Sticky Topic Regions and Domains (Read 128 times)
Keramane
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Regions and Domains
Apr 23rd, 2026 at 11:54pm
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Note: It should be noted that unless otherwise mentioned, the racial divide of these kingdoms and territories is a racial mix that primarily favours the race the kingdom is noted under (Dwarven holds are dwarf primary, elven kingdoms are elf primary, etc).  There are other peoples found in these lands, but in a smaller percentage than the primary race.  Races that aren't noted individually are still around, but they are spread throughout other territories or haven't a singular territory to claim as their racial capital.

The Northern Continent
The Northern continent is the largest landmass in the known realms.  Divided into large portions based on the various mortal kingdoms, it is the famed home of humans, dwarves and elves since ages past.  Stretching from just above the equator to just below the northern pole, the climates span the gamut from arctic to temperate to tropical, north to south.  The lion's share of the landmass falls within the temperate range, with the Dragonspine Mountains dividing the northern tundra and arctic from the rest of the continent.

The Kingdoms of Men
The Kingdom of Escaria
Once home to the seat of power for all the Northern Continent, the Kingdom of Escaria is named after its capital city, a place of magic and wonder.  A sprawling metropolis and home to over one million registered residents, the Great City of Escaria is the peak of modern and mystical development.  Water from the great northern river is redirected into the city for practical drinking water, washing and sewage treatment.  The hearty grasslands surrounding the city provide great amounts of food and of noted variety and the central location makes for easy travel and commerce.  Home to the largest tower of mages and the great Cathedral of Simune, Escaria boasts the world's most powerful divine and arcane magical conflux.

However, as a beacon of commerce, Escaria retains a neutral position in the politics of the Northern Continent, relying heavily on its neighboring Kingdoms for the wealth and prosperity it now enjoys.  The primary export of Escaria is mystical expertise and artifice, importing primarily minerals and fabrics.

The Duchy of Auria
Though referred to as a Duchy, the Aurian reaches are one of substantial financial and alchemical power, noting their place in the Kingdoms of the Continent with certainty.  Markedly independent from the other kingdoms despite their relatively small geographical size, the Duchy acts as an independent global bank, protected through contract and obligation alike with the majority of Kingdoms in the northern and southern continents.  Very vocally neutral in all manners of crown and territory, the Aurians are the model of a modern corporate conglomerate.  Loyal only to money and their own nobility, the Duchy's growth has been slow and steady through the purchase of territory, never once through military conquest.  Their place as a stable economic state and their appealing economic insurance policies make them a wise investment for any ruler of territory, and though their percentages are small, the accumulation of wealth has made them a significant threat in their own right.

The Kingdom of Varson
Set in the Northeastern chunk of the continent, the Kingdom of Varson is a significant naval force that rivals the Dwarven River Nations.  The lands of the Varson territories are limited and used near-exclusively for farming and hunting, and are ruled by the clan holds of the Varson Nobility.  The ten clans stand united under the Varson King during times of inter-kingdom conflict.  However, the clans are famed for age-old grudges and during peace-times, are often at each-others throats in some measure or another.

Varson's naval force is accredited with the majority control of the eastern coast of the continent, and are known to raid trade ships of any faction, favouring those owned by the Duchy of Auria.  This wealth is then traded off as needed for whatever the clans need.  However, many a Varson ship, overladen with loot, has found themselves at the bottom of the sea, making the eastern seaside ripe for treasure hunters and aquatic races.

The Lands of the Elves
The Forest of Forgotten Names
Said to be the birthplace of the elven people, the Forest of Forgotten Names is the largest woodland area in the northern continent.  Occupying 1/3rd of the central, temperate region, east of Escaria's territory, the great and ancient forest holds an impressive 20% of the world's woodlands.  Furthermore, with the exception of the Jungle Primeval, it stands as the home to the largest collection of recorded species in the known realms.

Its place among the elven people is quite sacred, and as such, the lands within are considered the core seat of elven power in the world.  Home to all varieties of elven peoples, the settled areas are placed among the tallest trees and formed of magically moved rock and earth, naturally molded about the terrain to protect the forest's natural growth.  The exact number of elves in these woods is unknown, but estimates place numbers over 2 million; a massive number for the long lived and slow-breeding peoples.

As one might expect, the major export is woods and fibers of varying types, as well as some degree of rare hide from species in need of control.  The primary threat to this empire comes from poaching, thus the majority of the central reaches and uncivilized areas are considered off-limits to non-native peoples of the woodlands.  Poaching is considered a capital crime and those caught and charged with the crime are delivered swiftly from this world to the next, their remains never to leave the woods, as an atonement for their destruction.

The Dale of Windfall
Perhaps one of the more unusual of elven settlements is the Dale of Windfall, held within the southern plains of the continent.  Home to equal parts elf and halfling, the Dale was once a part of a joint human and elven cohabitation effort.  However, due to an unexpected sickness, most of the humans died off, leaving the elven peoples behind.  The halflings were welcomed to the area following the annexation of their homelands by the Fifth Orcish War-Banner, as the elven forces decimated the plains-running orcs from vast range with their magics, archers and misdirection.  Thus, sworn to an old oath what's verbage is known only to the eldest of elves in the Dale, the halflings and the elves support one another in this territory.

This region produces large amounts of food and hunted game, but most prized are its tobaccos and wild herbs, desired realm-wide by gourmands and connoisseurs of smoke alike.

The Fungal Bloom
The Elves of the Fungal Bloom are a very unique kin and rarely spoken of in any accuracy of detail.  To the far southeast of the continent lies a forest of rot and fungus, a tale of ancient magics gone wrong.  The Bloom consists of many tall, broad-leaved plants that block much of the sun from the ground, and the peat bog that spans the area is home to large mushrooms of countless variety and use.  While not insular by choice, the elves of the Bloom are quite different than their genetic familiars, bearing porceline white skin and pure black eyes.  Their hair spans an unnatural colour gamut of rainbow hues, often glistening like gems in the light.  Blind in the daylight and well-visioned in the dark, these peoples rarely travel outside their homeland, but do welcome visitors that can bear the scents and textures of the ripe lands.

Wizards and alchemists alike highly value trade with these lands, but the hostile nature of the land itself, its many bogs and mires and often toxic foliage, make travel dangerous.  The peoples of these land primarily trade for metal tools and implements, and trade exclusively in barter, never coin.

The Dwarven Holds
Dwivvmer Holds
Perhaps the youngest of the great holds, the Dwivvmer Holds are technically four separate holds set into the sides of the Great Divide's central chasm.  Home to over 400,000 dwarves, these holds control the critical trade junction that allows the central kingdoms of the northern and southern continents access to eachother as well as the coasts.  Famed for their hand-mined canals and subsequent water-locks, the Dwivvmer clans are the most well known among the other races and see the most commerce through their realm.  Perhaps contrary to the traditional xenophobic dwarven stereotypes, these clans are more open to travelers and traders and are among the primary reasons for dwarven crafts being bought and sold outside dwarven lands.

Dracmer Vinhold
The oldest and largest of the dwarven holds, this territory spans an inconceivable amount of underground and mountainous territory within the dragonspine mountains.  The exact population is uncounted, but rumoured to number over a million large and holding nearly 1/3rd of the mountain range's total territory.  However, as is the nature of mining, the same territory is often claimed by other forces, making for some unique attempts at border maps, alongside territory skirmishes.
Most stalwart in their convictions, these dwarves are quite secular and while they do permit travelers access through their territory to the reaches of the north, they do not provide lands or hold-space for anyone outside the recognized Clans of the hold.  Exceptions are so rare as to be known by all in legend.  And, while trade does occur, it is almost exclusively the export of stone and raw mineral products for foods and fabrics beyond their production means.  This hold does not often trade in dwarven goods if at all, and the few trades that do occur are not recognized as legitimate by the Council of Clans.

Varnismer Hold
Occupying the western section of the Dragonspine Mountains, the Varnismer Hold is the oldest and largest of the dwarven holds, spanning 1/3rd of the mountain range and holding a presumed million beneath the surface.  If this tale sounds similar to one hear before, it is because it is a rival of their mirroring clan and neither agree on which is the oldest or greatest, resulting in both making the same claims.  In almost every way, these holds are similar, save for their location.  The only exception is that this hold will trade dwarven goods, which is where the grudge began.

Bryennhold
Situated along the mid-western coast of the northern continent, the Bryennhold clans are one of the very few surface clans among the dwarven peoples.  While they too hold many of their homes in the tall hills and bluffs of this coastal region, they farm the surface and are (in)famed with their tanned skin and fair hair.  While not openly shunned by the other dwarven peoples, the Bryennhold dwarves are not well spoken of, stated to be more elf than dwarf, and to have forgotten their Faustian origins.  However, their acts during famine and emergencies faced by the northern holds have earned them the respect and allegiance of their people.  As the adage goes, "A Dwarf Never Forgives, nor Forgets." and though they are of a different cloth, they acted as a proper dwarf should during those hard times.

Outlier Kingdoms
The Vaasi Flotilla
While they owe their home berth to the Southern Continent, past political conflicts of the unstable southern continent have caused the curious airborne nation known as the Vaasi Flotilla to seek home in its northern neighbour.  The trade-focused Bel'shannar were desert-travelers, led by Vaasi'shaada, He of as Many Titles as Stars in the Sky, first took to the sky on great sail baskets, held aloft by hot desert updrafts and air currents that the then-sage is credited with mapping out.  Tales of his adventures border the fantastical, but the truest of these is that this now-engineer, Vaasi, is credited with the creation of the plane's first airship.  Its creation and the revolutionary trade process was limited to the southern continent for decades, before the incorporation of magitechnical devices allowed for lift in colder climates.  However, as the tales of his adventure are many, so too is the long line of enemies he had made in the process.  Fleeing their native homeland, the peoples of Vaasi, great are his accolades, have settled north of the Great Divide near the border of Escaria, and are financial allies of the massive kingdom they have blossomed next to.

The territory of the Flotilla is almost exclusively airspace, with the limited land access used exclusively for anchoring the airships.  The entirety of the peoples involved live on these ships day to day, and all food and good are obtained through trade and shipping earns.

While airships are indeed the core of their power, the Flotilla does not share this technology and any downed ships have been deigned incomprehensible by any who come across the wreckage.  Similar comments have been made by spies that board these vessels while intact, lending to the theory that the borderline religious fervor in which this Vaasi'shaada is held has perpetuated some mild divinity, his domain exclusive to these aircraft.  It should be noted that the people of the Vaasi Floatilla are all Bel'shannar with incredibly rare exception.

The Southern Continent
The Southern Continent is only 10% smaller than its northern brother and is home to impressive jungles, marshes and The Great Desert.  The climate crosses tropical into desert heat, ending in warm savanna lands a fair distance before the southern pole.  The afore mentioned Great Desert spans the southern third of the continent, with savanna lands to its east.  Coastal marshland stretches to the north from there until the jungles reclaim the land, separated by a fair stretch of growing plains before meeting the threatening Jungle Primeval and then the Great Divide that splits the Northern and Southern Continents from eachother.  This continent is home to nearly all hot-climate species, including the Jungle and Desert Goblins, Dark Elves and many variety of dragon-blooded mixes.  The Kingdoms of this region are few but old and proud, save the savanna lands which are forever a tumultuous battle of bestial tribes and caravan settlements.  Further details will be noted below.

The Desert Kingdoms
The desert kingdoms are ironically not located directly in the desert as much as bordering the northern edge and northern savanna lands.  A great many races occupy this kingdom, with Human, Dark Elf, Lizardman and Kobold among the primary peoples.  Elemental plane-touched variants of the above and more are definitely found here as well, favouring the fire and earth planes, as well as desert-based dragonkin.

There are six major settlements in the Desert Kingdoms:

Da'ansphere
North-most of the Desert Kingdoms, bordering the encroaching Jungle Primeval Da'ansphere is the homeland of the Dark Elves.  Acting as a gateway into the dangerous Jungle Primeval, the great territory of Da'ansphere is the front line defence against the rampant growth of the vast jungle.  The people of these lands are tasked with cutting and burning away the jungle growth lest it claim the northern territory as its own, and eventually, the rest of the continent.  The people of this territory trade primarily in hearty woods, Ironwood among others.  They also bear some of the world's most unique and exclusive reagents, as the Jungle Primeval is terribly difficult to enter.  While the peoples of this region are in no way immune to the Jungle's dangers, they are often sought after as paid guides for forays into the world's most dangerous realm.

In addition to access into the Jungle, this region controls the most accessible port area for safe shipping into the southern continent's central areas, making for a booming trade industry here.  It is said that you can find anything and everything a mortal heart could want here, all for the right price.  The people of the Da'ansphere are myriad, but these lands are often referred to as the home of the Dark Elves, as the greater majority of their race either lives here or were born here.

Sa'anland Fare
Located in the savanna lands southwest of Da'ansphere, the Sa'anland peoples hold the largest hunting lands in the desert Kingdoms.  The territory they hold is impossible to properly enforce borders, but this is dealt with by a required pass for travellers to possess, sold in Da'ansphere and the other border-entry zones of the Desert Kingdoms (though forgeries are commonplace).  "All in the Sa'anland are game to be hunted" is a famous quote for the region, with the hunters being the native peoples that hold these lands.  Nomadic tribes will hunt and patrol these grounds, including a large number of gnolls, making civilized travel difficult, especially without the safety of the Pass.

This area is considered a paradise for its inhabitants and trade outside of the Desert Kingdoms is sparse.  However, it is primarily hunted game trophies (hides, bones, teeth, organs and the like).  Import is almost exclusively tools and weaponry, though much is accidental, due to poachers that are caught in the grounds or fools that had bought a false pass.

The Sand Sea Coast
As one might expect from a name such as this, the Sand Sea Coast borders the Great Desert itself.  Home to some of the most exotic and desired spices in the world, this area is as wealthy as it is depraved.  The laws here favour the sultan and his chosen favourites, changing with the winds of fancy.  However, the simplest rules is this: "You can do whatever you want, as long as you do not get caught."

Wealthy patrons from around the world will travel here to partake in pleasures not found anywhere else in the world, and anything that happens here remains within these borders, if you pay the right price, of course.

This place imports essentially everything, and exports spice and vice in equal measure.

The Squelch
Perhaps an odd name for a region of the Desert Kingdoms, this area borders the eastern marshlands of the southern continent.  While still sand primarily, the land is known to hold many underground rivers and quagmires.  As such, this area is very difficult to traverse.  However, alongside the danger come advantages.  This region boasts the most robust common-use minerals in the continent, with large iron, copper and coal deposits hidden under the sands.  In this area, the formorian people hold the highest population, living in tunnels under the ground, cut out by ancient waterways now gone.  Other insect-base species favour this region as well, with Kobolds being the primary surface-going race seen hereabouts.

Due to the dangerous natural hazards in this area, surface defences and settlements are nearly nonexistent, with the only city of note named Squelch by the first kobold settlers (supposedly this is the precise sound that a heretic dropped from dragonflight makes).

Primary exports are common minerals and chitin crafts, imports are primarily fruits and sugars.

The Gen'vaadi Grasslands
While certainly not a title befitting a classical kingdom, the grasslands are home to large tribes of Orc clans.  Located to the direct east and southeastern desert borders.  Fertile, sun-blasted grasslands, this area is ripe with local game and wildlife, allowing for the carnivorous orcish tribes to thrive.  Border disputes with gnoll insurgents from the Sa'anland Fare are common and tend to stir things up often, but while these peoples will fight, the tribes of the Grasslands hold a general peace with the other Desert Kingdoms.  The oath is simple; "Blood for blood, water for water."  Trade is respected with trade, and violence with violence.

While not famed for their sea-faring, orc clans that have been exiled or populations displaced will take to the sea to settle elsewhere in other lands.  However, due to their dietary requirements, raiding and territory squabbles are common with these exiles, lending to the global loathing of the orcs.

Trade in this area generally consists of grain and herbs in exchange for metals and tools.

The Shaada Sandstriders
The second half of the Vaasi Flotilla; the remnants left in the southern continent.  The Shaada Sandstriders are a migratory band that live in the desert proper, descending periodically to claim resources before setting to the skies again.  Their sail-ships are not as famed as the airships, but they are no less structurally impressive.  However, due to their overarching design, the Shaadans can never leave the hot desert reaches lest their flying capitol become ground-bound.

Due to their synchronicity with the desert, the Shaadan people have come to an armistice with the goblins of the desert, treating their sick and injured that their own people cannot and giving them early warnings of invading forces.  This fence-sitting status has earned the Shaadans some ire from the other desert-goers, but all find themselves in need of their cartography and knowledge of the ever-shifting sands.

The Shaadans trade mostly in information, requesting fibers and cloths in exchange.

The Goblin Tribes
The Sand Goblins
Named as such for their sand-coloured skin and their harsh desert lands, this is the tribe that brought about the rise of Graknar Bloodletter, Goblin King and later, god of Slaughter.  Their ferocity in battle is matched only by their cleverness, and though they may share an over-race with other goblin types, anyone that enters their desert becomes prey for their hunt.  They war with the other desert kingdoms openly when they encroach into their territory, though they do not raid the fortified settlements of the Sand Sea Coast due to certain oaths and promises made during the Third Era of Graknar.  The specifics are known only to the Sultan of the Sand Sea Coast and his kin, but these secrets allow for the city of decadence to remain unharmed.

The Sand Goblins revere 3 beings and 3 beings alone: Graknar Bloodletter, Goblin King and god of Slaughter, Se'el, Mother of Goblins and goddess of Dreams and the Moon, and The Grandfather of the Desert, a hidden figure that is the direct source of the Great Desert itself.

There is no trade with the sand goblins; they take what you have and eat you too.

Jungle Goblins
Residents of the southeastern jungles of the southern continents (distinctly not the Jungle Primeval), the jungle goblins are a savage tribe of slick-skinned carnivores with a taste for sentient flesh.  These creatures build shrines to variations of the gods and worship who they call Kaparaka in place of Graknar, as they find the idea of a sand goblin becoming a god to be a total farce.  There isn't overly much known about these goblins, though their idol worship and treasure hoarding is one of legend.  More than a few vine-covered pyramids can be found in the dense, lush lands, and the wealth within them is said to be comparable only to the risk in obtaining it.

There is no trade with jungle goblins; they eat you and take your things.

Sea Goblins
Due to a brokered deal between the orcs of the Gen'vaadi Grasslands and the Shaada Sandstriders, these goblins were given access to boatbuilding knowledge some ages past and have build acceptable naval vessels.  Unfortunately the supply of proper shipbuilding materials is limited in the area, lending instead to some slapdash constructions that seem more dangerous than the waters themselves.  However, it is a common sea goblin addage that "Life ashore is worse than death at sea" and as a result, sea goblins will sail whenever the chance.

Fortunately for them, they are good swimmers, and have a working kinship with aquatic races such as the sahagin and merfolk.

Trade with the sea goblins is thriving, and they will often trade whatever they have for wood, rope and other ship building supplies.  This can be a risky gambit, as you are as likely to get treasure from them as buckets of scrap nails.

The Oxident
Third largest landmass in the realm, separated by great seas from both the Northern and Southern continents, the ancient lands of the Oxident are home to three great Kingdoms, forever shifting between war and peace.  The northern reaches border the edge of temperate and tundra; vast steppe plains where thin topsoil give thinner vegetation and nomadic tribes.  These are the Badlands of Elwye, and home to the Tiefling and bestial tribes, famed for shrewd savagery and indomitable spirit.

To the south, in the fertile lands of plenty lie the territory of Elswyer and the proud warring houses of the Jade Dragon.  The Great Wall separates Elwye from Elswyer, manned by a vast army, to keep the barbarian hordes from invading the heart of civilization and advancement.  The peoples of Elswyer are many, but those in positions of power are exclusively human, with all other races considered lesser, and duly treated as such.  The politics of the houses of Elswyer are as intricate as insidious, and though they boast vast advancement in alchemy and technology, their foil lies with their nobility and the constant aggression from the North.

To the East of Elswyer and Southeast of Elwye is the Crimson Empire.  Famed for its powerful magic, rich mineral deposits and unparalleled military, the Crimson Empire is a formidable, if geographically small Kingdom.  Sewing military doctrine into cultural development, the Crimson Empire is well known for its warrior poets and near-religious code of honour and behaviour in every aspect of their society.  Led by an Empress with a pristine and long-lived history, the Crimson Empire is seen as an unblemished ideal of society and regarded with great jealousy by the Elswyer peoples.  The peoples of the Crimson Empire are primarily human, with dragon-blooded variants as the second most common.  Other races can be found among the people, though each holds to a noted lineage in service to the Empire, and in so doing, has earned a place in this insular land.

These three Kingdoms exist in a continued state of conflict.  The Crimson Empire is honour-bound to the Elwye peoples by an oath made by the First Emperor to the First Khan, forcing a constant state of peace between the two factions.  Elswyer and Elwye are in perpetual war, with Barbarian forces raiding the wall and decimating military forces that come through, seeking food and riches that their lands are denied, while Elswyer attempts marches into Elwye territory to expand their lands to accommodate their vast populace and put the barbarians to heel.  Unfortunately, though the military of Elswyer is better equipped and fed, the ferocity and tenacity of the Elwye horde continually pushes their foe back to their grand wall.

Lastly, the jealous and wanton Elswyer people are engaged in political war with the Crimson Empire, seeking access to their rich mineral deposits and secret weapon-smithing techniques, courts of both camps battling with written word and culture to a wavering standstill.  While the Crimson Empire has the force of power to do serious harm to Elswyer, the shrewd Elswyer people prey upon the honour of the Empire to keep their war cold and the Elswyer lands safe.

The Unity Isles
Once called the Ornamental Continent, the catastrophe known as The Sundering split this once singular continent into a series of large islands, with the Unity Spire at the center.  There are few genuine facts known about these islands, but it is well known and documented that those who tarry too long within the perfectly circular territory of the Unity Spire find their thoughts no longer private, and their intentions no longer secret.  Called the Many Lands of but One Mind, the Islands hold more ghost stories and folklore from the mainlands than any other place in the world.  The Kingdom, if you were to call it such, is referred to purely as Unity.  The precise population percentages are not well known, but the majority of reports claim to have seen exclusively High Elves as the noted population.  Contact with Unity is very limited, as its peoples never leave their lands, and those entering either leave to never return, or stay indefinitely.

Unmentioned Realms
There are many realms that have gone unmentioned in great detail, such as the merfolk of the great seas and the tundra tribes to the far north.  However, these are insular communities which are not well known to the world at large and will needs be contacted and explored personally for information.
« Last Edit: Apr 24th, 2026 at 12:58am by Keramane »  
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Keramane
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Landmarks
Reply #1 - Apr 24th, 2026 at 1:20am
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All of these landmarks are known in general detail by the world at large.  The specifics might be something that you do or do not know based on your study, focus or base intelligence.  However, all of this information is out there for those who cared to look into it, so all characters can know it.

The Great Divide
The Great Divide the name of the split between the Northern and Southern Continents, where in the center, a near perfect diamond the size of Escaria has been pierced into the earth, creating a bottomless chasm that none have found delved into without tragedy.  Four rivers feed into the chasm, the northern rapids, the southern liveblood, and the eastern and western oceanic passages.  The flow travels towards the center and waterfalls pour down into the chasm in the center.  The Great Divide has existed since the first written word, and though water flows eternally into it, it has yet to fill, the seas have yet to drain and the skies have not yet dried, leading planar experts to believe that it feeds into either the planar void or into the elemental plane of water, with exits from the plane of water to be found in the seascape someplace.

The Untouched Pinnacle
Part and parcel with the Great Divide, a floating landmass exists far, far above the divide itself, above the flight limits of any known avian creature, sentient or otherwise.  None have been confirmed to have stepped foot on the floating stone or breached the impossible citadel yet further above.  Divination has given the briefest of glances upon the isle before the spells shattered and the casters wounded metaphysically for their efforts.  The only thing that is known is that there are as many rumours as to what lies in this unreachable place as there are droplets that have fallen into the Divide below.

The Unity Spire
The Unity Spire is a near-perfect obelisk that stands 150 stories tall above sea level and juts out of the bottom of the sea in the center of what is now called the Unity Isles.  Scholars have studied the spire from afar and found that a great deal of magic is being twisted in the surrounding area, such that the very law of magic itself may be being changed within its sphere of influence.  Those who stay within the field for any length of time find their minds invaded by the thoughts and opinions of others, and through extensive exposure, will find their will put to vote rather than ruled by their decisions alone.  Furthermore, the voices that invade are far more adept at this environment than any traveller and are able to pry memory and secret from newcomers as easily as one plucks petals from a flower.  Those who attempt to force their will upon the grand assembly of thoughts find themselves overruled and often cowed to the point of complacency.

Those that leave this area after too long a time are forever muddled with indecision and often find themselves seeking the approval and permissions of others for all but the most mundane of tasks.  As such, the Isle is technically placed under quarantine, though beyond divination spells and marker bouys, there is little enforcement placed on this land, as the border is too large to properly enforce.

The Jungle Primeval
The Jungle Primeval is a place so wild and untamed as to be considered its own demiplane within the primaterial.  Creatures created within the jungle do not escape its borders and though it grows wild and true, through the constant effort of nearby civilization, the burning and cutting keeps it at bay.  The southern border seems unable to reclaim the Great Desert to its needs, and as such, remains immobile.

Fauna and flora found within the jungle can be found nowhere else in the world, and while they themselves are impossibly fantastic in scope, their uses are far more extensive.  The nature of the jungle is one of rapid growth, evolution and counter-evolution.  A plant will grow spined fruit to deter predators, so herbavores will develop thin claws to peel the fruit's flesh off to feast on the nutrition inside.  The herbavores will find the fruit delicious but intoxicating and fall to drunken slumber at the roots, wherein the plant will drop its fruit to kill its predator and let it rot to feast on its carcass.  This process occurs in days instead of millennia, and entirely new species are born and die in the span of years rather than ages.

The exact cause for the jungle's rampant growth is unknown, but the Druids of Foi claim that the heart of their beloved and feared goddess resides at the center, and is actively combating the order imposed by Faust, seeking to bring about an age of primal growth and chance.  While it's difficult to impose a negative without an alternative claim, this has become the most accepted reason to date of many.

The Great Desert
The Great Desert is a vast desert region that occupies approximately half of the southern continent, covering the whole western coast, dipping down in the central region and bordered by the marshlands and quagmires to the southeast, ending on the southern, central point to sweep back up the western coast.  This desert is home to the infamous Desert Goblins as well as the Shaada Sandstriders, along with numerous breeds of dragon, Ifriti and Mephits, to name a few.  The region is said to have been created by a legendary figure known as the Grandfather of the Desert by the goblin peoples, though the other races have similar such names for the being.  The wanderings of this mystical beast of legend are said to stir the sands as one does ashes from a bonfire, ensuring that the heat spreads evenly throughout his domain.  Whatever the rationale of this ancient beast, the desert is a definite landmark and beacon of cultural design of the south, and considered one of the wonders of the world.
  
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Keramane
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Major Cities
Reply #2 - Apr 24th, 2026 at 1:33am
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A Wirok-in-Progress of the major cities and settlements that will be fleshed out as adventures within the setting progress.

Escaria

The Great City of Escaria, glistening white pearl of the Northern Continent, once-home to the famed Sorceress Queen that ruled the continent in its entirety.  Now its own independent city state surrounded by the kingdoms of elves, dwarves and man, the Great City remains a bastion of strength and prowess to the world, albeit dimmed with the loss of its greatest monarch.

The city is designed in a mostly circular manner with the Queen's Pinnacle at the center and the various districts divided thereout.  The Queen's Pinnacle is a massive tower that boasts a mighty 50 stories tall, its base large enough to be a castle's grounds in its own right.  Within its walls are many notable important groups and gatherings.


The Hall of the Sorceress, the beacon of all magical study in the Northern Continent and envy of most other lands.  It is here that arcane practitioners flock for tutelage under grand and wizened masters.  The hall boasts more rooms than doors, and to date, even the greatest magi have yet to uncover every last secret alcove and sub-plane that the Queen created.  Rumours of untold treasure troves and ancient mysteries are abound within, but by the decree of the Council of Escaria, no adventurous delves are permitted.

The Den of Wanton Respite also finds its home within the tower, albeit in the lower to middle floors.  It earns its name by the comely succubi staff that were summoned and bound by the Sorceress Queen to act as waitstaff and servants (and possibly spies) for visiting dignitaries.  Forever bound to the tower with even their mistress' death, they now serve as glorified inn staff, providing rented rooms and inn services for the wealthy elite that can afford to stay.  The Council can exert some command over the staff, but their bonds and complete obedience remain to the name of the Queen's spiritual bloodline, of which memberage is very few.  Rumours state that these comely courtesans know secret paths through the tower proper from times they were called upon by magisters and practitioners lost in lust, but one would need know the right call-phrase to gain guidance to those lost locations.

While known to exist though inaccessible to all but the Queen's bloodline, the Artificery and Armory are in the lower reaches, boasting weapons and military might beyond imagining.  However, even those of the bloodline cannot seem to activate the Silent Service, and as such the area is sealed.


The surrounding districts of Escaria once held ancestral names and coding, but centuries of growth have seen those come to an end.  The northernmost district bears the grand Cathedral to Simune, dominating a third of the district itself.  The remaining parts of the district are beautified and bear some gorgeous parks.

The Northeastern District is the merchantile quarter.  While shops can be found in most if not all quarters, this sector bears the oldest and most reputable storefronts in the city, as well as a fair number of feuding merchant houses.  It is said that anything can be bought here, though that is only partially true.

The Eastern District is the Military wing, where the keep and barracks are found.  The entire district is for military, save a thoroughfare for passage between districts.

The Southeastern District is wealthy residential.  Personal security, a few parks and grand estates can be found herein.

The Southern District is the Royal Gardens.  Fields of beautiful, mystically provided flowers fill the district, surrounding a massive cherry tree at the center.  The herbs here supply the majority of the alchemical and arcane needs of the tower, and while magic is certainly at work, a contingent of herbalists, farmers and even some druids keep these fields in top shape.

The Southwestern District is for bureaucratic affairs.  With the death of the Sorceress Queen, the royal levels of the tower were mystically sealed off, forcing the conversion of the second residential area into offices and courts for legal and bureaucratic matters.

The Western District holds the Parlour of Joliar (a smaller cathedral in its own right) and the Parade of Revels.  While the Parlour does take up a large area, the majority of the district is home to brewers, bakeries, confectioneries, kitchens, taverns and inns.  The center of the district, before the Parlour, is a massive fairgrounds area used for every holiday known in the world, famed for having more parties than sense.

The Northwestern District is primarily home to the city Infrastructure and River Docks, though it also bears most of the major guildhalls and associations that can afford the properties within.  This area has access to the river proper, and aside for drawing in water for the sewage and sluces, allows import/export by water.  This district is able to be easily secured in the event of an invasion and can in-fact be artificially flooded if needs be, though the process is hardly swift or simple.

The Outer Districts were build up around the outside of the city walls, which are mostly homes, smaller shops, markets, and so on.  These outer areas aren't manufactured magically as the city itself had been, and are craftsman-made.  Further out still are farmlands and grounds to raise livestock.

Drakkenholt

Located along the southernmost edge of the Kingdom of Varson, the Knightholds of Drakkenholt are named such due to being nearly exclusively governed by local nobility as descended from the knights that conquered the region from the elves.  It rests up against the edge of the Forest of Forgotten Names and while it is somewhat contested, the elves are maintaining a wait-for-the-humans-to-destroy-themselves mentality towards reclaiming those lands.

As the human and elven kingdoms are in a state of peace, and the Drakkenholt are a place of tension, the Kingdom of Varson has not officially claimed the lands, thus the rulership by knights.

Their primary export is wild game, furs and hides, with some focus on farming.  It isn't an overly wealthy region, but it hosts decent farmland and fishing.  It's location does cause for high levels of rainfall, marking significant areas of the region as wetlands rather than verdant plains.  Gluumhaffen is one such area, located in an area with a number of small lakes and ponds that during the rainy season can resemble a swamp-like environment, though minus the rotting, fetid nature that makes swamps so famous.
As the land about Gluumhaffen is less than ideal, it's not considered the nicest of towns.  However, its location is the last of the buildable areas along the southeastern edge of the territory, making it both a sort of "early warning" town and a place that the Knightholds can dump undesirables as needed.  The area holds low-skill work almost exclusively and has only the single ruling noble family to act as any form of educated governance, making the rest of the populace uneducated peasantry.

The noble family of Gluumhaffen is the Van Zholt dynasty.  Their membership includes the Baron and Baroness Freich and Varla Van Zholt, and  their two daughters Elizabetta and Arlena (ages 10 and 6).  The family was given this fief as a reward for modest participation in the annexing of this region, the grandfather of the Baron being the one responsible.  Having since passed on, the Baron and his family now control the fief and pay taxes upward to the Knight of the Realm Friederich von Heinbach who is quite famed for his exploits in the Kingdom of Varson.

The Van Zholt family is as minor as nobility gets, but due to having the title and holdings, are still nobles.  At present, the financial state of Gluumhaffen is less than ideal, making the family in somewhat poor straits, as it's through wealth that power flows.  Their holdings are exclusively this town and the meager surrounding wetlands.
  
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