Homepage
| Character Log | Adventure Log | Maps.
 

AKRAYNA (DECAST) GAZETTEER

A tourist's (and adventurer's) guide to Decast and surrounding regions

Player notes: this gazetteer is based on such information as characters have learned during the game and in theory been able to exchange with their fellows, along with what they might reasonably be expected to know on their own either as fact or legend. The intent is that as character (i.e. player) knowledge of the world expands, so too will this gazetteer.


Table of contents:

DECAST and surrounding area (map)

A mighty empire for much of the last thousand years or so, Decast today mostly consists of the fragmenting remains of said empire; a collection of shrinking city-states to a greater or lesser degree held together by not much more than a common history, language, and pantheon all loosely based on classical Greece. Each individual city-state or region is detailed below.

- Praetos and Sharphi -

The old empire's capital city and still a centre of great learning and knowledge, Praetos controls a large amount of the useful land north of the mountains along with just about all the wealth. As befits its status as a long-time capital, the city is rife with sometimes-murderous intrigue and politics; meanwhile underneath all this the stoic common folk go about their lives as usual in a rich and fertile valley long since completely given over to high-yield agriculture. The city itself is a bizarre collection of varied architecture, much of it left over from numerous periods in the past during which designers and their patrons tried to one-up each other in terms of style, ostentatiousness, and expense - sometimes at cost of safety and frequently at cost of common sense.

Outside of Praetos city things are generally much more pleasant. Sharphi, a smaller and much more practical city a day's travel south, serves as supply centre for the rich and peaceful farmlands to the south; and small and often ancient villages and hamlets dot this gently rolling landscape at every turn. The region's rugged north coast is also home to a number of sturdy little fishing villages, many of which are accessible only by sea. The peaceful inland city of Atra and its surrounding Atrae farming region are fully under Praetean control.

To the west, rough hills and forests now controlled by no-one hide any number of dangers; the eastern hills between Praetos and Xania are somewhat safer though despite this are still not a place for the faint of heart.

Praetos is primarily a Human city. There are a few Tegrashi, Dwarves are uncommon but by no means unheard of, and Hobbits are occasionally seen particularly around the docks. Elves and Telaure are generally unwelcome, though quite a few Telaure live peacefully here by simply accentuating their Human attributes; while members of other less common races usually don't last very long in Praetos, leaving either by choice or not.

Sharphi and the farmlands are almost completely Human; while non-Humans are usually welcome enough, for some reason few if any have chosen to settle down here.

Current ruler: Emperor Borneus I
Other notables: Anstrus, high-level Cleric and head of Praetos' primary Zeus temple; Kallios, twice-past Emperor, arch-Vampire, high-level Necromancer; Madam Merta, brothel owner and information source; Keltheres, a shady merchant type (now deceased)

back to top

- Xania and Kapos -

A somewhat-linked and loosely-allied pair of city-states to the east of Praetos, Xania and Kapos are in fact quite different from one another.

Xania is a small and relatively peaceful city in a fertile valley much like that of Praetos, and controls a swath of farmland to its south along with at least attempting to rule over some of the eastward forests. Though mostly Human in its regular population Xania is relatively cosmopolitan, and decent-minded members of any race can expect (and will usually find) welcome here. Such very limited trade as exists with the Elves pretty much all goes through Xania, and Xania also acts as something of a supply centre to those in the Barrakos Hills across the strait to the north.

Current ruler: someone named Charia, who has taken the title of Queen not that anyone seems to care very much.
Other notables: none.

Kapos sees itself as the stalwart defense against all invaders from the east, and this is reflected in its military design and general war-like attitude. It is heavily walled and defended, unlike most Decasti towns, and perhaps somewhat surprisingly is quite a bit rougher than most of the seaports; drunken brawls, muggings, thefts, and the like are not uncommon. Unless invited guests (or slaves) of a local, non-Humans need not bother stopping in as if they do they will soon be made to regret it. There is at least some reasonable basis for this seeming paranoia, as raids by non-Humans against the outlying lands have been increasing dramatically of late and word of this has got back to Kapos.

Around Kapos lies a region of rolling farmland and range, with forest slowly encroaching from the east. A few days travel northeast of Kapos can be found something unusual: the Monastery of the Rising Flower, a Monkish enclave. Beyond this lie massive forests full of Elves and monsters (the same thing, as far as most of the urban locals are concerned).

To the southeast lie some smaller towns and villages supporting scattered farms, mines, and logging operations.

Current ruler: some warlord, name unknown.
Other notables: none.

back to top

- Kailos Islands -

The Kailos Islands, off the west coast of Decast, are home to a loosely-confederated and generally peaceful group of various cultures who for the most part pretty much keep to themselves. Rumour has it, for example, that at least one of the islands is populated entirely by Centaurs; but the bulk of the population of the various islands is assumed to be Human.

While there are numerous villages and very small towns among the islands the only settlement of any real note is Parsis, on one of the larger islands to the south. This solid little city serves as supply centre and trading base for much of the islands region and has a quite diverse population base: Humans, Telaure, a few Elves, some Centaurs, even a wayward Gnome or two all coexist relatively peacefully here; and visitors of other races are generally welcomed as long as they remain peaceful.

Current ruler: unknown (there may not even be a single ruler; each island might have its own)
Other notables: none.

back to top

- Sphondalai -

Once home to numerous mining operations and way-stations along trade routes, the Sphondalai mountains have by and large been slowly lost to encroaching monsters over the last several decades. Only one somewhat-safe route remains through the mountains today, and even it is subject to raids frequent enough to prompt any who travel it to either hire guards or be themselves competent with weapon or spell.

Adding to the woes is a persistent rumour that a Titan, long buried beneath the Sphondalai, is beginning to stir; at least one of the seals holding it in place is known to have broken and earthquake activity in the area has increased dramatically over the last year or so.

The mountains, once part of the Decasti Empire, are today essentially held by no-one.

back to top

- Axenos (city) -

Axenos, the founding source of much of what is now recognized as the Decasti (i.e. Greek) culture, pantheon, etc., was once a beautiful and powerful island city about 150 miles southwest of what is now Spieadeia. About 1085 years ago a minor cataclysm rocked the area, and within a month Axenos and its island were sunk into the sea. Many survivors made it to the mainland shore and over the next few years gathered at a small village on the southwest coast; this village became the city of Spieadeia, and Axenos was considered lost after numerous attempts to find and reach it utterly failed.

Until then known as the Pellenos Water, the devouring sea was renamed the Axenos Sea by the city's survivors in honour of the lost and fabled place; and this name has long since been in common use by all.

Recently, a group of adventurers somewhat shockingly managed to reach sunken Axenos and return to tell their tale: the city still exists, though much altered, far beneath the sea in a dome of breathable air and is still inhabited by what were probably once Humans deformed by their harsh and lightless environment. The city seems to have also become linked with another, also sunk beneath a sea and probably on another world or plane. As the adventurers have provided a device which allows repeated travel to and from Axenos, it is certain more expeditions will be sent to further assess the remains and interact with the inhabitants.

Current ruler: unknown.
Other notables: none.

back to top

- Spieadeia and Cyrax -

Founded about 1080 years ago when survivors of sunken Axenos arrived at and took over a small village, the white city of Spieadeia is rivalled in Decast only by Praetos in terms of size, wealth, culture and influence. Rising away from one of the better harbours on the south coast, the bright white of Spieadeia's walls and buildings can be seen from the sea for miles on a sunny day; the city was originally designed to try and replicate Axenos (also known for its white buildings) but has since slowly developed a practical style of its own.

Spieadeia controls much of the southwest corner of the Decast region, including a large area of fertile farmland centered and supplied by the small city of Cyrax. Cyrax is quite possibly the most peaceful city in all of Decast; located many miles from any border and from the coast, it has not been raided or invaded in centuries. Small villages and towns make up the remainder of the population, which is almost all Human except in Spieadeia city itself. Spieadeia, while mostly Human, is also home to a few Dwarves, quite a number of Telaure, and various other races often passing through as crew on trade vessels. The city also supports, though not always happily, a significant Tegrashi community. Full-blooded Elves are rare and often find themselves unwelcome.

The south coast holds a fishing village in just about every safe anchorage, while the hills to the northwest of Spieadeia are home to miners and prospectors; occasionally, a small gold deposit or other valuable ore can be found by the lucky.

Not far to the east of Spieadeia lies a low-level Bardic college.

Recently, Spieadeia has been thrown into political and economic turmoil by the startling revelation that a long-legendary means of travel to sunken Axenos not only exists but has - at great cost - come in to the city's possession. Couple this with a fast-forming alliance with Karnos and it becomes clear that big changes could be coming on the south coast.

Current ruler: until very recently, a magocracy headed by Speaker Aquieila was in charge; recent events have seen Aquieila move to take complete rule for herself will almost full backing from the general populace. The rest of the mages' council have been suspiciously dying off of late…
Other notables: none

back to top

- Karnos and Torcha -

The port city of Karnos and the agricultural town of Torcha have become, somewhat by default, the nearest thing Decast has to adventuring supply centres; and thus have become better known by adventurers than most other towns.

Karnos is a small practical port city that survives mostly from trade with foreign lands to the south. Not all of this trade is above-board; for example slaving operations are known to exist, and the local authorities often turn a blind eye to such. To the north of Karnos lies its farming region; less fertile than some areas but generally good for livestock. To the west lies a large forest that for some reason has just always been there, while to the east lies a much bigger and very dangerous forest that in effect has no end. Raids from this forest are a constant nuisance; though they tend to ebb and flow in frequency and severity depending on the actions of various heroes and adventurers.

Of late, Karnos has been pursuing alliance with Spieadeia - given the disparity in size and influence between the two cities this can realistically only end in Karnos simply being absorbed by the larger realm; but they keep trying regardless and recently have been meeting with unexpected success.

Ruler: Baron Denarios.
Other notables: none.

Torcha, about six days travel to the north, has become a strange combination of peaceful farm town and adventuring base camp. Its eastern lands too are subject to raids from the forest, but otherwise it holds fertile farmland sprinkled with small villages and hamlets for a few tens of miles in all directions. A few days north of Torcha lies a mid-level Bardic college, while to the northwest stand the mystical Woods of Artemae in which live Satyrs, among other things.

A few miles east of Torcha stands a recently-built castle, home to Countess Alendra; while just south of town the Fallen Flagon pub stands ready to welcome weary adventurers home from the field.

In the past, Torcha was a part of Karnos city-state; this arrangement ended in violence a bit over a century ago when Torcha took its independence.

Ruler: a council comprised of important locals (Clerics etc.) whose membership changes over time.
Other notables: whoever is in residence at the Fallen Flagon and-or Alendra castle.

back to top

- Eastern Forest and Thraci Hills -

East of Decast and the Sphondalai lies a vast forest, cut through from northwest to southeast by the Thraci Hills. While the far eastern ends of this land are known (or assumed) to be inhabited by Elves, the areas between are almost completely wild; petty warlords vie for power against each other and against whatever monsters may be passing through or trying to settle in; while a few powerful individuals, particularly south of the hills, are known to have set up their own small private enclaves. Scattered among the trees are occasional ruins - some fairly significant - of towns and settlements left behind when the Decasti Empire lost control of this region some few centuries ago.

Little is known of the forest lands between northern Decast and Turiel other than they carry a probably-well-deserved reputation for great danger and little reward. A few Human settlements exist along the western fringes, eking out a living from forestry and mining, while Elves have recently been rumoured to hold a fair bit more of the eastern forest than previously realized. Otherwise, what if anything lives here remains unknown.

The forests south of the Thraci Hills have been better explored. Known to exist here are a small Elvish enclave that has for some reason isolated itself from the larger Elvish settlements; an often-changing network of mostly-Human warlords and raiders, and the tranquil cottage of the old and half-mad Illusionist Quirine. Other than these, the population is very mixed and is known to include Grashi, Tegrashi, a few Dwarves trading from the south, at least one village of Turvitians, an occasional Minotaur, Knill and Quitchi in numbers, and who knows what else. A few leftover towns, such as Krymein, serve as gathering places and trading centres.

Well northeast of Torcha and drilled into the south side of eastern Sphondalai is the blighted and ruined Valley of the Dead Queen, made such by Ares in a fit of anger some 650 years ago. Recent exploration revealed this to be a land of monsters and decay, many villages and small towns lie in ruins, while in one a small colony of Humans still clings to a grim existence.

Rulers: Jana the Unborn is Queen of the Elvish enclave. There are persistent rumours that someone named Gragi the Giant King is some sort of ruler or power among the scattered warlords but none have seen or met such a being. Other than this, these lands are ruled by none (though many warlords would say different).
Other notables: Quirine the Illusionist lives several days travel northeast of Torcha.

back to top

FANGRIEL and TURIEL

Two somewhat-connected Elven realms lie northeast of Decast. The southern is known as Fangriel by its inhabitants and is often referred to as Ellerina by everyone else; the northern is Turiel, more commonly known as Quarre. Ellerina, or Fangriel, is known to hold several significant communities the main of which is Aurelauren. Quaraule is widely held to be the main town in Quarre (Turiel).

Ellerina is generally assumed to be quite expansionist in intent, and recent reports have it holding much more of the eastern forest land toward Decast than previously realized.

Outsiders are almost completely unwelcome in both realms. Their population is assumed to be entirely Elvish.

Rulers: unknown.
Other notables: none.

back to top

NORTH MIDLANDS (map)

The "North Midlands" is a catch-all term for everything between Decast and the Celtic lands, including the Barrakos Hills, the Qar'nora and Qar'tura region (the Qars), the Hobbit realm of Perriana, and so forth.

- Barrakos Hills -

A rugged and mostly-deserted land north of Decast, the Barrakos Hills provide a decent natural defense for the remains of the old Empire. A few villages, mostly Human, remain scattered among the hills; most of these are descendants of a once-mighty tribe long ago overrun by the Decasti and then left to their own devices. Otherwise, ruins of various sorts and abandoned mines are about all that's left here.

Ruler: none.
Other notables: Magraine, the great military general, hails from here.

back to top

- Anaish, the Qars, Lazudo, and the Forgotten -

A isolated group of three small cities, left over when Decast retreated centuries ago, remains one of the only bastions of civilization in a land otherwise returned to wilderness. These cities are Anaish, Qar'nora, and Qar'tura (the latter two are often referred to as "the Qars"), and the region between them consists of relatively peaceful farm and range lands.

A few less savoury types have established strongholds along the coast and in the surrounding hills; actions against these along with occasional forays into neighbouring Puridius over time have made the Qars into somewhat significant adventuring centres; it is possible this is all that keeps these places afloat economically.

The population of the Qars and region is mostly Human with a wide-ranging mix of other races (Elves, Tegrashi, Hobbits, a few Gnomes and Dwarves, etc.) thrown in. The hills and forests, where populated at all, are home to any number of different species many of whom are considered monsters by civilized types.

Lazudo is a mid-size town with its own small city-state a few hundred miles north of the Qars. Nearby is a Monkish enclave known as the Monastery of the Rising Fur.

The Forgotten are a community of odd individuals residing in a tiny realm between Qar'tura and Puridius. Highly intelligent members of an unknown species, these self-named Forgotten seem to just want to be left alone.

Rulers: unknown. It is uncertain whether these cities are one realm or each their own.
Other notables: Brema, once a mage from Anaish, has become a stronghold baron and power broker on the coast. Brepa, her now-estranged husband and also a significant magician, remains in Anaish.

back to top

- Perianna -

Perianna, a small and long unheard-of realm of Hobbits, recently came to light when some of its residents took up adventuring and thus alerted one and all to their existence. Almost nothing else is known of this place other than where it is, other than it is all that remains of a once-huge Hobbit realm most of which was driven out many centuries ago by the Decasti.

back to top


PURIDIUS and the PIRATE HOLDS (map)

The evil realm of Puridius broke away from the fading Decasti Empire some 450 years ago and set itself up as its own nation holding much of a large peninsula in northern Axenos; despite almost constant attempts since it has been unable to expand much from this base and has yet to even take its whole peninsula as rugged topography and fiercely-independent pirates at the western end (who were there first) have thus far prevented such. It holds enough fertile land, mostly to the peninsula's east and north, to feed its population with help from a thriving fishery.

back to top

- Purides -

The capital city of the Empire is putrid Purides. If rumours and reports are to be believed, the streets of this terror-filled town often run deep with blood and the city's ambient sound is the tormented screams of the damned. Exaggerated, possibly, but in any case Purides is considered by all an unhealthy place to be…unless your tastes tend strongly toward the Necromantic.

It is an ancient town, present in place before the Decasti took over 750 years ago. Its population is believed to be mostly Human, though there have been a few reports suggesting many of those are not fully alive or sentient; and there are persistent reports of monstrous races (Grash, Turvitians, and worse) also calling the city their home.

Ruler: Emperor Vaklari of the Stone. He is the only ruler this centuries-old Empire has ever had.
Other notables: none.

back to top

- Targnol Port and the north coast -

Targnol Port and the north coast villages have proven, after exploratory visits, to be in some ways not unlike any other port towns: rough, earthy, and filled with a mix of people good, bad, and indifferent. The evils of Purides are but a distant menace here, and though the area is in all respects part of the Puridian Empire the people are much more varied than one might expect.

There is a significant resistance movement within Targnol Port itself, quietly operating against the interests of the Empire.

The other main city on the north coast is Hyppia, a surprisingly peaceful port town given what realm it is in.

About 80 miles inland from Targnol Port lies a significant ruin: the once-great city of Akrides. During the fading of the Decasti Empire this city was overrun and sacked by Barbarian raiders about 450 years ago; it was abandoned, and many have suggested this series of events is what ultimately allowed Vaklari to take over of all of Puridius virtually unopposed: he could repel the Barbarians where the current rulers - the Decasti - could not. Reports are starting to filter out that Akrides may have recently been much further ruined by some sort of eruption, along with several other nearby settlements.

Ruler: Emperor Vaklari of the Stone, at least in name.
Other notables: none.

back to top

- Suderham -

Suderham is a small city located on an island off the coast some distance south of Puridius. While geographically closer to the Qars, enough evidence exists of a connection with the Puridian Empire to justify its inclusion here rather than with the North Midlands. It is, as far as any can tell, ruled and controlled entirely by slavers.

Somewhere out here, probably on a different island than Suderham, are also rumoured to be some sort of cloning facilities. It has been well documented that Puridius has cloning abilities but it remains uncertain just where this is done.

Rulers: the Slave Lords; known among these are Milerjoi and Akasta - and Markessa; once thought dead, she seems to be revived.
Other notables: none.

back to top

The NORTHLANDS (map)

A vast and only vaguely-defined area of land stretching from the midlands all the way to the pole and wrapping around the top of the Axenos, the Northlands are home to a wide diversity of creatures and cultures.

- Cymrug -

With a Celtic culture approximating that of Wales, Cymrug is the first significant realm one would encounter were one to journey north out of the midlands. A green and verdant land thanks to its often very rainy winters, Cymrug harbours a highly fertile interior which produces more than enough to feed its somewhat sparse population.

There are two cities of note: Llangelyn is the primary port and trading town on the coast, while Caer Cadwyn is the realm's centre and capital.

The population is mostly Human and Barbarian in the rural and forest areas, while Caer Cadwyn is nearly all Human and Llangelyn is quite cosmopolitan: nearly all races can be found here if one looks hard enough.

Ruler: unknown.
Other notables: none.

back to top

- Bretha and Lees -

The rugged dual realms of Bretha (approximates Scottish Celts) and Lees (Cornish) lie to the north of Cymrug and are nearly constantly at war with each other, also with Cymrug, and with various monster races that come down out of the mountains to the north. Lees is also coming under threat from Elves to the east; thought to be far away, it was recently revealed that the Elves are in fact pouring south between Lees and the Godswall but thus far have for some reason left Lees alone.

The only town known in Bretha is its royal seat of Tannaburn. Lees' capital is Scaploe, and the small town of Restenford on the northeast frontier provides a fine base for adventuring into the dangerous lands beyond. A few days south of Scaploe can be found a significant Bardic college.

The population of both realms is primarily Barbarian and Human, though other races - most notably Dwarves and Hobbits - can be found here in small numbers. Grashi and Tegrashi are usually made unwelcome.

Rulers: main rulers unknown, assumed to be hereditary monarchs. Restenford is controlled by Baron Montfort.
Other notables: Akasta Nightstar, a significant wizard, has an enclave (with a very fine garden) just outside the southern border of Lees.

backto top

- Tewys -

A tiny city-state maybe 40 miles across set just northeast of Lees, Tewys survives mostly because the larger realms nearby largely can't be bothered with it. It is nicely situated on the main north-south trading route, and is also a significant jumping-off point for adventurers heading into the wild north. The little realm consists of one main town - Tewys - and a collection of small farming villages.

Ruler: King Huw; he calls himself king but most outsiders consider him no more than a baron at best.
Other notables: none.

back to top

- Pomfrey and Rellham -

Centuries of war and strife have thus far failed to convince the dual kingdoms of Pomfrey and Rellham that they are in fact almost exactly alike; even to the point of sharing a capital city: Waterdown. The battles are fought on some of the most fertile land on this side of the planet; rainy winters and pleasant summers see to that, and the common folk have much in common with Hobbits - except for the fighting. The population is mostly Human, with various Barbarians and Hobbits also in the mix.

The constant fighting here has produced one noteworthy result: advances in armoury and a culture of chivalry (most of the time) led directly to the Cavalier class, first seen about 400 years ago.

Ruler: unknown.
Other notables: none.

back to top

- Weshire -

Weshire is the primary remaining bastion of Hobbitkind, driven here en masse some seven centuries ago by invaders from Decast. Little is known but much is assumed about this idyllic land. Its population is almost entirely Hobbit; Elves and Dwarves are welcome to visit and sometimes stay a while but Humans, Tegrashi, and the like are usually stopped at the borders.

Ruler(s): unknown
Other notables: none.

back to top

- Rielle -

A large country on the north coast, Rielle came about when raiding Norse decided to settle down. The result was a culture much like that of early French Normans, and for a while it was highly successful - until its eastward expansion ran into the Elves coming west.

To the north of Rielle lies the Norcurun, or Untamed Water; an ocean extending untold distances west and fairly soon becoming ice to the north.

Ruler: unknown
Other notables: none.

back to top

- the 'Heims and Krahzia (map) -

What would a world be without Norse? Here, the Norse occupy three fjord-riddled mountainous jarldoms called from south to north Tordunheim, Trullheim, and Valksheim; these are collectively known by most as the 'Heims. Valksheim, the northernmost, has a main city Kaaparik, a tough but decent place most notable for its apparently complete lack of wizardly types. Freyrsheld, a similar but smaller town, lies a few days travel to the east.

A large Dwarven kingdom called Krahzia lies in or under the mountains east of the 'Heims; it is widely believed there is a great deal of trade between the Dwarves and Barbarians, and they are known to be on friendly terms.

Rulers: unknown in all cases.
Other notables: none.

back to top

- the Arctic and Peliatic -

Other than the assumption that there must be an arctic region somewhere up north; and that the quasi-legendary Peliae, or Arctic Elves, must live there, nothing is known of the very far north. Yet.

Rulers: unknown.
Other notables: none.

back to top

- Lorienalaure -

Rolling in like a tide from the very far northeast, the immeasurably ancient and ever-expanding realm of Lorienalaure is the root source of just about all Elves in the west. Non-Elves need not bother trying to get in.

Ruler(s): unknown.
Other notables: none.

back to top

The WEST and SOUTH (map)

This section covers the lands west and south of the Axenos and of Decast.

- Corvite Empire -

About 300 years ago a quiet city called Shanthuli rose up and declared for Empire; renaming itself Corvi, it went on to quite quickly make that bold declaration a fact. Today, the Corvite (a.k.a. Roman) Empire holds just about the entire west side of the Axenos Sea and has made repeated attempts to expand both north toward Pomfrey and south toward Tanquair and Inadar.

Despite its size and importance, little is known of the Empire or its people. It is a Human-centric place: non-Humans are reported to have been consistently one or more of subjugated, enslaved, driven out, or slaughtered wholesale - depending on who is giving the report.

Ruler: Emperor somebody or other, most recent of many.
Other notables: none.

back to top

- Tanquair -

A far-distant small city-state on the sub-tropical southwest coast, the most notable thing about Tanquair is that despite being one of the oldest settlements on this side of the world it has never been conquered. It, or somewhere nearby, has always been a centre of learning and study; and legend has it that a thousand years or so ago the Bard class got its start here before expanding to cover the known world.

South and west of Tanquair is the Ysturun, a hurricane-spawning ocean extending off into the unknown.

Ruler: unknown
Other notables: none.

back to top

- Inadar -

Hot sticky humid Inadar, at the south end of the Axenos Sea, roughly equates to a Sumerian culture that never quite died out. A fertile land of farms and agriculture completely surrounded by inhospitable and dangerous jungles, Inadar's history is as rich and varied as any you will find. Unfortunately, few know much of it; nor do they know of what lies there now.

Ruler: unknown.
Other notables: none.

back to top

- Khozora -

The largest remaining Dwarven realm in the region, Khozora has deep roots in the mountains that make up the south end of the Godswall. Dwarves from here trade as far north as Decast and as far west as Tanquair; Khozora is by no means as isolated as some would like to believe.

Needless to say the population here is almost all Dwarvish. Unlike some Dwarven holds, however, Khozora is at least somewhat welcoming to non-Dwarves - provided they remain peaceful and don't show too many signs of permanently moving in.

Khozora would doubtless be somewhat larger yet except it has an unfortunate habit of every thousand years or so getting mostly destroyed by one calamity or another, usually involving volcanoes.

Ruler: unknown
Other notables: none.

back to top

- Hopxapetl -

One very isolated realm is the Human land of Hopxapetl, a culture roughly equating to that of the Incans. About the only contact these people have with the outside world is limited trade with Khozora; and most would not know the place existed at all were it not for occasional adventurers who hail from there setting off into the greater world seeking fame and fortune.

Ruler: unknown
Other notables: none.

back to top

LARIA and CHEROPS

Laria, as one might surmise from the name, is home to the Laria, or Wood Elves. It is a relatively new and small Elvish realm, having been there only a few centuries. Little else is known of it.

Cherops is or was a significant Human city in what is now Laria. A cultural centre during the Decasti occupation, it became its own city-state when the Decasti left and did just fine for some time until about 90 years ago when - simultaneous with a significant volcanic eruption nearby - the Elves invaded and Cherops simply disappeared. This caused lots of sabre-rattling among the Decasti but the shattered Empire could not in fact muster any worthwhile response; and the Lariae probably knew this going in. Since then the Lariae have kept almost completely to themselves.

Ruler: unknown.
Other notables: none.

back to top

- Drowsapfr -

At the head of the great inlet that defines Laria's north and Decast's south coasts can be found about 100 miles of marsh, swamp and danger known as Drowsapfr. Quicksand, disease, monsters, confusion - all await even the most prepared of travellers here. Just about everyone who is not an adventurer avoids this place like the plague, which is a shame in one respect as it holds the greatest engineering feat of the entire Decasti Empire; a feat that has outlasted the Empire that built it.

This marvel is the Great South Bridge, a massively high arch well over a mile long spanning the muddy mouth of Drowsapfr where it meets the sea. It was completed over 600 years ago, and the highways to its north and south are now nearly lost to the forest, but the bridge remains and probably will for some time; even the most critical of Dwarven masons have commented on examining the bridge that somehow - probably by sheer luck - the Humans got it right for once.

back to top

The AXENOS SEA

The life-giving (and occasionally life-taking) sea that binds these varied lands together, the busy Axenos is mostly controlled by pirates and Puridians in the north and Corvites in the south, but in neither case is this control absolute. At its northwest end is an outlet to a much larger ocean extending north and west, while at its south end is a quasi-permanent maelstrom that has been there for centuries.

Tides in the Axenos are relatively minor, with a maximum rise and fall of about four feet and often quite a bit less. A general southward current flows very slowly along the surface, varying occasionally due to wind and weather changes.

Weather to the north is often stormy in winter and mostly fine in summer; to the mid and south it is usually fine all year round except for more or less frequent sudden afternoon storms which can spring up almost on a moment's notice due to daytime heating and moist air and just as quickly dissipate at sunset.

back to top

The GODSWALL

A majestic and massive range of mountains and volcanoes extending in an almost straight line from the far north to Khozora, the Godswall clearly demarcates a natural border between the lands and realms noted above and much different regions to the east. It comes by its name honestly: the western face of the range rises sharply in massive and almost-unbroken mile-high cliffs for something over a thousand miles north to south. There has been speculation that this range is not entirely natural in origin (hence its name) but nothing has been proven.

Those few who have dared explore within the mountains have invariably returned with reports of monsters, danger, and often-extreme and unpredictable weather; if and when they returned at all. There are no known passes over the mountains; the Khozora Dwarves of the far south maintain a pass through and under them, and it is possible - though difficult, and not without hazard - to go around the mountains to the far north.

back to top

EASTERN DESERT and PLAINS

Beyond the Godswall, according to legend, lies an endless desert to the south and grassland plains to the north.

- Tribal nomads -

These wandering people, a mash-up of American First Nations, Mongols, and other plains-dwelling cultures, occupy the grasslands east of the Godswall to a greater or lesser extent. Such very little information regarding their ways comes from the Elvish culture that has repeatedly encountered them while slowly driving them southwards over the years.

- Su-Rel -

Roughly equating to Egyptians, the Su-Rel are the only known Human culture in the great desert; and even that limited knowledge comes mostly by tall tale and legend.

- Hagalen and Khri-Halai -

Of more certainty is that one or both of the Hagalen and Khri-Halai reside in the desert, though it is unknown exactly where and in what numbers; this information has come to light via some Hagalen encountered in Decast.

back to top

ALOTANIA

All kinds of mixed information has come out regarding a region loosely known as Alotania, located within and on both sides of the Alotan mountains; a range well to the west of Pomfrey.

Depending on which Bard is telling the tale, there may be a Gaul-like culture there; or a kingdom containing multitudes of Grashi; or a dying-off culture that once resembled Spain; or nothing at all except monsters. Or these all may be true; or none of them.

What is known for certain is that the Corvite Empire is doing its best to expand into this region without regard to what may already be there.

back to top

FAR-OFF REALMS

A catch-all section covering various far-off places heard of mostly by legend.

Tsauri is a rumoured Japanese-style land or collection of states that is - if it still exists at all - somewhere far west of Alotania. It is notable only as the original source of the Monk class.

Anamytha is an Elvish nation somewhere west of the Corvite Empire that continues to somehow hold out against the invaders - or so the tales go.

Selaria is a rumoured Elvish realm at the north end of the Godswall, notable here mostly due to reports that it stands in opposition to the might of Lorienalaure; but none know why.

Khozti is reputed to be another Dwarven hold somewhere to the very far west, perhaps beyond Anamytha.

Rupandi is a rumoured east-Indian style nation somewhere in or beyond the great desert.

back to top

PLACES NO MORE

Some places and nations that have ceased to exist over time.

Snooka was the great Gnomish monarchy once located somewhere slightly northeast of what is now Inadar. Overrun and completely annihilated by the Kavu about 1200 years ago, the Gnomes changed their racial name to Snooka in its honour and then scattered to the four winds. While the greatest numbers of Gnomes can still be found in the far south, they appear in limited numbers almost everywhere and to this day still have no true homeland to call their own.

Carria was a mostly-Human nation on the northwest coast of the Axenos that has been completely overrun by the Corvite Empire during the last century. It is now nothing more than a minor province in the Empire.

Kavu was a brutally warlike empire that reached its peak about a thousand years ago, it since has retreated to become today's much more peaceful Inadar. Despite a litany of conquest and bloodshed unrivalled in history, Kavu is best remembered today for its marvellous city of learning and wisdom called Kavu-Ta; a legendary rival to Tanquair until it was overrun by raiders and monsters some 850 years ago.

Zarakhta is a lost Dwarven realm somewhere in the northern Godswall.

Recently, more and more evidence is coming to light of an amazing culture of high technology combined with strange and powerful magic that existed in this area somewhere in the region of 200,000 years ago: the ancient Khri-Halai. These are, it seems, not to be confused with their somewhat less-advanced descendants of today who, while still intelligent and mostly civilized, have lost nearly all touch with whatonce made them great.

back to top

 

 
 


Dafan
Decast Old Dafan Telenet Riveria