| 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. |
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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)
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- 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.
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- 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.
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- 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.
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- 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.
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- 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
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- 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.
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- 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.
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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.
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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.
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- 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.
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- 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.
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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.
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- 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.
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- 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.
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- 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.
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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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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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.
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- 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.
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- 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.
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- 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.
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- 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.
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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.
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- 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.
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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.
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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.
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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.
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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.
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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.
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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.
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