beets: A bulb of the Silverbeet, used in producing Sugar.

Riga Black Balsam: A herbal Liqueur and is mixed with Wiltford
                           Vodka(made from Silverbeet). Originally used
                           for medicinal purposes.
Amber Stones

Imports: Metals, foods, grains, industry.

Cities and Towns
Capital city: Rigar
A city largely based on wooden, timber frame construction its only stone structure is that of the main hall and church and inner Stone wall.  It has a standing garrison of soldiers that are stationed in Rigar to protect the southern boarder from the savage forests.  Regular patrols are done along the savage forest's edge, some venture in.  Not so deep as to loose sight of the edge, for those that do never return.

On the road west from Rigar, along a long river that heads east to the port city of Mogilev.  Gomel is a center for forestry, and all sorts of wood working.  Large enough to be a city in its own right, but yet grounded enough to not have a need for such a title.

Mogilev, the 5th largest port on the eastern sea board of Asropa, it also is situated at the mouth of the long river that leads to Gomel and at the halfway point the road to Rigar.

Ingvar, the center of East Wiltford. much of the trade in East Wiltford goes though Ingvar.  Making it a very powerful trade city.  Where all the regions converge to trade goods.

The Town of East Wiltford, a small town which bears the same name of the shire is full of local pesant foresters and a few travelers. A more northern town it is considered by most regional locals as more like Asropa then the former kingdom that came before it.

The Veneficus Erudio Confero, a wooden built college that is a state school for magic study, used to conscript wizards into the the army stationed at Rigar.  Located near the town of East Wiltford.

The Savage Forest, the southern boarder of West Wiltford and on to that the southern boarder of Asropa.  Leading to the arctic regions many explorers have tried to venture into the interior of the Savage forest but no one has ever returned.  Stories of huge primal creatures, strange magicks, the wyrd, have made the Savage Forest both a mystery and also a foreboding location.  Used in fairy tales to scare the children, this fear is only to real.

In reference to how does the populace look at magic in your setting.  The common folk hold magic with a bit of distrust.  They understand that it is a powerful tool but they still feel that it is a darker art.  That is for all magic, except Necromancy.  Any kind of Necromancy is outlawed, from the undead, to stealing life.  A few decades previous to the current time line a coven of warlocks and witches tried to overthrow the monarchy of Asropa.  They where eventually discovered but in the chaos a witch hunt became wide spread many wizards and other magic users where hunted, tried, and put to death.  After the hysteria was put down, the nation of Asropa instituted a national requirement that any and all magical education be certified by the government, and that magic-users of age must perform as 4 year tour of duty in the military to help compensate the cost of the public education.  Anyone can attempt to addend a magic college, all they need is a little bit of money and the will to learn.

The colleges can regulate education, and can bar necromancy.  They can also keep a watchful eye on anyone that might go the route of a necromancer

This message was last edited by the GM at 14:39, Tue 10 June 2014.

 GM, 405 posts
Tue 3 Dec 2013
at 16:35
The Border Kingdoms (South East Region)
The Border Kingdoms (South East Region)

Between the lorded lands within the realm of Asropa and the harsh sands of the Land of Sands, brigands and would-be rulers carve out hordes of territory within this disparate and chaotic land.


Temperature in the Border Kingdoms is generally hot and humid, with long summers and short, mild winters. Most of the north - except for the higher elevations and areas near the west, southern and some northern fringes - fall in the humid subtropical climate zone. Crops grow easily in the rich soil of coastal plain; its climate consistently provides growing seasons of at least six months before the first frost. Landscapes are characterized by live oaks, magnolia trees, and flowering dogwoods. Another common environment is the bayous, wetlands, and swamplands of the coast.  In this region its wetness gives rise to forests of Swamp Cypress, with many cypress knees.  Some swamps have bayroot in the slow-moving fresh waters.

A plateau region located in the west area of the Border Kingdoms is mostly relatively low, rolling hills. The fall line marks its eastern boundary with the Coastal Plain.  The plateau is generally clay-like and only moderately fertile for farming.  A main stay in these lands is tobacco, and other more hardy plants. The wooded area is host to many animals, including bears, Wild boar, turkey, and white tailed dear.  To the west, the plateau is mostly bounded by the Tower Haze Mountains, noted for their bluish color when seen from a distance.

The Tower Haze Mountains have oak and hickory forests. While the Tower Haze includes high summits, the climate is nevertheless too warm to support an alpine zone, and thus the range lacks the tree line found at lower elevations found in the Heartlands and Mardaluze. The highest parts of the Tower Haze are generally coated in a dense spruce-fir stand, with forest floors that are often littered with blow downs due to high winds from the east.  The spruce-fir trees grow fast and tall in the warm and wet weather.

In the north-west the Tower Haze mountains meet the Dawn Shadow mountains. On its west side range where the morning dawn is slow to reach it, ruins jut from these scarred lands, the broken bones of a long-dead civilization. Ominous shadows fall upon these ruins keeping only the fool hearty from exploiting its contents.  Deep within the canyons and upon the mountainsides reports of bandit armies toil alongside sorcerers among the shells of decayed settlements, pulling ancient relics from the earth and hoarding them for purposes unknown to all others.

Noted cities and locations:

Port Dagobert
Founded by a Gomish explorer, Joen Velou Cartieer, it is the oldest colony/city in the boarder kingdoms.  Situated at the most northern portion of the Border Kingdoms where La Foudre River meets the open sea.  Its location and size make it the 2nd largest City in the region with a population of up to a 600 people.  Still held as a colony of Goh its expansion is well funded and under the protection of The Dutcy of Chilperic, and Lord Dagobert; 2nd cousin to the King of Goh.  Its a Port town that is fashioned after Gnomish design and while the influx of human and elvish traders have been accepted its common to find some of the older places that have second set of small doors for its gnomish creators.

The area is seated in the wide plain that moves into the Lands of Sand, while not overly fertile grasslands, the seasonal flooding allow for a bountiful but short harvest.  Port Dagobert survives as a traders hub.  Trading good from the lands of sands, and Asropa, along with being the only sanctioned trading port of exports out of Goh.

This message was last edited by the GM at 16:38, Tue 03 Dec 2013.